Second attempt at the Deeplurker share your battle challenge.
Card Background Information
| Edition | CHAOS LEGION |
|---|---|
| Rarity | Common |
| Element | Water |
| Attack | Melee |
| Abilities | Opportunity/ Poison(lv6)/ Demoralize(lv10) |
| Symbol | Effect |
|---|---|
| Monsters with the Opportunity ability may attack from any position and will target the enemy Monster with the lowest health | |
| Attacks have a chance to apply poison, which does automatic damage to the target at the beginning of each round after the poison is applied | |
| Reduces the Melee attack of all enemy Monsters by 1 |
Rulesets
| Symbol | Effect | Deeplurker? |
|---|---|---|
| No modifications to the standard gameplay rules and mechanics. | well it will work since there is no change | |
| Melee and Ranged attacks always hit their target. | Now Dodge or Flying or higher speed won't matter to this unit | |
| All Monsters have 2 Armor in addition to their normal Armor stat. | protects it from melee and range attacks, protects the enemy from it's melee attack | |
| Monsters lose all abilities. | not a good unit to use if u don't plan on using it in the first slot since it can't attack until it reaches the front | |
| Ranged attack Monsters may not be used in battles. | Not affected due to being a melee unit | |
| Ranged attacks may be used in the first position in battles. | Not affected due to being a melee attacker | |
| Non-flying Monsters take 2 Melee damage at the end of each round. | Not a flying unit so it will take 2 damage per round health can last 3 rounds at level 1 still pretty decent to bring due to opportunity targeting their low health units | |
| All Monsters have the Opportunity ability. | no change to the card due to having opportunity already | |
| The initial Health of all Monsters is equal to that of the Monster on either team with the highest base Health. | makes it live longer if there is a high health unit, bad thing is that the opponent side will also have high health | |
| Only Monsters with even Mana costs may be used in battles. | can be used due to being an even number at 6 mana | |
| All Monsters have the Blast ability. | Extremely good to use in this ruleset since it has opportunity it will target the low health units and those units are normally sandwich between other units for protection | |
| Monsters lose the Sneak and Snipe abilities. | not affected so no change to usage | |
| All healing abilities are removed from Monsters and Summoners. | Does not have a self healing ability so not really affected | |
| All Monsters have the Knock Out ability. | Works if paired with a monster with stun ability | |
| All Monsters have the Divine Shield ability. | Great allows the Deeplurker to take 1 extra hit, bad allows the Deeplurker's targets to take another hit | |
| Monsters with Melee attack may not be used in battles. | Can't be used due to being a melee unit | |
| Only Monsters & Summoners that cost 4 Mana or less may be used in battles. | Can't be used due to costing 6 mana | |
| Legendary Monsters may not be used in battles. | Not affected since its a common monster | |
| Monsters with Magic attack may not be used in battles. | Not affected since its a melee unit | |
| Melee attack Monsters can attack from any position. | Not affected since its has opportunity | |
| All Monsters start the battle Poisoned | not very good, will last 3 turns at level 1 but still good to use for opportunity | |
| Only Monsters with odd Mana costs may be used in battles. | not useable due to having an even mana cost | |
| Monsters with the lowest Speed attack first and have the highest chance of evading attacks. | Not good at higher card levels as its speed gets buffed the higher you go | |
| Only Common and Rare Monsters may be used in battles. | Great for the Deeplurker restricting stronger units from taking the field | |
| Summoners do not give any stat buffs or debuffs or grant/use any abilities. | Not affected by the effect as it only affects summoners | |
| All Monsters have the Enrage ability. | Will only gain more speed and damage when damaged | |
| The Trample ability can trigger multiple times per attack if the trampled Monster is killed. | may allow deeplurker to kill multiple units since it targets the lowest health units | |
| All Melee attack Monsters have the Sneak ability. | Not very effective since it has opportunity | |
| Neutral Monsters may not be used in battles. | Not affected as its a water monster | |
| All Ranged and Magic attack Monsters have the Snipe ability. | Not affected as it's a melee unit | |
