Odd Ones Out: Alric Stormbringer is IN

This week, I'm also sharing another game in Odd Ones Out ruleset using water element.
But this time, with the help of Alric Stormbringer. There are a lot of great magic monsters with odd mana.

You can check out this BATTLE MAGE SECRETS Weekly Challenge link if you also want to participate.
Ruleset:
Odd Ones Out
Broken Arrows
Fog of War
Mana Cap: 55
Elements: Water, Earth

This is a Odd Ones Out ruleset game so Only Monsters with odd Mana costs may be used in battles.
There are no special tricks for this ruleset, but having an idea of mana points of a few monsters helps in predicting what your opponent can and cannot use.

This is a Broken Arrows ruleset game so Ranged attack Monsters may not be used in this battle.
Give your tank a back up with a tank heal support. Using Thorns or Magic Reflect is also very useful in this rule set. Defend against either Magic or Melee attacks.

This is a Fog Of War ruleset game so Monsters lose the Sneak and Snipe abilities.
A good tank and a balanced line up of Magic and Ranged monsters is the trick to win in this ruleset. Use monsters with Opportunity. Keep your monsters in an ascending order of their HP.


You may also watch battle here.
Summoner: Alric Stormbringer
Abilities:
All friendly monsters gain +1 magic damage

Pos 1 Monster: Hydra
Abilities:
Heal - Restores a portion of the Monster's health each round
Restores 1/3 of the max health, rounded down.
Thorns - When hit with a Melee attack, does damage back to the attacker
Has an upper cap of 2
Retaliate - When hit with a Melee attack, Monsters with Retaliate have a chance of attacking their attacker 50% chance of activation. Possibility of chain.

Pos 2 Monster: Lord Arianthus
Abilities:
Shield - Reduced damage from Melee and Ranged attacks.
Attack damage gets halved (rounded up), except attack 1 which deals 0 damage
Reduces the Thorns damage to 1
Cancel Redemption damage
Void - Reduced damage from Magic attacks
Attack damage gets halved (rounded up), except attack 1 which deals 0 damage
Magic Reflect - When hit with Magic damage, does reduced Magic damage back to the attacker
Deals damage equivalent to the attacker's damage divided by 2, rounded up. The damage is reflected even if the attacker does not hit
Thorns - When hit with a Melee attack, does damage back to the attacker
Has an upper cap of 2

Pos 3 Monster: Runemancer Kye
Abilities:
Flying - Has an increased chance of evading Melee or Ranged attacks from Monsters who do not have the Flying ability +25% chance of evading.
Life Leech - Monster's health increases each time it damages an enemy Monster's health in proportion to the damage dealt.
Fury - This Monster does double damage to targets with the Taunt ability

Pos 4 Monster: Venari Wavesmith
Abilities:
Protect - All friendly Monsters gain +2 Armor
Dispel - When this monster hit an enemy, it clears all positive status effects on that enemy

Pos 5 Monster: Scavo Technomancer
Abilities:
Blast - Does additional damage to Monsters adjacent to the target Monster
Additional damage is equivalent to main damage divided by 2, rounded up
Rust - Reduces the Armor of all enemy Monsters

Pos 6 Monster: Mermaid Healer
Abilities:
Triage - Heals the friendly back-line Monster that has taken the most damage
Heal is max health divided by 3, rounded down. Minimum is 2.
Strengthen - All friendly Monsters have increased Health

Can't wait to see them in action? Let's watch the game.
You may also watch battle here.
Hope you learned something from my game and how I came up with this lineup.
What would you have done differently given the same ruleset, mana cap and active elements? Let us know by dropping a comment.
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