Splinterlands Modern and my Water Earth card acquisition

I am so out of new Splinterlands, that me with this Modern gameplay doesn't really fly.
I had no idea where from to start yesterday, so I decided to check with that Modern modus and make 4 teams that are the best for me as a new player.

In essence...

So, when I decided to go with Modern gameplay - as that one seems the easiest, also no need for a fee - I went to pick some cards.

This is my list of strengths/weaknesses for an each element, for not upgraded cards.

So, this is starter level and very cheap cards.


1. Fire Splinter

  • Strengths:
    • Focuses on high attack power, often with abilities like Blast, Piercing, and Retaliate.
    • Strong melee-focused cards with high damage potential.
    • Great for offensive strategies.
  • Weaknesses:
    • Often lacks defensive capabilities like healing or shields.
    • Vulnerable to ranged and magic-heavy decks.
  • Best For: Players who prefer aggressive, fast-paced battles.

2. Water Splinter

  • Strengths:
    • Versatile, with strong magic attackers, healing, and speed buffs.
    • Excellent synergy with magic-based strategies and support cards like Triage or Cleanse.
    • Good balance of offense and defense.
  • Weaknesses:
    • Can be countered by anti-magic abilities like Void or Silence.
  • Best For: Players who like balanced decks with a magic focus and sustainable gameplay.

3. Earth Splinter

  • Strengths:
    • Emphasizes durability with high health and healing abilities (Tank Heal, Self-Heal).
    • Strong synergy with buffs like Protect (shield) and Strengthen (extra health).
    • Viable for slow-but-steady strategies.
  • Weaknesses:
    • Often slower compared to other Splinters, making it vulnerable to speed-focused decks.
  • Best For: Players who enjoy defensive strategies with high sustainability.

4. Life Splinter

  • Strengths:
    • Strong defensive play with Armor, healing, and buffs.
    • Abilities like Resurrect and Protect can turn battles around.
    • Good mix of ranged and melee attackers.
  • Weaknesses:
    • Struggles against heavy magic-focused teams.
  • Best For: Players who favor defense and team synergy over brute strength.

5. Death Splinter

  • Strengths:
    • Excellent debuff capabilities (Affliction, Weaken, Slow).
    • Good mix of ranged, melee, and magic attacks.
    • Synergizes well with cards that punish opponents over time, like Poison.
  • Weaknesses:
    • Requires careful strategy to maximize its potential.
  • Best For: Players who enjoy tactical, control-oriented gameplay.

6. Dragon Splinter

  • Strengths:
    • Versatile, as it can combine with any other Splinter.
    • Access to powerful, high-mana cards with diverse abilities.
  • Weaknesses:
    • Expensive in terms of mana and card investment.
  • Best For: Players with a more advanced understanding of the game and larger collections.

My pick

I decided to go with Water and Earth dominant card collection. Water and Earth have great balance of offensive and defensive capabilities, as well as strong synergy with newer cards.

I bought a few cards only, as I have some free to use in a game without owning them.


For Water I bought Keyla Frendul as a summoner, and for the Earth the Obsidian.

For Water deck I bought Merdali Guardian and River Hellondale, and for Earth - Goblin Psychic, Mycelic Morphoid, Regal Peryton, Mycelic Infantry and Queen Mycelia.

To complete my collection I will add some Dragon and Neutral cards.


External links:
YouTube: https://www.youtube.com/@aschatria
Website: https://aschatria.pages.dev/
Splinterlands: https://splinterlands.com/register?ref=aschatria



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