Scales of Justice Was the Game Changer — Challenging 57 Mana Battle

In this 57 mana battle, both sides faced heavy attacks. Heavy damage was dealt throughout the battle and because of a special ruleset, the damage became even heavier. Both players selected and positioned their monsters very well but one monster changed the entire game which I will discuss later.
First, let's understand how important rulesets are in a battle. Remember that at the start of every battle you can get one, two or three rulesets. It is very important to understand them because they tell you about special battle conditions or restrictions and you must plan your strategy according to them.
In today's battle there were three rulesets.

The first one was Up to Eleven.
This ruleset means that every unit gets the Amplify ability. Amplify is an ability that increases all retaliate type damage by +1.
Since this ruleset was active, every unit automatically received the Amplify ability. One more thing to remember is that if a unit already has Amplify it does not stack.
Any enemy that deals retaliate damage or has punishment abilities will deal extra damage because of Amplify.
The second important ruleset was Witch Hunt.
In Witch Hunt, all ranged units deal double ranged damage to monsters that have magic attacks. Keeping this ruleset in mind the best strategy is to select as many ranged monsters as possible.
You should also try to target the enemy's magic monsters first. Any team that depends heavily on magic monsters will suffer a big disadvantage. Because of this it is usually better to avoid building a magic heavy lineup.

The third and very important ruleset was Keep Your Distance.
This ruleset means that you cannot summon any melee monsters. Only ranged and magic monsters are allowed. Because of this choosing a proper tank becomes difficult since there are fewer high health options. That also means the battle is likely to finish more quickly.
So the question is who should you choose as your tank? If possible use a ranged monster with high armor as it can work as your tank in this ruleset.
When all three rulesets appear together the battle becomes very interesting. Melee monsters are banned, ranged monsters become much more valuable and every unit also receives the Amplify ability.
Keeping these three rulesets in mind I selected an Archon that gives +1 Health to all friendly units. The reason was simple. I wanted all my monsters to start the battle with extra health so they could survive longer because I expected heavy damage from both sides.
I chose two magic attackers as my front line tanks and behind them I placed my heavy ranged attackers. In the backline I positioned support monsters and monsters with useful abilities.
The battle started in a very exciting way. But after I eliminated the enemy's first two monsters, the monster in the middle position caused me a lot of trouble. It had the Dodge ability which made many of my attacks miss. Because of that a lot of my damage was wasted.

Meanwhile the enemy's heavy attacks kept hitting my monsters directly and continued eliminating them one by one. That single monster decided the outcome of the battle and I ended up losing.
My mistake was that I did not include any monster with Dodge or Flying abilities to increase the chances of making enemy attacks miss.
The MVP of this battle was Scales of Justice. It is a low mana monster card with 1 Armor, 4 Health and 4 Speed. The best thing about it is its Dodge ability which greatly increases the chance of avoiding physical attacks. Because of this monster I was defeated in this battle.
What do you think about Scales of Justice? Do you have this card in your deck? Will be glad to see your answers in the comment section.
I hope you find this post useful and informative.. If you do, please remember to reblog it so that it reaches as many people as possible and that they can benefit the most from it. Also remember to upvote which will help me financially and grow my account.
IMAGE TAKEN FROM SPLINTERLANDS AI

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