I am back with another battle mage secrets post, this time featuring wands out. This is an interesting rule set as it only allows you to play magic cards. This means that the matchups will typically favor summoners that reduce magic, add magic, add void, or Android armor. Either way the goal is to minimize your damage I'm maximizing the damage on your opponent. Today's battle was as part of a brawl taken in bronze league
RULESET: Wands Out
Description: Only units with magic attacks may be used.
Use Phase, Void, Void Armor, and Magic Reflect to counter magic attacks.
Reasons Why I like it
Rule sets that bring it down to just one attack type can sometimes make things more simplistic. In this case it makes it a bit more interesting as to which approach you want to take on whether you either want to reduce magic, or add extra magic armor to every monster. Either way the goal is to minimize your damage as much as possible.
https://splinterlands.com?p=battle&id=sm_yyzOQtncPBf2CM4VHdUo&ref=senstless
MANA: 34
Ruleset: Wands Out: Only units with magic attacks may be used.
SPLINTERS: Water, Life
Summoner GRANDMASTER RATHE
If I can add void armor and repair to every monster then there's a good chance I'm able to push off most attacks
First Position IZIAR
My thought is here to Target all the attacks on this card, I will heal it, and repair its armor each round. I'm hoping when combined with the natural void ability that it's enough to keep it at full health.
Second Position TIME MAGE
I'm hoping to get most of my attacks in and drain down their health early to avoid a tank that I can't hurt
Third Position ADELADE BRIGHTWING
Since we're playing with Boyd armor, I need a way to repair it and therefore Bright Wing is a must.
Fourth Position SOLAR RANJELL
Since we're playing in a bra, I get one free Gladius card, and having a magic attacking tank healing bloodlust card is a no-brainer for me
Fifth Position SPIRIT HOARDER
I put Spirit order in at the back because I both suspect they'll be no sneak attacks, and having the ability to triage someone in the back line might prove to be crucial.
When we get to the start of the match I kind of realized that there's a whole lot of cards out there, but there's going to be a whole lot of no damage. All of my cards will be neutered down to one damage attack, all my opponent will attacks will be halved in half or be zero, plus I have void armor and tank healing. I have a feeling nothing's going to really happen. As the round plays out I'm pretty much proven right and nothing happens
We're fast forwarding to around 5:00 because as you can see here nothing's really happened. This screenshot shows that time age has a health down to two versus the original Three but as things play out it will get triage back to full health before getting dropped back down to two again.
That's right by around 10 nothing has changed. Nothing has changed, nothing will change, we are now entering the fatigue realm.
This just proves that we're in for the long haul. It's time to see who has the most health, and the most longevity as cards start to take fatigue damage
Feel finally around 21 where fatigue starts that has an impact. I took this post fatigue application and as you can see a lot of cards got very low in health. That means they're either going to get taken out this round, or most likely next round.
The good news for me, is that life has a legendary magic tank healing card. I'm going to lose it in round 22 but it's done enough to replenish my tank to keep it significantly healthier than my opponents. When round three fatigue hits in both teams are going to be utterly devastated
I find it interesting that my timed it well so that both teams have a card at zero health but they're still in the board. Neither of us are doing any real damage to each other, but by this round we're doing a massive amount of fatigue damage. Next round will be for health hit by fatigue and that is crucial
That's right, I didn't win by doing any damage to the team, I won but having a monster that was able to be healed and take less damage than their tank. Since water doesn't have a tank Djinn Oshannus got wore down faster than I did and I still had enough health for one more round when you got knocked out.
Certainly not my favorite way to win, and can understand it's frustrating for the other team. At the end of the day I did have a team that had higher health cards with more healing that allowed me to survive passed around 24. True I would instantly die at the round of 25 but since I didn't need to make it there nothing had to happen. It's been a while since I've won a fatigue match, but it was nice to get one in the brawl and help out my entire guild.