Frontier Strategy – Death Team Deep Dive

@beaker007 · 2025-09-20 10:53 · Splinterlands

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This week’s frontier strategy blog is all about the Death team.

When I first started playing Frontier, Death was actually my number one go-to splinter. These days, with some stronger Water cards in my collection, I often lean that way on my main account, but Death still remains a reliable choice, especially on my alt accounts. The set has a few lineups I really enjoy playing, and today I want to take you through some of them.

There’s also one particular card that absolutely defines the Death team in Frontier. If you’ve played even a handful of battles with Death, you’ve probably seen it in action. Honestly, I think it’s in almost every match I play with this splinter, and for good reason.

The Core Piece – Nim Guard Captain

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This card is just a beast. Even better, it’s playable in Rise of the Commons since it’s a common card, which means you can bring it along in those matchups where epics and legendaries are excluded.

For the Frontier set, it comes with a modest mana cost, which makes it very flexible in team building. On top of that, it brings 4 armor and 6 health to the table, making it surprisingly tanky. But the real selling point is its Void ability_void.png ability. Void reduces incoming magic damage, and in the lower leagues where Mystic Scaleweaver or Saltwater Mage aren’t as common, this becomes incredibly powerful.

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Shutting down enemy magic by reducing it by 1 point each hit makes a huge difference, especially in Bronze and Silver.

The Core Lineup

When I play Death in Gold, there’s one trio I almost always use as the backbone of my team:

  • Thalgrimore (Archon)
  • Nim Guard Captain
  • Sorrow Harvester

Thalgrimore_lv2.png Nim%20Guard%20Captain_lv3.png Sorrow%20Harvester_lv2.png

This setup already cripples your opponent by reducing all their units’ health by 2. That kind of debuff at the start of a fight is huge. It immediately swings the battlefield in your favor. From there, the rest of the lineup depends on the mana cap and what you expect your opponent to bring.

Countering the Monk and the Mage

One of the units you used to see a lot in Frontier was the Vengeful Monk.

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It’s a solid card with the opportunity, but with the Death lineup above, you have a nice counter: bring in the Spellmonger.

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Thanks to thorns, the Monk ends up killing itself, which is incredibly satisfying.

That said, players have caught on to this strategy, and the Monk isn’t as common anymore. You don’t want to rely solely on that interaction.

Another tricky matchup is the Spellmonger itself. If you expect your opponent to bring one, then a smart choice is adding Lenore Nevermore.

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Her snipe ability lets you take out that Spellmonger before it causes too much trouble.

So, building the Death lineup is a bit of a chess game. You want your backbone of Thalgrimore, Nim Guard Captain, and Sorrow Harvester, and then you flex in counters depending on what you expect to see.

Example Battles

Here are a few recent battles where these strategies came into play:

Battle 1:

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– In this one, I gambled that my opponent wouldn’t put the Spellmonger in the back. Too risky for them, so I took a sneak unit along. The gamble paid off.

Battle 2

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– A mirror match, which really highlights the importance of unit placement. Sometimes it just comes down to positioning (and the occasional lucky miss).

Battle 3

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– My opponent brought the Vengeful Monk, which ended up dying to its own attack thanks to thorns. That single interaction tipped the scales and gave me the win. If you can bring the Sorrow Harvest this would have been a instance kill but it rise of the common so no epics allowed.

Battle 4:

Click on the image to rewatch

But it’s not all sunshine for Death. Against a strong Water team, things can get dicey. This battle as an example. The raw magic damage and speed from Water splinters can overwhelm Death, especially if your counters aren’t perfectly lined up. It’s one of those risks you take when you lock in Death against Water.

Final Thoughts

The Death team in Frontier is still one of my favorite lineups to play. It has a strong identity: health debuffs, durable tanks, and flexible counters. Nim Guard Captain ties it all together, giving you the resilience you need against magic-heavy teams.

The key is predicting your opponent. If you guess right, Death can absolutely dominate. Guess wrong, and you might run headfirst into a Water team that eats you alive.

That’s the beauty of Frontier, though. It’s not about having one unbeatable lineup. It’s about knowing your splinters, reading the battlefield, and making the right call when it matters.

So that’s my little deep dive into Death this week. If you haven’t tried this lineup yet, give it a spin.


See you all on the battlefield

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