Exploring the Secrets of the Rune Arcanist

This post was made as entry for Splinterlands Social Media Challenge
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Rune Arcanist may not look appealing at the start but she goes exceptionally good on higher levels. That’s the kind of frustration Rune Arcanist brings to the table. It doesn’t rely on brute strength alone but as it grows, her abilities gets revealed which makes long battles tip the fight in your favor.
With good abilities that feed on long matches, Rune Arcanist is a rare card that punishes drawn-out battles. If you’re the type who loves watching your unit gain power and get absurd over time while your opponent’s crumble slowly, then Rune Arcanist is worth a deeper look.

Let's talk about… Rune Arcanist
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Eryndoril Morth'lana, a sorceress from the Kingdom of Thanaloria’s House Morth'lana, is renowned for her mastery of runic magic and command of the elements of earth and water. When Rage's dragons threatened her homeland, Eryndoril joined in its defense. She accompanied the battle mage in their journey to Mount Redwyrm, and within Rage’s lair, she used her magic to protect her allies from the ancient wyrm’s magic, saving the battle mage’s life. If it was not for her, the rebellion would have ended here. Instead, she continues to stand alongside the rebels and their Riftwatcher allies as they fight back the tides of Chaos.
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Other part of the lore can be found in this link…

Stats:
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| Mana: 7 | Rarity: Rare |
| Damage: 2 magic | Armor: 2 |
| Speed: 3 | Health: 8 |
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|| Reduces the health of all enemy Units by 1.xxx || At the start of battle, the unit in front of this unit gains Phase.
|| Each time an enemy is hit by a Unit with Cripple it loses one max health.
|| Gains 1 max health each time any Unit dies.
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- Rune Arcanist is one of those rare cards that has a good mix offensive and defensive abilities really well. Its 2 magic damage and Scavenger make it dangerous in long fights since it keeps growing stronger whenever it kills enemies. The combo of Weaken and Cripple also helps reduce enemy max health which is good against team relying on heals. Phase Ward also adds protection on your team against magic damage which makes it surprisingly tanky for a magic unit.

Buy and Rent:
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At $6 for a level 1, Rune Arcanist is definitely on the expensive side especially since most rare level 1 cards don’t go above $2. But it’s a fair deal if you’re thinking long-term since it scales well with levels and its abilities make it valuable for both offense and sustain-based strategies. The $290 for max level though feels quite steep even if the card’s overall stats justify part of that price but if you like this card, I would say go for it because Scavenger and high health can be very useful in a lot of games.
At 14.949 DEC per day for a level 1, Rune Arcanist is expensive for what it offers at that level since most rare level 1 cards usually can be rented much cheaper. It’s not really worth renting unless you just want to test it for a few matches because the cost isn't worth the stats and ability at level 1. There are also no higher level options available for rent which makes it hard to see its real potential in higher league battles.

Rule Sets:
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| Use it in... |
![]() All Units start the battle Poisoned. This rule set works perfectly with Scavenger since every fallen unit increases her health. While others struggle to survive the poison damage she slowly turns into a tank over time. Her ability to sustain through the death of others makes her Scavenger good in this rule set. |
![]() All Units have 2 Armor in addition to their normal Armor stat. Extra armor helps Rune Arcanist last longer since she’s usually not the fastest or tankiest unit around at first. The extra protection gives her more turns to apply Cripple or Weaken enemy health. It’s a small boost but one that really helps her survive in battles. |
![]() All units have Rebirth (self-resurrects once per battle with 1 health and 100% of armor; all magic debuffs are removed, and all magic buffs are reapplied; skips turn). This rule set is great for her because each revive gives her another chance to trigger Scavenger. Both sides reviving means she keeps stacking more health than usual as units fall again. It basically doubles her Scavenger stacks the longer the fight goes. |
| Avoid using it in... |
![]() All units have Magic Reflect (returns 50% of magic damage to attacker, rounded up). Phase Ward gives Phase to allies but not to Rune Arcanist herself which makes this rule set really dangerous for her. Magic Reflect can quickly bounce her own attacks back and take her down over time especially on early levels. Without protection she becomes a liability when this rule set is on the board. |
![]() All units have Cripple (-1 to target's max health after each successful attack; does not affect units with Immunity). Since she already has Cripple this rule set doesn’t give her any extra value. Everyone gains the same Cripple ability so her advantage disappears. It turns one of her good abilities given to everyone else except her since she already have it in the first place. |
![]() All units have the Void ability. This rule set gives everyone Void which halves all magic damage including hers. That means her main way of dealing damage gets heavily reduced. If you use Marlai Singariel as the summoner, it could be better since the halved damage becomes 2. Without it, her magic damage to enemies with Void through Arcane Dampening is just 1. |

Battle Summary...
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Watchus Fighticus! Replay battles that are oh-so-victorious!
Click here to watch the full battle!
Battle Strat: For this battle, I do not have a lot of good options for my team since I did not focus on renting for Earth element team but for Water element. Since Water element is not available, I was just barely pulled off a decent team. Good thing that Rune Arcanist can be used in both Water and Earth. Her 2 magic damage may not look strong at first but since it directly affects health, I would say it's pretty decent for a low level. I have three front tanks before Rune Arcanist which would serve as my first main source of damage. The second one is Kicking Roc with his 3 range attack. I had an extra 3 mana so I added Ujurak Elder to pull off a decently good team.
Battle Summary: Since I have a better tank than my enemy, the battle tilted in my favor at the beginning. I was able to fully control the game by round 4 when their melee and magic damage units are out of the board. I still have two good tanks in my team so it's just a matter of time before I win. The game ended at round 5 which made me realize how good it is to have good tanks in the front. Rune Arcanist did pretty well as well with the 2 magic damage. It wasn't a big burst of damage but the consistency of hitting the enemy's health is good enough for me to have accrued damage over time towards the enemy units.

Disclaimer
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About the Author
Hey! I’m Mavis the Muggle, your friendly Splinterlands addict with a slight obsession for all things Harry Potter. 🧙
When I’m not immersed in gaming or wizardry, I’m busy learning new things. Recently, I’ve been having putting a lot of effort and having a blast creating content on Hive so relax!
You can support me by upvoting this post, reblogging, leaving a comment below or by using my Splinterlands referral link.
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