BATTLE MAGE SECRETS : KEEP YOUR DISTANCE RULESET

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Keep Your Distance was one of the most popular and frequently appeared ruleset. It limit the use of cards with melee attack type, including card with dual attack type which includes melee. Under this ruleset, players will be left with either ranged or magic cards to use. Battle will turn into a battle of wit to predict the primary attack type of the opponent formation to emerges victoriously.

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Pros & Cons

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1. Players which have wide-range and complete selection of ranged and magic cards could have an advantage over their opponent.
1. With no melee cards to be used, players will have to rely on magic cards to take the roles of frontier Tanker. Not only there are limited Tanker with high health and armor, but also it vulnerable from being countered by Void or Magic Reflect.
1. Having a ranged card which possessed Close Range ability should come to a great advantage.

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Best Cards To Use

Ranged cards have a main weakness from being unable to attack from the front-row. Ranged card possessing a Close Range not only able to attack from front-row, but most of them have a high health and armor aspect.

With cards limited to ranged and magic, players will tend to deploy Magic Reflect and Return Fire more frequently. Bringing Amplify into the formation could create huge leverage from the number of counter damage created.

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WATCH BATTLE

So here we have the battle experience with Keep Your Distance as the ruleset. Click BATTLE LINK to see how the battle run.

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The battle has 44 mana cap, with Up To Eleven and Keep Your Distance as the rulesets; while only Fire, Water, Life, and Dragon Splinters are available. For my formation, I used:

PositionCard NameLevelManaHealthArmorSpeedDamage TypeDamage
SummonerKelya Frendul24-----
1st RowBaakjira1611-2None-
2nd RowSwamp Spitter37523Ranged2
3rd RowWater Caller155-1Magic1
4th RowSniping Narwhal154-2Ranged2
5th RowSea Stalker185-2Ranged4
6th RowCoastal Nymph39733Ranged3

My opponent formation:

PositionCard NameLevelManaHealthArmorSpeedDamage TypeDamage
SummonerKelya Frendul44-----
1st RowWave Brood1812-1Ranged1
2nd RowDjinn Oshannus2811-5Magic2
3rd RowNerissa Tridwan2910-2Magic3
4th RowMerdaali Guardian435-3None-
5th RowAxemaster175-4Ranged2
6th RowSniping Narwhal154-2Ranged2

I have limited choice of cards for a high mana cap battle under Keep Your Distance ruleset. I just pick Water Splinter by reason two of my most powerful ranged cards, Sea Stalker and Costal Nymph. Baakjira will be my main Tanker where its Slow should provide useful buff. Since I have no appropriate secondary Tanker, I just choose Swamp Spitter at least its Repair could help fend off incoming ranged damage. Water Caller should be useful for its Stun ability, and lastly Sniping Narwhal to spend the remaining mana.

My opponent did come with a full force having a Level 4 summoner. Wave Brood and Djinn Oshannus is the real blow. Both are menacing Tanker. And the follow up card, Nerissa Tridawn, just cause another layer of wall to penetrate. Merdaali Guardian is decent support, and it should be safe with a thick wall in front of it. Axemaster just send my day spiralling down. Its the most dreadful damage dealer from Water Splinter.

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My formation actually already have better initiative for this battle. Baakjira withstand the attack from both Djinn Oshannus and Axemaster excellently. And then my whole ranged artillery volley they arrow to reduce Wave Brood health to 4. But Merdaali Guardian with its 4 health Heal have put great burden on the offense attempt. Last but not least Water Caller deal damage to Wave Brood but unable to trigger the Stun.

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Baakjira have to deal with another offensive wave just to survive with 1 health remaining. The whole artillery formation volley the arrow with Sniping Narwhal score the kill on Wave Brood. Nerissa Tridawn counter with a finishing shot into Baakjira. This released the speed debuff from my opponent formation.

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Things become more difficult since the lost of speed debuff caused the entire cards of my opponent to have better initiative. The combined attack of Djinn Oshannus and Axemaster was beautifully put into coda with Nerissa Tridawn spell. As I no longer have Swamp Spitter, my frontier now fall into Water Caller. Sniping Narwhal and Sea Stalker made faulty momentum causing Sea Stalker 4 damage to be wasted toward Nerissa 1 value armor.

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Round 4 open with Water Caller falling prey into the hand of Djinn Oshannus and Axemaster. Sniping Narwhal helplessly got hit by Nerissa Tridawn. My formation make their final attempt to strike into Nerissa and Axemaster, but unable to bring them down.

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Round 5 become the deciding moment. With Djinn Oshannus taking down Sniping Narwhal, I already lost the major part of my damage output. Its not long before Nerissa Tridawn exact 3 magic damage to end Sea Stalker for good.

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The fate is sealed for my formation with no Tanker left, Coastal Nymph turn into a target dummy.

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CONCLUSION

I could not agree more that having a powerful magic and/or ranged `Tanker` card become a key victories in this battle. Just like my opponent did, he caught me off guard with my high-damage but fragile formation. More to it, with melee card being locked, there's will be fewer cards with Sneak or Opportunity ability. This would means there's less chances for the back-row being targeted by incoming attack. Which open a safe opportunity to deploy high-damage low-health cards on the back-row.

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