I typically level up about half a dozen cards each season. It wasn't always this fast, but I’ve significantly improved my performance over the last few seasons, allowing me to pull more cards and level them up periodically once I’ve gathered the required number of copies. Of course, this pace won't last forever, as higher levels require increasingly more copies to upgrade; I might not be able to level up cards as frequently in the future, but I’ll keep trying. As a result, today I leveled up three more cards in my deck: two are Common cards and one is Rare. Two of these are being upgraded from Level 2 to Level 3, while one Common card is being upgraded from Level 1 to Level 2 for the first time.
The first card here is the Water element's melee 'Coralforged Attacker.' Being a melee unit with the 'Flank' ability, placing it at the very front of the lineup grants the 'Reach' ability to the card positioned directly behind it, enabling that second card to attack despite its position. While its already impressive speed improves further from Level 1 to Level 2, it would have been better if it possessed a shield to offer some protection against physical attacks, as it seems somewhat fragile for a front-line unit. Nevertheless, thanks to the 'Flank' ability, you can use this card as a sort of shield while positioning your best attacker behind it; meanwhile, with its enhanced speed, this card will certainly manage to deal some damage to the enemy as well and hopefully in higher levels it will also get more attack power with improved health points and armor.
Today, I leveled up another card—the 'Pixie-knife Hurler,' a Rare Ranged Attack card from the Life element. Even at Level 2, the card felt solid; it wasn't that it needed improvement, but rather that it lacked no essential qualities that would make one hesitate to summon it. Its stats—including attack power, armor, health points, and speed—were impressive right from Level 1. Despite being a Ranged Attack card, it possessed the 'Close Range' ability from the start, meaning it could attack effectively regardless of its position in the lineup. At Level 2, it gained the 'Dodge' ability, providing a layer of protection against melee attacks. Now, with the upgrade to Level 3, it has received a +1 Health boost, making it even more resilient than before. I used to summon this card frequently, and that confidence in its capabilities remains unshaken.
The third card for today is "Grim Bonewhip," another melee attack card from the Death element that serves as a great option, specifically for low-mana battles. Although it had an attack power of 2 right from Level 1, its health points were quite low; consequently, I used to avoid summoning it because low health—combined with a lack of armor—makes you an easy target for the enemy, rendering your heavy attack power useless. It started looking like a better option for low-mana battles once it gained an extra health point at Level 2. Now, upon upgrading to Level 3, it has gained a strategically brilliant ability called "Rust." This ability reduces the armor of all enemy cards on the battlefield by 2—a significant blow to the opponent without even having to make a direct attack. While having the "Charge" ability would have made it easier to place anywhere in the lineup, the card is clearly improving as it levels up.
Note:
English is not my first language. So sometimes I use 'Google Translate'. Please don't think that anything I have written in this blog has been copied from somewhere or is AI-generated.
Paragraph Dividers and all the photos are from #Splinterlands.
All the other content images and words are mine unless otherwise stated.
Have a Happy and Blessed day!