BATTLE MAGE SECRETS Weekly Challenge

CHALLENGE RULES

RULESET: Rise of the Commons

Only common and rare units may be used in battles.

Summoners are unaffected by this rule.

Ruleset and lineup

The ruleset of the battle is as follows:

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Rise of the Commons - Only common and rare units may be used in battles.
Earthquake - Non-flying Monsters take 2 Melee damage at the end of each round.
Equalizer - The initial Health of all Monsters is equal to that of the Monster on either team with the highest base Health.
Mana Cap of 28.
Available Splinters- Fire, Water, Earth, Life, Death and Dragon

My Team:

Summoner: Avina of the Wolf (+2 to Speed for 2 Monster or Heal ability for 1 Monster)

1. Albahoo Forester - No Damage Dealer with the Return Fire ability
2. Moxian Rebel - Magic Damage Dealer with the Weapons Training ability
3. Grimbardun Fighter - Melee Damage Dealer with the Shield and Corrosive Ward abilities
4. Meriput Magician - Melee Damage Dealer with the Tank Heal ability

Strategy:

My Rebellion set is still pretty low level so the amount of strategies I can use is rather limited. Here I tried to outlast my opponent by giving the Grimbardun Fighter the Heal ability. With the Shield ability it already takes half the earthquake damage and it combined with Heal it can easily sustain that ruleset and a bit of incoming damage.

Position 1 - Albahoo Forester:

Placed in the front because of the Return Fire ability. With my outlast strategy, any extra damage the opponent takes might be key.

Position 2 - Moxian Rebel:

Gives the Albahoo Forester some magic attack because of the Weapons Training ability.

Position 3 - Grimbardun Fighter:

Placed in the middle to keep it out of harms reach for as long as possible.

Position 4 - Meriput Magician:

Sneak protection for the Grimbardun Fighter and the Heal ability to keep the monsters in the front alive in case there are no sneak attacks.

ambush.png
My opponent used a Monster with the Ambush ability so he gets to attack before the first round.

Round 1:

I'm glad to see the rather low amount of magic attacks, only 1 high physical attacker and no flying monsters in the opponent team. If my Grimbardun Fighter survives long enough, he should be able to heal for more than the opponent can damage and the Earthquake ruleset should take care of the rest.
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Round 2:

No monster died in the first round, but the Sneak and Opportunity Monsters take out my Meriput Magician in this one. The Earthquake takes its toll on all the Monsters, but my Grimbardun Fighter is still fine for now.
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Round 3:

The Sneak damage gets nullified by the Shield ability and the Torch Viziers opportunity attack targets the Albahoo Forester, so my Grimbardun Fighter is still going strong. While the Earthquake is relentlessly eating away on my opponents hitpoints.
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Round 4:

My second last line of defence goes down in this round so it is 5 vs 1 from now on. Seeing the possible damage output on the opponents team still gives me hope though.
4 (3).png

Round 5:

After the Earthquake takes out the Muspelheim Demon the incoming damage is reduced too much to make me worry about my tank.
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Final Round:

Only the Fire Mage survives this rounds Earthquake, but that only delayed the outcome for a few seconds as my Grimbardun Fighter deals the final blow soon after.
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Result:

My Strategy worked out even better than expected. Even though this was a Diamond Tournament it turns out that there aren't many high level rebellion decks out there yet so this low level strategy worked really good. The combination of the Shield and Heal ability was reducing the damage just too much take my Grimbardun Fighter down fast enough.

The full battle can also be watched here

Thanks for reading and happy battling!

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