Exploring the Chaos: Core Water Commons
"Water is the driving force of all nature."- Leonardo da Vinci
Introduction
Hi! @saydie here playing Splinterlands everyday!
This is Exploring the Chaos where I take a look on Chaos Legion cards including their subsets such as Riftwatchers and the Reward cards, as they brought new abilities and strategies that changes how the game was played.
I recently finished discussing all the reward cards and subsets of Chaos Legion so my last topic started with the common Fire cards of the Core deck and this time, I will follow it with the common core cards of the Water element.
Common Water Cards
Hardy Stonefish
Edition | Chaos Legion |
---|---|
Mana Cost | 1 |
Element | Water |
Rarity | Common |
Card Type | Melee |
Abilities | None |
RF Burn Value | 5 |
GF Burn Value | 125 |
Card Stats
Stats | Cards Printed |
---|---|
Despite not having any abilities, Hardy Stonefish have an armor which would take at least 2 attacks from melee and range monsters before they could take down this one mana card used as a damage sponge.
Kulu Swimhunter
Edition | Chaos Legion |
---|---|
Mana Cost | 4 |
Element | Water |
Rarity | Common |
Card Type | Range |
Abilities | None |
RF Burn Value | 5 |
GF Burn Value | 125 |
Stats | Cards Printed |
---|---|
Kulu Swimhunter also does not have any abilities but this card has good speed, decent health and strong range attack with only 4 mana cost.
Cruel Sethropod
Edition | Chaos Legion |
---|---|
Mana Cost | 3 |
Element | Water |
Rarity | Common |
Card Type | Melee |
Abilities | None |
RF Burn Value | 5 |
GF Burn Value | 125 |
Stats | Cards Printed |
---|---|
The last monster on this list that have no ability, Cruel Sethropod possesses a good chunk of health and armor for only 3 mana, making it an excellent tank on low mana matches.
Flying Squid
Edition | Chaos Legion |
---|---|
Mana Cost | 7 |
Element | Water |
Rarity | Common |
Card Type | Melee |
Abilities | Reach Blind Backfire |
RF Burn Value | 5 |
GF Burn Value | 125 |
Stats | Cards printed |
---|---|
Reach allows Flying Squid to be able to attack even at the 2nd position.
Blind gives 15% chance that all opponent monsters would miss their target.
Backfire allows Flying Squid to an opponent when it dodges an attack from it.
Deeplurker
Edition | Chaos Legion |
---|---|
Mana Cost | 6 |
Element | Water |
Rarity | Common |
Card Type | Melee |
Abilities | Opportunity Poison Demoralize |
RF Burn Value | 5 |
GF Burn Value | 125 |
Stats | Cards Printed |
---|---|
Opportunity allows Deeplurker to attack the monster with the lowest health regardless of its position.
Poison will inflict 2 damage to the opponent every turn.
Demoralize will reduce the melee damage of all opponent monsters as long as Deeplurker remains on play.
Common Water Cards In Action
Battle 1: Hardy Stonefish
Conditions | Description |
---|---|
Gold League Modern Format | 16 Mana Cap Available Elements: Fire, Water, Death, Dragon Link: https://splinterlands.com?p=battle&id=sl_1fdf2d5096bf3e6f9a267957a5305694&ref=agonyaccepted |
Holly Protection | All Monsters have the Divine Shield ability. |
This battle has a very low mana of 16 and makes it difficult to use high mana cards as it would eat all the mana, making the rest of the slot empty which makes it more reasonable to use low mana monsters but even them just barely fill all my team slots with Hardy Stonefish with my remaining mana. But because of this, I have a full lineup slot and Hardy Stonefish served as a damage sponge which then became the one to first to defend against the Sneak attacks of the opponent while focus my attack on the front.
Battle 2: Cruel Sethropod and Kulu Swimhunter
Conditions | Description |
---|---|
Diamond League Modern Format | 20 Mana Cap Available Elements: Water, Earth, Death Link: https://splinterlands.com?p=battle&id=sl_c20b36d187f3e16fa90ed0b429f608b1&ref=saydie |
Close Range | Range attacks may be used in the first position in battles. |
Rise of the Commons | Only Common and Rare Monsters may be used in battles. |
Heavy Hitters | All Monsters have the Knock Out ability. |
On this battle, we have a mana cap of 20 which gives us a little more mana compared from the first battle and it has the Close Range and Heavy Hitters ruleset that gains range monsters the ability to attack even at the front and Knock Out ability to deal twice the damage on stunned opponents but due to Rise of the commons, we can't use Igor Darkspear so its practically useless but what I was able to do was to place both Cruel Sethropod as my tank and Kullu Swimhunter as the last position monster and with its range attacks, deal huge damage to the opponent,
As for Cruel Sethropod which I choose as my main tank, even at only 3 mana, it still becomes an effective tank as it has huge health and armor which when combined, will get the total sum of 11 that the enemy needs to reduce before it the opponent can get to my other monsters. Still, Cruel Sethropod was a melee monster so its role does not end for being a tank and can also attack.
Battle 3: Flying Squid and Deeplurker
Conditions | Description |
---|---|
Diamond League Modern Format | 49 Mana Cap Available Elements: Fire, Water, Life Link: https://splinterlands.com?p=battle&id=sl_f3c1d9dd1dccd431239403b0453a310b&ref=saydie |
Holly Protection | All Monsters have the Divine Shield ability. |
Counterspell | All monsters have Magic Reflect ability. |
Unprotected | Monsters do not have any armor and do not get armor from Abilities or Summoner Buffs. |
Finally, this battle has a huge mana cap of 49 with Holly Protection and Counterspell ruleset that gives all monsters the Divine Shield and Magic Reflect ability but all monsters lose their armor with unprotected. Here, I used Flying Squid as my secondary tank next to Baaakjira but it can still attack because it has the reach ability and 15% chance for the opponent to miss their attacks with Blind though it's lower than Dodge or Flying, it gives the de-buff on all the opponent monsters.
Meanwhile, Deeplurker, despite being also a melee monster was able to attack at the 4th position because of the Opportunity ability that lets it to attack the opponent with the lowest health but not only that since it also has 50% chance to inflict Poison Damage to his target which would help to defeat it faster just like how it attacks Gem Meteor. It also has the Demoralize ability that reduces the melee damage of all opponent monster as long as it remains on play.
Final Thoughts
I'm now on the second week of my review for the core common cards of Chaos Legion and has tackled the water element. Among all the elements, this are the only group that have monsters with no abilities but still remains very formidable and probably was made to balance the game as water still remains to be dominant.. This was because all the monsters have good stats while I can say that Flying Squid and Deeplurker were really great and even an OP cards all things considered and can be attributed to why the Water element has remain to be the dominant element in the game.
The battle links provided comes from my personal accounts and from the scholar account that I am using from Balthazar Guild.
All the image that I edited here belongs to Splinterlands.
Card abilities from Splintercards
Divider image from splintercell-01
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Thanks for sharing! - @rehan12
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Whether looking at the core set, Riftwatchers, or the reward cards there is no doubt that Water is the most powerful element when it comes to the Chaos Legion set overall.
Even the older water cards were very dominant even before cl was released