Card Highlights #52: Immortalis
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Only the wise know when to wield power and when to restrain it.
by The Magus of Magic, Elemental Chronicles
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Immortalis is a summoner from the Chaos Legion tied to the Element of Earth. Known for his unique ability to reduce enemy health and defend against magic attacks with his Void, he is a force of balance in the Splinterlands. With the ability to shatter armor and weaken enemy's health, his strategic plays make him a favorite for many battles.
Lore
In the early years of the Arena Games, many battle mages began working together and formed guilds. All across the Splinterlands, they combined their resources to construct halls, lodges, barracks, stores, and even arenas where they hosted brawls—tournaments that pitted guilds against one another in a series of battles to prove which was the best.
Immortalis, one of the most powerful battle mages of the era, was the leader of one such guild. His training regimen was brutal and demanding, and he required nothing less than absolute perfection from those he accepted into his ranks. The weak were soon weeded out, while the strong flourished and grew even stronger. Immortalis and his guild proved all but unbeatable, and spectators from across the Splinterlands packed the stands to watch him swagger into the arena and direct his guild members as they mercilessly crushed their opponents.
https://splinterlands.com/card-detail/509/regular/7/?tab=lore
Buy and Rental Costs
Card Stats
Card Effects
-1 Health |
This ability is good for weakening enemy teams at the start of battle. It helps to secure quicker kills and works well with other offensive strategies.
Void |
Effective in countering teams with magic-heavy lineups. Void halves magic attack and even negates any 1 magic attack. Partner Void with Silence and your job will be a lot easier.
Shatter |
Shatter is effective in removing armor-heavy units. This is especially useful in battles with the Armored Up Rule Set or against teams with armor focused setups such as Protect-Armored Strike combos.
Strengths & Weaknesses
Immortalis's strengths lie in its ability to debuff opponents and protect his units against magic. The combination of -1 Health and Void makes it a strong pick against magic-heavy lineups. Additionally, Shatter adds versatility by countering defensive setups with high armor. |
Void does not help against full melee or full range team because Void have no effect on melee or range attacks. This is a clear weakness and should be avoided at all cost to make Immortalis not feel less impactful. |
When To Use
Wands Out |
Void is effective in this Rule Set because all enemies will use magic attacks. This allows Immortalis to provide strong protection to allied units. Its other abilities can also support by reducing health or breaking armor, making it a solid choice for Wands Out battles.
Armored Up |
Shatter is good in this Rule Set since it helps break through the bonus armor all units receive. This ability ensures Immortalis can counter teams stacking armor-based defenses effectively. It pairs well with offensive units to deal with high armor teams.
Noxious Fumes |
The reduced health from Immortalis's ability synergizes with Noxious Fumes by speeding up killing the enemies with Poison. This combo ensures enemies are more vulnerable to poison damage right from the start. For example, if the enemy has 3 health, it would take 2 turns for Noxious Fumes to kill that enemy but with Immortalis's -1 health reducing that health to 2, it would only take 1 turn for the poison to kill the same enemy.
When Not To Use
Up Close & Personal |
Void does not help when all attacking units are melee-focused. Since melee attack units dominate this Rule Set, Immortalis's abilities become less impactful. This makes it a weaker option for such battles.
Lost Magic |
Since there are no magic attacks in this Rule Set, Void will be useless. This Rule Set directly counters Immortalis's defensive strength. It is better to use another summoner in these situations.
Silenced Summoners |
Immortalis cost 6 mana to use. A 6 mana summoner and a 4 mana summoner does not benefit anyone when there's no effect. It is better to use lower mana summoners since they have no abilities in this ruleset.
Battle Sample
https://splinterlands.com/battle/sl_a5ee5dab6e932b547ed9c4336e458f63
Since the enemies have two units with 1 magic attack, their attacks were blocked by Void and Pelacor Merchant took 0 damage each time from those two units. This reduced the damage my units got which gave me the advantage to win this fight. The Void also helped a lot reducing the damage my units will get from the Magic Reflect given by Counterspell rule set. More on this below.
Final Thoughts
This battle was actually a test. Since when you have a unit with Blast and magic attack, the blast attack will also have magic attribute, I wonder if the same interaction happens with other rule sets. For example, if you have Fire & Regret rule set giving Return Fire to units and the other unit attacked with a range attack, will this also have ranged attribute and a unit with both Shield and Range attack can halve this damage?
In this test, I purposely used units with magic attacks to fight in this battle. For example, Since Goblin Psychic only has 2 magic attack, the Magic Reflect will halve that and return back 1 damage. Now, for the test, in theory, if this damage is magic in nature, the Void should negate this damage turning it to 0.
In theory, if there's any Magic Reflect, any 2 magic attack is returned as 1 and that attack is further halved by Void and if it is 1, it becomes 0. (x=3/2. if 1, then x=0). This test was a huge success as you can see in this battle. If you want to use magic attacks but there's Counterspell rule set, you will be fine as long as that magic attack unit have Void in it.
If you have suggested combos or questions, feel free to comment it down below.
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I do not own any of the photos in this post. All credits goes to:
- Splinterlands
- Peakmonsters
- Canva
- Giphy