SHARE YOUR BATTLE Weekly Challenge! MYCELIC INFANTRY

Edition: CHAOS LEGION
Rarity: RARE
Element: EARTH
Attack: MELEE
Abilities:
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ability2.jpg
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Ruleset and line-up:

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Reverse Speed - Monsters with the slowest Speed attack first and have the highest chance of evading attacks
Fire and Regret - All Monsters have the Return Fire ability
Mana Cap of 34.
Available Splinters - Fire, Water, Earth, Death and Dragon

My Team:

Summoner: Obsidian(+1 to all Magic damage)

1. Mycelic Infantry - Tank, Melee Damage Dealer with the Shield ability
2. Fungus Fiend - Melee Damage Dealer
3. Queen Mycelia - Magic Damage Dealer with the Protect and Amplify abilities
4. Goblin Psychic - Magic Damage Dealer with the Tank-Heal and Affliction abilities
5. Djinn Biljka - Magic Ranged Damage Dealer with the Camouflage, Void and Weaken abilities
6. Mycelic Slipspawn - Magic Damage Dealer with the Taunt and Forcefield abilities

Strategy:

Magic as my main attack source and splitting up the damage with Mycelic Slipspawn taunting in the back. That way the Goblin Psychic has a good chance to get a heal on the Mycelic Infantry at least once, because the opponent cannot focus the damage on the front line in the first 1 or 2 rounds.

Position 1 - Mycelic Infantry:

The lowest speed possible, nice HP and Armor and the Shield ability make this a great tank for the Reverse Speed ruleset.

Position 2 - Fungus Fiend:

Useful Meatshield especially because it gains a 2 Armor buff from Queen Mycelia. That way it can take at least 2 attacks when being attacked by range or melee.

Position 3 - Queen Mycelia:

The Protect ability gives every Monster in my line up 2 extra Armor. This can be very powerful if there is a bunch of ranged and melee attackers in the opponent team.

Position 4 - Goblin Psychic:

Nice damage, Tank heal and a chance for affliction what is there not to like about this card, one of the best common cards in chaos legion in my opinion. Couldn't really decide who

Position 5 - Djinn Biljka:

High damage and low health, but can't be targeted thanks to the camouflage ability so it is a good card when you run out of mana.

Position 6 - Mycelic Slipspawn:

Taunt Monster and at level 4 it gains the Forcefield ability. That ability can be a game-changer when the opponent comes with massive damage monsters, since it will reduce the attack of all Monsters with 5 or more base damage to only 1.

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Round 1:

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My opponent picked a high melee damage strategy, so my Mycelic Slipspawns Forcefield will come in handy. Because of it, the Slipspawn has no Problem surviving the first round and the Mycelic Infantry stands strong agains Grum too.

Round 2:

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Even with all the HP, Armor and the Void and Void Armor abilities all the Magic and Melee damage is too much for Grum and my team manages to take him down.

Round 3:

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The other two main damage sources of my opponent bite the dust this round, but then again they didn't really do much damage because of the Forcefield.

Final Round:

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The rest of the team isn't much of a threat anymore, before they can attack they get taken out leading to a flawless victory.

Result:

My Team was basically the perfect counter to my opponents high damage melee Team. Mycelic Slipspawns Forcefield in combination with Mycelic Infantries Shield reduced the massive incoming damage so my Magic Team in had no problem taking them out before the attacks could reach them.

I think the Mycelic Infantry is a decent card, I don't use it very often though. In specific rulesets - like Reverse Speed - it can be very powerful.

The full battle can also be watched here

Thanks for reading and happy battling!

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