[Venari Spellsmith] Share your Battle challenge (2)

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Second attempt at the Venari Spellsmith share your battle challenge, Amplify does not stack so having one unit is enough so this Neutral card would shine more in certain elements if they do not have a unit with amplify.

Link to the Battle: https://splinterlands.com?p=battle&id=sl_ef6643dee907bcc0af7a3e72551d68d0&ref=dotz132

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Card Background Information

EditionChaos Legion
RarityRare
ElementNeutral
AttackMagic
AbilitiesDispel / Amplify (Level 4) / Redemption (Level Max)

Card level & stats

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Bronze max | LV2 - +1 Health
Sliver max | LV4 - Gains Amplify & +1 Health
Gold max | LV6 - +1 Damage, +1 Speed & -1 Health
Diamond and above | LV MAX - Gains Redemption & +1 Health

Cost per level (used prices at time of writing)

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Seems to cost at least 0.49 per copy, seems like the price went up recently which made it more expensive to get to higher levels now.

LeagueMax Level - Copies neededCost
Bronze maxLV2 - 5 copies2.45 usd.
Sliver maxLV4 - 25 copies12.25 usd.
Gold maxLV6 - 60 copies29.4 usd.
Diamond and aboveLV MAX - 115 copies56.35 usd.

Level 4 is required to gain one of its key skills which is amplify making it useful to use in most teams without an amplify unit since it can boost return damage by one which is quite a lot, the damage buff is at level 6 but you do lose 1 hp in exchange for the damage buff.

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the gold foil version to get amplify requires 4 copies making it cost around 4 usd more for the gold foil version but if you wish for the damage buff at level 6 the gold foil version cost a lot more than the regular counterpart.

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Battle rules


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SymbolRule Effect
altMelee and Ranged attacks always hit their target.
altRanged attack Monsters may not be used in battles.


Total Mana : 29
Usable elements : Water, Earth and Dragon

With true aim flying and all dodging abilities are useless since all attacks will hit no matter what, broken arrows remove the chance to use range units but magic units are still available to be used


Team Composition

CardRoleReason
SummonerObsidian with its +1 to magic attack its quite a good summoner to use since magic damage cannot be dodged without the phase ability and bypasses armor
ThornsMycelic Morphoid acts as the sacrificial unit and with its thorns ability hopefully is able to do at least a bit of damage
Shield, Main tankMycelic Infantry the true main tank in the team, with its shield ability it will be able to withstand melee attacks.
Magic damage, FlyingRegal Peryton its high speed paired with its magic attacks allow it to attack faster resulting in a higher chance to take out the opponent's unit before they can act
Buffer, Backline heal, amplifyQueen Mycelia gives armor and can heal units in the backline which makes it a pretty strong unit to use plus amplify does boost the thorns damage on the team
Magic Damage, Dispel, Star of the ChallengeVenari Spellsmith, dispel will help in removing those annoying buffs when it attacks
Magic damage, camouflage, VoidDjinn Biljka with tis camouflage it can avoid being targeted until it reaches the front of the team and its damage is quite high after the buff its hits even harder.

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Now on to the Battle

Round 1

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The opponent's team is more melee focused which is good news for me since i have a shield unit as the main tank allow for its to take only half the damage from the opponent's attacks, they do have an healer thou which allows their main tank to survive for longer.

for the first round I lost my filler unit and some armor, the armor did come in handy as it protected my units from being taken out this turn.

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Round 2 & 3

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Unlucky that my main tank was poisoned else it be lasting longer but it did manage to last for quite through quite a few attacks before finally falling, the sheer amount of magic damage on my team allows for it to simply keep bashing the oppenent's team and the armor that their team's summoner gives is useless since magic bypasses armor unless they have the void armor ability.

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Round 4 to The Last Round

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The armor given by Queen Mycelia was one of the key factors in allowing me to win this battle since it prevent melee damage from reaching my units, which made they able to take more hits and deal more hits.

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Strategy Talk

The strategy was revolves around spamming magic damage and relying on the summoner to boost the amount of damage dealt, however if the opponent went magic heavy with a void tank i would have lost since my damage would have been halved.

Venari Spellsmith get it at level 4 at least for its amplify since its neutral it can be used in any element and its a magic attacker allowing it to fit in at any position, the damage buff at level 6 does reduce its hp by 1 but the damage is still quite tempting since with 1 extra point of damage it can at least do 1 point of damage to void units.

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Thanks for the battle challenge curation team
Can't wait to see which card will be in Next's weeks challenge

If you are interested in the game, here's my referral link: https://splinterlands.com?ref=dotz132

[Venari Spellsmith] Share your Battle challenge (2) | Ecency