Battle mage secret: Earthquake

Introduction

This week we are going to look at the earthquake rule set. In the beginning of my journey I really struggled with this rules set. To overcome this problem I bought one of my very few DICE card 1 bcx of .
Nowadays I have way more cards with flying and on gold/diamond level more different opportunities to play flying monsters.

Ruleset

All non-flying monsters take 2 physical damage at the start of every turn starting from round 2.
Notes:

  • flying monsters that got snared are also receiving the 2 damage.
  • shield can reduce the damage to 1.

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

Abilities Synergies / Strategies

Flying - Sure flying is the first thing that come into mind. This is major important in battles with the earthquake rule set in the mix
Snare - This wil take down a flying monster which will then be subjectable for earthquake damage
Shield - will reduce the damage of earthquake to 1
Martyr - Might be some situational but you know that monster without flying are hit you can use this to trigger Martyr and boost two other flying monster.
Repair - Important to know that earthquake will first hit shield (armor) and therefor high amount of shield and or repair can be crucial when you select a non-flying monster.

Note:
Reflection shield - Important note that reflection shield will NOT protect against earthquake damage.

Avoid

Every low health monster without flying 🤣. Unless it is your strategy, units that needs to be killed like:
this can boost two flying monsters.

Example battle

Strategy

Medium mana battle where you place melee units in any position. This is nice/strange in combination with no sneak and opportunity. So all melee units will attack the front.

Rulesets

Fog of War:
Sneak/opportunity/snipe units loses there ability to attack a specific unit.

Earthquake:
All non flying units will get 2 damage every round

Melee Mayhem:
All melee unit may attack from any position.

The Lineup

Summoner

CardReason
The speed and extra health if with an melee mayhem battle always nice.

Monsters Lineup

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

Pelacor Conjurer (lvl 10)
First flying unit that will not suffer from the earthquake damage. One of the units that is often in my team selection mostly because of the low mana cost in combination with high health and magic reflect.


Blinding Reflector (lvl 10)
From this position it can attack because of the melee mayhem. Again expect some magic attack so the magic can be helpful.


Djinn Renova (lvl 6)
No flying but it heals other and gives some extra health with the 4 damage i hope the game is over before its killed.


Adelade Brightwing (lvl 3)
Flying unit that is important for 3 reasons.

  1. the repair can fight of melee unit that are attack absorb some damage.
  2. The resurrect will probable revive the Pelacor Conjurer important because it has flying and will receive shield again.
  3. In this case with earthquake rules set the flying is major in this match

Jared Scar (lvl 4)
Important unit in this strategy because of the blood lust i hope to kill more than the earthquake does damage.


Time Mage (lvl 8)
No sneak so protected in the back I need to the slow so i can attack first based on the speed. Even i do not have high speed units every speed gained is important.

The Battle

Reference

Link to the battle:
Link to battle

Rounds


Start :

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Lets analyze the battle lineup.
This will be a tough battle imo, the Baakjira will be hard to kill with the high health and double heal. Definitely not sure at the start of the battle if i would win this battle. Hope that Jared Scar can land his killed and get this battle rolling.
No magic units unfortunately so the magic reflect were "bad" choices.


Round 1:

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Only 4 damage at Baakjira that will be hard to kill. 1 miss on my Pelacor Conjurer need more of that to be able to survive.
Damn also forgot the snare now my Pelacor Conjurer now also take earthquake damage. Another good move of my opponent.


Round 2:

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Baakjira is tough to get trough again only 4 damage. My opponent has almost killed my front line.


Round 3:

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That hurts two units down in one round. This is not looking good. Luckily my Jared Scar has killed one and is now buffed with +1 speed +1 melee +1 health. Will this be enough?


Round 4:

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This round the tables has turned. Slowly the earthquake damage has also weakened my opponent. Another kill for Jared Scar so far the strategy is working.


Round 5:

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Victory this is what a bloodlust unit can do when its on a role.


Conclusion

Not only flying units are necessary if you can out heal or increase health with blood lust you can use units that have no flying for sure.
This strategy worked this time even with the massive tank like Baakjira.


That's all for this week hope you enjoyed reading this ruleset strategy/analysis. See you all on the battlefield.

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