Hello everyone, today we will have in the challenge of the week a card from the water deck, Deeplurker was the chosen one of the week for the battle.
Deeplurker
Edition: CHAOS LEGION.
Rarity: COMMON.
Element: Water.
Attack: Melee.
Abilities: Opportunity.
SKILLS.
Level 1: card has the ability of opportunity, this ability consists of focusing the enemy with the lowest health in the battle, if you have a card with 1 health and not one with the same amount of life this will be your focus.
Ability that I think is extraordinary and very strong combined with an attack of 3 is sure to be very strong in the game, this Monster wins several games if they don't take care of him.
Level 6: Now this card has become a full monster, extremely strong with its new Poison Ability that has a chance to be activated every start of the turn if it is activated the enemy will take 2 damage.
This card combined its 4 attack plus the chance to activate the poison on the enemy is very strong and can do 6 damage per round and we have to remember that it attacks the enemy's back line too, making it much easier to see the enemy in a round with as much damage as it can come.
Level 10: we finally reached the last level, I don't think it's worth evolving to this level to unlock this skill there are many cards basically the Demoralize skill decreases the attack of all monsters with melee attack by -1.
When reaching level 10 they have their complete kit card is very strong with 5 attack, 4 attack speed and 7 life costing only 6 mana your 3 skills are useful in battle.
BATTLE RULES.
My thought for choosing my cards.
My strategy when building my deck, my enemy had a history with several decks so my idea was to build the best deck using the water element to do the mission, make it strong against both mage attacks and melee attacks if it came with a lot of attack from mages or marksmen would probably go bad.
My summoner was Kelya frendul because of its attack speed and its shield, costing just 4 mana, it mainly benefits monsters that have some skill like flight that increases when the attack speed is high, we have the shield that is very important because it will hold an attack on each ally just not working against mages.
In First position put a Diemonshark tank, with a lot of health and shield, managing to hold a lot of attacks, its attack doesn't help much but it is compensated by the rest of the kit and has its Trample ability, How does it work and simple when finishing the enemy Diemonshark he will make an additional attack targeting an adjacent monster on the enemy team.
- In the second position My chosen one was eeplurker, the card responsible for causing more damage to the enemy card with the highest damage on the team with the highest chance of helping in the battle, I placed it in the second position of the deck because it is the second card with the most attack on my team and if he lost the first card he would have some chance of holding the game.
- In the third position I put a support Merdaali guardian, responsible for healing the card from the front line healing cards are essential for monsters to survive even more when damage is focused all on the front line having a card with healing has a great help in battle.
In the fourth position I placed a card with Ice pixe magic, my focus was not on its damage more mainly because of its flying skill which is very strong against sniper and sneak these skills suffer the deflection of this card even more with + 1 speed.
In the fifth position I used a Creeping ooze utility card, there was 1 mana left, I didn't think twice about putting the Creeping ooze in the card game, with the ability to decrease -1 speed of all enemy monsters very strong this skill and out using it in the last one place in the deck could hold two attacks until it reaches another ally.
FIGHT.
First round: and so came the two teams the enemy came with Djinn oshannus as a tank his 2 attack, Merdaali guardian as support giving healing to him, has two cards with ranged attack one with spniper ability and one without.
We can see that at first sight it's a bit tied but we have points to be seen, what will be the focus of Sniping narwhal for our team, the start was balanced.
Second round: we can see the arrows and what are the focus points of the match, Deeplurker just took the enemy's Merdaali guardian to yes damage the advantage we already have a heal factor for a short time, Merdaali guardian of our team is already being focused by the card with sniper ability.
Fourth round: we got a head start on the match, we just lost Merdaali guardian for Sniping narwhal but even so we have the advantage as Deeplurker is doing a lot of damage and we have 5 shields still in the tank, we have to take the marksmen as soon as possible.
Fifth round: we just managed to take Djinn oshannus and we have the advantage with more cards on the field, but with the rule of the game, ranged attack cards can attack in the first position and yes, it can cause us problems, we have the advantage of having more shields and more cards with strong attack added.
Last round: We managed to come out victorious thanks to Deeplurker who was the biggest source of the game causing damage to all enemy monsters and Diemonshark who took all the damage with the help of the healing card was a beautiful game.
Conclusion.
Deeplurker without comments and an excellent card it's worth using it, I like this card without defects lol, very strong card for the mana cost it has, it can make a difference in the game even though it's not evolved.
Thank you all 😃🙂😃.
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Battle link: https://splinterlands.com?p=battle&id=sl_22136d9c15f661f64279a8c3f651fd4f&ref=pinduca