Today's 41 mana battle was very interesting especially because of its rule sets. It is very important to understand the rule set properly and plan your strategy according to it and select monsters on the battlefield that match the rule set more and are according to it.
If you do this then understand that you have already won 50% of the battle because the rule set plays a very important role.
Sometimes there are also players who ignore the rule sets and only go for top monster selection. Even after selecting their good monster cards they still lose the battle. The biggest reason for this is that in the rule set they selected monsters that are completely against the rule set.
For example if the rule set says that if you select magic monsters you will get 50% damage returned back and you do not understand this so you line up as many magic attackers as possible in your team then what will happen is that you will keep receiving an extra 50% damage after every successful full attack. This will be a very dangerous and losing strategy for you.
That is why understanding rule sets is very important.
In this 41 mana battle there were two rule sets including restriction type rule sets where you need to pay more attention to monster selection.
First let's understand these two rule sets.
No Pain No Gain is rule set number one where all units whether they are allied units or enemy units get the Pain Forge ability.
And what happens with Pain Forge is that whenever damage from poison or burning is received from an opponent monster plus one power is added. Or if any damage is received from an ally plus one is added to its power.
We often see that with poison or burning the health of enemy units becomes lower. Or sometimes with burning the allied unit that has it also hits the adjacent unit. And when the allied unit is triggered then because of the Pain Forge ability it starts getting plus one power. So wherever there is pain there will also continue to be gain.
Keeping this rule set in mind you should take care of this thing that all units have received the Pain Forge ability. Now you should avoid selecting monsters with poison and burning abilities. This will give more strength to your enemy unit because after every successful hit plus one power will be added to it which will present it as a strong hitter.
The second rule set is Counterspell and in this all units get Magic Reflect. This is an ability where it is a disadvantage for magic monsters because whenever an attacker successfully hits an enemy unit 50% of the magic damage is received back and that too in rounded up form.
Keeping this rule set in mind it is necessary to adopt this strategy that you should not select magic monsters or if you are forced to then select very few because this is a restriction rule set where magic monsters will continue to take damage.
So keeping both of these rule sets in mind what strategy did I adopt?
I thought that I would totally ignore magic monsters and my focus would be on melee and ranged attackers. And at the same time so that my attacks would be powerful and have more speed what I would do is select my Archon with a plus one speed ability so that the speed of all my units would increase and they would continue attacking quickly.
On the frontline I selected strong tank monsters which included a melee attacker. My secondary unit had the Reach ability where it could stay in the second position and attack.
In the middle positions I selected strong ranged attackers which belongs from the Fire element and both would continue attacking every round with plus two ranged power and would continue giving heavy damage to the enemy units.
In my backline position I selected a monster with the Thorns ability. It did not have any attack power but whenever a melee attacking monster attacked it it would return two physical damage to it.
The advantage of this was that if melee attackers attacked my backline monsters they would continue receiving heavy damage as well.
This was a strong lineup position for me where I tried to select the best monsters I had.
When I looked at the enemy units monsters on the battlefield there was also a magic attacker included which was an advantage and a plus point for me. Apart from this they did not have that many special attackers because of which I was quite satisfied with the battle.
The battle started very well and heavy damage continued coming from both sides. In the same way the battle continued. In the end it became three versus three but in the end the enemy unit had a lot of return damage abilities.
Whenever my attackers attacked it 50% of its damage was being returned back to me which was causing me a lot of damage. Although it did not have such good attack monsters because of some special abilities it created difficulties for my attackers.
And in this way all my monsters were eliminated while two enemy units remained alive and I suffered a dangerous defeat.
I did not expect that I would lose this battle but sometimes abilities play a very important role and because of the return damage I faced defeat in this battle.
In this battle I would call my favorite monster my frontline melee attacker because of which the enemy units frontline was destroyed very quickly.
What would your strategy be in this type of rule set and which monsters would you prefer? Will be glad to see your answers in the comment section.
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IMAGE TAKEN FROM SPLINTERLANDS AI
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