I'm back with this week's challenge to showcase how Superior gameplay and playing towards the rule sets can help lower cards beat hiring cards. In this particular battle I have a level two summoner equivalent, akaa level 1 legendary facing off against a level for rare cards and level 5 Commons. That typically means that my opponent will be much faster, hit harder, and will be harder for me to actually hit.
These will be good reviews for those who are just starting the game with a lower level account and some of the strategies that they can employ to beat teams that might have a deck advantage over you in terms of ranking. This also shows how having a complete deck is extremely beneficial as you unlock powerful cards for all situations
RULESET: Briar Patch
All monsters receive the Thorns ability at the start of the battle. Enemy monsters that use melee attacks receive damage back.
Damage returned is equal to damage of the attacker divided by 2, rounded up.
Melee attack monsters with the Reflection Shield ability do not take damage from thorns.
The Amplify ability increases damage.
Reasons Why I like it
This rule said really makes plain with melee cards difficult. Considering that they're going to take damage every time they attack, you might lose some of your biggest weapons pretty quickly. Cards with double strike or no armor or Shield will be very quickly to expire due to their dwindling health. I think that when you play this rule set it makes more sense to focus on magic and ranged cards and splinters the melee. Typically I expect it to either be a life or an earth splinter attack with a few dragons thrown in as counters.
https://splinterlands.com?p=battle&id=sl_2a7edebdaa8e723a086d21b02093f2bf&ref=senstless
MANA: 34
Ruleset: Briar Patch: All Monsters have the Thorns ability.
Ruleset: Odd Ones Out: Only monsters with odd mana costs may be used.
Ruleset: Up to Eleven: All Monsters Have the Amplify ability
SPLINTERS: Fire, Water, Earth, Life, Death, Dragon
RULESETS
The three rule sets really combined to make this a difficult battle to plan for. Having both thorns and up to 11 which will increase the amount of damage that monsters take from thorns means melee monsters will really need to be avoided. Complicating this strategy will be that only odd cards are allowed to be played thus taking away some of the better ranged and magic cards that could be played, but that will not be missing.
Mana
With 56 mana there is no limit to the team you can pick. I don't think it'll be a limiting factor in most cases and you can easily find a well-balanced line up your happy with with 56 mana. Clearly you can't pick all your strongest cards every time, but honestly those lineups don't do that well as there's no synergy between them sometimes.
Summoner IMMORTALIS
As I mentioned I wanted to focus on magic damage therefore I decided to play the Earth splinter. Since I was counting on my opponent to play Earth and or heavy armor I chose to play immortalis as it would provide my monsters void ability to counter their magic attacks, as well as shatter to remove all of their armor on each attack. I think adding both a counter and an attack advantage will be huge
First Position THANE NEWSONG
One of the newer cars I added last month. It's one of the non-attacking cards, but it does provide the inspirability if I were to play a melee monster. I'm also chosen as they can sit in first position and not take any Thorn damage, while absorbing quite a bit of magic and arrow damage will protecting the rest of my lineup
Second Position CENTAURI MAGE
I wanted it here in second place to both take snipe attacks first and reflect them back, and once it moves to first position help to push a damage back onto my opponents who are firing arrows.
Third Position FUGNUS FLINGER
Wanted to play it in between mage and Runemancer to give it a boost when it died. Not sure which cards will be left but it should boost one, or the other or maybe both if it gets attacked early with opportunity
Fourth Position RUNEMANCER FLORRE I love this card, and I play it so heavily. The fact that it has both arrows and magic attack that can be boosted I'm at all providing 13 health and a four-speed to means it's almost always going to my lineups
Fifth Position ULOTH DHAMPIR so they're fairly decent aero card. The reason why I chose this one was to add the stun ability to my car to maybe see if I could get them to miss a turn or two as I wail away on their lineup
Sixth Position ACIENT REDWOOD
Another one of my ads from last month and boy is it useful. Having guaranteed hit of five arrow attack is spectacular. The only downside is the slow speed means it goes last.