Battle Mage Secrets for Noxious Fumes and Equalizer!

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I'll let you in on one of my secrets right here at the start. I frequently choose a great battle to share before Splinterlands indicates the ruleset they want us to talk about. When we had our weekly battle challenges previously we were told explicitly that if we didn't have their suggested card we could use any card we wanted to. That's not the way they're doing things for this weekly challenge. You can still get upvotes for writing a great article but this last week I got a smaller upvote because I didn't talk about their suggested ruleset. I expect that today's post will also get a smaller vote but I've already got a great battle to share and I won't have much access to my laptop between now and Monday, so here goes.

Here's the ruleset for this week's battle

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There are a few abilities that I like to use in connection with noxious fumes.

  1. Immunity
    Monsters with immunity are immune to poison.

  2. Cleanse
    Monsters with cleanse will remove poison from your tank.

  3. Resurrect
    When a monster is resurrected it comes back without poison.

  4. Self Healing
    Monsters with Self Healing will generally gain 2 health or more each turn which is the same damage that poison will deal to them.

There are other abilities which can come in handy for the noxious fumes ruleset, but these are my favorites. The fire and water splinters have multiple monsters that bring some combination of these abilities to the table starting at level 1. I usually lean towards the fire splinter when there's a low mana cap or the water splinter with a higher mana cap.

In the equalizer ruleset one of the most important things you can do is to fill every spot on your roster. All monsters start with the same amount of health, so the more monsters you have, the more total health your opponent will have to deal with. In combination with noxious fumes the ruleset will also deal a lot of damage to both my opponent and I. I have some favorite splinters for this ruleset too. Generally I like to have a high damage per health ratio on my monsters for the equalizer ruleset. This can be heavily augmented with melee attacks in the fire splinter or ranged attacks in the life splinter.

The holy protection ruleset gives every monster on the battlefield divine shield, so they'll take no damage the first time they're hit. I considered this the least important of the 3 rulesets in this battle, but there are a couple of things to consider when approaching this ruleset. It's again helpful to fill out every position on your roster because that's 6 free hits to absorb. It's also helpful to make a lot of consistent hits, so I like to have as many positions as possible making hits. I like double strike which is also helpful for equalizer and I like magic attacks because they always hit outside of special circumstances.

I expect that my opponent is most likely to also use the fire splinter for this battle so it should come down to specific good decisions all the way through the lineup.

Here's the starting frame for this battle

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This was not exactly what I expected to face.

My opponent made a couple of decisions that I think were good for this battle. The scavenger ability on Vulguine comes in handy when there are likely to be a lot of monsters at the start of the battle and a lot of monsters going down through the course of battle.

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I considered using Ant Miners in place of Battering Ram for the same ability and now that I've started playing in gold league I've started to see a few gold level decks. Antoid Platoon gets the scavenge ability at level 6.

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That would be scary good in this ruleset, but I'm not leveled up for that yet.

My opponent also used Venari Crystalsmith which offers that tank heal ability. I generally prefer self heal for the noxious fumes ruleset but tank heal is also good. Tank heal is an ability that I love to use in the equalizer ruleset because it heals whoever is in front and can give more value than expected when your opponent brings something huge to the front of their line like Coeurl Lurker.

As for the opportunities that my opponent missed, they failed to bring a 6th monster to the battlefield. They used Lorna Shine as their summoner which was a waste when all monsters have divine shield from the holy protection ruleset and they didn't bring the inexpensive Herbalist for it's cleanse ability.

Altogether I think that I have the upper hand in this battle. Here's a link to watch it play out

https://splinterlands.com?p=battle&id=sl_cac35343c9e142ba0f6c0f072af778f7&ref=jingo-submo

Let's talk about my lineup

Summoner: Tarsa

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Tarsa buffs all of my melee attacks which is great for the equalizer ruleset where I can use it to deal a lot of damage paired with melee monsters that would normally have a very low starting health like 5 of my 6 monsters do. Tarsa also buffs the starting health of all my monsters by 1 which is a small but helpful buff for pretty much every situation.

Tank: Radiated Scorcher

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1 mana for 11 health in this situation works out great for me. When I get Tarsa leveled up my level 3 Scorcher will have the shatter ability which I routinely neglected until I started to play with Immortalis a few months ago.

The Radiated Scorcher is here to help fill out all 6 monsters for me. 2 damage is great for this mana but the real value here is that Radiated Scorcher can take 11 damage while absorbing hits and protecting monsters that are further back in line.

1st position: Scorch Fiend

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0 mana for 11 health can keep absorbing hits while my back line puts in work.

2nd position: Serpentine Spy

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The Serpentine Spy deals 3 damage when paired with Tarsa. Thanks to the equalizer ruleset it gets the same 11 health to start this battle.

3rd position: Forgotten One

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Forgotten one wins low mana battles in the noxious fumes ruleset by itself thanks to immunity and big hits. I like to protect my Forgotten one in the backline to finish off my opponent after some of my other monsters have fallen and my opponent has taken a lot of damage from the noxious fumes. This is probably the best individual monster for the noxious fumes ruleset behind Kralus. While the price on Kralus has come down it's still pretty restrictive for small time players like me.

4th position: Scavo Chemist

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The cleanse ability spares my tank from taking poison damage and this monster is only 2 mana. After my Radiated Scorcher goes down, the Chemist cleanses my next tank.

5th position (rear tank): Battering Ram

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2 mana for 2 damage and 11 health is still a great rate. I put this in the rear tank position over the stronger Serpentine Spy in case my opponent has sneak attacks.

Did we win?

Yes. I was very happy for this win. I've recently started playing in the gold league and wins have become a little harder to come by.

What will I try differently next time?

I was very happy with my lineup for this battle. My Forgotten One was literally forgotten and held in reserve while my opponent fell and it doesn't get much better than that.

I recently got a level 2 General Sloan which opens up a few possibilities for me. One of the next monsters that I plan to level up is Herbalist which gets the cleanse ability at level 3. General Sloan paired with a back line including Herbalist, Pelacor Arbalest and Venari Crystalsmith could be great in this ruleset.

Thanks for reading and thanks for all the upvotes, reblogs, comments and follows. I'll see you in the game. I hope the updated format that I'm using is helpful. Feel free to share any specific feedback in the comments.



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4 comments
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This week battle mage secrets ruleset is Back to Basic but you shared different ruleset battle, please follow the challenge ruleset to get better support---

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Hello your publication, I loved it, I had not read one of yours, ata today I really like the cards and how you positioned them by the way the card Battering Ram had not seen, it seems to me an excellent friend to take advantage of his ability to opportunistic in the last position, it was really very important for this battle.

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