

Another week, another Social Media Challenge, this time around we'll look at one of the new Ulund characters we got with the release of Conclave Arcana - Bellowmancer.
Now before we get into the stats discussion of Bellowmancer, let's have a sneak peek into her LORE.
So the Bellowmancers are warrior-mages who use their magic to attract enemy projectiles onto themselves and the way the cast their spells is by... bellowing. That's definitely an innovative approach to wielding magic. I guess it does work since otherwise there wouldn't be any Bellowmancers still alive.

Alright, we've got some idea of who Bellowmancer is, after glancing at her lore. Let us have a look at her stats and abilities at different key levels now.

The Bellowmancer is a 10-mana Ulund Legendary Magic Attacker. At level 1 she starts off with 2 Magic Attack, 1 Speed, 5 Armor and 8 HP. The ability she starts off with is Taunt. At level 2 she gains an extra point of Armor for a total of 2 and her second ability - Shield. She's now a viable ranged tank with Taunt against Melee/Ranged Attackers. Next at level 3 she gains 1 Speed for a total of 2, 1 Armor for a total of 7 and 1 HP for a total of 9. More importantly, she gains a brand new ability for the CA set - Reveal:

Reveal is an interesting but somewhat niche ability so I am not sure how useful it would be in general but we'll see how the meta evolves overtime and what new cards get introduced. Finally at level 4 she gains 1 Magic Attack for a total of 3 and 1 Speed for a Total of 3. She also gains her final ability - Void Armor. With the addition of Void Armor, I can say that she becomes a pretty versatile neutral tank, especially if she has some support of a unit with Repair and someone with Triage. She'll definitely take the niche of the CL/RW backline tanks which will be exiting the Modern meta.

https://x.com/GhostlyBG/status/1915500387185938857
<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>BATTLE<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>
- The line-up of the Battle and the Ruleset:

There are 3 rulesets in this battle - Wands Out (You can only summon units with magic attacks), High Five (You can summon a maximum of 5 units) and Aim True (All units gain True Strike (attacks will never miss)). The mana budget is 51 which is an above average amount of mana, so units can be chosen more freely even though they can only be Magic attackers. The available Elements Earth and Dragon. I have decided to go with the Earth element.


The "main tank" in this battle is one of the cards which are very often played in the Wands Out ruleset when there's enough mana for that to happen - RB's Nalara Geinek. She is a 9-mana Legendary card, which at max level has 1 Magic Attack, 5 Armor, 3 Speed and 10 Health, that's not very impressive but what makes her great for Wands Out is her kit - she has Aplify, Silence, Void and Stun. So, she a really great tank against Magic Attacks, even though in this instance, she'll be taking the attacks of just the enemy "main tank" due to the fact that Bellowmancer has Taunt.


In the off-tank spot I have placed Gramel the Hunger. Gramel is an 11-mana Neutral Legendary of the Fiend bloodline. What's more spectacular about him is that he is the first unit in Splinterlands' history to have a triple attack - he has 1 Magic Attack, 2 Ranged Attack and 1 Melee Attack and level 1. His other stats are 1 Armor, 7 HP and 3 Speed. At level 1 he starts off with 2 abilities - Charge and Scatter Shot. At level 2 his stats remain unchanged, however, he get an extra ability we've already discussed - Bloodline Tribute. Level 3 is the most interesting one. That's because at that level he gains the Shapeshift ability:
This essentially means that Gramel is viable choice for all Bloodline Archons apart from all Archons in general as he is a Neutral unit anyway. And more importantly, he gains the specific ability of each Bloodline when played with a Bloodline Archon.
At level 3 he also gains an additional Melee point for a total of 2.
Finally at level 4 he gains 1 more Magic damage for a total of 2 as well as his final ability - Camouflage. I think Gramel is a very fun card and will be the center of some very entertaining battles for sure.

The 3rd spot is for another newly released (with CA) card - the Arcana Skinwalker. He's a great card on many occasions, including Wands Out. At max level he has 3 Magic Attack, 4 Armor, 6 HP and 3 Speed but again his kit is more important, and it is the following - Shapeshift (already discussed above), Rally, Camouflage and Silence. A second Silence is very important for the particular ruleset, so it will come very handy for sure.


In the 4th spot I've got the Meriput Mossmender. She is a dual-element (Earth/Life) unit and at level 1 she starts with 2 Magic Attack, 1 Speed, 1 Armor and 2 Health and the Repair ability. however, a repair unit is not a bad addition for some teams even at level 1 even though at the cost of 6 mana, you probably have better options in your deck. Next at 2 level she gains Dodge. I don't think Dodge does much for her with her 1 Speed and 2 Health apart for the cases when you play her in Reverse Speed. Then at level 4 she gains Cleanse. Level 4 makes her a decent support unit but nothing to write home about, and she still has just 3 Health. Now we jump from level 4 straight to her max level - 8. The stats here are 2 Magic Attack, 1 Speed, 2 Armor, 6 Health but most importantly she gains a Echo which grants her the ability to cast Repair twice each round (as well as abilities that could get added to her kit by an Archon - such as Triage).


5th it he line-up is this week's protagonist - the Bellowmancer.

It is time for a quick round by round analysis:
- The Archon I am going with for the battle is, my usual choice for the Earth Element, and that is... Tofu. Yeah, I don't have any of the Rare CA Archons leveled up yet so Tofu it is. I've granted Triage to the Meriput Mossmender so he can use it twice each turn. Note that he'll also Repair the Void Armor of the Bellowmancer twice each turn as well.

- After 1 round I have dealt some damage to the enemy backline thanks to Gramel and my Bellowmancer is hanging in there.

- I will post the next few rounds so you have an idea how the life totals are going but let's skip to some actual action other than armor repair.




- Finally, after 7 rounds, I have managed to take down the enemy Rage and his Kelan Gaines is very close to dying as well. Meanwhile my Meriput Mossmender is doing a great job Repairing and Triaging the backline.

- Round 8 - at this point it's obvious that the battle will end in my favor, it will just take a couple of more rounds.


- Final Round - I did not lost a unit in this battle thanks to the expert Taunting of the Bellowmancer and the support provided by the Meriput Mossmender.



Bellowmancer is a Legendary card you should not be sleeping on. She is currently being traded at $8.60 per bcx (and the price ramps up quickly after just a couple of copies) and I think that this price for her is actually a steal.
Over and Out,

Referral

The Bellowmancer indeed looks like a powerful choice to have in your battle collection. Thanks for sharing the battle, Keep playing and growing.
Thanks for sharing! - @mango-juice
