Hello, Splinterlands community today, I want to talk to you about a card that I found quite incredible to watch in battle. Since I couldn't get it, I rented it. I really enjoyed analyzing it and looked for some plays that I found quite interesting to watch. I definitely think it has potential to explore, which we should keep in mind if we ever get it.
Legendary cards are not only legendary, but they also have a profound significance when considering what they can do in battle, as they are not only there to help us, but also to attract something more than just power. Some of these are even designed to be more strategic in order to achieve victory in battle.

Water cards tend to be quite remarkable in battle, and this time we see a very powerful card that, being of legendary rarity, will provide us with some support when in battle. This time we have a kind of mid-range tank with a rather peculiar shape, since being magical and water-based will give us a certain advantage thanks to this characteristic, because most magical cards are good at being magical. Jacqueline the summoner helps her a lot to stay in battle. We often have 12 health points, which I find quite exaggerated considering that with only 8 mana points is far beyond normal, giving us a certain advantage in battle. Next, we will learn about each of its abilities and how they can be not only convenient for our team, but also provide us with more than just a different form of attack.

Taunt For me, this is a very useful skill depending on how we organize our team, since this skill causes all cards to attack it. Of course, seeing that it is a card that provokes this type of attack directly, it would also need a fairly large amount of life to be able to withstand battle. Without a doubt, on this occasion, I think it is quite useful to take it into account, in addition to the fact that we often have another skill that I really like because it can be combined with any summoner, thus giving it the blood boost it needs to be able to be in battle. Of course, that would apply to cards with dragon rarity, in addition to water cards. Painforge seems quite convenient to me, considering that we have cards that are poisoned, burned, or attacked by an ally that can receive some kind of Attacking appropriately with this card will give you many more ways to attack. From here, having several negative effects on the enemy thanks to that ability would further enhance the attack, thus giving you a certain advantage. Finally, we have the Expose ability, which removes all positive effects from the opposing team. I think this is an interesting way to play depending on what you are going to attack, although logically it would be in first position, giving the team a certain advantage in a way that is quite convenient for us. I think this is fine depending on the battle, since there are quite a few battles with many buffs, and removing positive buffs from the opposing team is an advantageous way to speed up gameplay.
|https://d36mxiodymuqjm.cloudfront.net/cards_by_level/foundations/Marlai%20Singariel_lv4.png|https://d36mxiodymuqjm.cloudfront.net/cards_by_level/conclave/Gorgug%20the%20Endless_lv8.png|
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Zargrul at level 2 only has one attack point, but thanks to Marlai Singariel, this increases to two, which is very convenient for our team, giving us the best results with water cards. Gorgug the Endless would undoubtedly be useful, as not only does he follow any bloodline, but he also gives the monster a very epic way of increasing the power of Orc allies when Zargul is defeated, further increasing his power.
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