BATTLE MAGE SECRETS : FOG OF WAR RULESET

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Fog Of War is one of the most frequently seen ruleset on most battles. Being nullified from Sneak, Snipe and Opportunity abilities will be a big blow for your formation. Those are the essential abilities needed to deal ambush attack into the mid or back row. Without them, both formation will engage face-to-face; leaving only those with the strongest front-row would left to survive. So what will be our strategy? Let's see on the next section.

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Pros & Cons

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1. Formation will find difficulty to target mid and back row; meaning Support cards and damage dealer ranged or magic cards safe from any ambush attack.
1. Outside those three abilities, only Scattershot ability are not nullified; meaning having Scattershot open any chances to deal ambush attack (although they strike on random targets).
2. Several Striker melee cards will be rendered useless, mainly because they have high damage but low health.
2. Its better to deploy ranged and magic cards for the back-row position, which means the formation have higher exposure from Headwinds or Silence effect.
3. Having powerful Tanker cards will be an advantage considering most attack will now target the front row.

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Rulesets To Be Watched

Several ruleset might have joint effect with this ruleset.

RulesetStrategy
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Under Broken Arrows and Fog Of War ruleset, your formation are left with magic cards to deal damage from the back-row position. This could turn into an easy counter when opponent decided to deploy Silence or Magic Reflect.
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It is a great disadvantage to lose any healing abilities, especially Tank Heal; because all attack will mainly target the front-row, which means Tank Heal will surely take effect.
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Melee Mayhem will allow any melee cards with Sneak and Opportunity to strike again from the back row, although they will now strike only the front row.

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WATCH BATTLE

So here we have the battle experience with Fog Of War as the ruleset.
https://splinterlands.com/?p=battle&id=sl_6fde14dc0cad98c88a1ee6d416e92c09

The battle has 16 mana cap, with Fog Of War and Earthquake ruleset; while only Fire, Water, Life, and Death splinter are allowed to be used. For my formation, I used:

PositionCard NameLevelManaHealthArmorSpeedDamage TypeDamage
SummonerThaddius Brood44-----
1st RowCorpse Fiend101-2Melee1
2nd RowPelacor Deceiver358-4Melee2
3rd RowRiftwing546-4None-
4th RowCarrion Shade312-2Melee1
5th RowXenith Archer423-3Ranged1
6th Row--------

My opponent formation:

PositionCard NameLevelManaHealthArmorSpeedDamage TypeDamage
SummonerLorna Shine13-----
1st RowSoul Fiend101-2Melee1
2nd RowDax Paragon123-2Magic1
3rd RowPelacor Conjurer124-3None-
4th RowCelestial Harpy122-2Ranged1
5th RowAdelade Brightwing175-1Magic2
6th Row--------
With only 16 mana cap, battle could run quick, so it's very important to bring Flying cards to put aside the effect of Earthquake. So I decided to have Pelacor Deceiver, Riftwing, and Carrion Shade as the primary combatant. I think Pelacor Deceiver with 2 melee damage, should be powerful enough to oppose the front row. Corpse Fiend fight as cannon fodder before Pelacor Deceiver. And the last row is Xenith Archer, which deployed just to spent up remaining mana.

My opponent also deploy formation with 5 cards. Lorna Shine is a great summoner for low mana cap or quick battle; mainly since it cost only 3 mana, and the Divine Shield buff only applied once at the start of the round. The front row is filled with Soul Fiend as a cannon fodder. Dax Paragon follow next. And then there is Pelacor Conjurer which is an inferior version of Riftwing. Celestial Harpy and Adelade Brightwing is the primary combatant. Celestial Harpy might look weak without its Opportunity ability; but still at the late round it might be useful to chip several health. Adelade Brightwing is also another threat to be watch; but luckily due to Obsidian mana debuff, Adelade power has been dampen.

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At Round 1, Corpse Fiend quickly eliminated by Dax Paragon. Xenith Archer retaliate which only managed to null the Divine Shield Soul Fiend. The battle continues with Earthquake effect which affect several cards. Soul Fiend got caught in Earthquake and got eliminated. Dax Paragon avoid Earthquake by utilizing Divine Shield.

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Starting on Round 2 the battle continues with Pelacor Deceiver now step up into the front row. And with quick act, Pelacor Deceiver strike down Sould Fiend. But Pelacor Deceiver quikcly lose its health due to being chipped by Dax Paragon and Adelade Brightwing.

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At Round 3, Earthquake roll down for the last time and killed the Xenith Archer as the last non-Flying cards. The battle now no longer take effect from Earthquake. Now each formation depend on single card to attack their opponent. My formation have Pelacor Deceiver which works relentlessly to bring down Pelacor Conjurer. Meanwhile Adelade Brightwing keep harassing Pelacor Deceiver with its 1 magic damage.

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The battle continues and this time Pelacor Deceiver put the final blow into Pelacor Conjurer. But this turns into a death sentence, as now Celestial Harpy step up and joins strike with Adelade Brightwing.

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Entering Round 5, Pelacor Deceiver face difficulties as its attack was blocked by Divine Shield of Celestial Harpy. And when the timing come, both Celestial Harpy and Adelade Brightwing strike down Pelacor Deceiver with only 2 health remaining.

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The fate is sealed for my formation since Riftwing couldn't stood a chance from any incoming attack. Even thought Riftwing might survive against Celestial Harpy by solely depend on Backfire ability.

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CONCLUSION

It's clear that any Sneak or Opportunity being used will make an easy target on my back row formation. Unfortunately this battle didn't capture the essential cards which have high profile clothing. But imagine what if Celestial Harpy allowed to use Opportunity? The battle might run even faster with my failing back row. Its an unfortunate battle, but my lesson learnt is I should bring more fire power rather than depending on Flying and waiting formation destroyed by Earthquake damage.

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