
Hello Splinterlands summoners and welcome back to my blog! A magic team is one of the important teams if you want to compete seriously in Splinterlands. Magic attacks in Splinterlands is one of the strongest strategies in the game. Magic damage generally goes through armor and can be used from any position. When paired with the right summoners and support units, magic teams can quickly win battles. However, abilities like Void and Magic Reflect, along with certain rulesets, can counter magic lineups. Magic is strong but it still requires good strategy to win battles. To have a good strategy and combos, we need some essential units.
Here are some magic units that I often see in battles. Having these cards will greatly improve your chances of winning.

The Warborn Shaman is one of the most versatile units. It's only a rare card but she packs a lot of stats and abilities. She is a dual splinter of Water and Death giving her a wider utility. Her stats are good dealing three magic damage and has three speed, four armor and eight health. She's a great tank in Wands Out ruleset because of her Void Armor ability. She has Impede ability that will slow down her target with each hit. Her Ambush ability allows her to hit even before the battle starts. Poison gives her more offensive weapons while she can sustain herself with her Heal ability. She's an ideal unit in rulesets like Noxious Fumes.

I often see the Arachne Weaver in battles and one I also use myself. It's stats are not that high but its low mana makes it easy to field in battles. It has the Corrupted Healing ability that heals all allies. To sustain itself, it has the Scavenger ability. These two abilities make it a great unit in Noxious Fumes, Earthquake and Burning rulesets. Further, it has Poison to further damage its enemy.

Rage is a great unit but on the expensive side. He's a legendary card and his stats and abilities make him worth his price. He deals a huge five magic damage and has four speed. It can play tank with its defense of five armor and eleven health. It can fly and has Void ability that is an additional layer of defense against both physical and magic attacks. It has Weapons Training ability that makes it a good combo with no attack units. With the upcoming Escalation cards with a bunch of no attack units, a card with Weapons Training ability is an important addition to our deck.

I often praised Night Reaper because of its versatility. It deals four magic damage and has four speed. On defense it has two armor and ten health making it a suitable tank. It has twin abilities that are great for Earthquake ruleset: Flying and Wingbreak. It also has Deflect ability that is great in Counterspell rulesets. I won a lot of battles using Night Reaper.

The Helheim Demon can be bought cheaply in the market but it has a lot of utility. It deals three magic damage, has four armor, ten health and four speed. It has the Flying ability making it a good unit in Earthquake ruleset. It also has Taunt that draws attack away from other units.

I often see the Thanalorian Scion used as a tank in Wands Out ruleset. In an all magic Water team, the Thanalorian Scion gives a definite advantage in battle because of her huge armor. What makes her effective on defense is her Void Armor ability that blocks magic attacks fully utilizing her huge armor stats against magic. Having her in your deck greatly increases chances of winning magic battles.

The Mystic Scaleweaver is a Frontier card that can easily be obtained. It's price has even come down now. It has a good damage of three for its price. Further, it can slow down the enemy with its ability. If you're running a magic team, a level two of this card should be added to your deck.
These are some of the cards that I often see in battles. More can be added depending on your style and card combinations you have in mind.

Here is a sample battle featuring some of the cards I had above. Player SEPHOJ had most of the units I mentioned and although his archon was at lower level than his enemy's, he still won with better unit combinations. He used an all magic team with the Warborn Shaman in tank position. It was followed by Night Reaper as a second tank. To sustain the Shaman's armor, he had Conclave Tracker in his team with Repair ability. Arachne Weaver was there as a healer while Gravebrand Warlock buffs the whole team with additional speed. Finally, Helheim Demon was in last position with its Taunt ability.
The enemy had a level three Nidhoggr archon with a dual melee tank combo. This is not so effective in this battle because of the Thick Skinned ruleset. He would be better of using an all magic unit. His next units were magic and range damage dealers but this is no match against the first team although their Nidhoggr was only level one.

Start your Splinterlands adventure today with my referral. You can play the game for free in the Frontier Mode or take your game to the next level by purchasing a spellbook. Buying a spellbook allows you to earn SPS tokens and use the market to sell in game assets. Also, we will both get 500 Credits which can be used top purchase cards once you buy a spellbook.
https://www.reddit.com/r/Splinterlands/comments/1rbiu0p/essential_magic_units/
This post has been shared on Reddit by @logen9f through the HivePosh initiative.