Splinterlands - Pesky Snipe Daily Quest

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There are two ability quests that we can encounter on any given daily quest. They are snipe ability and sneak ability. Today we will look at how to prepare and complete the snipe ability quest.

What Cards To Use?

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The focus is on range and magic monsters when it comes to snipe ability. This comes down to middle and long distance attacking monsters.

In the entire game there are currently (24) cards that has the snipe ability to qualify and complete the quest. Two of the cards are in gladius series so they are automatically removed.

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(9) cards in alpha and beta series are hard to find but if able to access would be good use for any of the splinters except for life splinter to complete the snipe quest.

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(4) cards in promo and reward series that can be used. Interestingly both reward cards are life splinter so if one wanted to complete the quest with life they still can and would likely lean toward use of Silvershield Sheriff in my humble opinion.

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Finally (9) cards in total from Untamed and Chaos can be use to complete the quest. The standouts would probably be the epics in Fedrexia General, Hunter Jarx, and Magi Necrosi.

It is worth mentioning that all monsters with snipe ability are either range or magic attack. Therefore they will likely be best used in battle when placed in middle to rare of the formation.

Strategies When Best To Use Snipe?

Often it is good to take advantage of the rule sets and mana limits of a battle. In the case of low mana battles it is likely a safe bet to lean on a monster that has snipe ability since majority of those monsters have a low mana price. (12) out of the (22) cards with snipe have a mana of 4 or lower.

Since the monsters with snipe fit well in the back end of the formation it is a good idea to put in a tanker that can prove itself of protecting the formation. This is important because all though the monsters with snipe are good at attacking they lack the defense in health and toughness. (16) cards at base level 1 have a health of 4 or less while only (1) of all the cards that has snipe ability would they also have some toughness. Important to protect the monster with snipe as they can potentially be knocked out quickly before they become effective in battle.

This leads us to discussing the speed of snipe monsters. There are only three monsters with speed 4 or higher so it is unlikely that snipe monsters can avoid or dodge attacks as well as other monsters without snipe. This would make some sense since the snipe ability is precision in attack so monsters should be steady versus swift. Of course not to say that can not be both steady and swift but again it is rare.

Options per Splinter

We go with death first and I personally would go with Twisted Jester out of the options since ad level 1 it is pretty reasonable in stats and only cost 4 manas. If the match was higher in mana count I would take a look again for use of Magi Necrosi.

In fire splinter I personally would go with Ferexia General as it has supporting abilities in higher levels such as Inspire. However in low mana battles both Fire Beetle and Lava Beetle would be good choices.

Water splinter we got Pirate Captain as it also has Inspire ability at higher level. There is Sniping Narwhal which is specific to the ability some would say, but at 5 mana count for a 2 range attack it is kind of pricey to use in low mana battles.

Earth splinter hands down Spirit of The Forest, but it is a very limit card in circulation. So we can make due with Hunter Jarx. Round it out in low mana battles the Child of the Forest would be of the choice if Earth was used.

To close it off life splinter I would say Silvershield Sheriff takes the cake, but in low mana battles only Silvershield Archers is an option. This is because the next available life monster with snipe has 5 mana.

Rule Sets the Helps Snipe?

Aim True and Close Range - would benefit range attack monsters

Little League - as mentioned earlier a lot of the options for snipe monsters are 4 mana or below compared to higher, 12 to 10. This is only a small advantage but never the less an advantage.

Reverse Speed - potential benefit as it allows slow monsters to be able to attack first, hence one with snipe has a chance for knock out of opponent versus waiting for their turn.

Rule Sets to Avoid Using Snipe?

Equal Opportunity since it provides opportunity ability to all monsters there is potential of having snipe monsters knocked out quickly in the beginning of battle.

Even Stevens - Interestingly there are only (8) cards that has a even number when playing with snipe ability. This limits the choices of monsters to use in battle with even stevens.

Fog of War - will nullify both sneak and snipe abilities. What would be the point of using a monster with those abilities if they are nullified? Nothing really.

Broken Arrows and Lost Magic - no real definition necessary. The monsters with range and magic can not be use which then just mean no chance of applying snipe in battle.

Super sneak - I consider this a drawback if the rule set is in because that means all monsters can attack the back end of my formation which can likely have one or more monsters with snipe ability.

Conclusions

I took some of my own recommendations in this post and this is the result.

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Playing enough one can find patterns to winning. The snipe ability is interesting in that only a few monsters has it, but if you focus on mixing between a good tanker and a decent sniper it can get you ahead quick well.

Until next time thanks for reading!!!


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