We continue our analysis into the collection of Earth Splinter. Earth Splinter doesn't seemed to own many ranged card. Their collection seemed to more focused on magic card. But even though with few cards, Earth Splinter have some of the top notch ranged card both in term of damage and health. How strong they are? We just gonna have to dive in to see.
Number of Card by Rarity and Mana
Rarity | 2 Mana | 3 Mana | 4 Mana | 5 Mana | 6 Mana | 8 Mana | 9 Mana |
---|---|---|---|---|---|---|---|
Normal | |||||||
Rare | |||||||
Epic | |||||||
Legendary |
With only 13 card in total, Earth Splinter ranged card are distributed narrowly on the mid mana. The most card come from 3 mana and 5 mana, with other cards also available at 4, 6, and 8 mana. There also single card on 9 mana which is the highest mana. Interestingly there are fewer Normal rarity card, but more cards from the Rare and Epic rarity. This cause ranged card for Earth Splinter a little bit costly to purchase. In overall the card seemed good enough to fill formation for low to mid mana battle.
Traits Mapping
The collection started low with most card gathered in SOUTH-WEST quadrant with damage-mana ratio below 0.5. Health aren't particularly very high since only 2 (two) cards entered the SOUTH quadrant with one of them is Acid Shooter (No.12) which cost 2 mana. But the collection have exceptional speed coming from the 2 (two) blue nodes, which are Child Of The Forest (No.6) and Mitica Headhunter (No.7). And it is followed by the other 4 (four) yellow nodes card. Number of abilities also doesn't looks exceptional with most of the card started with single ability.
Max level show significant growth to the cards. We could see health jumping up shifting the collection to enter the SOUTH-EAST quadrant. Although health-mana ratio are rather high, note must be taken that 5 (five) of the highest one (card No.1, 2, 6, 9, and 12) is only a low mana card less than 3 mana. Damage-mana ratio looks more promising, since all of the cards moving past above 0.5 tick. Speed also gained some growth, with now the number of blue nodes grow to 4 (four) cards, and the rest are yellow nodes, except for Hunter Jarx (No. 11) which stay at 2 speed. Fortunately enough this card possessed True Strike ability which could eliminate its accuracy problem. Speed is always an important aspect for ranged card considering ranged card main roles is to striking from afar. Abilities also grow significantly as a third of the collection gained reach 3 abilities. Still there isn't single card with exceptional abilities, which signify that none of the card from this collection have a full roles as Support.
Abilities Mapping
The table said it all. Striker abilities populated the ranged card collection. But even for a collection with only 13 cards, the total number of abilities are extremely leaned toward Striker. Abilities with the most count is Poison, followed by other status affect like Shatter, Stun, Cripple, etc. Other abilities quite standard and available many in other Splinter. There are a total 7 (seven) abilities both combined from Tanker and Support abilities. No abilities are particularly interesting, except for Blind which is a quite rare ability and the effect is very potent.
Personal Thought
This final section, I give my personal thought for several card mentioned below.
'1. Goblin Chef
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Basically, Goblin Chef already possessing high status for a 3 mana cost, all on damage, speed, and especially its 6 health. So its always an advantage to deploy Goblin Chef as regular ranged card. The 2 (two) abilities are an addition which if combined will be the total counter for Tanker holding heal ability. |
'2. Javelin Thrower & Mitica Headhunter
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Earth Splinter have some of the most destructive ranged attack, some of them are Javelin Thrower and Mitica Headhunter. Their attack are not only powerful, but also supported by initiatives order from their high speed. In addition the existence of Piercing ability allow both cards to deal damage to their full value. |
'3. Iza The Fanged
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There's a reason why Iza The Fanged is the only Legendary card in this collection. The main reason might be its the only ranged card which owned Sneak and Stun ability together. This card counter be the best counter against destructive ranged card sitting securely in the last raw. But it quite questionable since its might be better to depend on high damage rather than 50% chance for Stun. |