Splinterlands Social Media Challenge - Share your Amazing Battles SUIDAE SHAMAN

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Back To Splinterlands -Building My Team to Level 2 Summoners

I'm back to share another post highlighting the possibilities that you can create in your lineup with level two rares, level 3, and level one epics is legendaries. This is geared towards so starting players who might be building up their own competitive deck or someone who's looking too brushed up on how to play bronze League level cards return it was used to play much higher cards.

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Weekly Challenge - SUIDAE SHAMAN

This week I chose to highlight Suidae Shaman as I have been playing it for frequently since acquiring it out of the rift watchers edition in Gulf oil. I think it can bring out some really nice changes to the Earth lineups when focusing on magic. For a number of reasons it seems to be finding its way into my lineup more frequently.

Edition: RIFTWATCHERS
Rarity: RARE
Element: EARTH
Attack: MAGIC
Abilities: RECHARGE - This Monster attacks every other round but does 3x damange.
Health: 6
Speed: 2
Attack: 2

Reasons Why I like it
First any card in the earth splinter that has magic is currently in heavy rotation for me. It clearly helps that it's base magic attack is two which will get a boost by the summoner up to three. Three magic attack damage at bronze League does significant damage to the majority of monsters who have lower health by default at this level. I also really like the card because while it does three attack, the recharge means that when it attacks every other round it will actually do nine base damage. This is big enough to push out some of those higher man cards that are continually getting healed and make it possible to pull out a victory. I also really like the card because it also has seven health which means if it moves to the front position with a healer behind it is highly likely to survive an additional round or two as it's getting healed.

The only downside is an offshoot from the recharge ability, the fact that it only attacks in round two, four, six etc means that it isn't always contributing when you need it most.

The Matchup


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https://splinterlands.com?p=battle&id=sl_45f71b462ac10dc8ced3f30e5235c2ff&ref=senstless

MANA: 44

Ruleset: Even Stevens: Only monsters with even mana may be used.

Initial Rule Set and Mana Gameplay Thoughts

44 mana is a great amount of mana to build your lineup. You should be able to select almost all the cards you want to build a heavy hitting high health lineup that should be hard to contend with. The only offset here is that even Steven Wilson means that I can only play cards I haven't even mana number to them and this takes away a fair number of cards that would typically be in my rotation. I'm not sure if Even Stevens does anything to weaken an entire splinter, I'm not sure I know the cars well enough between evens and odds to get a feel for the way the game will be played. I'm going to base my direction off 44 mana, and that I would like to stick with magic for such a high mana match.

SPLINTERS: Water, Earth, Dragon

  • Summoner OBSIDIAN clearly if I'm going to focus on magic attack I will take the seminar that gives it a plus one magic to all monsters to really boost those attacks and cut through their health.

  • First Position ARKEMIS THE BEAR
    Not my traditional Earth tank, but given the fact it gives everyone armor which is a necessity in earth, combined with its high health and decent attack means it makes a great fill in tank.

  • Second Position SUIDAE SHAMAN
    I put the showcase card in second since it has high health and can get healed by goblin psychic. This means that while it will get to the tank position sooner I hope it sticks around until the fourth round we can get it second attack in.

  • Third Position GOBLIN PSYCHIC pretty much consider this a mandatory play given my summoner and it's tank hill. Pretty standard I believe.

  • Fourth Position MAGI OF CHAOS another underutilized card for me, typically it doesn't make my lineups in favor of higher mana odd cards, but given my limitations to even cards I was happy to get a chance to play it. Decent health, high attack means it should be fairly productive

  • Fifth Position KHMER PRINCESS this was just a filler for my two mana that I had left, plus after it's boosted means it's actually doing really high damage for only a two minute monster.

  • Sixth Position HUNTER JARX I threw hunter in here last to take up a melee attack on the sneak or two. While it's going to snipe its defenders with high damage, I would actually prefer if it didn't have snipe ability.

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Opponent Lineup & Match Play

  • Summoner KEYYA FRENUL not surprised to see water played, it's fairly common to see them played in higher man of matches given their speed, armor, and high attack damage.
  • DIEMONSHARK classic water tank, see you in almost every battle high armor and health and speed makes it a great choice.
  • DEEPLURKER another completely mandatory card if you're playing water, I'm not sure I've seen many matches without it. Opportunity plus speed plus three damage is wonderful.
  • VENARI SPELLSMITH not exactly sure why this was chosen here. It doesn't make a lot of sense to me given its low health and low attack.
  • RIVER NYMPH same goes for River nymph, it's a mirror of spellsmith and not an ideal choice.
  • KULU SWIMHUNTER this one's a little bit better, given it's higher attack, and slightly higher health it's an okay ad.

I'm really surprised to not see a fifth card in the line of given amana. They clearly didn't spend it all so I'm not sure why they left the last spot open or that was a mistake. I know it won't be the first time that I was trying to shuffle the order of my cards and I accidentally deleted one what playing on my phone.

Round 1


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Before round one even starts I'm feeling very confident. My tank has a lot of health with a healer behind, and I will be showing out a lot of magic damage to slip under that armor. The speed only matters for order of attack since my magic will not miss any of their monsters.

First round does not really disappoint as when my turn comes around I'm able to score my first knockout of Diemonshark without taking any of its armor away.

Round 2


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Is round two starts it's still looking very good for me, and while I will start my attacks when they're all finished my high magic is going to wreak havoc. When shaman attacks it deals a massive nine health damage to deep lurker even though it only had health left. Even if it had been at full health it still would have had enough damage to knock it out in a single blow. Getting triple damage on three magic can be really powerful.

Before the round ends I score another knockout and the writing is on the wall, the match is well

Round 3


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Is around three starts I think we all know what's going to happen I will be victorious within just a few moments of my magic attacks to take them out.

Thoughts - and Chances to Win Again

Overall I was very pleased with how my team played. I think the magic of that level of damage is very hard to contend against unless they would have had multiple monsters with void to counteract it and the healer behind. When I look at my chances for repeat victory they were solidly at 100%

I think that is a factor of both their odd choices of cards that are low health and low attack, also combined with the fact that they did not place a fifth card in the back row to attack. I went through splintertools.io to see what cards that had available and tried to select a card that might make a difference. They were missing if you key cards that might have helped them like Oshannus Djinn!

Overall I think I would take my lineup again against most of the matchups that could be derived from an Even Stevens in either water, earth, dragon. The biggest risk will be if someone else chooses earth, or someone chooses Bortus and takes 30 to 50% of my attack power away.


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~~@senstless

#sbi-skip



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