My strategy to climb to 1400+ with Kelya Frendul + Sea monster

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Hi everyone, I will show my strategy to get up to 1400+ with Kelya Frendul + Sea monster, the water deck today is very underated, but its power is very good and the deck costs are low.

Key cards

Kelya Frendul(free lv 1; 0.5 dec/day lv2)

This summoner is very strong, provides 1 armor, which protects monsters against the first melee attack, and also gives them 1 speed, thus allowing them to attack faster, and more importantly, gives them a greater chance to dodge enemy attacks and also from hitting enemies when attacking melee and ranged.

Sea Monster (0.242 dec/day lv3)

at a cost of 8, it has 9 hp, 2 speed and 4 attack, the attack value is very high, in addition to having a healing ability, this card is very strong, winning many duels because of its healing, in 12 cost duels it is very strong, as it cleans the entire enemy and often without any risk of defeat.

Key Water Cards

Crustacean King and Merdaali Guardian (0.1 dec/day - crustacean king)

Strong card, with healing ability, that makes the deck work, cost 3 and you don't need to spend a good amount to get this card with a high level, only if you want a very high rating

Scavo Hireling (free lv 1)

This card may seem weak, but as the summoner provides global armor, it can help the entire team when needed, usually used with the Serpent of Eld.

Kelp Initiate (free lv1)

great low cost tank, it has 5 health and 5 speed, together with the summoner effect it has 6 speed, which allows you to dodge many attacks, in addition to having 1 armor, given by the summoner

Serpent of Eld (free lv1)

Great tanker option against melee and ranged decks, it has 4 speed, in addition to the dodge ability, this card has an absurd ability to dodge attacks, in addition to having reasonable damage, its weak point is not having a lot of hp, and being easily punished by magic monsters.

Utility Cards

Naga Windmaster (0.195 dec/day lv 1)

It has the ability of Headwinds, decreases the ranged damage of enemy monsters by one, very useful as many decks use ranged cards (light, water, fire) to try to clean their backline.

Venari Wavesmith (0.3 dec/day lv 2))

Card that provides more armor to everyone, has magic damage and can be used in many duels x melee creatures with the ability to sneak, snipe or opportunity

Creeping Ooze (0.1 dec/day lv 1)

Give global Slow(-1 speed) and costs only 1

I will mention higher cost cards from water deck that can be upgraded to this deck.

  • Ruler of the Seas (blast + magic dmg)
  • Phantom of the Abyss (Flying, Dodge and magical dmg)
  • The Kraken (Taunt + global tanker)
  • Frost Giant (Shield)
  • Mermaid Healer (Triage)
  • River Hellondale (magic dmg + Resurrect)
  • Djinn Oshannus (void + magic dmg)
  • Lobstradamus (Shield + magic dmg)

Choices

Tanker -

  • x melee+ranged = Serpent of Eld
  • x magic = Sea monster
  • lowmanacap = kelp Initiate
    Utility
  • Crustacean king = heal
  • Merdaali Guardian = heal
  • Scavo Hireling = recovery armor
  • x all - Creeping ooze
  • x melee or ranged = Venari Wavesmith
  • x ranged =Naga Windmaster

The dmg slots are variable by the remaining mana we can use, cheap choices like Ice Pixie, even captains ghost, deeplurker, ...

If you are interested in the game, use my reference link:
https://splinterlands.com?ref=jaimenetsbr

Follow me on PeakD, if you like the content, please contribute an upvote, comment on what you would like to read in the next posts, about your strategies and your vision of the cards and the metagame in these 2 rankings.

All images taken from https://splinterlands.com/.
#Splinterlands #play2earn #SPT #STEEMMONSTERS #ONEUP #Hive-Engine



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3 comments
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Excellent post here and directly upvoted. I am also a fan of Kelya but I play other way round. Will publish my guide soon at 2000 points. Take care!

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