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Can Earth Deck overthrow Water Deck in this new Meta with the Obsidian?

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@cantfoldaces
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Chaos Legion release was really Chaotic is term of excitement and the rise and fall of many combinations!

With Alric buff gone from starting deck, it was interesting to see a shift of focus to the new +1 magic buff Summoner: Obsidian

Let's have a look at the the new Monsters of the Earth Deck and see how there synergies with Obsidian:

PS: I will ONLY focus on monsters from UNTAMED, DICE and CHAOS LEGION as there will be used for the modern format.

The Tank: Mycelic Slipspawn

As I'm picking Obsidian, it'll be the most favourable to play as many magic damage dealers as possible. For this case, we have Mycelic Slipspawn strange name:

  • Pros:
    • Taunt: As long as it's alive, every other monster is safe and free-hitting, so it's important to keep it alive as long as possible
    • 10 Health: Great tankiness against all sort of damage (melee and magic) and not easy to take down in the first round
    • 2 Magic Damage: +1 Magic damage buff, not only does it tank but also HURTS!
    • Available in Starter Deck
  • Cons:
    • No armor: Vulnerable to heavy melee damage (fire comp with Tarsa can easily destroy it)
    • High Mana: it can't be fit to low mana cap battles effectively

So the Goal here is to keep the Tank alive as much as possible, so let's see what we can do:

The Healer: Goblin Psychic

Having a Healer is a must with a "Taunt" Tank (similar to Shieldbearer + Venari Crystalsmith Combo)

  • Pros:
    • Tank heal for Mycelic Heal to sustain as much damage as possible. Mycelic got 10 Health so 3 Health heal per round
    • 2 Magic Damage: +1 Magic damage buff, more damage besides the healing
  • Cons:
    • Relatively high mana cost: can't fit well in low mana battles
    • Low health and No Armor

Queen Mycelia

It can be considered the Venari Wavesmith of Earth Deck and provides the team of what it's lacking: Armor. It's really important for both the Tank and the damage dealers, as tanking one extra shot makes a big diffrence in term of survivability and damage-out (We really want to keep firing 6-10 magic damage each round)

  • Pros:
    • Fortify: +2 Armor for all Team
    • Low mana: can be fit in every team composition
    • Magic Damage: Profits from +1 Magic buff
  • Cons:
    • Low Health: requires a good positioning otherwise the Fortify buff will be gone

Second Position: Centauri Mage / Regal Peryton

Both are magic damage dealers and the best suited as a secondary Tank and the choice depends on the enemy tendencies and Mana cap

  • Regal Peryton:
    • Flying + 5 Speed will make enemies feel like they are "blind" especially those with 1 Speed
    • Coupled with 6 health, respectable mana cost and potentially some heals, Regal can be suited for the 2nd position
  • Centauri Mage:
    • Return Fire + 9 health: The perfect Counter for Snipe. Child of the Forest and Hunter Jarx won't survive for too long
    • Bad synergie with Mycelic Slipspawn because of its taunt, not allowing to counter Snipe effectively, and both have high mana cost.

2 Mana Monsters: Khmer Princess / Failed Summoner

Both from UNTAMED release, these 2 mana cost monsters are best fit into low mana battles

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  • Khmer Princess: best suited in the backline for an additional 1+1 Magic damage
  • Failed Summoner: Great for mirror matches against Obsidian, The Magic Reflect will hurt, the higher its level the more effective it'll become.

I've got more to talk about but I feel it's better to divide it to 2 posts to not make it too long (or boring) to the readers and Thank you so much if you still reading till here :D

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