
Hello Splinterlands Summoners and welcome to another edition of Community Engagement Challenge! In today's post, I'll show my favorite combos I play in my battles. I'll share how I decide which team to choose and how each member of the team synergizes with each other.
Earth Splinter
The Earth Splinter is my favorite in the Conclave Arcana set. The archon's Bloodline Dominion ability, Execute is the most offensive of all. Put it on a unit that deals high damage like Fina Voxom and she'll decimate the enemy by herself. For this reason, I use the Earth splinter most often and I even bought a couple of units to add to my team. I also got another elf from the new reward chests.

In this battle, the ruleset was Arcane Dampening. The Earth archon already debuffs magic attacks so using magic against my team will have negligible damage. On the other hand, I formed my team with an almost all elf line up and avoided putting magic units.
Warborn Chieftain
The Warborn Chieftain is one of my main tanks, the other is Folen Flameye. He deals four melee damage, has seven health and three speed. He also has defensive abilities like Phase against magic attacks and Shield against physical attacks. He may not have an armor but he's a good tank. The rest of my team are all elves who will have the Execute ability.
Grove Doomblade
Grove Doomblade was recently earned from reward chests. She deals massive melee damage of five, has three armor and five health. She is slow though with only five speed. She has the Sneak ability able to assassinate the enemy's rear units.
Thanalorian Blade
The Thanalorian Blade only deals two melee damage but she has the Opportunity ability. It allows her to hunt for the enemy's lowest health units, thus she delivers the killing blow with her Execute ability.
Bren Palesworn
I recently bought this unit for a good price in the market. He is a legendary card with the Shapeshift ability. This means that he can benefit from the Bloodline Dominion buff of any archon including Earth's Execute ability. He deals two range and one melee damage. He also has the Sneak ability allowing him to attack with melee from afar. He also synergizes with Grove Doomblade as the two of them team up to attack the enemy's rear units.
Ash Archer
I don't usually use Frontier cards in Modern battles but in this case Ash Archer took the slot from Blackmoor Wild Elf, a five mana magic unit. I avoided using magic units in this battle so I used Ash Archer instead. He's not a bad unit, able to deal two ranged damage. On the other hand, what sets him back is his lack of abilities that's why I avoid using Frontier cards.
Silverleaf Mage
The Silverleaf Mage is another card I recently bought from the market. She has a hefty eleven mana but I like the role she plays in battle. She is my Taunt unit in the Earth team. She has great defense to fulfill her role as a Taunt unit to draw attacks and survive while my other units do their jobs. She also deals great damage with three range. If I have a unit with Triage then it will be a great synergy with her.
Enemy Team
The enemy team had the Life Frontier archon that grants armor. It's already at maxed level but his units are still low levels. At tank he had a unit with no attack but beefy defense. To support it he had a healer in the team. He had three magic damage dealers which were not a good idea because the ruleset dampens magic attacks.
The Battle
As expected, his magic damage dealers dealt zero damage as the ruleset and the magic debuff from my archon countered magic attacks. The enemy attacks were drawn by my Taunt unit while my other damage dealers were unbothered and targetted the enemy. The enemy tank was beefy but my other units were did not waste their time on it because they had Sneak and Opportunity abilities. Instead, the enemy rear units who were supporting and dealing damage were decimated. The combination of high damage and Execute ability enabled my team to defeat the enemy units quickly.
Final Thoughts
The Earth splinter and elves is just one of the combos I use in battles. There are other combos like Fire splinter's Wayfinder/Giraffe, Dragon splinter's Aranduriel/Songale and Water splinter's magic team combo. It's fun to devise these synergies and test them in actual battles. Study each unit's abilities and you can find combos on your own. It's what makes Splinterlands a fun game to play. More than the individual strength of cards, you can multiply their power by working together with other cards that complement their abilities. Thank you for reading and see you in the next edition!
This post has been shared on Reddit by @logen9f through the HivePosh initiative.
Thanks for sharing! - @libertycrypto27
