BATTLE MAGE SECRETS : GOING THE DISTANCE RULESET

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Going The Distance ruleset have effect that limit formation to deploy only ranged cards. Compared to other attack type, ranged cards have constraint of unable to attack from the first row. Therefor to use ranged card at least there must be a single card left standing at the 1st row; except if the ranged cards possess Close Range ability, where it will be able to attack from the 1st row.

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Pros & Cons

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1. This ruleset could be an advantage for players with wide collection of ranged cards, especially those possessing Close Range ability. Having Return Fire ability and any ranged damage buff will also prove to be an advantage.
1. Ranged cards was by design are more suitable to fill the back row. So the average ranged cards have limited health and armor, which made more vulnerable from any incoming attack.

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Rulesets To Be Watched

Several ruleset might have joint effect with this ruleset.

RulesetStrategy
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This ruleset could deactivate Close Range ability, which means then a ranged card will need to be a sacrificial lamb for the 1st row.
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Armor is the best traits to maintain a ranged cards survival. Without any armor, it will be more difficult to endure in the 1st row.
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If the ranged card in the 1st row didn't possess Close Range, then its better to first focus the attack on the 2nd row. So Snipe Target Practice should be an advantage by saving time on more crucial target.

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WATCH BATTLE

So here we have the battle experience with Going The Distance as the ruleset.
https://splinterlands.com/?p=battle&id=sl_210aff535a6a37fbd9f264aad8e28409

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The battle has 42 mana cap, with Going The Distance as ruleset; while only Life Splinter is the only one excluded. For my formation, I used:

PositionCard NameLevelManaHealthArmorSpeedDamage TypeDamage
SummonerTarsa44-----
1st RowLava Spider434-3Ranged2
2nd RowPyrewatch Devil133-2Ranged1
3rd RowSpark Pixies141-5Ranged2
4th RowScavo Firebolt244-3Ranged2
5th RowGrenadier131-2Ranged2
6th RowXenith Archer423-3Ranged1

My opponent formation:

PositionCard NameLevelManaHealthArmorSpeedDamage TypeDamage
SummonerDrake Of Arnak14-----
1st RowAngelic Mandarin135-2Ranged1
2nd RowTower Griffin143-3Ranged1
3rd RowXenith Archer122-1Ranged1
4th RowMerdhampir144-2Ranged1
5th RowKulu Swimhunter144-2Ranged2
6th RowNaga Assassin122-5Ranged1

In addition to Going The Distance, there is Little League ruleset taking place. So we could set aside the 42 mana cap and instead limit the mana to 28 at most. Close Range ability is owned almost entirely by cards costing beyond 4 mana (expect Alfredo, which unfortunately is a gladiator). Except if we are able to bring Fernheart as the Summoner, the best tactics is to put a ranged card with the best health and armor as a sacrificial lamb for the 1st row. So I decided to put Lava Spider for front row, followed with Pyrewatch Devil in hope it could harvest few health before stepping up replacing Lava Spider. Then I decided to gamble with Spark Pixies, counting on its 5 speed and Flying to evade any ranged attack. The last 3 row will be the best damage dealer to breach their defense (I did make an error here to put Xenith Archer in the last row, instead preceeding Scavo and Grenadier).

In the opposite side, my opponent decided to put Angelic Mandarin into 1st row. A fine choice considering it had 5 health. Tower Griffin might be low on health, but the Flying ability could bring benefit of extra evasion. Xenith Archer follow in the 3rd. Its not particularly efficient considering its low health and damage. Merdhampir is supposed to be a good choice for tertiary Tanker, mainly due to it has 4 health, and if the battle run long enough, it could benefit from the health leeched. The last 2 rows consist of Kulu Swimhunter and Naga Assassin, which should be their main damage dealer.

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The battle open with an exchange of arrow throw from both sides. My formation managed to bring down Angelic Mandarin. But in exchange, my formation have to lose Lava Spider. Additionally my opponent managed to deliver 1 damage to Pyrewatch Devil, and unfortunately it won't benefit from Life Leech effect.

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Most of my cards have better initiatives which result in delivering damage before my opponent. This cause my formation to score a kill over Tower Griffin in the opening round. But my opponent quickly made a maneuver to route Pyrewatch Devil, and causing Spark Pixies to step up in the front row.

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Having high speed and Flying really help to evade any incoming attack. But very unfortunately, a dark horse appears as Spark Pixies fall down right by 2nd attack delivered by Kulu Swimhunter. Now the battle turn back into 3 versus 3. Both formation looks equal one another, as I have Scavo Firebolt with 5 health for the front row, while my opponent have Merdhampir with 6 health (2 come from Life Leech) for the front row.

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With battle run into 4th round, my formation gained upper hand when Kulu Swimhunter missed its attack. The round end with Scavo Firebolt having 4 health remaining, while Merdhampir having 3 health remaining.

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The deciding moment come when Grenadier and Xenith Archer pull their hit right into Merdhampir. This crumble down my opponent fire power, with Kulu Swimhunter now must stood on the front row.

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Now with a combined 3 ranged damage, its only a matter of time for my formation to bring down Kulu Swimhunter and end this battle for good.

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CONCLUSION

Going The Distance is a really unique and interesting ruleset to have. Deploying solid Tanker is the primary key to win this battle. But ranged cards are not designed for the front row. There are few cards however, such as Molten Ash Golem or Wave Brood, which bear a huge amount of health while having Close Range, making them equal to a Tanker melee cards.

For this battle, I almost meet my defeat if not saved by the blitz attack of Grenadier and Xenith Archer to bring down Merdhampir.

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