BATTLE MAGE SECRETS : HOLY PROTECTION RULESET

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Holy Protection will grant Divine Shield to the entire formation. Divine Shield is a one time effect which will nullified the first damage received by a card. Its a short-term ability, which means its a little useless on the longer run.

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Pros & Cons

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1. Divine Shield are very useful to block off a single high damage attack. This make Divine Shield against formation which rely on few cards with high damage.
1. It will be a great disadvantage to have a formation with imbalanced damage between the cards. The finishing blow might land on the Divine Shield instead and lose up the momentum.

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Best Cards To Use

I would say bringing card with Opportunity and Blast would be the best strategy to nullified the Divine Shield quickly. Bringing counter abilities (Thorns, Return Fire, or Magic Reflect) should allow momentum to tear down Divine Shield. Double Strike would be another alternative although it is less effective.

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WATCH BATTLE

So here we have the battle experience with Holy Protection as the ruleset. Click BATTLE LINK to see how the battle run.

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The battle has 49 mana cap, with Holy Protection and Close Up & Personal as ruleset; while all Splinters available except for Water Splinter. For my formation, I used:

PositionCard NameLevelManaHealthArmorSpeedDamage TypeDamage
SummonerTarsa44-----
1st RowSeptic Slime18841Melee2
2nd RowFerox Defender48752Melee2
3rd RowTenyii Striker456-3Melee3
4th RowSand Worm195-1Melee5
5th RowDisintegrator47632Melee2
6th RowDumacke Orc36152Melee2

My opponent formation:

PositionCard NameLevelManaHealthArmorSpeedDamage TypeDamage
SummonerQuix The Devious14-----
1st RowDjinn Chwala28952Melee3
2nd RowUriel The Purifier1111063Melee3
3rd RowCarnage Titan111873Melee2
4th RowDhampir Infiltrator243-2Melee1
5th RowDisintegrator37631Melee2
6th RowXenith Monk246-3Melee1
Its's a melee party! Everybody bring out the melee out of himself! I still believe Tarsa would be the best summoner under Close Up & Personal ruleset. The damage buff would be most effective, although under this high mana cap, the health buff will be less impactful. My usual would be Disintegrator which I put on the back row. Dumacke Orc stood in the last row just to block-off any Sneak attack. The two front row will be my main `Tanker`, which is Septic Slime and Ferox Defender. Septic Slime isn't my favorite one, because of its speed would make it crushed before it apply Stun. Ferox Defender always good in the 2nd row. It will survive longer which means will maintain `Protect` on longer run. And my main damage dealer will be Tenyii Strike and Sand Worm. Overall my formation have maintain a balanced mana between cards.

In the opposite side, I find Quix The Devious rather useless. The ranged debuff would be wasted, and although speed debuff have better effect; the fact that my formation consist of low speed cards would make this debuff less effective. My opponent seemed to put more gap between their cards. Powerful cards costing beyond 10 mana filled the front squad. Djinn Chwala was a great Tanker and melee-counter. I think its a good strategy to save
Uriel The Purifier and Carnage Titan for later round, with expectation that Djinn Chwala could breakthrough the Tanker of my side.
Meanwhile their back squad is less intresting. Dhampir Infiltrator is good to quickly eliminate Divine Shield effect. Disintegrator is the usual cards to reduce damage. And Xenith Monk is a little bit useless except to block-off attack and recover with its Heal.

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The first 4 round run a little bit slow, because only 5 cards combined from both side are able to act. Fortunately my formation gained the upper-hand from having 2 cards with Sneak where both have above 3 damage. The Stun effect from Septic Slime also contribute to the slow assault into the front row. Dhampir Infiltrator did meaningless effort since all of its attack are nullified by Dumacke Orc's Shield ability. By the start of 4th round, my opponent already lost its Xenith Monk and Disintegrator lost its Divine Shield. And when the round end Sand Worm deal the killing blow into Disintegrator.

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The battle continue and through Round 5 and 6, both Tenyii Striker and Sand Worm have crept their attack right into Carnage Titan. Septic Slime start to losing its poise with double damage coming from both Djinn Chwala and the Thorns effect. Round 6 ended with Carnage Titan lost almost all of its armor, and amazingly both Djinn Chwala and Septic Slime still stood in the front row.

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Finally at Round 7, Djinn Chawala managed to bring down Septic Slime; its now Ferox Defender times to step up. Meanwhile on the back row, the Sneak attack took some stall as Sand Worm find difficulty to catch up against Carnage Titan speed. But finally the effort turn fruitful on the Round 8 when Sand Worm score its 3rd kill from Carnage Titan.

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The tide start to roll into my side, when my opponent left with only Uriel alone, meanwhile I got myself a fresh 5 cards. It only took 2 round for Sand Worm to finally landing 6 melee damage and ended up Uriel for good.

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CONCLUSION

Divine Shield truly put a delay into the attack launched. I do think Divine Shield really made much difference in the high mana cap battle, primarily because most of the cards have high melee damage, a single blow could end up depleting half or entire armor / health. So its good if Divine Shield block a very powerful blow such that.

I think this battle come to my victory because my opponent face the common mistake of a high mana cap battle, which is deploying too much Tanker without balancing with enough damage dealer.

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