
Since last season, I’ve shifted my focus away from just Legendary cards and started purchasing draws across all rarities again. My deck contains many Common and Rare cards that might not seem very powerful right now, but their true potential is unleashed at higher levels, allowing them to dominate even top-tier cards. I reached this conclusion after playing two seasons in the Wild format, where I observed Common and Rare cards—at levels 5–7 or max levels—performing with a superiority rivaling Legendary cards. I saw such cards perform exceptionally well against me and incorporated many into my own deck; by analyzing their performance from both perspectives, I realized that cards of every rarity possess varying degrees of power. Legendary cards offer extraordinary abilities right from Level 1, whereas the special powers of Common and Rare cards are unlocked through upgrades at higher levels. Ultimately, almost all cards are powerful in their own right. In Splinterlands, you never know when a specific ruleset might restrict the use of cards based on rarity, mana cost, or attack power; therefore, it is crucial to build a deck featuring a variety of cards that keep you strong in any situation.

From these 25 rare draws, I pulled multiple copies of several cards, which will likely allow me to level up some of them. The best part is that most of these are cards I use in my daily battles—such as the Fire element's melee attacker, Grove Doomblade. I already have it upgraded to Level 2, where it gains +1 Armor and the 'Fury' ability. This ability is fascinating because it doubles the attack power against enemies with 'Taunt'; since its base melee attack is 5, it deals a massive 10 melee damage against a 'Taunt' card—that is the magic the 'Fury' ability brings to this card. Then there is the Water element's magic attacker, Torrent Sniper, which I have upgraded to Level 3; this upgrade boosts its magic attack by +1 and adds the 'Painforge' ability. This is also an interesting ability because, if the card takes damage from poison, burning, or other sources, its attack power increases by +1. I specifically pair this card with Shock Trooper; the 'Shock' effect from Shock Trooper boosts Torrent Sniper's attack power by +1 every round, making it increasingly lethal.

The Saltwreth Bulkhead and Pixie-Knife Hurler from the Life element are also excellent cards. While the Saltwreth Bulkhead gains +1 Health at Level 2, the Pixie-Knife Hurler receives +1 Health and +1 Speed ​​at Level 3, along with the 'Dodge' ability—which helps it evade melee attacks 25% of the time. Additionally, thanks to its 'Close Range' ability, it can launch attacks even from the frontline despite being a ranged unit, offering great flexibility in lineup placement. Furthermore, the Death element's Gravebrand Warlock—which I have upgraded to Level 2—possesses a team-wide ability called 'Swiftness'; this ability boosts the entire team's speed by +1, making it a valuable asset for strategic planning, especially when speed is a priority.


Apart from these, there are several other cards—most of which I have already upgraded to at least Level 2—and all of them have improved significantly. My goal in this regard is to upgrade all my cards to the highest possible levels while participating in the Arcana Set reward system. Once I have upgraded the cards to their maximum power, I will begin the process of "unbinding" the most special, powerful, and useful ones; this will allow me to add cards to my deck that I can trade or delegate in the future.

Note:
English is not my first language. So sometimes I use 'Google Translate'. Please don't think that anything I have written in this blog has been copied from somewhere or is AI-generated.
Paragraph Dividers and all the photos are from #Splinterlands.
All the other content images and words are mine unless otherwise stated.
Have a Happy and Blessed day!
