The various new abilities recently introduced really add extra depth and challenge rather than complicate the gameplay. I think each new abilities seemed to fit to counter certain abilities and conditions, and if players would study them thoroughly, they can utilize those abilities in the most proper way. Now the Earth Splinters also add 7 (seven) new cards, which enrich my gameplay variations.
HALARAN HUNTRESS
This is the second card to possess Charge ability (after Venka The Vile). Charge is a great alternatives to Opportunity and Sneak, and much better choice than Sneak. The card pack a considerable 2 melee damage for a 4 mana card. And overall all parameters gained a considerable growth within 10 levels. With Flying and Snare joined together, Halaran Huntress are the best card to deal against Earthquake ruleset.
BLACKMOOR WILD ELF
The new reward cards addition are focused on mid mana cards. Blackmoord Wild Elf will cost 5 mana for a 2 magic damage, unfortunately the 2 health might be a hindrance. Camouflage could help offset the low health. In the long run, Blackmoor Wild Elf gained more growth in the health and armor side. This card turn more into a Tanker
type later. Amplify and Cripple seemed a minor addition which help this card bring support to the team. In short, Blackmoor Wild Elf is a standard jack-of-all-trade typical card.
THUNDERHOOF NOMAD
Another magic card addition to the collection which cost 3 mana. Thunderhoof Nomad started with bare necessity damage, speed, and health; and gained only minor growth up to max level. Still compared to Djinn Bjilka (which possess more damage) or Blackmoor Nymph (which have extra health), Thunderhood Nomad might be a secondary choice. Only after gaining Strengthen and Triage, this card will turn into powerful Support
card.
QUILLIUN LEGIONARY
Quilliun Legionary is the answer to Earth Splinter to replicate Molten Ash Golem and Wave Brood. Thorns and Void make Quilliun Legionary a great choice to frontline the team against melee and magic cards. The ultimate rewards is Bloodlust. But with only 2 damage to claimed Bloodlust, this card would need a lot of damage support.
THANALORIAN BLADE
Finally Thanalorian Blade become the answer to Earth Splinter for Opportunity attack. Other than for its lower speed, Thanalorian Blade are equal to Deeplurker in term of status parameter. But this was offset by the more superior offesive abilities, Execute and Trample. Since Opportunity will target card with the least health, there's higher chances that Execute will get triggered. This a great card to make unstopable multiple kill. Other than that Lookout is a decent addition to protect the back-row.
BLACKMOOR JINX
Similar to other 1 mana card from the Rebellion rewards, Blackmoor Jinx allow the use of Snipe compared to other Splinter. The 2 ranged damage at max level should deal a proper damage under low mana cap setting.
WARBORN CHIEFTAIN
Warborn Chieftain turn into a semi hybrid Tanker
-Striker
type cards. The card not entirely tanky (especially before gaining Shield and Demoraliz); and the 4 damage also got diminished as it gained no damage growth on later level. The Dispel and Stun really a great backup when this card are left to a duel one-by-one. Overal this card is good to be a backup Tanker
especially if combined with front card possessing Flank.
VERDICT
In my own opinion, I would declare these are the pecking order of the cards above from the best to the least and considering their specialization:
- Halaran Huntress
- Thanalorian Blade
- Warborn Chieftain
- Thunderhoof Nomad
- Quilliun Legionary
- Blackmoor Jinx
- Blackmoor Wild Elf
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WARBORN CHIEFTAIN is a very good card because it has great damage