Splinterlands: Daarg Deadblast is an amazing card

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(Edited)

Splinterlands is a complex game and it allows for various different cards and strategies. Each fight is different as there are various different rulesets applied and this can give specific cards an advantage depending on how you use them. In this post, I talk about how amazing Daarg Deadblast and how it is one of the Rebellion cards that I use the most.

Featured Cards

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Daarg Deadblast is a Rebellion water splinter that costs 6 mana. It has the ability weapons trainign and swiftness from the very first level. At level 2, it learns triage and at level 3, it learns dodge. As a support monster with the weapons training ability, I think it works well as it makes your own monsters faster. I only have mine at level 1 so I don't have the triage ability but that would also be quite helpful.

Rule set, Battle and Plan

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The ruleset this time is Silenced Summoner and Healed out. This means that summoners do not give bonus effects and monsters can't heal. There are 27 mana available and I am left with the choice of fire, water, or life splinter.

SplinterMana CostPositionReason
Kelya Frendul4Summoner
Baakjira61stVoid, Slow and Strengthen
Daarg Deadblast72ndWeapons Training and Swiftness
Clockwork Aide43rdSwiftness
Torrent Fiend04thFiller
Merdhampir45thLife Leech and Cripple
Igor Darkspear26thRanged damage dealer
Total Mana:27

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I used Kelya Frendul as my summoner so I can use my cards to the highest level. My lineup starts off Baakjira with all it's supportive abilities and void. After that, I have Daarg for the weapons training and clockwork after that for another swiftness. With this, my opponent will have reduced speed and my own team is buffed twice for speed. The weapons training will add in 4 extra magic attack to my monsters. After that is a filler monster and my ranged damage dealers. One of my ranged damage dealers has life leech and cripple to make the fight a little easier.

Round 1

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It looks like my opponent is focused more on dealing damage on my Chaos Rear Guard. I do have shield, repair and tank heal so I should be able to last quite a while. So it will depend on whether or not I can kill my opponent fast enough or not. If I do, then I win just with those supportive ability.

Round 2

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I killed off two monsters during the first round without losing any of mine. Having clockwork in the 3rd spot is working out because it's taking the opportunity hits for me. The speed difference is also working in my advantage as I am moving faster than my opponent.

Round 4

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I have managed to kill off Djinn Oshannus on my opponent's side so this fight is pretty much my win now. Given the speed difference, it's unlikely for me to miss and I also have 6 magic damage per turn. So with this, my win is pretty much guaranteed so long as Merdhampir does not miss.

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A few rounds later, I was able to win like I expected because my Merdhampir did not miss.

Conclusion

The battle this time around went exactly as I expected. The speed difference due to two swiftness and one slow made it so that I could attack first. With this in hand, I was able to take out my opponent before he could kill off mine. The magic damage also meant that I wouldn't miss any attacks unless it was against one monster. Weapons training adding in that magic damage made a difference and speed is important.

You can see my entire match here.

What did you think of my match? Was there anything you would have done differently? I think it is quite interesting to see how different players use the same card.

Posted Using InLeo Alpha



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8 comments
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I feel like some of the rebellion cards are packed with a lot of abilities. Imagine this card with that much ability at level one.

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Yea. There are some really amazing cards in Rebellion and that is why it's so tough in modern.

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Yes completely agree, this is a very useful card especially in modern
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It's the one that I use the most. It's just way too powerful to not use when you have weapons training and swiftness.

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