| Monsters do not have any armor and do not get armor from Abilities or Summoner Buffs. | Not affected as no armor to begin with but helps in killing its targets since they do not have armor | |
| Only Monsters with Melee attack may be used in battles. | usable due to being a melee unit | |
| Magic attacks hit Armor before reducing Health. | Not affected as its not a magic unit, its attack hit armor in the first place |
Battle rules
| Symbol | Rule Effect |
|---|---|
| Ranged attacks may be used in the first position in battles. | |
| All Monsters have the Divine Shield ability. |
Total Mana : 44
Usable elements : Water and Dragon
Team Composition
Position: Summoner
Kelya Frendul was chosen as it my only leveled water summoner along with it very useful abilities with the +1 to speed and armor, allowing my units to take that extra blast damage and making my units attack first due to the increase in speed also helping in dodging attacks.Position: Main Tank
Sea monster was chosen as the main tank for its high damage value and self heal ability allowing it recover its health every turn 1/3 of it, making it a valuable tank to use since its health is at 9 so its self heal is going to recover 3 each turn.
Position: SubTank/Reach Damage
Flying Squid was chosen for the second slot on the team due to high damage at 3 and high health value at 9 and it has the important reach ability allowing it to attack while its at the second place as a melee unit.Position: Magic Damage/ sub tank
Djinn Oshannus the third unit on the team with its high speed value of 5, will be 6 after the summoner's buff and 2 magic damage and since its level 2 it can dodge magic attacks as well making it a great tank since it also has void which reduces magic damage and its being supported by a healer behind it making the front 3 units a very strong tank combination.Position: Healer
Merdaali Guardian is one of the few tank healers in the water collection so it was chosen as well it can help heal the frontline allowing them to last longer to protect the back linePosition: Range Damage
Axemaster chosen for its double strike and 2 range damage and its high speed value at 4 allowing it to be 5 after the summoner buff, great for first striking with it higher speed and with the close combat ruleset if push comes to shove and all the units in front get killed axemaster is still able to attack in the front.Position: Melee Damage/ Star of Challenge
The star of this challenge, Deeplurker for this battle its still going to cause a lot of damage with its 4 melee damage, since there is an high chance for a mirror match the unit it will most probably target would be their healer if they have one.Now on to the Battle
Round 1
As expected its a mirror match well not really much guessing since there was only water and dragon to chosen from.
Their team does not include a healer while mine contains a self healer and an healer effectively healer for 2/3 of my max hp every turn.
well this round no unit took heavy damage as units had the divine shield buff from the rule set and more or less absorbed the hits.
Round 2
this round u can see the heavy damage of the sea monster and axemaster at work eliminating their main tank in a few hits but my healer was taken out by their opportunity units since they have like 2 of them haha, equalizing the units both team lost to 1 each yet they lost their main tank.
Round 3
this was the turn the battle changed a lot since they lost their subtank and one of their dps units while my team was basically untouched.
Round 4 & 5
the last 2 round were basically a clean up round as they did not have enough damage to kill my sea monster with its self healing and that my team was still raining damage upon them.
Strategy Talk
this team has some of each attack type and with the divine shield they could all take an extra hit but the same applied to my opponent, the opponent might have fair better if they had a healer or someone that can cause affliction which would have prevented my tank from healing reducing its effectiveness since it does not have any natural armor making it quite venerable to high damage attacks.
overall the reason for my victory was due to the healer and the 3 high health tanks and subtank units and that the opponent team did not carry enough high health units their damage was lower than mine.
Thanks for the battle challenge curation team
Can't wait for next week's challenge, which already been reviled to be on the goblin psychic
Link to the Battle: https://splinterlands.com/?p=battle&id=sl_5c50567fe7dbdf23815025c15f395df2&ref=dotz132