[Battle with Life Splinter and Centaur can be Found Here](https://splinterlands.com?p=battle&id=sl_5c10cd134a34f29ec5c57f403c2d5dea&
ref=luckbound)
The Centaur is an interesting card to play. It is a neutral, common card from the Beta edition. At level 3, the Centaur costs 4 mana to summon, has 4 speed, 1 ranged damage, and 5 health. It also has the snipe ability, which means that the Centaur will first target enemies that have ranged, magic or lack an attack, and are not in the first position. At 4 speed, the Centaur has a good chance to attack early on, especially against death decks like the one seen in the video. Although dealing only 1 damage, that is often enough, considering those it targets tend to have less health than the frontline monsters. Being placed near the back of the lineup, it can also serve as a backline tank if needed, due to its high health. In the end, the Centaur is low mana, fast, high health, ranged card that is capable of taking out some of the larger threats in the opponent's mid-line and can be used with any splinter. These are all reasons to like the Centaur.
In the battle, you can see that I used Lorna Shine as my splinter of choice. This is a 3 mana life splinter that grants the Divine Shield ability. This ability allows all monsters to get hit one time without taking any damage. Something that is great for the first round and only gets better as it allows damage to be dealt out, but reduces the damage taken.
The team I used in this game is one of my favourites. It does not always win, but it is quite a strong lineup in my opinion. Chaos Knight is a good card in the first position considering it has the shield ability and deals 3 damage per hit. The fact that it takes one less damage from ranged and melee attackers is what makes this card shine. Stich Leech and Uraeus took spots two and three. The order of these two is somewhat interchangeable. These two both hit the backline first and slowly make their way to the front. With both cards dealing 2 damage per round, opponent monsters often are swiftly dealt with. The Celestial Harpy took the fourth slot in my lineup. This card has flying which gives it an increased chance of evading melee or ranged attacks from those who do not have this ability. It also has the opportunity ability meaning it targets the lowest health enemy. The Centaur took the fifth slot in this lineup, for the reasons set out above. In the last slot was the Herbalist, played as I had two mana left over. With the divine shield ability, it is able to soak up a hit or two to protect the rest of the team, while dealing some damage to the opponent's frontline tank.
In the setup I used, the Centaur works quite well. It helps to take out the midline threats with the Harpy, while the Leech and Uraeus target the backline. This allows the lineup to take out the larger threats or distractions and make their way forwards to the frontline tank.
In this battle, the strategy used worked quite well. Unless anyone has any suggestions, I plan on keeping the lineup the same or very similar depending on the total mana available, the splinters that can be used, and any special effects in play.