The Gladius Guide - Part 5 | Death

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Not only since the introduction of the SPS Rewards, the Brawls are a highlight for many Splinterland players. There are many factors that make the Brawls a special experience.
Celebrating successes together and also going through defeats together to become better inspires and builds team spirit.
I still remember how confused I was at the first Brawls when the veteran opponents came to the field with cards that seemed to be completely overpowered!
From my point of view, the Gladius cards are one of the main reasons why the Brawls are so much fun.
Not only because they are very strong, but also because they are rare and it takes a long time to build up a good deck of them.

I'll be going over all the Gladius cards in a small series of articles and we'll look together at how and where they can be used. To keep it all organized I will go through splinter by splinter.
Here are the links to the other parts of this series:

Part 1 | Fire
Part 2 | Water
Part 3 | Earth
Part 4 | Life

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Let the reaping begin

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With the Death Splinter we look at the Gladius cards of the last ordinary Splinter. After that, only 1 Dragon and 1 Neutral card remain.
The Death Team is composed of 3 Melee cards, 2 Ranged and one Magic card. All in all a balanced team, although I often have the feeling that it is a bit weaker than other Splinters. But this is something that applies to Death in general, although there are really good cards!

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Whistling Damon

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3 Mana, 2 Damage and 3 Hit Points with Snipe, a classic ranged fighter. Damon is well suited for fights with little available mana and especially for Little League.
He gets more speed on higher levels and piercing from level 5. Since he is vulnerable to Snipe or Opportinity, he needs to be well protected.
A good card that can be combined with many summoners. It benefits from all rules with advantages for Ranged cards, but especially in Little League the card shines.


Witch of Warwick

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The Witch is the only magic card in Death Splinter. It is what you would call a glass cannon in other genres. The longer she can be protected, the more dangerous she becomes. But as I said, she is a glass cannon and accordingly she is vulnerable to all kinds of damage.
Rulesets like Traget Practice or Equalizer are especially beneficial for it. Otherwise, all rules with advantages for magic cards are good.
With Summoners, she also benefits from anything that boosts magic damage or generally reduces the hit points of opponents.
I like the card, but it's always a bit of a coin flip whether it goes well or not.


Kotriphus Bayne

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Kotriphus Bayne is, so to speak, the meat mountain in the Gladius Team of Death Splinter. From level 1 he has 12 hit points and is therefore already well suited as a tank. Unfortunately, he lacks another defensive ability for this job and is therefore dependent on support. The cost of 6 mana is moderate and therefore he is often playable.
From level 5, so from the Gold League, he has Ratliate and thus also becomes a good backline tank and a greater danger as a tank.
He loves rules like Equal Opportunity, Melee Mayhem, Super Sneak or Unprotectet. All summoners that strengthen his defense are good for him. It is a solid card.


Liza Fox

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High on horseback, Liza stalks her prey. Her stats are already impressive at level 1: 4 damage, 3 attack speed and 5 hit points. From level 4 gets another stunning argument! The only drawback of the card is the cost of 7 mana, which is not cheap.
It is well suited in a lineup with a lot of ranged damage, or in combination with fast melee monsters. Speed is a key factor to increase its penetrating power.
Rules from which she particularly benefits are: Unprotectet, Explosive Weaponry and Close Range.
Again, she is good to play with all summoners. A great card that I use often and with pleasure.


Trapp Falloway

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Who does not like them? The nasty little guys with a knife. Seriously, this little guy is dangerous! Trapp has a great damage potential, for only 4 mana you get a lot of damage and with Weaken you get a weakening of the opponent.
With the cost he is a dominator in Little League, but not only there.
With Super Sneak, Equal Opportunity, Melee Mayhem or Explosive Weaponry he can also convince.
He can be played well with all summoners, so to say an allround talent.

For all its qualities, it still falls a bit short of other epic Gladius cards, at least in my experience so far.


Xulax Nightwind

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Xulax falls into the key card category, at least in high mana cap battles. He is a born tank, thanks to Voidarmor and his 7 Armor points he is well protected against classic ranged and melee attacks as well as magic damage. At level 2, another defensive ability is added with Thorns. His damage is good with 3 points and his speed is also okay with 3.
From level 2 he benefits strongly from Amplify, otherwise he is almost always playable as a tank, provided there is enough mana available.
One of the few cards I'm still missing and I hope I draw one soon!

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Summary

Death Splinter also has exciting Gladius cards, some of which are very strong and have high potential. As with all cards, it depends on many factors whether a card is a good choice or not. Especially the introduction of the 3rd ruleset was a big change. And with the introduction of the Gladius rulesets and with the new Summoners, we will see the Galdius cards more often now.
I personally welcome this very much, my collection is also almost complete.

See you soon on the Battlefields!

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Pictures

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Translation

deepl.com or chatGPT

@captainloken



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Great overview of the Death Splinter Glad cards. Xulax Nightwind looks a beast and would be a contender with the legendary Harklaw as my preferred tank who doesn't have any magic protection.


I have picked this post on behalf of the @OurPick project which will be highlighted in the next post! Comment Footer.jpg

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Hey, thx for picking my post and your comment! Yes Xulax looks realy nice 😄

!PIZZA

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