Sometimes in Splinterlands, the fastest unit isn’t always the safest one. We’ve all had battles where a 1-speed unit dodges everything and our 5-speed carry just gets deleted. Speed is strange. It feels powerful but only works when the right rules are in place. Lately, I’ve been looking into how important first strike and dodging are in lower mana matches. You can lose before the second round even begins if the enemy predicts your lineup and you miss all your hits. That’s the idea that got me thinking more about cards like the one I’ll be talking about in this article. Despite the negative things I said, I still think this one is one of the best unit for Little League rule in Conclave Arcana.
Lore
Sain Mire is a seer of the Continuum, an order of mages able to manipulate time. They can slow it down, speed it up, and even pull back the curtain to glimpse the possible futures.
Sain works closely with the Riftwatchers, providing strategic recommendations to keep the flames of the rebellion burning bright. It is she who foretold the coming of the battle mage and sent the Dauntless to meet them in the Kingdom of Thanaloria.
https://splinterlands.com/card-detail/690/regular/13/?tab=lore
Stats
Continuum Seer is a high-speed magic damage dealer with a unique strategy. With 8 speed, Backfire, and Phase, it’s built to dodge attacks and punish enemies for trying. I think this card shines as a glass cannon that works best when you combine her with units that increase speed.
Abilities
Icon | Name | Description |
---|---|---|
![]() |
Backfire | If an enemy misses this Unit with an attack, the attacker takes 2 damage. |
![]() |
||
![]() |
![]() |
Phase | Magic attacks can miss this Unit (using the same hit/miss calculation as Melee and Ranged attacks). |
![]() |
||
![]() |
Good Rules to Consider
Icon | Name | Reason |
---|---|---|
![]() |
Equal Opportunity | All units have Opportunity (targets the enemy unit with the least health). |
With low health, this unit becomes an early target when everyone aims for weakest health which is an advantage because you want enemies to attack this unit. | ||
![]() |
Super Sneak | All melee units have Sneak (targets the enemy unit in the last position). |
The unit can be used to block enemy Sneaks and if they miss, they will get the Backfire damage. | ||
![]() |
Little League | Only Units & Summoners that cost 4 Mana or less may be used in battles. |
Very limited units can be used in this rule and I consider Continuum Seer as one of the strongest due to her 2-3 magic attack (Depending on what level you play her at.) |
Bad Rules to Think Twice
Icon | Name | Reason |
---|---|---|
![]() |
Reverse Speed | Units with the lowest Speed attack first and have the highest chance of evading attacks. |
The high base speed becomes a weakness here, so this unit will act last and might die before she even attacks. | ||
![]() |
Noxious Fumes | All Units start the battle Poisoned. |
No Immunity and only 2 health means it dies right away from poison. | ||
![]() |
Earthquake | Non-flying Units take 2 Melee damage at the end of each round. |
Similar to Noxious Fumes but it would take an extra round because of her armor. |
Battle
First, this was a bad rule or game to play Continuum Seer because of all the rules. What Doesn't Kill You might benefit Continuum Seer but at 3 health (+1 because of Strengthen), any attacks would probably kill her. Little League is fine and she is actually strongest for me in this rule. There's not a lot of units with 2 magic attack that has 4 mana or lower. Aim True rule completely shuts down Continuum Seer's Phase and Backfire. I am just glad that the enemy did not use any Sneak units and Continuum Seer was able to confidently deal damage from a safe distance.
Images were taken from Splinterlands, made in Canva, drawn in Krita and animated in Photoshop.
Support me by joining Splinterlands using my referral code.
Comments (2)
Thanks for sharing! - @yonilkar