Battle mage secret: Counterspell

Introduction

In this week episode of the battle mage secret we deep dive in the rule set: counterspell.
Nice rule set, also pretty easy to counter or evade, just do not play magic units.
Sometimes its harder to counter when also wands out rule set is into play. Then you can only select magic unit 🤣.

Ruleset

All units will get the magic reflect ability at the start of the battle.
Units that will attack with magic will receive damage back.
Damage returned is equal to the damage of the attacker divided by 2, rounded up.

Official ruleset information from splinterlands: List-of-In-Game-Rulesets

Abilities Synergies / Strategies

Reflection Shield - No damage taken from reflected magic attacks.

Amplify - ability increases the returned magic damage by 1.

Thorns, Return fire - The chance is higher that there will be melee or ranged attack unit, so it is nice to pick up an extra unit with thorns or return fire.

Backfire - again the chance is higher that melee or ranged is used so the chance to miss is higher, because magic is excluded normally excluded for miss calculation.

Avoid

Basically all magic unit except:

This because of reflection shield or void, no return damage or reduced return damage.


I'm less likely to pick units with void and void armor abilities because the chance is lower that there will be magic unit.

Avoid units with blast and magic, the adjacent units that are hit with blast will also magic reflect. Do not use units like:

Example battle

Strategy

Medium mana battle where i will chose water. I often chose earth with magic. Melee water or fire and ranged life. This not a rule but i notice i make this selection often.

Rulesets

Ferocity:
All units will gain the fury ability. This mean all units will do double damage against taunt units. Simply do not chose taunt units. This is also what my opponent will do.

Counterspell:
This week rules set counterspell. All units will gain magic reflect ability. Also simply avoid magic of chose magic unit with void or reflection shield. In this battle i will avoid magic units.

The Lineup

Summoner

CardReason
For melee or ranged play this summoner is as usually a great fit.

Units Lineup

#1#2#3#4#5#6

Venator Kinjo (lvl 4)
Main theme wiil be attack back and weakest unit so the first units are to buy time,
Also expecting some sneak attacks from my opponent.


Merdaali Guardian (lvl 8)
With the heal and repair it protect my lineup


Uraeus (lvl 6)
First sneak unit with the important poison


Pelacor Bandit (lvl 10)
Second sneak unit 4 damage is a good amount for a 3 mana cost unit.


Deeplurker (lvl 10)
One of my favorite unit on the highest level opportunity poison and demoralize is great when the counterspell rule set is in the mix


Angelic Mandarin (lvl 8)
In the back is a triage unit that can heal itself and protect itself from sneak attackers. With the 7 health I will withstand a few attacks.

The Battle

Reference

Link to the battle:
Link to battle

Rounds


Start :

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My opponent also expected sneak attack play placed the Baakjira, which is a great unit to have in the back in this case.
He has choses to protect a few units while i have more attack units interesting play will I get to the attacking units quickly or are my units killed before that.


Round 1:

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One poison landed the Baakjira will hard to be killed with my two sneak units.
The poison on the Hardy Stonefish is important.


Round 2:

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Both poison landed in this round you already see that i heal enough to counter the attack of my opponent do basically he has brought to few attackers.


Round 3:

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Now my Deeplurker is also attacking the Pelacor Bandit which is perfect to speeding the battle.
poison not landed this round but i have no worries any more.


Round 4:

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When i start missing this battle can take many rounds. not much change since last round.


Round 5:

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Another miss😌


Round 6:

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Oke Baakjira first. Slowy killing my enemy one by one.


Round 7:

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Another poison in the back so my opponent Deeplurker will be targeted next round


Round 8:

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Now all attacked where a hit so not more attackers left on the battlefield for my opponent.


Round 9:

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Victory!


Conclusion

This battle demonstrates that you can easily counter or evade the counterspell rule set by select ranged or melee units. Also notice that is important to bring enough damage. Focus only on evade and sustainability is not always a good choice. Must say once you succeed in a setup where your opponent just cannot hit you and you are killing your opponent just very slowly is fun to watch.


That's all for this week hope you enjoyed reading this battle report. See you all on the battle field

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