Hello Everyone! Hope you all are doing great and welcome to another #Splinterlands post.
Alright, time for another #Splinterlands card spotlight!
Today we're looking at a card that I honestly think looks way more dangerous than its name suggests.
The card is, Redwyrm Hatchling.
Yep, a little baby dragon.
But don't let the "Hatchling" part fool you.
This is an Epic Dragon unit, and at max level it has 3 abilities that can make it pretty annoying to deal with.
Those abilities are:
Dodge
True Strike
Oppress
And honestly, that combination is pretty interesting.
One ability helps it survive physical attacks, one makes sure its own attacks don't miss, and the last one lets it punish units that don't have an attack.
So yeah, maybe this little dragon isn't so little after all.
Looking at the card for the first time, the first thing that stands out to me is the 7 mana cost.
It's not exactly a cheap card.
You're definitely going to have to think about where you're putting it in your lineup.
At max level, Redwyrm Hatchling has:
7 Mana
4 Ranged Attack
7 Health
5 Armor
1 Speed
That 5 armor is actually pretty nice.
The health is also decent, but the speed, that 1 speed is definitely something you notice.
This dragon isn't going to be flying around the battlefield attacking first every round.
It's slow.
But that's where its abilities become important.
Dodge: +25% chance to evade physical attacks.
The first ability is Dodge.
Dodge gives the unit a +25% chance to evade physical attacks.
And this is pretty useful because Redwyrm Hatchling already has 5 armor.
So now your opponent isn't just dealing with armor, they also have a chance of completely missing the attack.
That's always satisfying.
Of course, Dodge isn't guaranteed to work.
You can't just throw this card into battle and expect every physical attack to miss.
But that extra 25% chance can definitely save the card at the right moment.
And when you're dealing with expensive cards, every extra round of survival matters.
True Strike: Attacks will never miss.
The second ability is True Strike.
And this one is very straightforward.
Attacks will never miss.
I actually really like this ability.
Because while Dodge is helping Redwyrm Hatchling avoid attacks, True Strike makes sure that when it attacks, it hits.
No worrying about accuracy.
No watching your attack disappear because of an enemy's dodge or blind-type effect.
And with 4 attack at max level, that's not weak damage either.
The main problem is obviously the speed.
With only 1 speed, it can be one of the last units to attack.
But at least when its turn finally comes, you know that attack is going to connect.
Oppress: Deals double damage to no-attack targets.
Now this is probably the most interesting ability on the card.
Oppress.
This ability deals double damage to no-attack targets.
And this can be VERY useful depending on what your opponent is doing.
There are plenty of situations where players use support or utility units that don't actually have an attack.
Maybe they're there to provide armor.
Maybe they're healing the team.
Maybe they're giving buffs.
Maybe they're just there because the ruleset allows some weird strategy.
Whatever the reason, Redwyrm Hatchling doesn't really care.
And suddenly that harmless-looking support card becomes a very easy target.
This is one of those abilities that you might not notice immediately when looking at the card.
But once you see it working in an actual battle, it can be pretty satisfying.
This is what I like about Redwyrm Hatchling.
Its abilities aren't completely random.
They actually work together pretty well.
Dodge gives it more chances to survive.
True Strike makes its attacks reliable.
Oppress gives it a way to punish certain enemy units.
So you've got a card that can survive physical attacks better than expected, consistently land its own attacks, and deal huge damage to specific targets.
That's a pretty nice package.
The only thing that really bothers me is the 1 speed.
Because sometimes it feels like you're waiting forever for this dragon to finally attack.
Personally, I think Redwyrm Hatchling is better when you already know what kind of lineup you're trying to build.
I wouldn't just throw it into every battle.
The 7 mana cost means you need to make those mana points count.
I'd especially consider using it when:
The opponent might use no-attack support units.
You need a unit with good physical survivability.
You want reliable melee attacks.
The ruleset makes evasive units annoying.
You have support that can help with its low speed.
And because it's a Dragon card, you also have the option of building some interesting combinations around the Dragon element.
That can give you a lot of flexibility.
After looking at Redwyrm Hatchling more closely, I think this is one of those cards that can be very good in the right situation.
It's definitely not a card that I would blindly use in every single battle.
The 7 mana cost and 1 speed are both things you have to think about.
But then you look at the abilities.
Dodge.
True Strike.
Oppress.
And suddenly the card starts making a lot more sense.
It's basically a slow but reliable dragon that can be surprisingly difficult to hit, almost impossible to make miss, and extremely dangerous against no-attack units.
That's a pretty interesting combination.
And honestly, I like cards that have specific situations where they can completely pop off.
Because when you actually find that perfect matchup?
It feels SO good.
Anyway thats it for today鈥檚 #Splinterlands grind. Please do give your reviews in the comments section below. I would really appreciate it :)
I'll be back with another one soon. So do follow me if you want to stay updated. Till then, Stay Happy and Stay Hydrated.
THUMBNAIL IS EDITED IN CANVA
IMAGE SOURCE IS GIVEN BELOW