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Jared Scar: His TRUE STRIKE ability is a battle winner (and, investing some funds to take him from Level 3 to Level 4)

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Jared Scar: His TRUE STRIKE ability is a battle winner (and, investing some funds to take him from Level 3 to Level 4)

It's one of those old cliches in Splinterlands: every card has a use! And let's face it, some cards we tend to write off pretty easily - and then only later come to realise, they're actually pretty good. For me, one such card has been Jared Scar, so I wanted to make today's post in dedication to this unsung hero - especially singing praise to his TRUE STRIKE ability!

Taking a look at the card then - you'll notice I've got mine at Level 3 - it was a convenient level to purchase the card to, but only yesterday did I get one of these guys in a rewards chest.

Straight away, you'll notice that this guy has +6 melee damage - HUGE, although is a bit let down with only 2 armour, 5 health and he's slow at only +2 speed. You'd probably call him a tank - but nothing impressive.

But - you need to look at his three skills:

  1. Bloodlust - this means every time he kills another card, your investment pops its stats and becomes significantly more deadly in the next round!
  2. True Strike - this is a really significant skill to have, and can be a battle-winner. So many strategies I come up against these days are all about dodging and phasing. With this little skill, this card literally cannot miss!
  3. Piercing - a super skill, basically, he takes your armour then your health. For a lot of cards, this means he can kill you with a single hit! Look out!

And - at only 87 cents a card, this guy is an absolute bargain! You'll notice there are only just over 14,000 of this guy in circulation, and I think the reason why he's so underrated is because he is truly a useless tank! But - as this post will show, he's got a place, and that place is in the skillset - melee can attack from any position!

And that's certainly what I found when I came up against one of my guildmates recently - the MELEE MAYHEM ruleset was activated in a fairly good mana cap battle. For me, I decided to play a pretty typical line-up.

  1. Summoner: Grandmaster Raithe; my favourite modern summoner, his abilities mean that magic will hit armour before health, and then he ups the game by giving all the cards extra armour!

  2. Tank: Uriel the Purifier - this guy puts the 'tank' into 'tank'. Basically, he's tough to knock over because he has so much health and armour - and the game I play is to resurrect him multiple times. He will very rarley actually have an attack and when he does, golly he misses a lot.

  3. Off-tank Junker - a very good card, he has the reach ability and with the restore armour ability, he'll protect Uriel nicely.

  4. High Priest Darius - a solid resurrect card with strong attack; mine's only level 1, but he's effective enough.

  5. Adelade Brightwing - the second of my resurrect duo, works well in partnership with Darius - and together, they do +5 magic. She also has restore armour, so also pairs nicely with Junker.

  6. At the rear of my team I put my Jared Scar - getting him ready to deal some mega hits - I also want his Bloodlust burning by the time he gets to the front line.

  7. And the classic rear-guard to finish, good old Dr Blight. With a poison and affliction, he's there to do some damage.

End of Round 1: A really embarrassing round for me - my opponent played the Coerl Lurker and I couldn't bloody hit him, except with the Jared Scar using his TRUE STRIKE. My opponent didn't have amazing luck though, he managed to take some health and armour off of my Uriel - but with the heal and 2 x armour restores, the damage to either team is a bit underwhelming.

End of Round 2: Ok, another laughable round. Can you believe the only card to hit the Coerl Lurker was aain Jared Scar - he may have very low speed, to the Coerl's +8 boots, but his TRUE STRIKE let him connect. The thing is, had any of my other cards landed a single hit in this battle, I would have had the Coerl Lurker dead. It kind of sucks to be going into Round 3 without having hit much - In contrast, my Uriel was taken down for the first time in Round 2, which is OK, but leaves me with just the one resurrect remaining.

End of Round 3: For the third round in a row, the only card to hit the COERL LURKER was my Jared Scar - thank you to TRUE STRIKE! And, in a real win for me, that activated his BLOODLUST and with the danger card in my opponent's deck cleared, we're now on to working through my opponent's line-up. And the best part? The Diemonshark won't be dodging my magic bolts!!

End of Round 4: Well, Round 4 saw both sides of this battle lose their tank - thanks largely to my JARED SCAR coming up with a mega hit on the Diemonshark - he didn't get the kill, but he certainly weakened him.

End of Round 5: I'm starting to notice a pattern now in the rounds, because my opponent played a summoner who gives +1 armour, my Junker basically just takes that +1 armour each round - but, because he is restoring his own armour, along with Adelade Brightwing - he's really working as a meat-shield, while the grunt-work is being done by Jared Scar in the back-row.

End of Round 6: The Junker pattern continues into Round 6, and while he's been hit with +6 magic bolts, ultimately, the armour-restore, working with the Grandmaster Raithe abilities means that my Junker simply cannot have his health hurt based on the attack and restore order.

But, I did hit a snag - my Jared Scar only does +1 melee damage on the Djinn Oshannus as the FORCEFIELD on the Djinn blocks his attack. Now though, it's Dr Blight's turn to shine, as his poison will certainly be part of the plan to drop the card.

End of Round 8 And can you believe it then took another 2 rounds to drop the +7 health on the Djinn? The Junker was only doing the +1 damage, along with Jared Scar. In the end, it was the poison which ended up making the most progress each round.

End of Round 11 The Nerissa Tridawn was able to be dropped fairly quickly after the Djinn in the following rounds, and then the mighty Baakjira followed - on each card though it was Jared Scar whose big hits did the damage, with my magic attackers swooping in to chip away. Ultimately though, with some poetic justice perhaps, Jared Scar got his second scalp for the battle to finish this to my advantage. A very good win!

Evaluation: Let's be frank, as a tank, Jared Scar is sub-par, but in a MELEE MAYHEM ruleset he's basically an unstoppable beast! In this battle my opponent's COERL LURKER was impossible to hit, especially when ENRAGE activated - without my JARED SCAR'S True Strike, I wouldn't have landed a shot. Basically then, I owe this win to this one card. I really rather like him - and you know what, on realising mine was only Level 3 - I thought I needed to race and grab the cards to level him up - so let's go invest: and so I did, now I just need to go find a battle to play him! With that extra Melee attack, he'll be ready to fight!

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