[ 𝐁𝐥𝐚𝐜𝐤𝐦𝐨𝐨𝐫 𝐓𝐫𝐢𝐜𝐤𝐬𝐭𝐞𝐫 ] [ 𝐓𝐡𝐞 𝐋𝐢𝐭𝐭𝐥𝐞 𝐅𝐞𝐲 𝐓𝐡𝐚𝐭 𝐂𝐚𝐧 𝐆𝐫𝐨𝐮𝐧𝐝 𝐅𝐥𝐲𝐞𝐫𝐬! ]

Published on HivePostify by @rookie2001 · Wed Aug 26 2026

Hello Everyone! Hope you all are doing amazing and welcome to another #Splinterlands post.

Alright, time for another #Splinterlands card spotlight!

Today I'm looking at a card that honestly doesn't look that crazy at first.

It's small.

It's only a common card.

And it only has 2 abilities at max level.

But sometimes that's enough to make a card pretty useful.

The card I'm talking about today is, Blackmoor Trickster.

Blackmoor Trickster is a Common Earth unit, and at level 10, which is its max level, it has these two abilities:

Close Range: Can use ranged attacks from the first position.

Snare: Has a 100% chance to hit and apply Snared to targets with Flying. Snared units lose all bonuses from Flying.

And honestly, that second ability is the main reason this little guy caught my attention.

𝐅𝐢𝐫𝐬𝐭 𝐈𝐦𝐩𝐫𝐞𝐬𝐬𝐢𝐨𝐧𝐬 =================================

So first thing I noticed was the 3 mana cost.

That's pretty cheap.

Whenever I see a card around 3 mana, I immediately start thinking about low mana battles and how I can squeeze it into a lineup without sacrificing too much.

Blackmoor Trickster isn't a huge tank.

It doesn't have a bunch of complicated abilities.

It's basically a small utility attacker that has a very specific job.

And that job is making Flying units very uncomfortable.

The card has 2 attack, 8 health and 4 speed, which isn't bad at all for something that only costs 3 mana.

The health especially caught my attention.

8 health on a 3-mana unit can actually be pretty useful.

It means this isn't necessarily one of those cards that gets deleted immediately when the battle starts.

𝐀𝐛𝐢𝐥𝐢𝐭𝐲 𝟏: 𝐂𝐥𝐨𝐬𝐞 𝐑𝐚𝐧𝐠𝐞 ========================================

Close Range: Can use ranged attacks from the first position.

Let's talk about Close Range first.

Close Range allows Blackmoor Trickster to use its ranged attack even when it's sitting in the first position.

Normally, ranged attackers can't attack from the first position.

So once your frontline disappears, your ranged units can become completely useless.

But Blackmoor Trickster doesn't have that problem.

If your tank gets taken down and the Trickster moves into first position, it can still attack.

That's a really nice little bonus.

It's especially useful in battles where you expect your frontline to eventually fall.

Instead of becoming a useless card sitting at the front, Blackmoor Trickster can keep contributing damage.

𝐀𝐛𝐢𝐥𝐢𝐭𝐲 𝟐: 𝐒𝐧𝐚𝐫𝐞 =============================

Snare: 100% chance to hit and apply Snared to targets with Flying. Snared units lose all bonuses from Flying.

Now this is the ability that makes the card interesting.

Snare.

If Blackmoor Trickster attacks a unit with Flying, it has a 100% chance to hit and apply Snared.

And Snared removes the bonuses provided by Flying.

Flying normally gives a unit a better chance to evade physical attacks.

That can be extremely annoying.

That's where Snare becomes really useful.

The Trickster can remove that Flying advantage and make the target much easier for your team to hit.

𝐖𝐡𝐞𝐫𝐞 𝐈 𝐓𝐡𝐢𝐧𝐤 𝐁𝐥𝐚𝐜𝐤𝐦𝐨𝐨𝐫 𝐓𝐫𝐢𝐜𝐤𝐬𝐭𝐞𝐫 𝐖𝐨𝐫𝐤𝐬 𝐁𝐞𝐬𝐭 ==================================================================================

I think this card becomes much more interesting when you're expecting the opponent to use Flying units.

That's the obvious situation.

If the enemy isn't using Flying, then one of the card's biggest advantages is basically sitting there doing nothing.

So it's definitely a bit situational.

Tags: #hive-13323#hivegames#crypto#arcadecolony#play2earn#splinterlands#waivio#neoxian#steemmonsters#ctp

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