Card Highlights #19: Goblin Psychic

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Card Highlights #19: Goblin Psychic


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Never trust a goblin with mad eyes, especially if he's a psychic.
by Terry Brooks from The Scions of Shannara
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This is a unit that was always undervalued. Since you can use him as a starter card for free, a lot of players, including me, did not pay attention to it and was always overshadowed by units that are not often used. I made this blog in order to highlight his strengths hoping to show everyone what they have been missing on this amazing Common unit.





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Lore


"The Magi Tower is where Goblins go to learn how to use psychic abilities. It isn't just a gift Goblins can learn, but due to the proximity of Gobson, Goblins tend to show up more frequently.

The Magi who calls the tower home, enjoys teaching the art of using one's mind to move objects and read thoughts. Goblin Psychics use their abilities to perform work in Gobson or become adventurers and practice to become a full fledged Summoner."


For full lore of this card, visit this website:
https://next.splinterlands.com/card-detail/371/regular/7?tab=lore





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Buy and Rental Costs


Even though his low leveled cards are priced affordably, the max level one may cost quite a bit if bought alone. At $30, you can get a max level 10 while a single level 1 is priced at $0.07 per copy.



There's none so far that you can rent for max level. This only meant a few things. One, no one is maxing this card for some reason and rent it out or two, the max levels are currently used by top players. I prefer the second option because of the things I listed in this article.




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Card Stats


Goblin Psychic is one of the best cards in Earth element. For a 6 mana unit, the health is decent at 5. Not only that, he has 2 magic attack which is very strong in the game as it can inflict damage to units with Void.




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Card Effects



Tank Heal
Restores a portion of the Unit in the first position's health each round

Tank Heal is the most useful ability in the game. It can have your main tank live longer and in certain situations, you can have this unit in the front and it would still himself, the same as how Heal works.



Affliction
When a Unit with Affliction hits a target, it has a chance of applying Affliction on the target causing it to be unable to be healed.

Affliction is a strong ability since not a lot of players use Cleanse as a counter strategy. Usually, they just rely on putting more Tank Heals on their board never realizing one Affliction can destroy their whole strategy.



Silence
Reduces the Magic damage of all enemy Units

Magic attacks are very pesky as it passes through armor and never miss. It's a sure damage every round and there's very little outplay to it. Silence can make your day easier especially if your combine it with a tank unit that has Void.



Dispel
When this Unit hit an enemy, it clears all positive status effects on that enemy

Dispel can counter a lot of abilities in this game. At times, a good Dispel can remove all that stacks from Quora Towershead that we all hate resetting her stats to original.





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Strengths & Weaknesses

Strengths
From stats to abilities, everything is a strength to Goblin Psychic. There's only a few disadvantages and I am not sure why you won't use this unit whenever it is available.

Weaknesses
Its weakness is not a huge one but probably the 6 mana cost. On some rules, you cannot use it and can even be a problem when you only have low mana to play from.





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When To Use



Equalizer
The initial Health of all Units is equal to that of the Units on either team with the highest base Health.

On Equalizer rule set, everyone is a tank. Therefore, having a Tank Heal unit gives you the most advantage.



Armored Up
All Units have 2 Armor in addition to their normal Armor stat.

Since mages have attacks that passes through armor, this rule set only gives advantage to you especially if you have a build that is focused on magic attacks.



Back to Basics
Units lose all abilities.

Due to his high stats, Goblin Psychic is one of those units that are still very useful despite having no abilities





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When Not To Use



Earthquake
Non-flying Units take 2 Melee damage at the end of each round.

Even though he has a decent health, getting damage each round is still a problem the longer the battle goes.



Weak Magic
Magic attacks hit Armor before reducing Health.

Weak Magic is every mage's problem. Your enemies can even just use a Repair units for sustain in which removes the advantage you have with Affliction.



Noxious Fumes
All Units start the battle Poisoned.

Same as the Earthquake but this is more problematic for your enemies whom you can also apply the Affliction for them not to heal.





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Battle Sample



https://splinterlands.com/?p=battle&id=sl_91550ee67c7863be1b5c1fe4b054efc7

I was contemplating if I want to use a melee unit as my main tank for this rule set but then decided to not do it. I used Mycelic Slipspawn to redirect all the Opportunity attacks to him supported by Lookout to reduce the damage. Then, I placed Martyr units in between Goblin Psychic as a second line of defense to increase his health allowing my Regal Peryton to tank the rest of the match while Goblin Psychic is supporting him at the back.





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Final Thoughts


Goblin Psychic is one of the units that is very much desired in any team. He's strong overall and all of his abilites are useful.

He is also priced decently allowing you to grab it to a decent level without denting your pockets. We normally just ignore him since a level 1 is strong enough to be used on its own.

I recently started acquiring it and gotten good results for it. I hope to get more uses of this amazing card in the future.





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If you have suggested combos or questions, feel free to comment it down below.

If you are planning to play and is inspired by my post, please consider using my referral link: https://splinterlands.com?ref=kpgamingch

I do not own any of the photos in this post. All credits goes to:

  • Splinterlands
  • Peakmonsters
  • Canva
  • Giphy

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