Analysis of the New "Triple Coupon" Cards (Conjurer’s Hubris) Part 2

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Greetings Splinterlovers 💚

In my last post, I talked about the arrival of the “Triple Coupon” cards—the ones you can only get using the VOUCHER token, and they’re really awesome. In that post, I went into detail about “Grayhammer Painsmith,” a pretty powerful common-rarity card that’s very versatile and capable of providing incredible support, while dismantling the opponent’s unit defenses. So, if by any chance you missed that post, you can check it out by clicking HERE.

So, in this post, it’s time to look at the card called “Conjurer’s Hubris”—a rather unique rare card that, unlike the previous one, focuses more on “offense.” But I don’t want to give away too many details in the introduction to this post; however, to build a little anticipation, its combination of abilities is very powerful, and believe me, you can do a lot of things with it—I’m referring to combinations and strategies that can leave your opponent wondering how they even got hit. That’s why here you’ll learn everything you need to know to be ready to get it.

So stick around until the end and pay close attention, because these cards are really worth it; you absolutely have to try to get them for your decks.


Design and Statistics for (Conjurer’s Hubris)

I have to say that, unlike the previous card, I like the design of this card much better; it’s truly impressive. As soon as you see it, you immediately think that the elements of “Fire and Water” are intertwined, in a constant struggle, though it is precisely this that gives it its power, as it is like an elemental fusion. In fact, in the illustration we can see them fighting against each other, but when facing challenges or enemies, they display immense and unprecedented power.

**To be honest, I loved it, and the “Splinterlands” team never disappoints in that regard—their design team is top-notch; they’re true professionals. But enough about that; now let’s get to the more interesting stuff, because I’m going to break down its stats:

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General statistics

  • "Rare" rarity card—extremely dangerous not only based on its stats alone, but also because, when it really wants to fight seriously, its abilities and stats combine to form a very powerful offensive. Additionally, it has 11 mana points; it’s a bit expensive, but once you analyze it, that might not matter much.

  • A dual-element card—in this case, “Water and Fire”—which is obvious at first glance, though that’s not all: as expected, its bloodline is “Elemental,” so you can play it not only with these two splinters but also with any elemental unit in the game.

  • It has only 3 melee and magic attack points, giving it a total damage output of 6 points in a single round; however, it can go even further—it all depends on how the player uses it. Here, creativity is your greatest weapon, and it’s something you should keep in mind to turn battles with a high probability of defeat into a victory.

  • It doesn't have a shield, but it does have a good number of hit points—7 in total. That might not seem like much, but when you look at its offensive capabilities, it's actually quite strong. Still, as I mentioned earlier, if you pair it with cards that can protect it, it can be a powerful offensive weapon with great durability.

  • At its maximum level, it has 4 speed points, which is insane considering its massive attack power and damage; what's worse is that we can increase it, so this could be lethal to any enemy, right from the start of the battle.


Note: As you may notice, this card is purely “offensive,” unlike the previous one, which focused on providing “support” while weakening the opponent by removing their shield; this unit takes a more direct approach to attacking, aiming to destroy the opponent by initiating the battle thanks to its speed and an ability you’ll learn about in the next section.

⁣Abilities and Synergies (Mastering the Battlefield)

This is where it all comes together, because with these abilities, we can get—or rather, see—the full picture of what he can do on the battlefield; in fact, this is where we can explore the combinations and strategies we might use, so enough talk—let’s take a look at his abilities:

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Abilities and/or Synergies

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  • Key Abilities: For one thing, this card can attack even before the battle begins; this is thanks to the ability called “Ambush,” allowing it to deal a total of 6 damage points before the battle starts. As if that weren’t enough, with the “Stun” ability, it can disable a unit during the first turn, as it has a 50% chance of stunning the enemy. Not to mention that, thanks to “Apex Strike,” this card focuses solely on attacking the opponent’s most powerful card—that is, their offensive—so they may be left without their best card right from the start.

  • The masterpiece “Expose”: This ability is incredible, as it has an 80% chance of removing powerful defensive effects from the opponent’s lineup—such as Forcefield, Shield, Void Armor, and even Immunity—so it can not only strip the opponent of their most powerful offensive card but also eliminate those pesky defenses, leaving the lineup highly vulnerable from the start.

  • The perfect synergy: I've mentioned this in previous posts, but it basically comes down to using "Ambush" to take out the tank or the most powerful card, while also destroying its defenses and, on top of that, stunning it for an entire turn.


Excellent modifiers for (Conjurer’s Hubris)

  • Aim True: This modifier/rule is essential for Conjurer’s Hubris to clear the battlefield on its own, since no attack can miss; this means that no one will escape the effects of its abilities.

  • Fog of War: Generally, this rule could be a problem, since conditional attacks wouldn't trigger; however, thanks to its "Ambush" ability, the battle takes a turn the opponent never expects. In fact, it's quite a significant disadvantage to take damage without having initiated the battle.

Conclusion

I've reached the end of this analysis; to be honest, I liked this card much more than the first one. Maybe it's because of my playstyle—I focus more on the damage I can deal, meaning I prefer offense over defense. I think it's become very clear how we should use it whenever we can.

If you have any questions or concerns, please feel free to leave a comment; I’ll be sure to respond.

With nothing further to add, until next time, "Splinterlords."

I invite everyone to join Splinterlands, the best game based on chains of blocks, full of adventures, battles, and strategies where you will have fun and get rewards according to your league


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