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Hello Everyone! Hope you all are doing amazing and welcome to another #Splinterlands post.
Alright, time for another #Splinterlands card spotlight!
Today I'm looking at a card that honestly doesn't look that crazy at first.
It's small.
It's only a common card.
And it only has 2 abilities at max level.
But sometimes that's enough to make a card pretty useful.
The card I'm talking about today is, Blackmoor Trickster.
Blackmoor Trickster is a Common Earth unit, and at level 10, which is its max level, it has these two abilities:
Close Range: Can use ranged attacks from the first position.
Snare: Has a 100% chance to hit and apply Snared to targets with Flying. Snared units lose all bonuses from Flying.
And honestly, that second ability is the main reason this little guy caught my attention.

𝐅𝐢𝐫𝐬𝐭 𝐈𝐦𝐩𝐫𝐞𝐬𝐬𝐢𝐨𝐧𝐬
So first thing I noticed was the 3 mana cost.
That's pretty cheap.
Whenever I see a card around 3 mana, I immediately start thinking about low mana battles and how I can squeeze it into a lineup without sacrificing too much.
Blackmoor Trickster isn't a huge tank.
It doesn't have a bunch of complicated abilities.
It's basically a small utility attacker that has a very specific job.
And that job is making Flying units very uncomfortable.
The card has 2 attack, 8 health and 4 speed, which isn't bad at all for something that only costs 3 mana.
The health especially caught my attention.
8 health on a 3-mana unit can actually be pretty useful.
It means this isn't necessarily one of those cards that gets deleted immediately when the battle starts.
𝐀𝐛𝐢𝐥𝐢𝐭𝐲 𝟏: 𝐂𝐥𝐨𝐬𝐞 𝐑𝐚𝐧𝐠𝐞
Close Range: Can use ranged attacks from the first position.

Let's talk about Close Range first.
Close Range allows Blackmoor Trickster to use its ranged attack even when it's sitting in the first position.
Normally, ranged attackers can't attack from the first position.
So once your frontline disappears, your ranged units can become completely useless.
But Blackmoor Trickster doesn't have that problem.
If your tank gets taken down and the Trickster moves into first position, it can still attack.
That's a really nice little bonus.
It's especially useful in battles where you expect your frontline to eventually fall.
Instead of becoming a useless card sitting at the front, Blackmoor Trickster can keep contributing damage.
𝐀𝐛𝐢𝐥𝐢𝐭𝐲 𝟐: 𝐒𝐧𝐚𝐫𝐞
Snare: 100% chance to hit and apply Snared to targets with Flying. Snared units lose all bonuses from Flying.

Now this is the ability that makes the card interesting.
Snare.
If Blackmoor Trickster attacks a unit with Flying, it has a 100% chance to hit and apply Snared.
And Snared removes the bonuses provided by Flying.
Flying normally gives a unit a better chance to evade physical attacks.
That can be extremely annoying.
That's where Snare becomes really useful.
The Trickster can remove that Flying advantage and make the target much easier for your team to hit.
𝐖𝐡𝐞𝐫𝐞 𝐈 𝐓𝐡𝐢𝐧𝐤 𝐁𝐥𝐚𝐜𝐤𝐦𝐨𝐨𝐫 𝐓𝐫𝐢𝐜𝐤𝐬𝐭𝐞𝐫 𝐖𝐨𝐫𝐤𝐬 𝐁𝐞𝐬𝐭
I think this card becomes much more interesting when you're expecting the opponent to use Flying units.
That's the obvious situation.
If the enemy isn't using Flying, then one of the card's biggest advantages is basically sitting there doing nothing.
So it's definitely a bit situational.
But that's okay.
Not every card needs to be useful in every single battle.
Sometimes having a cheap counter card available is enough.
And because Blackmoor Trickster only costs 3 mana, you're not spending a huge amount to bring it into the lineup.
That's what I like about it.
It's relatively cheap and can solve a very specific problem.
𝐖𝐡𝐚𝐭 𝐈 𝐋𝐢𝐤𝐞 𝐀𝐛𝐨𝐮𝐭 𝐈𝐭
There are actually quite a few things I like about this little card.
First, it's only 3 mana.
That's probably the biggest advantage.
Second, it has 8 health, which is pretty respectable for a cheap unit.
Third, Close Range means it can still attack from the first position.
And finally, Snare can completely ruin a Flying based strategy.
That's a pretty nice combination for a common card.
It doesn't need to be the strongest attacker on the team.
It just needs to do its job.
𝐖𝐡𝐚𝐭 𝐈 𝐃𝐨𝐧'𝐭 𝐋𝐢𝐤𝐞
Of course, there are some downsides too.
The biggest one is obvious:
Snare is very situational.
If the opponent doesn't have Flying units, then you're basically getting less value from one of your two abilities.
And with only 2 attack, Blackmoor Trickster isn't exactly going to destroy the enemy team by itself.
It's more of a supporting attacker than a main damage dealer.
Also, while 8 health is good for the mana cost, it still isn't enough to make this card a proper tank in most situations.
So I wouldn't put it in the frontline expecting it to survive forever.
𝐂𝐎𝐍𝐂𝐋𝐔𝐒𝐈𝐎𝐍
After looking at Blackmoor Trickster, I think it's one of those cards that's easy to overlook.
It's common.
It's cheap.
It only has two abilities.
So at first glance, you might just go:
"Meh, nothing special."
But then you look closer.
3 mana.
8 health.
Close Range.
And Snare.
Suddenly it's a lot more interesting.
The ability to remove the Flying advantage can be really useful, especially when the opponent is relying on evasive units.
And I really like that the card doesn't become completely useless if it reaches the first position because of Close Range.
That gives it some extra flexibility.
Would I call Blackmoor Trickster an amazing card?
Probably not.
But do I think it's a useful little card that can shine in the right battle?
Definitely.
And honestly, those are sometimes my favorite cards in #Splinterlands.
The ones that aren't super flashy, but when the right situation comes up, you're really glad you brought them.
Anyway thats it for today’s #Splinterlands grind. Please do give your reviews in the comments section below. I would really appreciate it :)
I'll be back with another one soon. So do follow me if you want to stay updated. Till then, Stay Happy and Stay Hydrated.
THUMBNAIL IS EDITED IN CANVA
IMAGE SOURCE IS GIVEN BELOW
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