Share your Battle - Chaos Knight (1)


First attempt at the Chaos Knight share your battle challenge.

Card Background Information

AbilitiesShield/ Giant Killer(lv5)/inspire(lv10)
image.pngReduced damage from Melee and Ranged attacks (attack damage is halved and rounded up except 1 damage which becomes zero)
image.pngDoes double damage against targets that cost 10 or more mana
image.pngGives all friendly Monsters +1 Melee attack

Card level & stats


bronze max LV3 - no change in abilities - +1 damage and speed
sliver max LV5 - gains Giant killer at LV5 - + 1 hp
Gold max LV8 - no change in abilities - +2 armor and +1 hp
Diamond and above LV MAX - gains inspire at LV10

Pros & Cons


  • Has shield to reduce damage from melee and range units
  • does a ok amount of damage


  • high cost for card at 6 mana might not work in low mana battles
  • low speed so hard for it dodge attacks
  • Low HP for cost very squishy so will die fast to magic

Battle rules


SymbolRule Effect
image.pngAll Monsters have the Opportunity ability.
image.pngNon-flying Monsters take 2 Melee damage at the end of each round.

Total Mana : 19
Usable elements : Fire, Water, Earth and Life

Team Composition

Position: Summoner

General Sloan chosen for his +1 damage to range attacks but mainly chosen as his the one of the leveled summoners I have.

Position: Throw away tank

Soul Fiend with its zero mana cost its prefect for low mana battle since its basically a free 1 hp unit that can be used to take damage for other more important units.

Position: Throw away tank

Another throw away tank for my team the chaos agent with its dodge ability allowing it an increase rate of dodging attacks to protect the back line units and has a cost of one which is good for these low mana battles

Position: Star of Challenge/ True main tank

For a earthquake match even thou it does not have flying with its shield ability it would be taking reduce damage of 1 instead of 2 per turn from the earthquake which makes it quite decent to use plus as long as the enemies do not attack with magic, the shield ability will half the damage.

Position: Subtank

Pelacor Conjurer with its high speed and decent hp pool for the low cost of 2 mana great for low mana battle and its a flying unit and at level 4 has magic reflect which can help in returning damage used as a subtank to protect the backline.

Position: Opportunist/ Melee damage

can't go wrong with Celestial Harpy with its low cost of 2 mana and 2 damage and has flying to take advantage of the earthquake ruleset, pretty strong with 2 damage

Position: Range Damage

Last up to take advantage of the +1 to range damage the tower Griffin with flying to take advantage of the earthquake ruleset and is all the way at the back to allow it to attack for as long as possible

Now on to the Battle

Round 1


From playing many different round I notice using throwaway units for earthquake rounds seem very beneficial since they are going to die to earthquake in a single turn anyway might as well use them as meat shields.

my oppenent went with a +1 to their health and chose quality over quantity while I did the reverse and went with numbers.

both sides had the chaos knight but I placed mine at the third place since there is the opportunist ruleset in play allowing her to attack from the 3rd spot and due to their lack of units they lost one of their damage dealers early on while i lost both the units i setup as shields.

Round 2


i had more damage then them in the next few rounds since i had more units in play and they had more health and total damage overall.

basically traded blows for a while since they were also using a chaos knight which has shield it makes the rounds slower since my team did not contain any magic attackers and the damage dealt was halved.

Round 3


they finally lost their chaos knight this round after many attacks but my own chaos knight is also on its last legs

Round 4 and beyond


overall the match was over at this point as i had a total of 6 damage to its 2 and still own a sub tank to protect the remaining backline units that have a combined total of 4 damage per turn.

Strategy Talk

The shield ability on the chaos knight was very useful in the earthquake match up since its help reduce the damage dealt by earthquake to 1 from 2.

the chaos knight has a high cost but shines in low mana battles since low mana units normally do not have high attack values allowing the shield to sometimes negate the damage taken if the damage value is at 1.

however againts magic units the chaos knight is awful with its low 4 hp killing it bypassing its armor to hit its fragile hp pool in a earth deck with an obsidian summoner its would only take 2 hits.

Thanks for the battle challenge curation team

Link to the Battle:

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