This ruleset is a Christmas Present

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This ruleset is a Christmas Present.

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You know how on Christmas you get that sense of anticipation? The big 'What if...?' or 'What will be...? This anticipation builds, and as it does, you're bursting at the seem to rip open your presents... Ok, perhaps we're not 10 years old any more, and perhaps we have some restraint. But - you know what has me thinking I'm a 10 year old all over again?

That's right, a 'Melee Mayhem' ruleset, which describes itself in this way: "Melee attack monsters can attack from any position". This to me, is a Heaven ruleset - because I just love a big melee attack, and I reckon, I've got a killer strategy. Here it is:

Don't bother about support cards, just whack big. The bigger the better!

Let me be honest, it's an awful lot of fun! Let me share a battle with you, where I recently got my kid-like joy of playing this ruleset, with a big fat 48 mana to play whichever cards I wanted! You'll notice I played a Dragon summoner - which, usually goes against my thinking of using TARSA to beef up the attack, but I wanted to play a couple of cards. You'll see why in the video, but first, have a look at how the battle opens:

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And then, the dominance that this team earned me:

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Ok, so straight away I did something a bit curious - I went for the Dragon Summoner with wings. The obvious choice I suppose would have been to play a TARSA to beef up my melee attack, but I wanted to access some dragon cards. I had to choose between Lvl 3 Wings dragon, or the starterkit summoner who gives additional armour. In the end, this was the no-brainer, and it also meant that my cards were going to have an increase ddodge chance. In the video, you would have noticed that I was missed a couple of times. In truth, I don't think if I'd been hit if it would have changed the battle outcome, but it certainly helped me absolutely thump my opponent. The wings, and the opportunity to dodge, also helped to counteract playing the big melee cards who are actually a little bit slow in the old speed department.

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The 8 mana Djinn Chwala came next. I'll be honest, I'm a big fan of this card. He's an aggressive guy with +3 Melee, but his aggression is also in his thorns. If my opponent played a melee team, I wanted to be hurting them from the outset. The Djinn also has amazing health and armour for a tank. Truly, this little guy packs a massive punch!

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The next step was to put in the Forgotton One, again at 8 mana, he's not cheap - but he's also another tank. Usually, you wouldn't play multiple tanks - but because he can attack from his second position, it becomes a no-brainer. When my opponent kills my Djinn, I want him facing another beast. In this melee ruleset, his 4 melee is huge and he'd going to do some mega damage. His speed is average, but his armour and his health make up for that. I want my opponent looking at a wall when he opens the battle.

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The 7 mana Desert Dragon is next in my line up. Now, this is a very good card for this ruleset - he's not a great tank. The thing about him is, he's easy to kill. With only 6 health, if you come up against a magic team, it's game over extremely quickly - however, by protecting him in the middle of the team, he gets to be incredibly dangerous. He has 5 melee attack! That's absolutely mega!! But he also has trample, this means if he kills an opponent's card, he'll attack again. This happened in the battle for +10 damage in one hit! HUGE! Then, he also has PIERCE - What this means is, let's say your opponent has 3 armour, he'll take the 3 armour, then the rest of his hit will take the health. Basically, your armour won't stop him.

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And then comes Grum - what an absolute beast. He has 4 melee damage. Hot. He has 10 health. Hot. He has 5 armour. Hot. He's one hot card. But he also has bloodlust, meaning that if he kills an opponent, his stats will all increase by 1. In his position in the middle of my team, he is going to be protected, and will be one of my last cards to take an attack. This gives him plenty of time to get his kills and beef up to an absolutely unstoppable force!

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Next up is the Radiated Scorcher - this is a cheeky card because he only costs 1 mana, but only has 1 attack. That said, he has a skill which means if he hits an opponent, their armour will instantly shatter. I needed to play him because of mana restrictions, but it also has the potential to time a hit right and by doing

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And then, a secret weapon - yet another tank! This makes 5 tanks in the line up. This guy, the Living Lava has a SHIELD skill on him, which will seek to minimise all my opponent's hits. In a nutshell, this means if you hit him with 4 attack, he'll only take 2. This is important, because I want to protect my middle cards - the Desert Dragon and Djinn Chawala. By having a solid front line and solid rear defense, that is going to give lots of opportunity to do damage. And, did you see this guy's attack? +3 Melee - let's face it, that's pretty awesome and rounds my team out nicely.

What's more - in total, my 6 cards hit for a total of +20, with +2 in thorns, and a potential +5 from a trample. That's up to 27 damage each round, that is going to position me with success - and you can see why I love getting given this ruleset in a battle.

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