Splinterlands: the art of war without $$$: Discover the power of fire!

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Hello all !

We continue our series of articles on strategies to get started in Splinterland. This time we will focus on the fire (red) deck in general. As in the last article (Defeating Alric with a blue or green deck), we are going to use 100% free cards as much as possible.

Hot, boiling summoners:

You will have the choice between two summoners which will be provided to you free of charge, Malric the bodybuilder and Pyre the weasel.

Malric Inferno_lv1.png
Pyre_lv1.png

Let's cut it short, Malric is better than Pyre 90% of the time. His summoner power grants +1 melee attack to all your minions. This synergizes particularly well with many monsters accessible from the start. However, Pyre should not be thrown out. The +1 speed it gives will benefit your entire team allowing you to strike first and increase the dodge chances of your own monsters.

The tanks of the Red Army:

Triple A:

Living Lava_lv1.png
Cerberus_lv1.png

Let's start this overview with two excellent maps, The Living Lava and Cerberus, the first is certainly a bit expensive, but what a map! Three attacks, two points of armor and six points of life! And let's not forget the most important, the Shield ability, which reduces all damage by 1 point (except magic attacks). You can count on it to take a lot of enemy attacks while pushing through the enemy's first line. Small flat, an extremely low speed, but nothing serious for a card which will take many turns to be defeated. Equally magnificent, the Cerberus is a lower cost alternative. He has a very decent attack, good speed and five health points. Once again, the icing on the cake comes from its Heal ability (This last restores 1/3 of the monster's life points at the start of each of these turns, minimum two health points are thus healed per turn). The Cerberus is a relevant choice in low energy battles or when Earthquake or Noxious Fumes are raging.

The second choices:

Serpentine Soldier_lv1.png
Pit Ogre_lv1.png

Second choice yes, but more than correct! Let's start with the Serpentine Soldier, which for a cost of five energies will be very painful to destroy. Its very high speed, its point of armor as well as these four points of life, but above all its Shield ability make it a real tan to destroy. Personally, I like to leave him behind when the fight calls for a Super Sneak rule. So your own damages dealers will have time to do their job quietly. Pit Ogre is in my opinion the worst of the bunch, for six energies you will have seven health, two damage, and snail speed. Nonetheless, I love playing in matches with the Melee Mayhem rule in order to take full advantage of her stun ability!

The rear guard:

Cowardly and bad:

Giant Roc_lv1.png
Magma Troll_lv1.png

Good … As much as the basic red tanks are among the best, the disappointment is immense. The Giant Roc is relatively expensive with these five energies, it does little damage, is not very fast, it still has a decent amount of health. His Flying ability will allow him to dodge a few attacks while dealing hits with Reach, but there are much better alternatives! The Magma Troll is an insult to your deck, four energy, a mussel attack, also quite slow, only three hit points and not even an ability to save it. Make no mistake, we are here in the presence of a card that is there to look pretty in your collection (and even!)

The sappers of hell:

David vs. Goliath:

Serpentine Spy_lv1.png
Kobold Miner_lv1.png

Let's erase the previous trauma from our memory and focus on these two very good cards. The Serpentine Spy is one of my favorite cards, Its illustration is magnificent, it costs three small energy points, an attack of two, a correct speed, but above all the Opportunity ability which will systematically target the opponent closest to the death of the opposing team. The only downside is his small hit point, so you have to make sure he attacks before taking damage. The Kobold Miner when it costs only two small energy points and will titillate the enemy back line. These two cards synergize very strongly with Malric Inferno which will give them the ability to kill many opponents in one hit.

Section Zis-3:

Light support:

Goblin Fireballer_lv1.png
Fire Beetle_lv1.png

In short, the Goblin Fireballer is your team's stopgap. Nothing special to say about him except that he will fit perfectly into your lineup to achieve these two orphan energy points. Much more interesting, the Fire Beetle costs one more energy point, it is hard to destroy with these four life points (which makes it a good candidate for the last place of your team to protect your more fragile cards) . It certainly does only a small point of damage, but its Snipe ability will allow it to seek out the opposing utility and damage dealer. A real must-have at a low price.

Katyusha !!! :

Spark Pixies_lv1.png
Fire Elemental_lv1.png

Once again, we are spoiled! Two cards with enormous potential. The Spark Pixies, can seem fragile with its small point of life, but it is still necessary to succeed in touching it! Five points of speed ​​ and Flying ability make it an extremely difficult target to hit (especially for a sand worm and its speed of one). Also, this card only costs four energy points and has a lot of damage! Even more beautiful, The Fire elemental costs five energy, and the least we can say is that you get what you pay for. A speed of four, two small points of life, two of damage, but above all the Blast ability which will allow him to go and tease the opposing back line while slaughtering the opposing tank!

The genius and the rusk:

Goblin Shaman_lv1.png
Kobold Bruiser_lv1.png

Finally, let's talk a bit about our two final unclassified. The Goblin Shaman is not a bad card. Nevertheless, I concede to you that for its price I would have more tendency to add a Serpentine Spy or a Fire Beetle. It remains nevertheless correct, in particular in the combat without armor (Unprotected) where it allows your own damage dealer to quickly gain the upper hand on the opponent. A combination with Pyre will often pay off in this type of configuration. The Kobolb bruiser has pretty good stats for three energy, but its lack of special ability and fragility don't allow it to be a good damage dealer or tank. I still find it useful in a fight with the Melee Mayhem, Super sneak or Equal opportunity rule!

And suddenly ?

There you go, we have completed a roundup of the red cards that came free with the Splinterlands spellbook. From my own experience, I could not recommend this class enough for your first games on this magnificent P2E! These cards have the potential to win against just about any bronze opponent.

Do not hesitate to ask me your questions or to leave me your remarks in comments.

Thanks for reading and see you soon on Splinterland!Pyre_lv1.png



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