BATTLE MAGE SECRETS Weekly Challenge! RULESET: Counterspell

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We had a really fun Town Hall yesterday, at least it was really fun for me because Matt announced that we were getting the Ladder rework in the last week of February. That's basically the best news I've heard in a while and I'm really excited because I was really tired of people sitting on their rating all season long which cause really low match liquidity in Diamond and you could barely climb even if you do huge streaks of wins. I did manage to get 10,000 DEC from the ladder this last season but that was an exception for sure. Anyhow, enough about that. The ruleset we are to talk about this week is Counterspell.

Let us see what this ruleset does before we get into the nitty-gritty of the line-up and the battle itself.

The Counterspell ruleset is pretty straight-forward - All Monsters have the Magic Reflect (When hit with Magic damage, does reduced Magic damage back to the attacker) ability.

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Now that we've got a good idea of what the Counterspell ruleset practically does, let's see now how it can be effectively utilized.

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I normally describe a couple of options here if it ruleset allows for some variation but this one in particular is pretty clear, so here's in short:

Apart from the very obvious thing to do, when you have the Counterspell ruleset active, of not playing and Magic Attackers (Casters) at all so you don't be at any disadvantage because of the ruleset, there are a few more things to take into consideration. You can choose to play one of the Magic Attackers who have the ability - Reflection Shield (This Monster doesn't take damage from Blast, Magic Reflect, Thorns, or Return Fire) and basically neutralized the effects of the ruleset - you can see these Monsters in the first row of the screenshot above. Additionally you can also use Monsters with the Void (Reduced damage from Magic attacks) ability (2nd row) and if the enemy Magic Reflect is not Amplified (Increases Magic Reflect, Return Fire, and Thorns damage to all enemy monsters by 1), your Monsters will last for quite some time, especially if they are supported by a Monster with Triage (Heals the friendly back-line Monster that has taken the most damage) in the backline. Finally, in the 3rd row, I've listed Monsters with the Void Armor (Magic attacks hit this Monster's armor before its Health) ability so in this case the Casters with Void Armor will also last a lot longer since Magic Reflect will affect their Armor stat first. Monsters with the Repair (Restores some armor to the friendly Monster whose armor has taken the most damage) ability are definitely useful if you decide to run Void Armor.

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Now that we have a decent understanding of the featured Ruleset and its potential advantages and disadvantages, let us have a look at the battle I have chosen to showcase.

<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>BATTLE<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>

  • The line-up of the Battle and the Ruleset:

The rulesets for this battle are Counterspell (All Monsters have the Magic Reflect (When hit with Magic damage, does reduced Magic damage back to the attacker) ability) and Rise of the Commons (Only Common and Rare Monsters may be used in battles). The mana budget is 31 which is not a great amount of mana so it does not give me the ability to play whatever combinations of Monsters I want. The available Elements are All but Life. I have decided to give the Water Element a shot this time around. The battle I have chosen is from my most recent Brawl so that's why I am able to use a Gladius card.

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My Main tank for this battle is one of the two new Promo cards for the Rebellion Set - the Grimbardun Smith. He is a 6 Mana card with No Attack, 3 Armor and 10 Health. This definitely is quite telling for its purpose, and if you look at the set of abilities he has, you can definitely tell that he will be a pretty good support card with defensive functions. Not quite the level of Almo Cambio but having in mind Almo is going out of Modern, he might be a decent substitute. His skillset includes: Immunity (this monster is immune to negative status effects), Void (reduced damage from Magic attacks), Shield (reduced damage from Melee and Ranged attacks) and Repair (restores some armor to the friendly Monster whose armor has taken the most damage).

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The 2nd place in the line-up goes to the Deeplurker. Another favorite Monster of mine. I think most people are in love with it, not because of its appearance obviously, but because it can really wreak havoc across the enemy team should it get the "Opportunity" to do so. Its 5 Melee Attack is really deadly for low-mana/support Monsters. In conjunction with its signature ability, it also has access to Poison (attacks have a chance to apply poison, which does automatic damage to the target at the beginning of each round after the poison is applied) and Demoralize (reduces the Melee attack of all enemy Monsters). Both of them are really powerful abilities even standalone.

