Hello Splinterlands Summoners! Another season is about to end. I'm currently in Silver II League and earned decent rewards from playing the game. In today's post, I'll show some of my battles and my thoughts when choosing my team and units. When choosing teams, I consider the available Splinters, the ruleset and the recent teams used by my opponent.
Frontier Cards in Modern
Recently, I'm seeing more Frontier cards used in the Modern Mode. It seems players have already upgraded their Frontier cards to competitive levels. However, if you have Frontier cards at level one, I suggest not using them in Modern and just continue playing in the Frontier Mode. For me, I stopped playing in the Frontier and returned to Modern. Although I enjoy playing in the Frontier and earning cards, I decided to leave this mode to the new players and will just buy the Frontier cards from the market place if I need them.
Battle 1 - Countering Magic
In this battle, I saw that the enemy likes using Water team with the Frontier archon. Marlai Singariel is similar to Alpha/Beta Water archon Alric Stormbringer, buffing the team with an additional magic attack. It's a good strategy at lower leagues but easily countered in Modern Mode.
I built my team to counter the enemy's so I chose the Earth team whose archon decreases magic attacks thereby nullifying the Water archon's buff.
Warborn Chieftain (tank)
The Warborn Chieftain deals a lot of melee damage and has defense against physical and magic attacks with his abilities Shield and Phase respectively. He's a great tank against magic attackers.
Thanalorian Blade (second position)
The battle was capped at thirty eight mana so instead of using a second tank, I chose a damage dealer in second position instead. Thanalorian Blade is a great unit, dealing two melee damage and having Execute and Opportunity abilities, making her a great assassin.
Halaran Huntress (third position)
Halaran Huntress is a good filler unit in low mana battles. She only needs four mana to use in battles but has good stats and abilities.
The next three units are elves to take advantage of the archon's Bloodline Dominion buff, Execute.
Silverleaf Warlock (fourth position)
The Silverleaf Warlock deals two magic damage and buffs the whole team with an additional speed stats brought by his Swiftness ability.
Aranduriel (fifth position)
Aranduriel deals three ranged damage and has the Sneak ability to attack at the enemy's rear units.
Blackmoor Wildelf (last position)
I misplaced Blackmoor Wildelf in the last position. It should have been Aranduriel. Anyway, she deals two magic damage and is invisible to Sneak attackers because of her Camoflage ability.
Enemy Team
The enemy team is anchored on Commander Slade with strong damage dealers in the back. Commander Slade is one of the best tanks in the game in my opinion. However, he lacks defense against magic attacks and vulnerable to my two units. Once he falls, the other units of the enemy team will be easy pickings for my team.
The Battle
The enemy magic and ranged units were the first to fall in battle because of the Target Practice ruleset. Commander Slade held his own and defeated my own tank but was soon eliminated by my magic damage dealers.
Battle 2 - Fire vs Fire
The next battle only has the Fire splinter as available choice. We also have a max mana of sixty and the Equalizer ruleset. This means that I can field any possible combinations with my available units without worrying about mana and health.
I used the dwarf archon Fithe Bladestone who gives the team two armor stats, an important buff against physical attacks.
Drybone Megalodon (tank)
Drybone Megalodon deals four melee damage, has three armor and two speed. He has the Flank ability allowing me to use another tank in second position. I'm grateful that the ruleset included Lost Legendaries. I wouldn't want to fight against the likes of Oridum Graybrow in the tank position.
Molten Elemental (second tank)
Drybone Megalodon's Flank ability allowed me to use Molten Elemental in the second position. He wields two attacks: two melee and two ranged. He also has an armor and very fast with four speed. He has the Flying ability that allows him to dodge physical attacks.
Arcane Skinwalker (third position)
Arcane Skinwalker deals two magic damage, has four armor and two speed. He can be an alternative tank in certain situations.
Conclave Tracker (fourth position)
The Conclave Tracker only deals one damage but I chose her in the team because of her important support ability: Repair. All the units in front of her have armor and she can sustain them by helping repair their armors.
Chaos Evoker (fifth position)
Chaos Evoker is only a common card but deals two magic damage and has a strong offensive ability: Blast. It's a no brainer to choose her in the team.
Swiftbeard Stout (last position)
I like using units with the Taunt ability to divide enemy attacks. Swiftbeard Stout deals two ranged damage and has two speed. Like all units, he has seven health in this battle because of the Equalizer ruleset.
Enemy Team
The enemy chose a dual splinter archon which did not give him an advantage in this battle because only the Fire splinter is available. He also had the Drybone Megalodon for his tank followed by Grimbardun Fighter as a second tank. He had three Frontier set units in his team which are levelled up.
The Battle
With my magic units that ignored the enemy armor and having a unit that repairs armor gave me the advantage in this battle. My team quickly eliminated the enemy Taunt unit followed by his tank. The enemy team was strong as well as I lost two units despite my advantages. However, my damage output was faster while my remaining units were sustained by Repair.
Conclusion
Another Splinterlands season is coming to an end but the battles don't end there. Immediately after the season ends, a new one starts and I'm prepared to grind for the next season, having fun and earning rewards at the same time. Our guild battles continue to churn as well, rewarding us with SPS and Gladiator cards.