The Haunted Sailor - Captain's Ghost: Splinterlands Weekly Challenge

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Introduction

Hey fellow summoners,

This week Carrie forces us to use a new card, the Captain's Ghost, making me go out on uncharted waters. I personally don't like Captain;s Ghost since it doesn't have a very high attack but it does make up for it for its high health. It has a useful ability, affliction, which has a 50% chance of stopping a monster from healing. It is hard to find a battle in which it afflictions at the right time though since the affliction only has a 50% chance of triggering.
Even so, its damage and health can be useful at times. Welcome to the Captain's Ghost's weekly challenge.
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Card Levels

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At first glance you can see that the Captain's Ghost only has 2 abilities which can only be useful in certain situations. Affliction only works on healing targets and even so, it only triggers 50% of the time. Oppress on the other hand always works but you need to use it against no attack units such as Lord A. Both of these scenarios do not occur often and the Pirate's slow speed often makes it useless. It does start having good damage and health at maxed level but that is still a long way for me.
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Ruleset

You can follow the battle here: https://splinterlands.com/?p=battle&id=039522d03e06e03ced431f2368e064af0743d850

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This is a super high mana battle with only 2 Splinters to choose from. The ruleset is Knock Out which means that all monsters have the knockout ability and does 2x the damage to stunned monsters. I'm not too worried about that since not many people take advantage of it (me being guilty of this too),
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Summoners and Monsters

Lir Deepswimmer

Since it is a high mana match, I can afford to spend some of it on my summoner and Lir has some pretty awesome abilities such as +2 armor, Return Fire, and Blind. I have used Lir many times and its Blind ability never seems to disappoint.

Sea Monster

I was debating whether to put in a Serpent of the Eld or Sea Monster but Serpent already has the Return Fire ability so I decided that something like Sea Monster would enjoy have an extra ability. The healing and Thorns also will help a lot.

Electric Eels

Good reach monster and its blast ability can be pretty devastating also has fast speeds so it can strike first.

Captain's Ghost

A good magic tanker that will/may affliction any healing targets that my opponents put up to fight my monsters. High health is good for stopping snipes.

Pirate Archer

I just added an extra blast monster in an attempt to do more damage to the backline of my opponent's lineup.

Ruler of the Seas

The main blaster of my lineup, the ruler of the seas will be devastating in any situation because of its high blast attack and its useful abilities.

Cornelus

Good anti-sneak monster, it helps me deal damage will constantly damaging enemy sneaks using Thorns. It can also heal itself if it takes damage.
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Battle Analysis

Turn 1

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He is using a healing monster, Glutinous Cube, so I hope the Captain's Ghost can affliction it before the Cube dies. My hopes aren't that high though since Ghost is very slow.

As the battle commences, it is obvious that the Ghost will not get to show off its ability due to its slowness. Really hate the Ghost for that but it is what it is. Manages to do some damage to the Prismatic Energy so that is good. My opponent's monsters are missing a lot which is also really good.

Turn 2

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The eels manage to kill the Prismatic Energy and a chain of deaths lead only the Naga Fire Wizard alive. Even though this is now a win, I am disappointed that the Ghost was not able to show off its ability due to its slowness. Not very impressed by it. Probably should have put in less firepower :P.

Turn 3

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As my monsters finish off the Naga Fire Wizard the match seems to end in yet another overkill. I have tried to get many good battles with the Ghost but it is hard to find one where my opponent uses either heal or tank heal and in the case that I do find one, the Ghost is always too slow to hit.
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Conclusion

So what did I learn from my tortuous experience of trying to find a good battle with the Captain's Ghost is that it is very hard to find a good scenerio to use it in and when you do meet a healing team, its slow speed makes it practically useless if your team does enough damage. Overall, I am very disappointed at how it turned out since I spent lots of time trying to find a good battle and hence the late battle challenge. I don't believe I will ever be using this card again. That concludes my judgement on the Ghost.
https://splinterlands.com?ref=cornavirus
Thank you for reading this post and remember to always, BATTLE ON!



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2 comments
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Duuuuude!
I think this was a great post about how at lower levels, not all cards are great.😉

I was able to only read a few of these posts this week, but found that once this guy hits level 5 and gains 'oppress' he is the 'real deal' against no attack monsters like Lord A. And once in higher levels you do see these enemies quite often.

Oppress is the answer to those hardcore no attack tanks.

But... you're totally right- he's pricey and slow at lower levels. I still like him as a squishy (higher health) though...

I always appreciate your honesty and totally enjoy the snark! 🤣

So what did I learn from my tortuous experience of trying to find a good battle with the Captain's Ghost ...?

Love it!
😍@carrieallen

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