Splinterlands Saturday - Double Tap

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GAMEPLAN THEORY & DESCRIPTION

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Not to be confused with the Double Strike ability, the Double Tap uses monster cards with the Sneak, Snipe, or Opportunity abilities to get behind the font line of defense presented by your opponent and attack his main ranged attack, magic attack, and support cards first. With the introduction of the Untamed series there are many additional options to implement this attack, but the theory remains the same. This attack can be countered by the Taunt ability, and repair and triage healing also help resist it's particular area of damage. Thorns can be especially pesky to the melee heavy sneak attackers generally having low health.

FACTION SPECIFIC SUPPORTING CARDS


Fire:
Slow and Weakness of the Goblin Shaman is useful for this gameplan as does the speed bonus from the Flame Imp.


Water:
Crustecean King with healing & armor, Pirate Captain with +1 melee, Mermaid Healer to recover from thorn defenses all provide usseful support for the Double Tap attack. The armor, healing, & melee buffs of the Water faction make this a primary deck to look to when wanting to use the Double Tap attack.


Earth:
The faction with perhaps the worst Double Tap attack for both rear guard & snipe positions unless you can have the Spirit of the Forrest at your disposal. Then, especially paired with the Archer Prince the snipe attack is among the best in the game. Brownie gives the melee sneak attack some extra umph and quickness.


Life:
Divine Healer to slow the enemy, Defender of Truth for the armor bonus, Armorsmith for the armor repair, Silvershield Bard for speed bonus, and the Knight for his melee bonus all can play a role in increasing your chances of success with this faction. Especially with the armor bonus, the Life deck has one of the strongest Double Tap attacks. Angel of Light is very useful for her revive ability if critical if the Sneak attack is to get past a large Thorn heavy defense.


Death:
Mummy for his debuffs is the primary support card of my Death deck. The rest of the slots are dedicated to defensive strength.


Neutral: Enchanted Pixie and her +1 melee attack bonus is a support card to consider here, as is Creeping Ooze and it's speed debuff.

FACTION SPECIFIC MAIN CARDS


Fire: Kobold Miner pairs with the Elven Cuthroat and the Fire Beetle pairs with the Centaur and/or Dwarven Wizard to provide multiple strikes per round to the rear guard & snipe positions of the enemy defense.
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Water: Sabre Shark pairs with the Elven Cuthroat and the Pirate Captain pairs with the Centaur and/or Dwarven Wizard to provide multiple strikes per round to the rear guard & snipe positions of the enemy defense.

Earth: The faction with perhaps the worst Double Tap attack for both rear guard & snipe positions unless you can have the Spirit of the Forrest at your disposal. Then, especially paired with the Archer Prince the snipe attack is among the best in the game.


Life: Feral Spirit pairs with the Elven Cuthroat and the Silvershield Archers pair with the Centaur and/or Dwarven Wizard to provide multiple strikes per round to the rear guard & snipe positions of the enemy defense.

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Death: Skeleton Assassin pairs with the Elven Cuthroat and the Twisted Jester pairs with the Centaur and/or Dwarven Wizard to provide multiple strikes per round to the rear guard & snipe positions of the enemy defense. With his poison attack, the Skeleton Assassin has one of the best Sneak Attacks in the game when paired with a stout defense and not facing the Spineback Turtle.



Neutral: Elven Cuthroat with it's Sneak attack and the Centaur & Dwarven Wizard with their Snipe attacks are the primary neutral cards needed to use this strategy.

Favorable Rule Sets

Little League, the Sneak & Snipe ability cards are some of the best low mana cost cards in the game
Aim True negates defenses relying on speed and flight to anchor the rear guard & snipe position
Melee Mayhem means the opponent generally focus' defense to the front of his hand, this can leave the Snipe / Rear guard positions vulnerable to the Double Tap strategy.
Rise of the Commons removes some of the best defensive tactics vs the Sneak / Snipe attacks

Unfavorable Rule Sets

Reverse Speed reduces the effectiveness of most Sneak / Snipe ability cards as they are generally on the faster side of the speed spectrum
Target Practice means all ranged / magic cards gain the Snipe Ability
Super Sneak means all melee attack cards gain the Sneak ability
Armored Up give these positions your trying to attack extra defenses against melee and magic attacks

Example Hands





Hand #1:
Water vs. Life: Little League with a max mana cap means the number of monster cards I can use is the only limitation to my strategy. Spineback Turtle is my best lead off in this battle and my two Sneak attackers pull off a Double Tap to take out the enemies main attackers and secure the win.


Double Tap - Sneak Attack





Hand #2:
Death vs. Life: The poison and sneak attacks of the Death Faction work with neutral cards Lord Arianthus and Elven cuthroat to take down the opponent from the rear guard up. This was a bit of a curve ball as the sneak attacks aren't well suited to reverse speed games since most of the cards have high speed ratings. The aim true rule added in here means they wouldn't miss, even if they did strike last.


Double Tap Sneak Attack





Hand #3:
Water vs Fire: The Water deck is one of my go to choices for Little League battles. The previous few hands I'd been heavy with magic attacks, so I switch things up and stack up melee attacks to the front and rear positions of my opponent. I rely on the armor bonus provided by Crustacean King to boost a weak Snipe / Rear defense and the +1 melee attack of the Pirate Captain to strengthen my primary attack. Spineback Turtle with Thorns followed by Electric Eels with Blast overpower the first two positions while the Elven Cuthroat & Sabre Shark give me the Double Tap portion of this battle plan, successfully destroying the opponents rear guard.

Double Tap x3





Hand #4:
Death vs Earth: The snipe attack is usually something I use as a complimentary attack when putting together a hand, but every once in a while I like to feature it as my main point of emphasis. A knuckle ball to throw avoid most opponent defenses. Games without any Legendary level cards are a good time to attempt this. With my Undead Archer negating the armor & healing bonus of the opponents tank my Twisted Jester, Centaur, & Dwarven Wizard are able to take the heart of the enemy hand out and bring home the victory.


Double Tap - Snipe Attack




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This battle plan focusing the attack on Sneak / Snipe / Opportunity depending on the specific rule set or available decks got a huge boost with the Untamed cards. Lots of new Opportunity cards and several nice Sneak / Snipe attacks in these new decks, especially when combined with the Dragon summoners. Should make make for some fun battles as the cards become used more.

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Thanks for following my blog. I upvoted this post.

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Woohoo!

You have been manually curated by the @steemmonsters team!

Thank you for SHARING your Splinterlands content with the world! The more the merrier!

Enjoy your juicy upvote and keep creating excellent Splinterlands content!


Dude. THIS POST IS AWESOME!

So much info, so well put together.

Oh! ANd yes, that danged Reverse Speed... I feel like my brain just breaks and I just stare at the cards not knowing what to do.🤣 Though, I do like Super Sneak... as I feel like it's an all-out brawl where everyone's shooting everything. 😎

Thank you for sharing to the outside world... and to Minds! Yay!
😍 @carrieallen

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