Epic 17 Mana Battle — How I Survived 21 Rounds With Only 2 Monsters
Have you ever seen a battle that lasted for 21 rounds and that too in a very low mana battle? A battle with only 17 mana and lasting up to round 21 can be very interesting.
That is why today I am presenting this content to you to show how it is possible to make a battle last for 21 rounds with the selection of only two monsters. Let us find out in this content because this battle is going to be very interesting.
For me the hardest battles are the ones that come with low mana because if you get a hard ruleset here a lot of confusion comes in about which monsters you should give preference to in this low mana battle and how you should position them.
Since our mana is limited we get very little chance for monster selection and there is no chance of making a mistake here. Especially if you see hard rulesets where there are restrictions after restrictions it creates even more confusion.
Todays 17 mana battle was very interesting but the problem was that there were some hard rulesets here. And since this was a low mana battle it was necessary to select monsters very carefully.
First let us know which two rulesets came in this 17 mana battle where we saw restrictions and according to the two modifiers of these two rulesets what strategy I applied which monsters I gave preference to and how I positioned them.
Rule Set 1: BROKEN ARROWS
According to this ruleset you will not be allowed to summon any ranged attacker. All ranged attackers whether they belong to any element or any family will be disabled. You will only be allowed to choose melee and magic attacks.
So this is the first and biggest restriction. You cannot give preference to ranged attackers.
Now this can be a disadvantage for a team if you do not have good ranged cards in your deck. In that case you may have to face a struggle. But because I had a good combination of melee and magic cards in my deck I was not worried. According to this ruleset my strategy was completely normal and planned.
According to this strategy and this ruleset it is necessary that you choose your best melee or magic attackers that match with your Archon monster.
Rule Set 2: STAMPEDE
This is a very good and interesting ruleset where all units get the Trample ability. And what happens with Trample is that if you use a melee attack and it defeats an enemy unit then it immediately performs another melee attack on the unit in the next position.
This means multiple attacks will be triggered if a Trample unit destroys an enemy unit.
According to this ruleset it becomes clear that melee monsters are given more preference because if your melee monster attacks and an enemy unit is defeated then this melee attack makes another attack attempt and also damages the unit in the next position.
So according to this ruleset it is necessary that you choose only those melee attackers and melee monsters that are the best according to both Rule Set 1 and Rule Set 2.
MY STRATEGY AND MONSTER SELECTION
According to both of these rulesets what strategy did I adopt and which monsters did I select?
I selected my Archon monster with the Plus One Speed ability. Because of this all of my monsters with melee attacks would get an increase in speed. They could attack faster and damage enemy units. Another benefit of this speed is that it also helps in making attacks miss.
Because this was a 17 mana battle meaning it was considered a low mana battle I only got the chance to select two monsters. So I had to plan very carefully according to these rulesets.
The first monster I selected was Scales of Justice which belongs to the Fire element. The main reason for this is that it has armor and good health power. More importantly it has an excellent ability called Dodge.
I placed it on the front line. Although it does not have any attack power I placed it in the front line position because all of the enemy's attacks would remain focused on it. And because it has the Dodge ability the enemy attacks could also miss.
Because of this the damage from the enemy attacks would continuously be absorbed by this unit while my second unit which I kept as a melee attacker would continuously strike from behind and keep damaging the enemy units.
In the second slot I selected Chaos Bringer which has 2 melee attack power and also has the Reach ability. Because of Reach it can attack while staying in the second position.
On the enemy side the enemy unit chose a high health melee attacker.
ON THE BATTLEFIELD
According to this strategy my plan was very balanced. When I saw the monsters on the battlefield I felt quite satisfied because the enemy unit did not have a very good melee attack.
From Round 1 to Round 5 both monsters continuously attacked each other in a one versus one fight. My secondary tank was hitting the enemy's first unit while the enemy's first unit continued hitting my first unit. This battle continued until Round 5.
As soon as Round 6 started the good thing was that the enemy's front line monster which was also a melee attacker was destroyed. After this my victory became certain.
But there was still one problem. The enemy unit had one monster remaining and it had the Thorns ability.
With the Thorns ability if a melee attacker hits the unit it returns 2 physical damage.
And the same thing happened in Round 7. As soon as my melee attacker hit this enemy unit 2 physical damage was returned because of the Thorns ability. In this way my melee attacker was destroyed.
In Round 8 it became a one versus one battle. Neither monster had any attack power so now the result had to be decided according to their abilities.
After continuing until Round 21 the enemy unit was destroyed while my unit survived. In this way I got a very excellent victory.
This was a very interesting and excellent battle.
What would your strategy be in these types of rulesets and which monsters 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.