Summoner
At one glance you may think this summoner is underpowered in the game that you may think is useless but when it is time and you get hit with that Earthquake modifier you wish you had this card in hand.
Build-Around Units
A good frontline to have in most situations, it has a high health pool and even quite a bit of armor, good damage, and even has the thorns ability to counter melee comps.
Efficient reach unit with its above-average stats comparable to the other splinters in their mana tiers when upgraded i.e. Minotaur Warrior, Magma Troll, Silvershield Warrior.
Lower health for the enemy team means that our team can finish the job quicker and can synergize with our frontline's ability to deal with the finishing blow more frequently.
Good efficient backline to have at level 4 since it is comparable to a level 1 Mantoid 1:1 but 3 mana cheaper and with Bloom's ability I can hopefully get more misses in aswell.
Battle
VS Tarsa Fire
Modifiers
With the 23 Mana Limit and the Water Splinter being banned I thought this would be a good opportunity to play a Melee Counter Comp as my opponent went one of two ways where he had an Alric comp or everything else. I just banked he went more melee but is still ok since Flying can counter both.
The match was quite a good showing of Bloom's ability even without the Earthquake modifier as I had some key misses for a round or two that would otherwise have driven me on the back end since the Damage output of my opponent is much higher with Tarsa in play.
Final Thoughts
With how the Dragon Splinter works you can technically play as all the elements but with the added cost of their summoners being a bit more expensive when compared to their one-element counterparts.
It is also the only splinter that you don't start out with units in only the Summoner Drake of Arnak so it is quite expensive on the bank to get it running from the ground up or unless you rent it out which is more affordable.
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