This is Why Warborn Shaman is the Best Magic Tank

This post was made as entry for Splinterlands Social Media Challenge
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There are units in Splinterlands that don’t make a lot of noise but end up staying on the board longer than you expect. Warborn Shaman is one of those cards I underestimated at first but found it too useful to ignore once I started using it. It doesn’t carry games by itself but it makes your team harder to kill and your opponent slower to scale.
I like units that create subtle advantages each round and this one does it by combining magic attack with Void Armor and armor. It’s not flashy but it’s reliable which makes it perfect for rule sets that increases his health. Definitely a good rare card to keep in your back pocket especially at max level.

Let's talk about… Warborn Shaman
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Korgha Ghashglok led the Duratuk's shadow war against the Torvingor Kalamenty from the forests of the Northern Highlands. Using pools and streams as scrying mirrors, she tracked the legions’ movements and orchestrated devastating ambushes against their convoys and patrols—made all the more lethal by her shamanism, which she used to impede her enemies' speed and prevent both counterattack and retreat.
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Other part of the lore can be found in this link…

Stats:
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| Mana: 10 | Rarity: Rare |
| Damage: 3 Magic | Armor: 4 |
| Speed: 3 | Health: 8 |
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|| Magic attacks hit this Unit's armor before its Health.xxx || Each successful attack reduces the defender's speed by 1.
|| This Unit gets to act before the battle begins.
|| Attacks have a 50% chance to apply poison, which does automatic damage to the target at the beginning of each round after the poison is applied.
|| Restores a third of the max health to this Unit's health each round.

Buy and Rent:
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If Warborn Shaman is priced around $50 for a max leveled copy then that’s just about right for a rare card with this efficiency. The problem is it's $399.99 for the cheapest max level. Even so, his ability to survive and provide good damage that can win games over time is a good reason to take it. It's a solid all around unit with a unique mix of defense and offense.
Renting this card for 44.489 DEC per day for a level 4 feels expensive especially when you need him for running magic comps. You may not use it every match but when the right ruleset hits, this card can carry more than its rarity suggests.

Rule Sets:
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| Use it in... |
![]() All units with magic and ranged attacks have Snipe (magic and ranged attacks target the first non-melee enemy unit behind the first position). Ambush provides an initial burst of damage which also means he may be able to kill or reduce a huge health of a backline unit. Remember that Snipe only works if the unit is not in the 1st position. So, use it on the 2nd position to serve as a Snipe tank and allow itself to use Snipe as well. |
![]() The initial Health of all Units is equal to that of the Units on either team with the highest base Health. Its decent health scales even further making it tankier in longer fights. This combines with Heal increasing the health it recover each round. |
![]() All Units have 2 Armor in addition to their normal Armor stat. This rule set works really good with Warborn Shaman because it synergizes with its Void Armor. The higher armor this unit have, the more value Void Armor will be. |
| Avoid using it in... |
![]() Units do not have any armor and do not get armor from Abilities or Summoner Buffs. This unit loses armor which loses its Void Armor. Since this unit has naturally low health for its mana, it's not a good solo tank to use. Even so, its Heal is still useful so it's not completely useless in the front. |
![]() All healing abilities are removed from Units and Summoners. Heal gets disabled which removes a another key part of its sustain and makes it easier to die. While this wasn't as bad as Unprotected rule set, the Heal not being usable is still bad. |
![]() Magic attacks hit Armor before reducing Health. Void Armor already have the same effect so Warborn Shaman does not get any benefit from this rule set. Actually, it's worse because now, your enemies can use their armor to block your Warborn Shaman's attacks making it less effective in taking down the enemies. |

Battle Summary...
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Watchus Fighticus! Replay battles that are oh-so-victorious!
Click here to watch the full battle!
Battle Strat: My strategy for this game was quality over quantity. There is Armored Up rule set so Warborn Shaman is always an option. Other than that, I got crippled by Need for Speed requiring high speed units to play. I just prayed with my two carry units, Warborn Shaman and Commander Slade, the best Magic Tank and the best Melee Tank in the game right now.
Battle Summary: This game is actually quite close if only the enemies did not sabotage themselves with a bunch of units with Incendiary units. This ability burns the holder for 2 every round, similar to poison, but also spreads to their own team depending on a chance. So, I just had to wait until I win and unfortunately, for my enemy, both of my carries are really good with surviving on their own.

Disclaimer
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About the Author
Hey! I’m Mavis the Muggle, your friendly Splinterlands addict with a slight obsession for all things Harry Potter. 🧙
When I’m not immersed in gaming or wizardry, I’m busy learning new things. Recently, I’ve been having putting a lot of effort and having a blast creating content on Hive so relax!
You can support me by upvoting this post, reblogging, leaving a comment below or by using my Splinterlands referral link.
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