Welcome back to another awesome Splinterlands post, and I hope all of you are doing absolutely great in your lives and enjoying another wonderful day with your family and friends. If we take a quick peek at the ongoing ranked season's clock, the current ranked season has only around 1 day and 19 hours remaining before it comes to an end, so we are now getting very close to the final show. I hope your ranked battles journey has been going well and that you are climbing the trophy ladder quickly while collecting plenty of valuable rewards along the way. Now, whether you are trying to reach your desired league tier milestone and simply secure the best possible rewards, or try hard for a position in the champion leaderboard before the season reset, I wish all of you the very best for the remaining time.
Now, talking about my own progress in the Frontier mode, I am currently battling in the highest Gold I league with 3,780 trophies. My main goal for this season is to reach the 4,200 trophy milestone, so I still have some work to do before the season comes to an end. Looking at the weekly raffle progress, I currently have 42 raffle entries collected. There are around 1 day and 18 hours remaining before the raffle ends, and my target this time is somewhere between 54 and 57 entries. Hopefully, I can collect enough Battle Energy and push the entries a little higher before the raffle closes.
Today's Frontier Daily Wheel marks my 103rd consecutive daily streak, and I received 100 Sparks along with another 25 Sparks from my daily bonus. This brings my total Sparks balance to 27,122. The streak is still going strong, so hopefully I can continue maintaining it and keep collecting those bonus Sparks every day.
Apart from that, today I also opened 6 Foundation Packs that I earned from the last two days' rewards. This opening turned out to be quite interesting, as I managed to pull 1 Gold Foil Epic, 1 regular Epic, and 7 Rare cards, including 3 Archons. I also received 1 Old Foil Common card, while the remaining cards were regular Common cards. Getting two Epic cards and three Archons from only six packs is certainly a pretty satisfying result, so I am quite happy with today's opening.
Now moving on to today's featured monster, let us take a closer look at another interesting monster from the newest Reward card set. As you have already seen in the title and thumbnail above, today we will be discussing Sira. So, if you are interested in knowing more about this little ranged monster and its collection of defensive abilities, then let's take a deep dive without any further ado.
Sira is a monster type card that was first seen in the game with the launch of the newest Reward card set. This monster belongs to the Earth element and comes from the Avian bloodline. It is classified as a Legendary monster card, so it will require a total of 11 cc cards to be upgraded to max level. It costs only 4 mana to deploy, making it a very flexible option for low and medium mana limit battles, including the ones with little leagues ruleset. Sira uses Ranged attacks and starts with a decent combination of Armor, Health, Speed, and ranged attack power, considering its extremely low mana cost and at maximum level, this monster also possesses four amazing different abilities. Let us now take a closer look at its stats and abilities across different leagues.
At Level 1, Sira possesses 2 Ranged attack, 2 Speed, 1 Armor, and 3 Health. Even at its initial level, it already gains its first ability called CAMOUFLAGE.
CAMOUFLAGE – Cannot be directly targeted unless in the first position. It does not prevent indirect attacks such as Scattershot, Blast splash damage, Trample, or Wingbreak.
At Level 2, Sira maintains 2 Ranged attack and 2 Speed while improving to 4 Health. At this level, it unlocks another useful support ability called SHIELD WARD.
SHIELD WARD – At the start of battle, the unit at the front of this unit gains Shield.
At Level 3, Sira continues with 2 Ranged attack while its Speed increases to 3 and its Health reaches 5. At this stage, it gains another defensive support ability called DEFLECTION SHROUD.
DEFLECTION SHROUD – At the start of battle, adjacent units gain Deflection.
At Level 4, Sira reaches its maximum form with 2 Ranged attack, 3 Speed, 1 Armor, and 5 Health. At maximum level, it unlocks its final ability called RESURRECT.
RESURRECT – Resurrects an allied unit once per battle with 1 Health and 100% Armor. All Magic debuffs are removed and all Magic buffs are reapplied. The resurrected unit skips its turn.
I think Sira is a very useful Legendary monster, especially because it costs only 4 mana while carrying four different abilities at maximum level. Its own statistics may not look overwhelming at first glance, but the real value of this monster comes from the amount of support it can provide to the rest of the lineup. First of all, the Camouflage ability makes Sira difficult to target directly unless it reaches the first position. This allows it to remain safely behind the frontline while continuing to provide its ranged attacks and support abilities. Of course, players still need to be careful about indirect attacks such as Scattershot, Blast splash damage, Trample, and Wingbreak, because Camouflage does not protect against those effects. Then we have Shield Ward, which gives the unit positioned at the front of Sira the Shield ability at the beginning of battle. This can be extremely useful when you carefully choose a durable frontline monster that can take advantage of the additional protection. The Deflection Shroud ability adds another layer of defense by giving adjacent allied units Deflection at the beginning of the battle. This can make the monsters surrounding Sira much harder for enemy attackers to hit successfully, especially when combined with other defensive abilities. Finally, we have Resurrect, which can bring back one defeated allied monster with 1 Health and 100% Armor, while also removing its Magic debuffs and restoring its Magic buffs. The resurrected monster does skip its turn, but simply bringing an important frontline tank or major damage dealer back into the battle can completely change the situation.
Overall, I believe Sira is a great low-mana support monster that offers much more than its 4 mana cost suggests. It may not be the strongest attacker on its own, but its Camouflage, Shield Ward, Deflection Shroud, and Resurrect abilities allow it to influence the entire lineup. If you build your team carefully around its support abilities, this little ranged monster can become a surprisingly valuable piece of your battle strategy.