Tidal Tsunamist: The unsung hero that can turn the tide in Battle
Hello Splinter nerds
There are some monsters that players rarely use in battles, and this is because of certain factors like having more suitable monsters to replace them or players not wanting to risk trying them in battle when they are already used to a particular formation and choice of monsters...

One of the monsters I rarely see in battle is Tidal Tsunamist, It belongs to the conclave arcana set.
This monster is a common water splinter card with 3 abilities. The abilities are good, but players still rarely use the card in battles. I also only use it once in a blue moon, and one of such rare times is the battle I will share in this post, but before that, let us get to know the amazing abilities of this monster.

This is the first ability of Tidal, which it gains at level 1... It allows him to attack the opponent team from behind, so instead of the front monsters, it attacks the last monster on the opponent team. This ability is beneficial when trying to outsmart the opponent, especially when one is certain they will come with a weak defense.

Repair is one of my favorite abilities, and Tidal gains it at level 5. It allows him to restore +2 armor to the allied unit with the most damage to its armor. This ability is another way to heal monsters, just that it heals the armor instead.

This is the third and last ability, and it is gained at level 8. This ability is a nemesis to monsters with the Taunt
ability, as it does double damage to them...
Amidst the amazing abilities, players rarely use the card in battle, and this is because most of us prefer to use the combo of Commander Slade, phase ward + heal, and other monsters with speed when using the water splinter, so no space for Tidal.
While playing today, I found a ruleset that I think Tidal will do well in, so I chip it in... Here is the ruleset below.


Just two rules were given: Are you not entertained and Up close and Personal.
The first rule indicates that one gladiator card can be used, while the second rule indicates that only melee monsters can be used in the battle.
Our formation was in no way similar. I used the life splinter while he used a dragon summoner to summon the fire monsters.

Mantaroth was my first card and a solid tank with shield, armor strike, and repair ability. To crown it all, it does not miss its target cos of the true strike ability it possesses, I placed it as a tank cos I know how hard it is to defeat it. Its blast was also very useful in penetrating the opponent team.

Taye Loreswift was my second monster; it has a reach ability, which allows it to attack from the second position. Its inspire ability boosted the team's attack power, giving each of them additional +1 melee power.


Isgald Vorst was my third monster, and I gave it the Armored strike and pierce
ability from the Emp Summoner, which makes it more brutal. It did more killings than others in its team. My fourth monster was Tidal Tsunamist and its repair ability was useful in defending against the opponent's sneaky attacks.


Chaos rear guard and Halfling Refugee were my last two monsters, and their purpose was to serve as defense against the opponent team, and they did great, even though I lost Halfling Refugee, Chaos rear guard is hard to kill cos of its shield ability and the repair from Tidal.
The opponent had a good lineup, his front was well secured, but I guess he was not expecting me to use sneak and a powered opportunity monster, or he assumed he would be able to take down all my monsters with his sneaky monsters, but was delayed by my rear guard.
Another win for me!


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All pictures are obtained from Splinterlands lore and game

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