Splinterlands Ruleset Strategy Series - #21 - Lost Legendaries

You were enthralled by their rapidly advancing abilities, or perhaps it was the fact that it only took 11 BCX to get to the max level that drew you in. They have cool art, interesting stories and more developed characters. I get it. You love your Splinterlands Legendaries.

But what do you do when those Legendary cards cannot help you? That's right boys and girls. We're here today to talk about the Lost Legendaries ruleset.

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Lost Legendaries

There's not that much strategy wise to be said about this ruleset, but I'll attempt to break it down in a few ways. The winning strategies of Lost Legendaries are more closely related to collection building than team building.


Do you need a hero?

Don't Always Fall for their Charms

We all get excited when we find a Legendary in a Booster Pack or Loot Chest. We love to watch it shake, and we even find ourselves cheering in hopes that it will turn gold in the last second after flipping. Alas, the Legendaries do not always turn gold, and sometimes they woo us foolishly into a committed relationship with their promises of power untold.

Let the Lost Legendaries ruleset be your reminder that Legendaries cannot carry your game, no matter how much you'd like them to. They are selfish warriors who usually require some great mana sacrifice and hope to do the majority of the work on their own.

Basically, try to have a good idea of when to pursue a Legendary card and when to let it go. Think hard about the situations in which playing that specific card would prove beneficial to you before you rush to combine Legendaries to your League of play. Most of you cannot hope to own every Legendary card. If you don't believe me, just go take a look at how many of them there are. There are currently 63 different Legendaries in the game, which accounts for nearly 20% of the total unique cards in the game. It's their circulating supplies that make them rare, not the number of unique Legendaries.

In Lost Legendaries, you'll be able to tell whether or not you have been too heavily reliant on your Legendary cards. If you have, you'll still have enough cards to make a team, but keeping track of your win rate, you'll probably find that you lose more often than you win in that ruleset. If you find yourself losing repeatedly in Lost Legendaries, maybe you should take a look at your Legendary collection and consider selling or renting out some of them so you can increase your variety of less rare cards.

Don't Always Combine Them

Most of the time in the monster market, Legendaries are sold for far more as single BCX than combined, which tells me that they are generally more powerful at lower levels. Some Legendaries are powerful enough at level 2 to compete in Champion battles, and others do not gain a significant amount of power when leveled up, making it not worth the expense and effort. Also, because there are lots of Bronze and Silver level tournaments, having a good collection of single-BCX Legendaries can be highly beneficial, but leveling them all up can often be wasteful and unnecessary.


Think hard about the situations in which playing that specific card would prove beneficial to you before you rush to combine Legendaries to your League of play. If you don't think a certain Legendary should be combined, then perhaps you should consider letting it go. Think of all the powerhouse Commons and Rares that could be purchased with the DEC earned from selling those unnecessary Legendaries.

Share the Load

When you have no access to the cocky Legendary cards who presume their own abilities can do all the work themselves, what are you left with?


In these Lost Legendary battles, you can't afford not to pay attention to combinations with every ability, with every buff and debuff. Make sure that no ability, placement or buff stands alone, because every one of those less rare cards are stronger together, just like us regular people in the real world.

For example, if you use the Blind ability to increase the miss rate of your opponent's team, consider also using a Speed buff for your own team to ensure that nearly all Melee and Range attacks will miss. If the other ruleset in play is Equal Opportunity, be sure to play at least one card with the Blast ability to ensure that the maximum amount of damage is dealt to the back row. If you use a card with Taunt, make sure it is not adjacent to a card with low Health. Basically, every extension of every ability should be considered, and no ability should be wasted. After all, you can't count on those Legendaries this time.

And don't forget that Lost Legendaries means no Legendary Summoners. Be sure to keep some regular Summoners around as well!


Some Cards I Like

As always, here are some cards I like to play in the Lost Legendaries ruleset. There are literally hundreds of different Splinterlands cards for you to choose from, so these choices are by no means the correct answers to a solvable problem. Play the cards you're comfortable playing, and play the cards you can win with. I'll explain my reasoning for including each of these cards, but if you have awesome suggestions for different reasons, let me know in the comments! We can both be right ;)

Ferexia General

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The general is a nice Range attacker who is easy on the mana at only 5. Plus, at level 4 with only 20 BCX, he gains that valuable Inspire ability, which increases the Melee attack of every member of your team. This ability is extra effective in the Lost Legendaries ruleset in which your enemy's counter attacks and defenses will be weaker. As a leveled up sniper, the general can do a lot of damage with his flamethrower, and if you battle at Diamond or Champion, it really pays to push him to the max, where he gains the extremely helpful Shatter ability. You'll probably notice that non Legendaries tend to have lots of Armor, and the ability to destroy that Armor in one hit is priceless. All in all, he's ideal for this ruleset as a powerful Epic card.


