Today we are going to talk about a fish that lives at the bottom of the sea and when he comes out of there to show his claws (even if he doesn't have claws but you understand) he ends up being a terrible and powerful creature, his name is Deeplurker and today I will tell you show why this card is so used in the water deck in splinterlands.
Deeplurker is a common card from the chaos legion edition and belongs to the water deck but I think you should already know that since it is a very used card in this deck, but are you the type that uses it or that you face it? if you don't use it then you should think a little more about your choices because I'm going to show you how it's a good option for battle.
I'm not going to talk about what the card has at each level because you can already see it in the image above so I'll talk about it at the maximum level so you can fully understand it.
It is a card that has 6 mana cost at all levels and that doesn't change, its status (attack, speed, health and defense) you can see in the image so I will talk about its abilities and uses.
His first skill is Opportunity and it makes the Deeplurker attack the lowest health card and this is very useful as it makes a lot of his attacks to defeat the target.
Opportunity - Monsters with the Opportunity ability may attack from any position and will target the enemy Monster with the lowest health.
Its second skill is Poison and it makes when the Deeplurker attacks the target it has a 50% chance to apply this effect and does 2 damage at the end of the turn, so if the Deeplurker doesn't defeat the card as it attacks the card with the lowest health then the poison will most likely defeat it.
Poison - Attacks have a chance (50%) to apply poison, which does automatic damage to the target at the beginning of each round after the poison is applied. Poison does 2 damage each end of the turn and is not affected by shield or void.
Its third skill is Demoralize and it makes melee cards from the enemy field lose 1 attack which is very useful as it will decrease the damage done by these cards.
Demoralize - Reduces the Melee attack (by 1, but can't get lower than 1) of all enemy Monsters.
Now that you know Deeplurker I will show you a good combination of cards for him and also show him in battle.
As a summoner I choose Kelya Frendul which is a good option since she increases the speed of allied cards and gives them 1 shield and the shield is very important since the enemy card with melee or ranged attack will first attack the shield then the health of your cards will be safe, and even if the shield is 1 and the enemy card's attack is 3 it will not affect your card's health only the shield, so it would be as if the enemy card has 1 attack. But if you have the Piercing skill then it would deal 2 damage to your card's life.
Piercing - If Melee or Ranged attack damage is in excess of the target's Armor, the remainder will damage the target's Health.
For the first position the Spineback Turtle is a good option since its mana cost is low so you can use it in low mana cost battles, in addition it has a lot of shield and the Thorns skill that does 2 damage to the melee card that attack the Spineback Turtle (doesn't work if it's magic or ranged attack)
For the second position I put Electric Eels as it has the reach skill that makes it even in this position and also because it has low mana cost and good speed, its health and attack are also reasonable.
Then we have Saber Shark and I should have put him in fourth position instead of third since he has low health and a lot of attack and speed so being on the front line is not a good option, but in this battle he was not defeated so it didn't make much difference.
Now we have Deeplurker in the fourth position and I should have put him in the third position since he has more health, his main use in this battle will be to defeat the low health cards to make the battle easier and also defend the other cards if he arrives in first position.
For the fifth position we have the Venari Wavesmith that has magic attack so it will be very useful since in the battle it has many cards with shields but its main function will be its Protect ability that grants +2 shield to all allied cards and that will be of great importance since all enemy cards have melee attack and the shield protects from melee and ranged attacks.
And finally we have the Pirate Archer that will do additional damage thanks to the blast skill and also has only 2 mana cost.
My opponent used the fire deck and all his cards are melee type so Kelya Frendul and Venari Wavesmith's shield will be very useful in this battle, in addition the Spineback Turtle's Thorns ability will also do some good damage.
The enemy also had the Disintegrator card which reduced the attack of my melee cards and that prolonged the game but he didn't have enough damage to win so it was just a matter of time for his cards to be defeated 1 by 1, but I still ended up losing one card because the battle had the Spreading Fury rule that granted the Enrage ability to all cards and that helped him defeat the Spineback Turtle, but my attack and defense were higher and that's what ensured the victory of the match.
Enrage - Has increased Melee attack and Speed when damaged. Values are multiplied by 1.5 and rounded up.
This is the battle I wanted to show and I hope you use the water deck more because it's amazing.