Mystic Mudbinder: This Common Has WAY Too Many Abilities!
Alright, time for another #Splinterlands card spotlight!
Today I came across a card that honestly made me look twice.
The card is, Mystic Mudbinder.
At first, I was like, it's a Common Life card.
Nothing too crazy, right?
Then I looked at the stats.
And then I looked at the abilities.
And, this thing has FOUR abilities at max level.
Mystic Mudbinder is a Common Life unit and its maximum level is 10.
At Level 10, the stats are:
Magic Attack: 3
Health: 7
Speed: 3
Armor: 6
Mana: 9
And the abilities are:
Oppress
Void Armor
Armored Strike
Heal
That is a pretty interesting combination.
And honestly, the more I looked at this card, the more I started thinking that it has a very specific role in a team.
First Impressions
The first thing that stands out to me is obviously the 6 armor.
That's a lot of armor.
The health is only 7, but when you combine that with 6 armor, the card becomes much harder to remove with normal physical attacks.
It also has 3 magic attack, which is pretty respectable.
The speed is only 3, so it's not exactly going to be the fastest card on the battlefield.
But I don't think speed is the main point here.
Mystic Mudbinder looks more like a durable magic attacker that can also protect itself and recover health.
And then there is the 9 mana cost, this isn't a cheap card.
You really need to have enough mana available before you can fit it into your lineup.
Ability 1: Oppress
Oppress: Deals double damage to no-attack targets.
The first ability is Oppress.
This one is pretty interesting.
Oppress allows the card to deal double damage to targets that have no attack.
So if the opponent puts some kind of support or utility card on the battlefield that doesn't have an attack, Mystic Mudbinder can punish it HARD.
With 3 magic attack, double damage means that it can potentially hit those no-attack targets for 6 damage.
That's a huge difference.
And support cards are sometimes very important to the enemy lineup.
You might have a healer, armor repairer or some other utility unit sitting there doing its job.
Mystic Mudbinder basically says:
"Oh, you don't have an attack? Perfect."
Ability 2: Void Armor
Void Armor: Magic damage hits armor before health.
The second ability is Void Armor.
This one is really useful because Mystic Mudbinder already has 6 armor.
Void Armor means that magic damage hits the armor before the health.
Normally magic attacks can be dangerous because they bypass armor.
But with Void Armor, Mystic Mudbinder gets another layer of protection.
So now both physical attacks and magic attacks have to deal with that armor first.
That's a pretty big deal.
Especially because this card also has Heal.
Which brings me to the next ability.
Ability 3: Armored Strike
Armored Strike: If armored, gains a melee attack that deals damage equal to remaining armor.
This is probably my favorite ability on the card.
Armored Strike means that if the unit is armored, it gains a melee attack that deals damage equal to its remaining armor.
So Mystic Mudbinder isn't only using its magic attack.
Its armor can actually become offensive power too.
Imagine the card starts with 6 armor.
That means its Armored Strike can potentially deal 6 melee damage.
That's pretty crazy for a card that already has 3 magic attack.
Of course, the armor can get damaged during the battle, so the Armored Strike damage can decrease.
But still, the idea of turning your remaining armor into an attack is really cool.
And it gives the opponent another reason to try and remove this card quickly.
Ability 4: Heal
Heal: Each round, restores 1/3 of max health.
And then we have the fourth ability:
Heal.
Each round, Mystic Mudbinder restores 1/3 of its max health.
Since it has 7 health, this gives it some ability to recover damage over the course of the battle.
And this is where the whole card starts making sense.
It has:
High armor
Void Armor
Armored Strike
Heal
So it's not just a magic attacker.
It's actually pretty difficult to completely shut down if the opponent doesn't have the right tools.
If the opponent takes some health away, it can heal.
If they use magic, Void Armor helps.
If they use physical attacks, there is 6 armor to get through.
And while that armor is still there, Armored Strike can turn it into extra damage.
That's a lot going on.
Magic Damage + Armored Strike
One thing I really like about Mystic Mudbinder is that it isn't relying on just one type of damage.
It has 3 magic attack, which is its normal attack.
But then Armored Strike gives it another melee attack based on its remaining armor.
So the card can potentially put out a surprising amount of damage.
And this makes the armor much more valuable.
Usually when I think about armor, I think:
"Okay, this helps the unit survive."
But with Armored Strike, you're also thinking:
"How much damage can I get from this armor?"
That's a completely different way of looking at the stat.
But 9 Mana Is A LOT
Now obviously, Mystic Mudbinder has a weakness.
9 mana.
That's not cheap at all.
When you're playing a high mana battle, this isn't really a problem.
But when the mana cap is low or medium, spending 9 mana on one unit can be difficult.
You have to build the rest of your team around it.
And if you spend almost all your mana on Mystic Mudbinder, you might not have enough left for the support cards you need.
So I wouldn't just use it because I have it available.
The ruleset and mana cap matter a lot.
Where I Think It Works Best
Personally, I think Mystic Mudbinder makes the most sense in higher mana battles.
When you have enough mana to actually build a proper team around a 9 mana unit, it becomes much easier to use.
I'd also like it in battles where I expect the opponent to use magic damage.
Void Armor can be really useful there.
And if there are enemy no-attack units, Oppress becomes even more interesting.
So there are actually several situations where this card can become very useful.
Conclusion
So yeah, Mystic Mudbinder is definitely an interesting Common card.
It's not a cheap unit.
It's not very fast.
And it doesn't have a huge amount of health.
But the combination of 6 armor, 3 magic attack, Void Armor, Armored Strike and Heal makes it a pretty unique card.
And then you add Oppress on top of all that.
I think this is one of those cards where the abilities are actually more important than the basic stats.
If you just look at the 7 health and 3 speed, you might not think much of it.
But once you understand what the armor is doing, the card starts looking very different.
For me, the biggest thing would be finding the right battle conditions for it.
High mana battles?
Sounds good.
Lots of magic damage?
Even better.
Enemy has no-attack units?
Now Oppress becomes interesting.
And if Mystic Mudbinder can keep its armor for several rounds, that Armored Strike can become a real problem.