Splinterlands Weekly Battle Challenges - Another week, Another Challenge - The Deep Lurker - Is it just me or does anyone else find the Deep Lurker reminds them of the Mosasaurus? I can just envisage it eating other cards like it does at the end of Jurassic World!
First things first, feel free to just go to their website directly but if Splinterlands interests you I'd be very happy if you joined up with my referral link:
https://splinterlands.com?ref=silver-edge
When I use the Water Splinter, one of my favourite cards is the Deep Lurker.

A decent life pool, strong melee attack and with Opportunity this is a powerful card at level 1. With the armor from Kelya and maybe wavesmith it can last quite a while and all the time take out enemies with his opportunity strikes!
With it's powerful opportunity attack here is a battle where the Deep Lurker synergises well with the rest of the team to take out the enemy!
The Battle
https://splinterlands.com?p=battle&id=sl_9f8c49656c4abeddc6bc67a2a3ef74ae&ref=silver-edge
The rules for this battle were:
- 50 mana cap - A large cap so most cards can be used.
- Lost Magic - No magic monsters allowed
- Heavy Hitters - All monsters have the Knock Out ability
- All splinters except Earth available
Lots of splinters available but only one choice for me - the Water Splinter as I was looking to use the Deep Lurker. Also Water can be good when it cant be countered by Magic as Kelya's bonus armor becomes more powerful as both Melee and Ranged have to get through the armor!

And so my lineup was as follows:
Kelya (4) - Armor and Speed - sweet!
Diemon Shark (8) - lots of armor, lots of life, speed and trample - whats not to love?;
Flying Squid (7) - solid life, quite fast, reach - an excellent slot two melee secondary tank;
Demented Shark (6) - synergises well with any melee heavy attack with a solid life and attack in its own right but the inspire ability is where it's at!;
Deep Lurker (6) - strong melee opportunity attack, even better with an inspire card!;
Axe Master (7) - a ranged attack of two which is useful but even better doubled up thanks to double strike;
Uraeus (3) - a bit of defense at the back with a decent two sneak attack to chip away at the backline.
This team used all 41 of 50 mana and is a powerful melee focused lineup with an inspire, strong melee cards and opportunity. If the opposition went with something like Death or Fire theres a good chance they wont have a lot of armor and Deep Lurker could really be nasty!
And my opponent went with Water making it a mirror match - not so great for Deep Lurker but lets look at what he decided to do compared to my lineup:
Kelya (4) - Armor and Speed - sweet!
Diemon Shark (8) - lots of armor, lots of life, speed and trample - whats not to love?;
Flying Squid (7) - solid life, quite fast, reach - an excellent slot two melee secondary tank;
Merdaali Guardian (3) - a low mana card with a very handy skill, tank heal!
Feasting Seaweed (4) - for the melee opportunity attack to work with Deep Lurker;
Deep Lurker (6) - strong melee opportunity attack, even better with an inspire card!;
Sniping Narwhal (5) - for the snipe two ranged attack.
Using only 37 of the 50 mana this is an interesting lineup with a heal in there and double opportunity attackers. One other feature is that he has five out of seven as gold foils (including Kelya) so his cards are better levelled than mine.
So lets see whose Water team is best.
Turn One - Both teams are pretty even and take pot shots at each other chipping away at armor for the most part. The turn ends with just one casualty, Uraeus (from my team) who took shots from the Deep Lurker, and the Feasting Seaweed so the double opportunity worked for my opponent.
Turn two - Starts with my Diemon Shark still with some armor and seven life whereas his has lost all its armor and is on five life.

Again both teams fire away at each other but on my side I get a bonus trample when my Diemonshark kills his quickly taking out his Squids armor. My Deep Lurker also takes out his Feasting Seaweed so the tide has turned in my favour.
Turn three - starts with my Diemonshark still alive but much weakened on only one life and his Squid tanking with five life.

The axemaster does his job and Diemonshark gets another trample when it kills the Squid allowing it to take out the Merdaali's armor. His Deep Lurker takes out the Diemonshart and then things get nasty for him. My Squid takes out the Merdaali, my Deep Lurker takes out the Sniping Narwhal and his team is left with the Deep Lurker as his sole remaining monster.
Turn Four: Starts as follows and quickly ends with his Deep Lurker not standing a chance against my remaining team.

And that is that, some interesting things to note:
- Trample is great for getting a kill and quickly taking out the next cards armor;
- If you're lucky and the lineup is right a tank healer may not get a chance to do any healing at all. In this battle the Merdaali guarding never got a chance to heal as the first card either had full life and only armor damage when it was her turn or died and a fresh card became the tank and didn't need a heal - glad that worked for me this time!
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Have fun and keep on Battling!