How did "SNIPING NARWHAL " stunned the enemy

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Hi guys! For this blog, let's talk about a monster from the Untamed edition, SNIPING NARWHAL. I'm going to share a battle using this monster.

BATTLE LINK

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THE LORE


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While a regular Narwhal can sink a ship with a single thrust from its giant horn, a Sniping Narwhal can actually release the horn, launching it up to a mile underwater with precision. The cartilage material of the horn reforms in about 24 hours and is ready to be loosed again. Sniping Narwahls are also considerably larger and more territorial than the kelp garden variety Narwhal with which we are all familiar.


CARD STATISTICS

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Sniping Narwhal is a common card from the untamed edition with 5 mana and a ranged attack. At max level, it has the abilities of Snipe, Stun, and, Piercing.


CARD ABILITIES

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SNIPE
Targets enemy Monsters with Ranged, Magic, or no attack that are not in the first position.


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STUN
When a Monster with Stun hits a target, it has a chance to stun the target causing it to skip its next turn.


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PIERCING
If Melee or Ranged attack damage is in excess of the target's Armor, the remainder will damage the target's Health.


SPLINTERCARDS INFO

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PEAKMONSTERS INFO

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MY LINE UP

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For this battle, I used water element being Kelya Frendul as my summoner. First line position is Serpent of Eld with dodge and Return Fire ability. Second is Flying Squid with Reach and Blind ability. Next is the tank healer, Merdaali Guardian, and in the fourth position is Sniping Narwhal.


MY OPPONENT'S LINE UP

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As you can see, my opponent fills up all the positions in his team. He also used a water unit and Kelya Frendul as his summoner. He used a combination of monsters with melee, magic, and ranged attacks.


BATTLE RULESET

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The battle requires 26 mana and the active elements are Fire, Water, and Earth units.


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ODD ONES OUT
Only Monsters with odd Mana costs may be used in battles. There are no special tricks for this ruleset, but having an idea of the mana points of a few monsters helps in predicting what your opponent can and cannot use.


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STAMPEDE
The Trample ability can trigger multiple times per attack if the trampled Monster is killed. Higher HP and speed are the key to this ruleset. Dispel helps to remove Trample.


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TAKING SIDES
Neutral Monsters may not be used in battles. There are no special tricks for this ruleset but make a balanced team.


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THE BATTLE

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BATTLE REVIEW

Since one of the battle rules is the Stampede, I used a summoner that adds speed to its team members because Higher HP and speed are the keys to this ruleset. I used Serpent of Eld and Flying squid to be positioned in front because of their high hp and melee attack. I also used a tank healer merdaali guardian to help the tank regain its health each round. I put Sniping Narwhal as my last(fourth) position because it has the snipe ability. Because of this ability, Sniping Narwhal targets enemy Monsters with Ranged, Magic, or no attack that are not in the first position. It has also the Stun ability. When a Monster with Stun hits a target, it has a chance to stun the target causing it to skip its next turn. When the first two monsters were killed by the opponent, merdaali guardian was a great help to Sniping Narwhal. Luckily, the two remaining monsters from the enemy can only attack the first position card from their opponent, Sniping Narwhal had the chance to attack and kill the remaining enemy.

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Thanks for reading!

BATTLE LINK



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5 comments
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Thanks for sharing! - @cieliss

This is an excellent card, you just have to know how to play it. As a tip, you don't need to post all the images of the battle rounds, just talk about your strategy and the way you thought about it, maybe you can make Gif images with the battle or a video.

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Thanks for the advise, I will try it next time. Thanks also for the upvote!

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