Hidden Gems: Thunderhoof Nomad

Introduction
When it comes to the underrated cards in Splinterlands I believe one of the most overlooked ones is Thunderhoof Nomad. I don't see this card used very much or talked about much, but this is one true gem especially in the rulesets that have blast damage from all units.
Thunderhoof Nomad

What makes this card special is the abilities that it has at a maximum level. The most useful of its three abilities are Triage that lets you heal your taunt monster and Deflect ability that prevents Blast splash damage as well as makes it take zero damage from Magic Reflect and Return Fire.
I also like that this card has a Strengthen ability that boosts health of all allied units by one point. More health is always a bonus.
As far as basic stats this card does not come out as anything too special as it has two magic damage, four health and three speed for three mana, which makes it an average to below average card without taking into account its abilities.
Battle Featuring Thunderhoof Nomad
Link to the Battle where Thunderhoof Nomad really shines
In the battle above Thunderhoof Nomad really carried my team as an awesome support monster in combination with Mycelic Slipspawn as a taunt monster.

As you can see from the image above my opponent TraderGl3n also used Thunderhoof Nomad, but his is not level eight and is only level seven so it lacks a very important ability triage! If he had triage ability, then he would have had double triage and who knows how the battle would have turned out...
I believe this is the case where buying a few more copies from the market is totally worth it to max out his card particularly as he is more than half way to the level eight.

In the first round our team took out their martyr monster with the blast damage. I believe that is exactly how our opponent planned it as it boosted the damage from their Mycelic Slipspawn and Thunderhoof Nomad. Thankfully our Immortalis summoner mitigates a lot of magic damage.
Still after round one they are looking a bit better health points wise on their taunt monster and their tank. But given the fact that most of their damage dealers are magic I think we have a much better chance of victory here.

At the start of round three we are clearly ahead. The critical hit in round two was an execute strike from our Thanalorian Blade that finished off their Mycelic Slipspawn before their triage monster could heal it.
We start round three with a clear advantage in numbers: six monsters on the field versus their four remaining cards.

And in round three we dispatch their team without loosing even one monster on our team! The synergy between Thunderhoof Nomad as a health point booster and triage healer as well as blast damage blocker and Mycelic Slipspawn as a taunt monster was a key factor that allowed us to take this battle with such an ease.

We scored an important victory getting us almost five and a half SPS tokens and 1,312 Glint as well as getting us closer to the next Daily Reward.
Conclusion
Thunderhoof Nomad is a very useful card particularly in the rulesets where Blast damage is given to all of the units on the battle field. It also works really well with the taunt monsters such as Mycelic Slipspawn and is really good with Immortalis summoner in cases where a lot of magic damage is expected.

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As you say this card shines at max level with the abilities unlocked... I honestly rarely used it at level 3
A nice perfect here, no monsters dead
I think it is hard to find hidden gems, most cards are well known to those of us who play a lot...
Thanks for sharing! - @yonilkar
