Hello everyone, Those who play Splinterlands regularly know very well that its marketplace is always coming up with something new. With the constant arrival of new cards, the gameplay of the game also changes a lot, and players have to find new strategies. While browsing the new cards listed in the market recently, I came across a wonderful card from Water Splinter. The card is called Flagmost, and it is an amazing magic attack card.

Splinterlands is a game where you have to constantly learn new strategies and adapt to new cards. Those who regularly spend time in the game understand how important it is to choose the right card to win the battle. Newly released cards always challenge the old meta or style of play of the game and create new paths. Flagmost card is also one such card that can easily break the opponent's strategy.

The strange and beautiful design of the card captured my mind at first sight. It looks like a giant green jelly monster with a sword embedded in its body. In game parlance, it is a Divine Construct card and requires no mana to use in battle. So I first bought a level one card to test it in normal battles in the gameplay.
Analyzing the initial statistics of the Level A Flagmost card, it can be seen that its magic attack is tw,o and its speed is only one. In addition, its armor is one, and its health is five. Although its speed seems a little low at first glance, it has a very big advantage due to its magic attack. Magic attacks directly hit the health of the opposing card and can easily penetrate any armor.

The special ability given to this Level A card is called Fury. Those who regularly play high-mana battles know that the opposing team often uses cards with taunt abilities. This is where Flagmost's Fury ability works really well and turns the game around. If any card on the opposing team has a Taunt ability, Flagmost can deal double the damage it normally does.


This means that instead of two magic attacks, it will directly do four magic attacks, which can finish off the opponent's strongest card in an instant. After playing for a while and observing its power in depth, my thinking changed completely. I clearly understood that it would not be right to leave such a beautiful and powerful card at level one. So I decided to buy some more cards anyway and upgrathem it to level three.

I opened the game's card upgrade chart and saw that taking the card to level three brought about some great changes in its power, which would give it an advantage in battle. Since it's a common card, I needed a total of fourteen cards to level three. I went back to the marketplace and saw that upgrading it wouldn't be too expensive at the current price. So I bought thirteen more cards and prepared to combine them.

I was feeling pretty good about combining the cards because I was going to add a nice and very powerful weapon to my decklist. After upgrading to level three, there was a very small but effective change in Flagmost's stats. While its health and speed remained the same, its armor increased from one to two. This extra armor often helped the card survive a sneak or snipe attack from behind for an extra round.

However, the biggest surprise of the upgrade comes in terms of its new ability or power. After upgrading to level three, Flagmost gains a completely new ability called Reprisal. This Reprisal ability is truly an amazing and very effective tactical addition to the Splinterlands game. The function of this ability is that if any card on the opposing team deals more than five damage in a round, that card will automatically get the Taunt ability.
If you think about it a little deeper, you can understand its horror because the opponent's most powerful card will automatically taunt and become the main target of attacks from everyone on your team. Not only that, but if that opponent's card is camouflaged and hidden in the back row, it will also be revealed to everyone. As a result, the opponent's strategy can be destroyed in an instant. Now the biggest question is where exactlythis Flagmost card should be placed in the battle.
Since its speed is only one, it will attack last in the battle, which is the natural rule of the game. However, its five health and two armor give it quite good survivability. I personally prefer to keep it in the back or middle row. In this way, it can be protected from direct attacks from the front row and constantly hit the opponent with its magic attacks.
Water Splinter has several excellent summoners that provide many benefits by increasing the speed or armor of everyone on the team. Using Flagmost with such summoners increases its effectiveness in battle many times over. Especially in battles of twenty-five to forty mana, the opposing team will definitely bring strong cards. There, Flagmost's Fury and Reprisal abilities can give you complete control of the game.
Moreover, being a magic card, it is quite difficult for the opponent to block Flagmost's attacks. If the opposing team does not have any cards that can reduce magic damage, Flagmost alone is capable of doing a lot of damage. The excellent combination of Reprisal ability has made it one of the most dangerous cards in the game. So, this card should definitely be in the deck list of those who love to play with Water Splinter.
Considering the market value, I think I made a great decision to buy this card and upgrade it to level three. The potential it has in gameplay that I have seen is bound to attract the attention of many players in the future. When people start to understand the true use of its reprisal power, its demand will also increase a lot. All in all, Flagmost has become one of my favorite cards in the current gameplay, and I am quite optimistic about it.
My references:- https://splinterlands.com/register?ref=mirzaiqi
https://x.com/mirzaiqi/status/2027050533857702072?s=20