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Following immediately after is one of the new soulbound cards which have recently been introduced into the game - the Venari Marksrat. I am interested in its main ability - Martyr (When this Monster dies, adjacent Monsters get +1 to all stats). It's place is obvious - in the middle of the pack so if it dies - it can buff the Monsters adjacent to it. It has only 4 health (at level 3) so that's generally not too hard to happen, especially in a battle such as this where the Ranged/Magic/No Attack Monsters are attacked based on their position in the line-up.

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4th in the line-up is one of my favorite Gladius cards - Isgald Vorst. I've managed to get him so far to level 5 after so much time of doing Brawls but even at level 5 he can make the opponent unhappy with the outcome of the battle. He's a 5-mana Common Card with Blood Lust (Every time this Monster defeats an opponent, it gets +1 to all stats), Opportunity (Monsters with the Opportunity ability may attack from any position and will target the enemy Monster with the lowest health) and Piercing (If Melee or Ranged attack damage is in excess of the target's Armor, the remainder will damage the target's Health) starting from level 6 which unfortunately mine is still missing. It's all about getting his Blood Lust to start rolling and then you just kick back and relax while he does all the work.

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The 5th spot is reserved for the Pelacor Bandit. I've put it here since it has a decent amount of speed so it can dodge a hit or two if the enemy has decided to go through the "backdoor" and gets to it. Generally it's a Flying (has an increased chance of evading Melee or Ranged attacks from Monsters who do not have the Flying ability) Monster with a high amount of speed. It is also a Sneak (targets the last Monster on the enemy Team instead of the first Monster) Monster so it can often be a pain in the enemy backline.

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The 6th place in the line-up goes to Sultry Barmaid. That's probably one of the new RB cards which are not played that often (yet) but it is actually a pretty good Ranged Attack Monster with its 5 Mana, 3 Attack and 7 Health at max level. It has the new RB ability - Ambush (This Unit gets to act before the battle begins) and also Stun (When a Monster with Stun hits a target, it has a chance to stun the target causing it to skip its next turn). Monsters with Ambush are one of the fun new additions in the new set and they are definitely some fun combos to be had when they are present.

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It is time for a quick round by round analysis:

  • The Summoner I am going with for the battle is Kelya (not much of a surprise here, lol). I feel she is a great choice given the rulesets and the available Elements. My enemy, on the other hand, has decided to go with Tarsa and the Fire Element. They don't have any new cards in their line-up but their Gladius card is one level lower than mine. Let's see how this goes.
  • The battle begins with the new Ambush round where my Sultry Barmaid will do its special move and attack the enemy Main Tank.

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  • After a round of exchanging blows I have managed to take down the enemy Chaos Agent while I have not lost any Monsters yet.

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  • Round 4 - I have lost my Sultry Barmaid but my enemy has lost their Tenyii Striker and is very close to losing their Supply Runner. Meanwhile Ingvar Vorst has started his Blood Lust rage and has already scored two kills.

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  • Round 5 - I have taken down two more of the enemy Monsters. It is definitely not looking good at all for them at this point.

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  • Round 6 - My backline has been doing work on the Chimney Wallstop, while he is sitting helplessly in in the 2nd position. This also spells the end for the enemy team. It was not the closest battle every but it's still fun.

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Well this was definitely a fast but fun battle, and an entertaining way to showcase the Counterspell ruleset. See you next week with another exciting post related to the brand new Battle Mage Secrets Weekly Challenge!

Over and Out,
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5 comments
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Peace,
Your article is rich of valuable information I did not know.
Splinterlands battle is hot this week, your lineup in the arena is impressive.
Have you played Tower Defense SoulKeep with Nightmare cards in Splinterlands?

!PIZZA
#freecompliments
Regards

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