A few days ago, I posted about my favorite Earth Splinter lineup, which I considered my ultimate team to build and upgrade as I progressed with my battles in the Modern format. However, just yesterday, I pulled an Epic card that completely changed my perspective on my current lineup. I got a new Splinter called the Halfling Refugee. It’s a Neutral card, which means any Archon/Summoner can summon him in every game!
Why Halfling Refugee Is One of My Favorite 1-Mana Cards in Modern Format
If we're talking about value-packed 1-mana cards in Modern Splinterlands, Halfling Refugee is a standout. It’s a Neutral Epic from the Rebellion reward pool, which means I can plug it into pretty much any team without thinking twice. But what really hooks me is how much it delivers for such a tiny mana cost (which I couldn't believe at first and he annoys me whenever my opponent uses this card, LOL).
Why I Keep Going Back to This Card
Right out of the gate, at level 1, it gives you 2 melee attack, 3 speed, and 6 health—all for 1 mana. That’s wild (!!!), especially in low-mana fights. In "Little League" battles, I almost always throw it in as a frontline wall.
Now I'm planning to upgrade it to level 3, because that's the level that it picks up Heal. That one change will turn it from a simple meat shield into a legit threat that sticks around way longer than it should. I think it will be perfect for matches in Noxious Fumes where Refugee will basically refuse to go down and will end up carrying way more than expected.
Here’s the other advantages of this splinter:
- Back to Basics: Since abilities are off, there's no Weary to worry about. You’re left with a solid stat stick.
- Melee Mayhem / Super Sneak: Now that melee attack can hit from anywhere, which makes it incredibly useful.
- Noxious Fumes (if leveled): With Heal active, it becomes this scrappy little survivor that just won't quit.
What You Have to Watch Out For
As much as I like this card, it’s not without flaws. The biggest one is Weary. It starts off as a 10% chance to skip a turn, but that jumps by 10% each round. So by round 5 or 6, it’s basically flipping a coin every time it wants to attack.
Then there are rule sets and counters that really mess with its effectiveness. If Heal gets shut down... say, in Healed Out or by opponents running Affliction... you lose a lot of its staying power. Also, its 3 speed becomes a problem in Reverse Speed matchups, where slower is better.
How I Usually Play It
- In Bronze: Heal isn’t unlocked yet, so I mostly use it as a cheap body to eat damage. With 6 health, it still does that job well.
So far, I haven't tested it in higher leagues but hopefully I will be able to bring him to the next level in the days to come.
Final Thoughts
Halfling Refugee is one of the most cost-effective cards in Modern, hands down. It’s reliable, fits into any splinter, and offers way more than you’d expect from a 1-mana unit. As long as you understand its weaknesses and build around them, it’s one of those cards that consistently overperforms.
Whenever I see Little League, Back to Basics, or Melee Mayhem pop up, it’s usually one of the first cards I grab. It won’t solo your team to victory, but it punches way above its weight for the cost.
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