I see this battle as something of nostalgia because for me this is likely last documented battle with Chaos Legion ahead of the new season and the switch to modern in the new era. Chaos Legion was my first entry into Splinterlands. Growing my account from simple reward drops from the very few chests I used to earn in the old format, to the current Glint system.
There are different strategies I have used over this period of time and this is my new favourite and fittingly, it is the last one I will use. I have melded some new Rebellion cards in amongst some old favourites. So without further ado. Onto the battle.

Plenty of options here but I want to try a combination of speed and high damage with the good sized mana pool available, I think Death will be my best choice.

Zero damage will be returned through Blast, Thorns, Return Fire, Magic Reflect or Corrosive Ward.

Any magic or ranged attacks will be directed toward the first ranged unit behind the tank.
**My Lineup:**

It wasn't until silver level that I grew to love Thaddeus Brood. It became a must use in Bronze but I fell in love with the Earth deck early on. Now though, there are combinations here I will miss. Reducing magic is always good when magic is available so I regularly see some success when Thaddeus leads the line.

Giant Killer is an amazing ability and alongside Void Armour, you have a sturdy beast of a tank that takes a lot to take down. I love this card. Three damage and nine health are excellent value for nine mana. The Demoralise is an added benefit for sure.

I like to pair Djinn Muirat with Legionnaire Alvar in larger mana battles as playing a double Giant Killer is powerful enough to remove most big targets so I am hoping to see a big mana card for a tank on the opposing line up. Three magic along with good armour and great health. I like the Void Armour and the Magic Reflect as well especially in a ruleset such as this with Snipe, making this card a big, huge target.

I love this card and wish I had used it much earlier in its modern lifecycle. Solid three damage along with six speed and six health. This is a fast card and it boosts the entire lineup. Opportunity should be useful here to take down any mages or ranged targets. Snare is great if the opponent plays any flying cards.

One aspect of this lineup is not only increasing the speed of my line up but also to debuff the opposition to make the difference even greater. With four damage and five health this is a great card. But alongside Slow and Impede, the opponent is only going to be slower by the end of a battle.

An old favourite and a much needed boost to speed with the Swiftness ability. Three damage and good health and speed make this a must use regularly for me.

Self Heal in the rear position is nice as it helps to soak up any sneak damage. Void is an excellent ability as there are some sneaky magic options available but I'd love for this card to survive the journey to front line with the heal. two damage and seven health is great and the abilities should help keep it alive as well.
**Opposing Lineup:**

One of the first summoners I owned as it was cheap nice and early on. Boosting physical damage is a good choice and I'd expect to see some big hitters behind it to cause some hard hitting melee. Hopefully I can avoid it!

A big punchy beast of a card to play. Bloodlust and Void along with Void armour make this a carrd to take down quick before there is too much momentum. It is slow out of the gate so hopefully my good speed level will help me here.

Reach allows the Radiated Brute to attack from the second position so this card carries a threat. Five mana for three damage and six health is good value. Not the card I would have chosen here but a decent choice.

With fourth level comes an added level of danger as Tenyii Striker can avoid with an increased 25% chance. Three damage and decent speed for sneak make this a danger. A good card for the fire team.

Much the same reasoning for using my own Supply Runner. Good damage and speed and the Swiftness being a big boost to the entire line up is always useful. I like this choice and it adds something to this line up.

A powerful reward card with the Martyr ability and this means there is something that could become even more dangerous on either side of it. Supply Runner will increase in speed and their last card with receive a solid boost to all stats too. A good choice.

This is an excellent rare card that utilises Silence to reduce magic damage so pairs well with Void so Grum and Tinderlock synergise really well together. Last Stand is a great ability to use especially for this card with Close Range. At fourth level this is a dangerous card and an excellent choice.
The Battle
[**Battle Link**](https://splinterlands.com/battle/sl_d7f911f1de0f2c11b8b0660cf70a34f9?ref=holdeck2)
**Round 1**
- Rather fortuitously my Opportunity targets their Swiftness from the offset. This further supported my strategy here. With multiple misses from the opponent it appears that the strategy has worked well, sustaining only minimal damage from the opposing attacks overall.

- Giant Killer comes in handy here taking down Grum with an almighty blow from both Djinn Muirat and Legionnaire Alvar.

A foregone conclusion as speed has proven to be a vital component to a winning strategy and having nerfed the opponent into the ground my lineup had proven to be out of reach for the opposing melee lineup.
I think that with such high mana cards already on offer, I think Giant Killer is an ability that could be incredibly important.
Abilities like Flank may feel underwhelming but I think once the new cards are fully released there will not only be a meta shift but a significant change in perception of some abilities. This is something I look forward to.
I have been enjoying some good SPS rewards in the last few months of Modern as I began to rent more SPS. I'll continue to do so but I may need to adjust the amount as I do not expect as much success initially in the new modern as I work to develop my deck further.
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