Flying Squid
Let's take a run down first of this card's lore and stats.
Edition: CHAOS LEGION
Rarity: COMMON
Element: WATER
Attack: MELEE
Abilities: Lvl1: REACH, Lvl6: REACH, BLIND, Lvl10: REACH, BLIND, BACKFIRE
Although Flying Squid are not truly capable of flight, their moniker comes from their ability to launch themselves from the water and glide above the surface for long distances before resubmerging. These aggressive predators shoot ink into the eyes of their prey to blind them before attacking with their lengthy tentacles... (Flying Squid Lore)
Line Up
Position 1: Serpent of Eld (Level 2) My main tank in this battle is Serpent of Eld. It has a good amount of Speed and Armor and together with its Dodge Ability, I am hoping that none from the enemy's attack will hit it, thus the card in Position 2 will not take damage. |
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Position 2: Flying Squid (Level 3) Flying Squid has the Reach ability starting at Level 1. Under normal circumstances, cards with Reach ability worked best when placed in Position 2. Aside from this ability, it has a decent amount of HP that can sustain incoming damage, leaving enough room for my other attacker to deal damage to the enemy. Also, looking at this Stats, this card is only a Common card which has an edge compared to other Common Cards. |
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Position 3: Deeplurker (Level 3) I put Deeplurker in Position 3 to serve as my main back-line attacker. So while Serpent of Eld and Flying Squid are tanking the damage, this card will peacefully do its job, killing the weakest card on the enemy's side. |
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Position 4: Pelacor Bandit (Level 3) And for my last card, I used Pelacor Bandit to help Deeplurker defeat first the enemy's back-line attackers and support. |
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Did your strategy work?
What will you try differently next time?
Here is another gameplay of Flying Squid using a different set of Rules and Mana Cap.
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*Images used are from Splinterlands and Peakmonsters and edited in Canva.