⚔️💦Winning Water Splinter teams for low to high mana battles 💦⚔️

in Splinterlands3 years ago

The Water splinter is definitely one of my favorites to play for higher mana games (anything above 24 mana for me) but I have found the lower mana games a bit challenging on this splinter.

Here are the cards that I usually include in most of my Water splinter battles:

I usually start with Alric Stormbringer, as the +1 magic can really come in handy when choosing a team with magic abilities.

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One of my favorites to use is Water Elemental. Its healing ability, combined with a fast speed and 2 ranged attack is a strong choice for your team.

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When I use Alric Stormbringer as a Summoner, I try to choose as many cards with the magic ability as possible, as the +1 magic he adds, usually makes the difference in a win or lose.

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Today I did a study to find winning combinations for the different mana games using only the initial card deck, no other cards, to see what would be most effective.

All the games that I feature in this post, were winning games, but believe me, there are quite a few hit and misses, especially if your opponent chooses Bortus as a summoner, with his -1 magic.

Here were the results:

16 Mana

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Start this game with Cocatrice, even though it doesn't have a high health or shield, it's a fast, low mana card, which is handy in the low mana games, but can only attack from the first position.

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17 Mana

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Even though the game iss only 1 mana higher than the 16, start with Water Elemental and rather use as many cards with the magic ability as possible, to benefit from Alric Stormbringer's +1 magic ability. This proved beneficial, even though Serpent of Eld was in the first position, a card with high speed, attack, health and a shield.

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20 Mana

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Starting with Spineback Turtle, which I don't find a very strong card, but if you want to use all of your magic cards, it's a low mana starting card at only 4 and does the job.

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23 Mana

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Starting with Spineback Turtle again, enables you to include Water Elemental and a few magic cards. Threw in Albatross at the end of you line up, as you had 1 mana left and it's a way for your opponent to waste an attack, rather that hitting your more valuable cards.

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26 Mana

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Starting the battle with Giant Squid, which has a reasonable health at only 5 mana, leaves enough mana for all of the magic cards and Water Elemental.

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With 3 mana left over, there aren't many options to go for the last space, so Pirate Captain was a bit of a gamble, but can be useful if you have a snipe quest and he has a ranged attack.

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27 Mana

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This is where the Water splinter's choices become easier, using mostly the same deck, but with different cards in the starting position. Using Frozen Soldier in the first position, gives you 5 shield and 3 health, 2 attach and 2 speed. At 6 mana this is an effective card to start with, with enough protection and causes the desired damage with the rest of the deck, including the magic ability cards and Water Elemental.

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30 Mana

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At the higher mana games you are able to play around with the rest of your deck. Start with a powerful card like Serpent of Eld, include Water Elemental and your magic cards. Here I would rather choose a card like Goblin Chariot instead of Enchanted Pixie, as it has a higher speed and health.

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And there you have my favorite choices for Water Splinter battles, I hope you enjoyed my post!

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Do you have different cards that you have found beneficial in your Water Splinter battles? Please let me know, as I'm still learning all of the tips and tricks of the game!

Happy battling!

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hmmmm... some interesting choices there (like Water Elemental in 1st position)... I've seen a few opponents do it, but I'm not a fan (unless the ruleset allows ranged attacks from 1st position)... otherwise you're losing an attacker. Yes, it's a great tank with its healing abilities... so yeah, maybe you're onto something ;-)

P.s. Another thing I like to do differently is in a battle like this one:

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I would move either my Elven Mystic or Medusa to the rear (which puts my 2 smaller flyers in the middle). Unless you're very confident that your opponent isn't using sneak (which was the case in your above example). If your opponent IS using sneak though, then in 2 rounds he'll have eliminated 2 of your cards (4 attack damage in this case)... vs losing just your elven mystic (2 attack damage) and only after 3 rounds.

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Makes sense to move Elven Mystic / Madusa, never thought about it that way. Have tried it the last few games and it definitely works! Thanks for the tip! 😘

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