Someone pointed out that by playing Frontier more than Modern, I am actually doing myself a disservice; this is because playing Frontier doesn't yield Glint rewards, and earning less Glint limits my ability to purchase cards from the Arcana set. To be honest, there is some truth to this. While playing Frontier allows me to add about 3 to 9 cards to my deck daily—whereas Modern doesn't offer cards in its daily rewards—Foundation set cards are far more basic compared to those from other sets. Even at their highest level, most Foundation cards aren't as powerful as Arcana or Rebellion cards are at Level 1. So, it is true that even if I max out the Foundation cards, I won't be ready for Survival Mode, as that requires more powerful cards. As I write this, I realize I need to cut back on Frontier battles and start playing Modern actively again, because that is where I can build a powerful deck.
Even though I am playing less frequently now, I am still leveling up several cards from the Frontier set, and this process will continue—albeit at a slower pace. Today, I upgraded three more cards from Level 1 to Level 2. The first is the 'Nim Guard Captain,' a melee attack card from the Death element. It is my favorite tank for this element because, right from Level 1, it possesses the 'Void' ability, which reduces damage from enemy magic attacks by 50%. This significantly extends the card's survivability, especially against magic-heavy enemy teams. It also performs well when the opponent has a balanced lineup, as it starts with solid stats: 3 Armor, 5 Health, and good speed, allowing it to consistently launch attacks against the enemy. At Level 2, the card gains +1 Armor in addition to its existing stats. This is a great advantage; if the opponent has included melee and ranged cards alongside magic units, the Nim Guard Captain's Level 2 stats—4 Armor and 5 Health—make it robust enough to withstand a total of 9 points of damage.
The second card I’ve leveled up today is the 'New Beluroc Aegis' from the Grey element. It is a melee attack card and one of my favorite tanks; in fact, I often place it anywhere in the lineup—not just at the front—because its 'Taunt' ability draws most enemy attacks toward itself. This allows the rest of the team's powerful cards to keep attacking the enemy without taking any damage. Every card has its own utility; another player might use different cards with a different strategy and succeed, but I am sharing my own simple strategy here. At Level 2, this card has gained +1 Health, increasing from 5 to 6 health points; additionally, it possesses 3 Armor, providing extra protection. In my experience, if this card can withstand enemy attacks for even two rounds, you can exert immense pressure on the opponent with the rest of your team.
The final card for today also belongs to the Grey element; it is called "Grand Consul Minion." To put it bluntly—without sugar-coating it—I absolutely dislike this card, which is why I have never used it. The reason is obvious when you look at its stats. For a 4-mana card, its stats are so basic that you can't realistically expect it to survive even a single round. It is so useless that I would prefer using "Spellmonger" in my lineup instead; even though Spellmonger isn't an attack card, its "Thorn" ability can still inflict some damage on the enemy, whereas this card doesn't excel in any stat enough to warrant any expectations. At Level 2, its minimum health gets a +1 boost, but frankly, the card remains just as underwhelming. I really don't know what to do with it; if you’ve managed to achieve anything significant using this card, please share your strategy in the comments section.
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!