TRAITS MAPPING : FIRE SPLINTER MAGIC CARD

Fire Splinter are always decorated with various powerful melee and huge health card. Although there're few selection for magic card (as wee see below there's only 11 card), it's important to have it to balance formation against all battle situation. Is Fire Splinter magic card have the versatility than other Splinter? Is there unique tendency from this collection?

Number of Card by Rarity and Mana

Rarity3 Mana4 Mana5 Mana6 Mana7 Mana8 Mana11 Mana
Normal
Rare
1
1
1
2
1
Epic
1
1
Legendary
1
1
1

There're total 11 Fire Splinter magic card available from Untamed, Dice, Reward, Chaos Legion, and Riftwatchers editions. Half of the collection are Rare type card, and the other half is Epic and Legendary type card. There're no Normal type, so expect to have more budget to afford this collection. The lowest mana card is 3 mana, and there're cards for every mana up to 8 mana, with 1 last card at the highest 11 mana. The good thing here, there're 2 card available for 4, 5, 6, and 8 mana, which give good option to select.

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The collection started at Level 1 with decent and precise magic damage, as the damage-mana ratio gather between 0.25 to 0.50 tick. Health are somewhat low with all of them have health-mana ratio less than 1.0 tick, with exception to Efreet Elder (reference No.2) which have stand at 1.33 tick.

Abliities are quite available as most card started with single ability. The Max Level show significant growth as most card have damage-mana ratio move beyond 0.5 tick. Health also grow very well as most have health-mana ratio at 1.0 and beyong. Even Efreet Elder grow health even more to 1.66 tick. Flame Imp (reference No.4) not only grow significantly in term of health, but also speed. The chart doesn't show any card entering middle or east part of the quadrant, which is understood as it happened mostly for 2 or 3 mana card. Other than health and damage, speed and abilities doesn't grow much. Most cards are maxed at 2 ability, with only Zalran Efreet (reference No.5) and Caladuum (reference No.7) have 4 abilities. But since these 2 cards are Legendary type, the few progression step make these cards have no status growth at all.

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Abilities Mapping

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As per previous post, the abilities mapping table will be divided into the main group, which is Striker, Tanker, and Support abilities.

The cumulative abilities are predisposed heavily toward Tanker abilities. But considering the overall health-mana ratio are rather low, and damage-mana ratio are above mediocre; then there should be more number of Striker abilities. The abilities and status are also don't seemed to go in coherent. Take for example the highest damage-mana ratio is Djinn Apprentive (No.8), Goblin Firemage (No.6), Djinn Inferni (No.9), and Flame Imp (No.4); but we can see that Flame Imp and Goblin Firemage have none Striker abilities at all, only Ifrit Rising which have one Striker ability.

Several card like Naga Fire Wizard (No.1), Efreet Elder (No.2), and Caladuum (No.11) are very resilience in health and supporting abilities. One notable thing, these resilient card are a high mana card, so it is rather unsuitable for mid and low mana cap battle. In contrary supporting card with a lot number of supporting abilities (reference No.3 to No.6) are low to mid mana card.

Personal Thought

This final section, I give my personal thought for several card mentioned below.

'1. Efreet Elder

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Efreet Elder (No.2) with combination of its status and Last Stand ability make it a formidable tanker in the magic type card. Even when affected with magic damage debuff and Void ability, it will still get 2 additional damage from being the last card alive. Last Stand is quite a rare ability, and its very rare to have this ability at Level 1. Phase ability combined with 4 speed might give sufficient evasion against incoming attack. All this traits are very well used in Earthquake or Noxious Fumes rules, where attrition are the key winning factor.

'2. Flame Imp

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Flame Imp (No.4) started at Level 1 as low profile card. But as it reached Max Level, it isn't a card to be underestimated. Buff abilities are found the least at 4 mana card, therefore it's huge difference to have Swift ability at 3 mana cost. What's more with 5 speed and Flying ability, the evasion RNG can really frustrate your opponent.
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