Splinterlands - Reward Break Down - Best Of The Rest!

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Are you new to Splinterlands and searching for some advice, then you found the correct series! In this Beginner’s Guide Series, we are discussing things that new players of Splinterlands should know or try to learn. In this specific episode we will talk about the new Reward Cards for the Dragon and Neutral Teams. I already covered the Water, Earth, Life, Death as well as the Fire Splinter in previous posts. You can check them out down below! We will discuss every single new card and think about possible combinations as well as up and downsides of these cards. With that being said, if this article motivated you to start playing this amazing game, then feel free to join the fun over the following link:

https://splinterlands.com?ref=ga38jem

Common Cards

As always, we will start with the common cards first. In this category the cards are usually not that great and that is also the case here. While other Splinters did have a gem every now and then, these cards are really not that great to use in my opinion. First up we have the Gobson Bobmer. It is a seven mana cost card with 2 ranged attack, 2 speed and 3 health. Not the greatest stats to be honest. Furthermore, it has the Ability to Triple its attack but only attack every second round. While this might seem like a great Ability on the face of it, I personally do not like it. In many cases the target has either armor or not even that much health left that the 6 damage would have made a difference. The Camouflage Ability helps this card to survive longer but ultimately is not the greatest addition. Where this card starts to get relevancy is from level 6 onwards. This is when the card gets the Piercing Ability. This would allow to hit through armor which would not eradicate its damage potential. Therefore, I would say that this card is usable from level 6onwards.


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The next card is also very hard to judge in my opinion. For 6 mana you are able to get the Dumacke Orc. With 2 Melee attack, 3 armor, 2 speed and only one health, this card does really not shine in my opinion. It is extremely weak against magic attackers and should only be used in Melee only battles. It gets the Ability of shield and increases its armor with higher levels. Still, in normal situations this card will not be very effective. I think the use-case for this card is actually the Opportunity ruleset. Because it has the lowest amount of health it will draw the attention on itself. Furthermore, with the Shield Ability basically cut the damage in half and also has the chance to give some damage back by Retaliate and even Thorns on the highest levels. I can see it being a very powerful card in this specific use-case but other than that this card is better not used in regular battles.


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Rare Cards

Moving on to the rare cards, we are finding the card that I am using every time I am getting chance to use it properly. We are talking about the Venari Marksrat. This card is a very interesting one and is probably used not as intended. For just 3 mana, you are getting a Ranged attacker with one attack, one speed and 2 health. Not the greatest of stats, so why do I use it so often then? Well, it is a great filler card as it only costs 3 mana but also it has the Martyr Ability. This means that once this card dies, it will automatically make the cards next to it better. Therefore, I like to use this card as a buffer for other cards. Especially in lower mana battles, this boost can go a long way and hive you the win ultimately.


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Epic Cards

This leads us to the epic cards that can be thrown under the category support cards. While the Kra’ar Xoc has a weird name the Clockwork Aide has definitely potential in a lot of strategies. But leet’s start with the weird Dragon Snake first. What can I tell you about it? Absolutely nothing. For 1 mana you are getting a card without attack, 3 speed and 2 health. It increases its health due to its ability. Every time some monster dies, it increases its health by one. This means that this card can be very important at the end of a battle when many cards have fallen. I think it can get a good use case if it gets a monster next to it with the Weapons Training ability. Best case would be a Magic or Ranged attacker since it would be able to attack from the back then. Other than that I don’t see a real use case other than being a buffer for the strategy.


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This brings me to a more exciting card: Clockwork Aide. While this card also does not have any attack, I see a lot of potential for this card. Why? Because it controls the time and therefore the speed in this game! For starters, it increases the speed of your monster by one. Combine it with the Time Mage from the Life Splinter and use the Dragon Summoner that also gives you a Speed boost and you are having a three speed advantage! This increases your chance of being missed by a good margin and allows you to attack first. I don’t know what else you need to have the upper hand in strategy planning. Yes this card only has one health and only one speed which is hilariously ironic but it also has 7 armor. This means that if you could protect his card from magic attacks, you are actually good. Furthermore, you can give this card magic or ranged attack by playing the correct monster next to it. On the highest level this card can even increase the overall health of your team and mid way trough delete all armor from your opponent. All in all a very powerful card with many use cases!


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Legendary Cards

We finally arrive at the legendary cards and I must admit that I am a bit disappointed with those here. The Dragon card is costing 10 mana and comes with 3 Ranged attack. I am not a very big fan of ranged attacking monsters since they have their limitations and this one is unfortunately no exception. Yes it comes with the Weapons training ability which allows it to give the monsters next to it a good chunk of attack, but it is unfortunately also only ranged attack. The card comes also with 6 armor and 5 health which is not the greatest stats in the world. At least it has the Void armor Ability which protects him form premature magic attacks. All in all a very balanced card which I am not the biggest fan of.


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Last but not least we have another Drybone card. This time it is the Drybone Raider. The art-work is very cool and the general idea behind this card also! For 12 mana we are getting a card that has the Double Strike Ability and will be able to attack from anywhere. It has the Ranged and the Melee attacking style. Unfortunately it means that in a normal battle, this card will only attack one of those. I am really looking forward to a ruleset that allows melee to attack form the backline. This means that you will get 4 attacks from this card for a total of 6 damage. On the highest level it can then deal 10 damage which could be defiantly more if you are paying 12 mana for it. All in all another balanced card that will be able to decide games for sure.


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Previous Beginner’s Guides:

Advantages Of A Guild!

New Reward Summoners Break Down!

Fire Reward Cards

Water Reward Cards

Life Reward Cards

Death Reward Cards

Published by ga38jem on
LeoFinance
On 18th March 2023

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