

This week was Rebellion's official release and I definitely wanted to use a battle featuring some of the new Rebellion cards for this weekly challenge. However, getting a battle with the Weak Magic ruleset proved to be rather hard, lol. So I finally got one earlier today and here I am already writing about.
Let us see what this ruleset does before we get into the nitty-gritty of the line-up and the battle itself.
The Weak Magic ruleset is pretty straight-forward - Magic attacks hit Armor before reducing Health.

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

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:
I have listed Monsters from all the different elements which potentially benefit the most from the ruleset in the first 3 rows above. They are mostly Melee Monsters (tanks) which are generally susceptible to Magic due to the fact that they lack Void and Void Armor. Others are Monsters who are also tanks with a good amount of Armor but also have Repair or abilities such as Rust, Shatter and Protect. Finally there are also some Monsters with really low amount of health - usually 1 - and a very substantial amount of Armor, who generally die to a single hit by a Magic Attacker. Well in this case they can definitely hold their ground a lot better, especially if there is some other Monster to support them with Repair.
The fourth row consists of Summoners who are most useful in a Weak Magic battle. Some of them give additional Armor +1. Others de-buff the enemy Monster by removing 2 Armor of their Armor totals. Finally Immortalis could be also really useful since he grants all his subordinates the Shatter ability which completely removes the Armor of the enemy Monster upon impact.

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), Taking Sides (Neutral Monsters may not be used in battles) and Weak Magic. The mana budget is 56 which is a pretty good amount of mana so it does give me the ability to play most combinations of Monsters I want. The available Splinters are Fire, Earth and Life. I have decided to give the Fire Element a shot this time around.


I've decided to start with a brand spankin' new addition to our game - the Chaos Golem. It was introduced into the game just 3 days ago with the launch of Rebellion. I decided to use it in this battle cause it seemed like a decent option given the active rulesets. It partially resembles the Forgotten One with its 9 mana cost and Retaliate (When hit with a Melee attack, Monsters with Retaliate have a chance of attacking their attacker) ability but the other two abilities it has are different - Enrage (Has increased Melee attack and Speed when damaged) and Return Fire (When hit with a Ranged attack, Monsters with Return Fire will return reduced damage back to their attacker). Let's see how it does in the first spot.


The 2nd place in the line-up goes to a favorite Monster of mine - the Lava Launcher. It has Close Range (Monsters with the Close Range ability can perform ranged attacks from the first position) and Stun (When a Monster with Stun hits a target, it has a chance to stun the target causing it to skip its next turn). It's a destroyer with its 5 Ranged Attack if it happens to land on a low-health victim, and also has a very good amount of armor and let's not forget that stunning enemies is never a bad thing.


3rd in my line-up is another brand new addition to the game with the RB set - Rush Townsend. He is a great Ranged Attacker with 6 Speed and 5 Attack but what's more important is that he has the new Ambush (This Monster gets to act before the battle begins) ability. In addition to that he also has Affliction (When a Monster with Affliction hits a target, it has a chance of applying Affliction on the target causing it to be unable to be healed), Piercing (If Melee or Ranged attack damage is in excess of the target's Armor, the remainder will damage the target's Health) and Amplify (Increases Magic Reflect, Return Fire, and Thorns damage to all enemy monsters by 1). Getting to hit before any other Monster with 5 Attack plus Piercing could be a very powerful opener.


4th in the line-up is one of the Riftwatcher Monsters I most often use even though I am yet to level it to max level - Ash Mirage. Ash Mirage is a really useful Monster especially when you expect the enemy to play Ranged Attack Monsters due to its Headwinds (Reduces the Ranged attack of all enemy Monsters) ability. It also has the Reflection Shield (This Monster doesn't take damage from Blast, Magic Reflect, Thorns, or Return Fire) ability which could also be very helpful in certain circumstances - when there are Blast enemies on the other side of the field or if Ash Mirage is hitting enemies with Return Fire.


5th in the line-up is yet another Monster part of the Rebellion ruleset - the Torch Myrmidon. I have not have much time to play with him but he does seem to be a pretty useful Monster in some specific situations. It has Flank (At the beginning of Battle, if this Monster is in the first position, the Monster in the second position gains Reach), Close Range (Monsters with the Close Range ability can perform ranged attacks from the first position) and Shatter (Target's armor is destroyed when hit by an attack from Monsters with Shatter). I have obviously not used it for its Flank ability but for its high Speed and Shatter. It also has a very good amount of Health and some Armor.


The 6th place in the line-up goes to Countess Sinash. Countess Sinash is a great Ranged Attacker specifically for the abilities she has - Opportunity (Monsters with the Opportunity ability may attack from any position and will target the enemy Monster with the lowest health), Swiftness (All friendly Monsters have increased Speed), Camouflage (This Monster cannot be targeted for attacks unless it's in the first position) and Blast (Does additional damage to Monsters adjacent to the target Monster) . Hopefully she'll get luck and survive until the end because Camouflage is no longer invincible to Scatter Shot as it used to be in the past.

It is time for a quick round by round analysis:
- The Summoner I am going with for the battle is Jacek. I feel he is a great choice given the rulesets and the available Elements. Surprisingly (not) my enemy has also decided to go with Jacek but they have not yet become aware that the new set has been released as they have not used a single new Monster. That's fine, of course, they might feel better in the company of their good old loyal friends. Let's see if my decision to shake up the line-up will prove beneficial or the old ways will eventually prevail.
- The battle begins with the new Ambush round where Rush Townsend will do his special move and attack a random enemy Monster (due to the Scatter Shot ability given to him by Jacek).


- After a round of exchanging blows my Monsters have had a pretty decent RNG as far as hitting the enemy Monsters and I have killed two enemy Monster while losing just one.

- Round 4 - I have managed to take down one more Monster while I still have 5 Monsters alive on my side of the battlefield.

- Round 5 - All that is left for my team is to finish off the enemy Forgotten One. It won the battle against the Chaos Golem but it lost the war...


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

Referral

Thanks for sharing! - @yonilkar
