Does Earth Magic Team works in Might Makes Right?
This post was made as entry for Splinterlands Social Media Challenge.
These are the questions that come to my mind when I first encountered this new rule, "Might Makes Right." "Might Makes Right" is a new rule in Splinterlands that was recently announced and added to the game. It requires players to play only units with 3 or more damage. This makes the game very fast as majority of the units will have huge damage. This makes me wonder though, "What would happen if a player has no units with 3 or more damage?"
This Week's Theme is…
You can only summon units with 3 or more ranged, magic, or melee power.
This ruleset is very bad for Obsidian. I wanted to use a team full of magic but the Earth's magic units lacks 1 damage. All of them have only 2 magic damage except for a few ones that I didn't rent. This makes it a bad ruleset for me to play. It was a lucky one that I always have Pelacor Merchant rented because he is cheap and is good on battles like 14 mana.
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Battle Factors
Mana: 14
Active Elements: Water, Earth, Death,
Watchus Fighticus! Replay battles that are oh-so-victorious!
Click here to watch the full battle!
Lineup and Strategy
Because of the ruleset Might Makes Right, This battle is very limited in both mana and unit selection. So, I used the unit that I can rely on the most solo, Pelacor Merchant. I was planning to use Djinn Oshannus but not only I needed to rent another summoner and a high level Djinn Oshannus, I also thought that anyone with Heal can out trade him. So, I had a unit with a Heal of his own. I am glad this worked as planned.
+1 Magic Damage || All friendly Monsters have +1 Magic damage.
Why pick this summoner: Obsidian is not good when you don't have any magic attackers. I still used her because to use the unit's high level, a high level summoner is also required.
|| Has a 25% bonus chance of evading Melee or Ranged attacks from Units who do not have the flying ability.
|| Restores a third of the max health to this Unit's health each round.
|| When hit with a melee attack, Units with retaliate have a 50% chance of immediately attacking their attacker.
Why pick this unit: Pelacor Merchant brings a solid mix of offense and durability with 3 melee damage, 4 speed, 1 armor and 11 health. His abilities Flying, Heal and Retaliate make him reliable on the battlefield. Flying boosts his chance for opponent's attack to miss. Retaliate gives a chance to counter melee attacks and Heal helps him recover health during battle. The 1 armor may seem small but it adds an extra layer of defense giving him more chances to stay in the fight against melee and ranged attackers.
Summary
In Might Makes Right, only units with serious firepower are allowed on the field so every choice matters. Balancing power and survivability becomes key in this rule. Units like Pelacor Merchant is strong because of the Heal but Mycelic Infantry is also a good pick as it reduces the high damage he gets. Pick the right mix of high damage units and you'll dominate the match. Just make sure your lineup can take a hit as strong as the punch you can throw.
Disclaimer
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About the Author
Hi! I’m Mavis, a Splinterlands fanatic and total Harry Potter fanatic (seriously, I can recite spells on demand! 🤓 ).
Besides being a gamer and wizard at heart, I’m also a self-taught coder. I'm happy that I was able to apply the recent knowledge I gained when making posts in Hive. (Thanks friend!)
If you consider playing Splinterlands, support me by using my referral link.
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Thanks for sharing! - @zallin
Nice work, keep improving your posts to get better votes!
@zallin Thank you for the upvote and advice! I'll be sure to make it better each week.