Counterspell is a very dangerous rule set for any magic attacker where 50% of the damage is returned back to the attacker and that too in rounded up form. There are some rule sets which are very dangerous for any attacker.
If you do not understand the rule set properly and choose a monster then it can become a disaster for the team lineup.
Today this 48 Mana Battle was very good and interesting and we got to see two easy rule sets which are very easy to understand.
48 Mana is considered a Medium to High Mana Battle and here you also get good options for monster selection because the Mana cost is high so you can place your good monsters in the front back and midline positions.
In these types of battles my Win Rate is often higher because I get ease in monster selection and I get the opportunity to combine the rule sets properly and select a good monster.
First let us understand the two rule sets that came in this 48 Mana Battle and how I planned my strategy according to them.
RULESET 1 - COUNTERSPELL
The first one is Counterspell. In this all units whether Allied or Enemy get the Magic Reflect ability. What happens in this is that whenever a monster with Magic Damage attacks then 50% of its damage is returned back to it and that too in rounded up form.
For example if any Magic Attacker has 3 Magic Power and it attacks then when its 50% damage is returned it gets plus 2 damage back after rounding up. This means plus 2 damage is applied to it which is very dangerous.
So after understanding this rule set what strategy should you follow? You should completely avoid choosing a Magic Attacker. Ignore it. And if you are in a situation where you have no other choice then place it in such a position where it cannot attack too much.
RULESET 2 - OUTSIDER
The second rule set is Outsider where you are allowed to summon only one Wild Unit. Apart from this all the Wild Units that you have in your deck are disabled.
In this rule set the strategy should be to choose the strongest tank monster from the Wild Units according to this rule set which is a melee attacker and has good Armor and Health.
The benefit of this is that you will place one strong tank monster from the Wild Units which has the ability to absorb maximum damage.
So what I did here was that I selected the plus 1 Armor ability for my Archon monster so that the Armor of my Allied Units would increase in this battle and they could survive in the battle for as long as possible.
Keeping all these rules and both of these rule sets in mind my lineup was something like this. I placed two strong tank monsters on the front line which both have melee attacks.
MY STRATEGY - TEAM LINEUP
I had more options for Magic Attackers but I skipped them.
In the Mid position I placed a combination of Range Attackers so that they could continuously attack the enemy units.
And again in the backline position I placed a melee attacker and one Magic Attacker because I did not have any other option apart from this.
The start of the battle was very strong. Very few melee and Magic Attackers were selected by both teams.
But the opponent of the enemy units showed good strategy because they did not choose even a single Magic Attacker while my Magic Attacker continued to damage my own Health because of the Reflect.
Because of this my frontline monsters were eliminated. And after one round the frontline of the enemy units was also destroyed. In the end the battle was left at 3 versus 3.
The mistake was that I had placed the Magic Attacker in the backline and after every attack the damage was also being reflected back to it. This was the biggest mistake.
And the main thing is that I did not have enough good cards in my deck so I was forced to choose this Magic Attacker and because of this I faced defeat in this battle.
This was a very good and interesting rule set but because some cards were missing I had to face defeat in this battle.
In this battle I would call the Range Attacker my favorite monster because of its continuous attacks the frontline of the enemy units was destroyed.
But this did not continue for long because the enemy units had better monster cards.
Especially Hungry Yulund, I would call the top monster because of its plus 2 Range Power the enemy units continued to receive damage.
Along with it Grand Council was also a very good monster which continued to attack the enemy units with plus 1 Range Attack each round.
What would your strategy be in this type of rule set and which monster would you give more preference to? Will be glad to see your answers in the comment section.
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IMAGE TAKEN FROM SPLINTERLANDS AI
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Best Wishes.