Thoughts On Splinterlands Strategy
Can we create a general strategy for success in Splinterlands that we can express in a few sentences? Can a strategy map help beginners? I previously wrote an article on this subject called A Strategy Framework For Splinterlands Gameplay. My ideas evolve as I gain experience in the game. Today I decided to write a new article on the subject.
Using Allowed Mana Limit and Number of Cards Fully
In Splinterlands, the cards are carefully designed. In principle, the higher the mana count, the higher the card's power. Therefore, filling the mana limit and the number of cards would be appropriate while creating the team. In games with small mana limits, it is necessary to have many cards with zero, one, and two mana values to use all seven cards at once. To get the maximum benefit from all the cards, they must be protected with a shield. If possible, they should gain the divine shield feature so that the opponent has to make many attacks. Besides, using cards with the Rust feature would be appropriate.
Harnessing the Power of Dragons
Those who watch Games Of Thrones are aware of the power of dragons. While the dragons in Splinterlands do not burn down cities, they provide a significant advantage in the game. We are halfway through when we start the game by choosing one of the Quix De Devious or Byzantine Kitty. Because together with Dragon summoners, we can use dragon cards, neutral cards, and cards of an element of our choice. Another feature of the Dragon element is that it contains several of the most dominant cards of the game. Carnage Titan and Chaos Dragon Cards do not have alternatives, especially in high mana-limit games. In games with low mana limits, Naga Assassin makes a difference. There is also the Scale Doctor, which has become a favorite recently. This card, which contains four abilities that are effective in the game, makes a significant contribution, especially to defense.
Preferring the Water Element
Whenever I lose to a water element team, I tell myself, "if there is water among the options, you should choose it." Teams of the water element win in the majority of the rulesets. Three dominant cards have become the game's bug in the water element: Deeplurker, Merdaali Guardian, and Baakjira. Also, Merdhampir and Angelic Mandarin are cards that give opponents a hard time. Almost all cards of the water element are fast. Kelya Frendul speeds up these cards even more and gives them protection. Thus, a compelling game emerges regardless of low, medium, or high mana limit. Playing the water element with a dragon summoner can produce more effective results. Reverse speed and magic only are the rulesets where the water element is weak.
So far, I have fought close to ten thousand battles — usually, the fastest wins. Because quick cards get the opportunity to attack first, fast cards do not miss opponents. To make the cards faster than the opponents, we choose fast cards and use summoners that give speed to the team. We also use cards with abilities that slow down the opponent and speed up our team. When speed is mentioned, the first summoners that come to mind are Kitty and Jacek. Kitty is the absolute solution to the speed problem, as it is fast and has a true strike feature. Under normal conditions, the magic attack reaches the target regardless of speed. Cards with the phase feature, which allows magic cards to miss, create significant problems for slow teams.
Richness of Card Collection
Recently, games in which three rulesets are valid simultaneously have come into play. Therefore, the influence of rulesets on the games increased. For example, Wands Out(magic only) ruleset raised the importance of cards with silence. Similarly, the Going the Distance(ranged only) ruleset increased the significance of cards with Headwinds. A comprehensive card portfolio makes a difference in rulesets such as Wand out, going into the distance, even stevens, odds out, and rise of commons. To reach the maximum winning percentage, it is necessary to have at least half of the 329 cards that can be used in the Modern format. It might be a good idea to prioritize relatively low-priced reward cards for cost optimization.
Some cards alone determine the course of the game. The most important example of these cards is Jared Scar, who has the Bloodlust feature. Once Jared Scar grows more robust, it's nearly impossible to stop. Baakjira has self-healing at level three and level four. Therefore, become an insurmountable obstacle for rivals. There are dozens of cards that determine the fate of the games, but the two cards I mentioned above require particular strategies for them.
Ruling the Game
I win three out of every four games where I have a clear strategy. I rarely succeed in games where I can't create a clear plan. Because the side that dominates the game usually wins. Using cards with the Taunt feature makes the game more predictable. There is a taunt card in every element except death. (The death element has two taunt cards for some reason.) These are usually cards with a large mana score. Also, there are three taunt cards among the soulbound reward cards. They considerably impact the outcome of games with a 30+ mana limit.
Taunt cards draw fire on themselves, keeping other cards safe. Hence most of them are melee; I prefer to use taunt cards in the last place. Thus, the opponent's firepower is divided between the first and last card. Therefore, it is easier to heal both cards. When the first and last cards are each protected by two heal and triage cards, they exist until the end of the game. In addition, cards with repair features also make a significant contribution to defense. Scale Doctor is my favorite among the support cards with triage and repair features.
I hope the tips I listed above helped raise awareness. Experiencing the events one-on-one provides more effective learning.
Thank you for reading.
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