Woohoo! I finally worked out my Death Splinter build for Frontier mode and it clicked the moment I hit Battle. The MVP? Thalgrimore, whose aura gives ā1 Health to all enemy units. It sounds small, but opening a fight with your opponentās entire team already softened is a good start... it's already a good advantage from round one.
āļø The Squad & Positions
Summoner: Thalgrimore: global ā1 Health debuff. Sets the tempo and pushes more enemy units into one-shot range.
1) Nim Guard Captain (frontline) Magic-heavy lobbies? Bring it. Nim Guard Captain āvoidsā incoming magic like a champ, especially against low-attack casters. He buys the time my backline needs to get rolling.
2) Great Bear Druid (second) This card is spicy: melee + magic in one body. From slot two it keeps pressure on the front while still slipping magic damage past armor. If Nim Guard Captain drops, Druid can step up without the engine stalling.
3) Vengeful Monk (third) My assassin. When enemies are already chipped from Thalgrimoreās debuff, Monk cleans up anything low on health. Heās the finisher that turns āalmostā into ādeletedā.
4) Sorrow Harvester (middle lane) Specialist pick for high-armor targets. I park it mid to protect from Sneak plays; once the board thins, Harvester chews through plated units that would otherwise stall the match.
5) Aālan Musketeer (backline) Anti-magic pressure. With enemy HP shaved by Thalgrimore, Musketeerās hits push casters into execute range fast.
6) Black Widow (anchor) Another magic-punisher that partners beautifully with Monk. Widow + Musketeer = melt casters, then let Monk erase the leftovers.
šÆ Why This Works
1) Aura ā Breakpoints: Thalgrimoreās ā1 Health isnāt just ādamageā; it shifts kill thresholds. Units that normally survive a hit now fall in one round. That's a real advantage especially when the enemy monsters are more on the squishy side.
2) Anti-Magic Spine: Nim Guard Captainās magic mitigation covers the scariest early turns. Players love stacking glass-cannon casters in Frontier... he turns those openers into weak magic monsters. Meanwhile, Great Bear Druid adds reliable magic of my own so Iām not stuck vs. armor walls.
3) Finishers Online Early: Because of the aura, Vengeful Monk starts cashing in immediately. Youāll see those ātwo HP monstersā die under his hands. That cleanup pressure will quickly finish the game.
4) Role Clarity: Every slot has a job: absorb ā bridge ā assassinate ā shred armor ā punish magic ā anchor. No wasted mana, no confused roles.
š§ Positioning Notes
- Frontline: Nim Guard Captain first, always, when I feel that my opponent will choose magic monsters.
- Second: Great Bear Druid is my secondary tank; heās happy in slot two and happy to tank if promoted.
- Middle: Sorrow Harvester stays tucked to dodge Sneak and survive into the late rounds, I need her to shred the monsters with high armor.
- Back Two: Musketeer then Black Widow; if I expect Snipe, Iāll swap their order to hide the squishier one deeper.
Small tweaks, big outcomes. Positioning matters so much in Frontier... this layout keeps my win condition (Monk + anti-magic duo) alive long enough to survive the battle and win.
š How the Battle Unfolded
Round 1 was a vibe check: their mages pinged into Nim Guard Captain and barely scratched him. Thalgrimoreās debuff already had two enemies teetering; Monk executed one on turn two. Mid-fight, Great Bear Druid promoted, still dishing dual damage while Sorrow Harvester cracked the opposing tankās armor. From there the Musketeer/Widow combo bullied their backline casters... and once the healing window closed, it was a quick sweep.
Result: clean win, a handful of new cards, and that satisfying replay where the momentum visibly tilts by Round 3. š
š§ What Iāll Tweak Next
- If I scout heavy Sneak, Iāll slide Black Widow to the very back and consider swapping Harvester forward one slot.
- Versus shield/repair tanks, I may replace Widow with another consistent magic source to keep damage flowing through armor.
- Low-mana rulesets: drop Harvester first; keep the Monk + anti-magic core intact.
Frontier mode is fun when a plan comes together... no bots, real mind games, and lineups that reward smart roles over raw spend. If youāre experimenting with Thalgrimore, try this shell and tune the last two slots to the ruleset. And if youāve cooked a nastier Death combo, hit me with it⦠Iām always down to test a new build. šāļø
Join the CryptoCompany Campaign here: