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Splinterlands - Basic Guide

Let's talk a little about some of the best starter cards in Splinterlands and ideas for strategies for using them in battle.

Like any new card game, Splinterlands can cause some confusion for anyone starting out. Monsters that are melee-type monsters that attack from the back row, ranged-type monsters that don't attack up close, and other common questions that might pop into every beginner's mind. Here, since this is a game to earn cryptocurrencies, these doubts can even cost you money. So let's help a little players know some good cards to focus on.

The learning curve in Splinterlands can be high, and while you can learn a lot about the game just by playing it, a lot of valuable information can also come from more experienced players sharing their strategies in player communities and shared among them, like in PeakD, like for example Meele Mayhem, All Sneak and others. Battling and understanding the cards and powers of each of the various types available in the game will help you get off to a good start in the game. So, take a look at some of the most sought after cards by players and how they can help you in Splinterlands.

What Is Splinterlands?
Splinterlands combines the collectability and resale value of physical trading card games with the convenience and speed of a digital game. The game is available on PC, Android and iOS.

What Are The Advantages Of A Blockchain Based Game?
With the use of blockchain technology they can now buy, sell and transfer their digital assets for free, just as they can with physical assets. Furthermore, blockchain technology has introduced the concepts of true digital scarcity and complete transparency.

What is the Summoning Book?
The Summoner's Spellbook can be purchased from the in-game store for $10 via
PayPal or various cryptocurrencies. Purchasing the Summoner Spellbook allows you to choose a unique account name, access your blockchain account keys, unlock the ability to earn real value rewards, and much more!

Is there a version for mobile devices?
The Splinterlands mobile web app is currently available on the website which you can access from any mobile browser. It is currently still in alpha as it was recently released and is still in testing and development. If you have any issues with the mobile web app version of the game, please let us know on the mobile-tech-support Discord channel.

Best Starter Cards In Splinterlands
If you don't know anything about the game, it's best to start by reading our basic guide and understand how cards, splinters, mana work and how you can start earning your cryptocurrencies with the game. And, if you still want to know more about cryptocurrencies, take advantage and take one of these books from Amazon to study more and increase your income.

sea ​​monster
At the start of the Beta, the Sea Monster was one of the tanks. There wasn't a huge choice of tanks, so when playing a high mana match with the water splinter, players often had to make do with the Sea Monster in the first few slots. That has changed recently now that we have other great tank options available and also more neutral tanks like the Chain Golem.

Low level matches: Sea Monster starts with 8 HP at level 1 and already has the healing ability. This is difficult, if not impossible, to overcome for most low-level attackers. The damage they do to the Sea Monster will be recovered by their healing in the next round. Especially powerful when paired with an additional healer in the back ranks.

All Sneak / Melee Mayhem: The Sea Monster gains the Thorns skill at level 6. Therefore, it is a perfect card to use among other monsters with the Thorns skill in an All Sneak or Melee Mayhem match, where your opponent will likely use a large amount of melee cards. Let them harm themselves!

Lost Legendaries: The Sea Monster is a great alternative when other powerful high mana cards are blocked due to the Lost Legendaries ruleset.

Water Elemental
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If you are a new player in the lower leagues, it is recommended to get a lower level version from the market. With two ranged attacks, 4 HP and the level 1 healing skill, this is very powerful. As it levels up, the card gains ATK and HP and at level 5 it also unlocks the Dodge skill, making it even harder to hit than what it already would be with its already fast 5 points of speed.

With these first edition cards, the Splinterlands team still had to find the best balance between upgrade costs and additional power for the top and max tiers. Some cards from the Beta and early Reward editions are simply not worth leveling up when comparing the power of the upgrade to its costs. So, it is necessary to evaluate well before investing a lot in a card or not, since some may undergo modifications in the following versions of the game in the name of balance.

Raising a Water Elemental from level 6 to 7, for example, would require almost doubling your investment in the card and it would still lose one HP. Because it is a good card to counter stealth (due to its Dodge and high speed it can dodge attacks very efficiently), this would be counterproductive to this strategy.

All Sneak and Melee Mayhem: In these rulesets, Water Elemental can be used to thwart your opponent. Your dodge skill and high speed will cause some of your attacks to miss and give you more time to counter before they break through your back line.

Equalizer: Using Heal monsters on the Equalizer, as well as Protect, Weaken, or other abilities that alter balance on hits before dying, can make a big difference when you're even in terms of HP with your opponent.

Harmful Vapors: In a ruleset where all monsters lose health each round, a monster that heals itself is an obvious choice.

Molt Ogre
With 3 ATK, 10 HP and Demoralize, Ogre is already quite difficult at level 1. When at most it's a beast with 5 ATK, 14 HP and in addition to Demoralize, also the powerful Trample ability. At 5 ATK, the Ogre will likely get a lot of kills in battle, so the chance of Trample being triggered is a powerful ace up your team's sleeve. The Ogre's only real drawbacks are its high mana cost and slow speed.

Reverse Speed: In this set of rules, the Ogre's slow turns into a strength. By attacking first, depending on your opponent's tank choice, you can already score a kill and continue to Trample.

Stampede: This one of the more recent rulesets is made for cards like Ogre. In Stampede rulesets, your Trample ability can trigger multiple times, so you can eliminate your opponent's team in a single turn. Combining Ogre with Giant Roc (which also has Trample) is a good strategy to maximize this effect.

Melee Mayhem / All Sneak with High Mana: When playing low mana, it's preferable to fill monster slots with multiple low-mana monsters rather than using one big one. But with high mana, Ogre might be a good choice because your opponent will likely use a lot of melee monsters, putting your Demoralize ability to its best use.

In the case of Unlimited Mana games and Orc preferred rules there are other better options for the six monster slots.

Blast Dwarf
What defines the Dwarf is its high ATK, high speed, and minimalist HP. With abilities like Blast, Pierce, Trample, and Retaliate, he can easily take three cards from his opponent before he has a chance to hit at least once. The Explosive Dwarf is an ultra-niche. With only 1 HP, it can only be used efficiently with certain rule sets. Prominent examples are:

Melee Mayhem and All Sneak: Hoping your opponent doesn't use a Thorns card that would cause the Dwarf to kill itself, the Dwarf can be used in the middle row. Place it slightly in front for All Sneak and slightly back for Melee Mayhem to have it well protected among other monsters. Even if the dwarf died by Thorns, there is a chance that he will take down one or two of his opponent's monsters first.

Equalizer: This is the ruleset where low HP cards with lots of abilities shine. The dwarf is no exception.

Low Mana: Low Mana matches usually give you an opponent using a lot of low HP cards or just one high HP card. If the dwarf attacks first, its high ATK has a high chance of causing multiple instant kills.

Defender Of Truth
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Upgrading this card to level 5 might not be a good idea. At level 5, the Defender gains an additional magic attack point, but loses one health. This is a considerable downgrade will make him killed much faster by monsters with Magic Reflect skill and being a support monster with his Protect skill (+2 armor for all friendly monsters) he should survive as long as possible. Kind of obvious to say that it's best to use it in rule sets where armor is useful and where Magic Reflect will rarely activate.

Low mana: Perfect match for Defender. It's a magic monster in itself, but that can be overlooked because Defender is used for support and not offense.

Earthquake: A good alternative to flying monsters in earthquake matches is to increase the amount of armor on your monsters.

All-Sneak and Melee Mayhem: Your opponent will likely use a lot of melee attackers. So pair up some Thorns monsters with the Defender and watch your opponent break their teeth.

So these would be good cards to look for and get a good start in the game with some usage ideas depending on your strategy and rules. Of course, it all depends on what you have on hand and what your opponent can do, but with these initial ideas, you'll be able to get ahead of some enemies in your first few fights.

Prepare for Combat in Splinterlands

Splinterlands is the next generation of collectible card games. It allows players to collect, trade and battle with proven scarce digital trading cards with real-world value. Each battle is a unique challenge consisting of dynamically created combat rules, creating a well-coordinated, battle-ready team. Splinterlands combines the collectability and resale value of physical card games with the convenience and speed of a digital game. The game is available on PC, Android and iOS.

https://splinterlands.com?ref=carnificina

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