Wave Runner

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The Reach position is very important for the Lost Legendaries ruleset, because you'll want to take out the enemy's tank before they can do much damage. You won't be in danger of facing a heavily armored tank like the Chain Golem, and you've no need to fear the Retaliate of the Hydra nor the Thorns of Lord Arianthus. This means that you can count on your Reach attacker to stay alive for a few rounds. Throw in a stunner like Medusa and the Knockout ability will help you deal a powerful death blow. I also recommend (if you're able) powering this card up to at least level 9, where it gains the Snare ability. You'll face a lot of flying tanks in the Lost Legendaries ruleset, and Snare is the perfect remedy; it can't miss a flyer.


Wood Nymph

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The Wood Nymph is an excellent little tank healer that proves useful in Lost Legendaries, especially the lower mana battles. Her magic attack is not to be underestimated either, and if you summon her with Delwyn Dragonscale you can even buff your magic attacks with this card. The Strengthen ability is always useful, especially in a Splinter like Earth where cards already have fairly high Health. Plus, you only need to have the Wood Nymph combined to level 6 to enjoy that ability. She has no Armor naturally, so you'll need to watch out for Opportunity attackers.


Warrior of Peace

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I'm always excited for chances to use this card. It's a 100% debuff card, but you really nede to play with it at level 6 or higher to get the most from it. I have mine fully maxed, and it feels great to be able to reduce every type of enemy attack in those higher mana battles. Obviously, these debuffs can make more of a difference when debuffing already weaker attackers. Reducing a 5 attack to 4 is not as effective as reducing a 2 attack to 1, which you'll see more often in Lost Legendary battles with the real heavy hitters out of the picture. Don't try to fit this card into battles with a mana cap of less than 20 or you'll be sorry.


Bone Golem

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The main reason for using the slow Bone Golem in the Lost Legendaries ruleset is its native ability of Void. The majority of stronger magic attacks come from non Legendary cards, so you'll see them a lot in Lost Legendaries. With high Health and Void combined, you'll be able to fend off the first round of Magic attacks with the Golem. You might even be able to survive the 2nd round with proper use of Tank Heal. Meanwhile, the Bone Golem will be repairing its own Armor to make sure that the only attacks that do damage to its Health are the Magic ones.


Fire Spitter

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In the Dragon Splinter there is an abundance of Legendary cards, but there are a few non-Legendaries that can be useful in this ruleset. One of my favorites is the hard-to-hit Fire Spitter. When combined with the Blind ability or a Speed buff, it's even harder to hit, making it essentially a Range attacking Cocatrice. If you're not playing at Diamond or Champion, I would recommend leveling it to level 3, where its Range attack reaches its peak of 3.


Halfling Alchemist

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The Halfling has a pretty hefty price tag for an Epic because it was a special promo drop to celebrate the BTC halving of 2020. However, its native Halving ability works just as well at level one, so it wouldn't hurt to have one of these in your collection. It's easy to squeeze into a lot of battles with a 2 mana cost. I've also noticed that in Lost Legendaries, your opponent will tend to use powerful Melee attackers in the front row. The higher their Melee attack, the more effectively you can cripple their one chance of winning by cutting it in half. If you can get the Alchemist to level 4 and gain the Redemption ability, you'll do some crucial extra damage when the Halfling undoubtedly falls in the second round.


There you have it! Hopefully this little strategy guide has given you some good stuff to think about in the Lost Legendaries ruleset. Don't rely too much on your Legendary cards, and these battles are a great opportunity to check your collection and restore the balance if needed.

See you on the battlefield!

Previous Editions of the RuleSet Strategy Series

  1. Back to Basics
  2. Healed Out
  3. Heavy Hitters
  4. Silenced Summoners
  5. Aim True
  6. Super Sneak
  7. Melee Mayhem
  8. Keep Your Distance
  9. Weak Magic
  10. Up Close and Personal
  11. Lost magic
  12. Unprotected
  13. Target Practice
  14. Fog of War
  15. Armored Up
  16. Earthquake
  17. Reverse Speed
  18. Close Range
  19. Broken Arrows
  20. Equalizer

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See you out there.

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