Splinterlands Battle Mage Secrets - Raw Damage Can't Be Silenced

Greetings Splinterlands Summoners! The classic weekly battle challenge retired to make way for the Battle Mage Secrets series, making it more entertaining. This new set-up adds a focus on dynamic strategies, as players will be able to choose from a greater selection of more diverse units to bring into battle.

Let's enjoy the **Silenced Summoners **ruleset, where summoners do not give buffs, debuffs or grant abilities. It's time for some simple teams with OP raw damage.

It is recommended to use the lowest cost and highest level summoner within this ruleset, something that I will try to do!

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The Silenced Summoners are bad ... but are you ready for the most boring battle you ever seen in the Splinterlands? I have nothing to share ... as this duo made the duel more bland than a slice of white bread!

Nothing for me! Nothing for you! Nothing for the fans! Silenced Summoners was doubled by Back to Basics, with all monsters losing their abilities!

No herb and spices tonight, as bad as going to McDonalds to eat a salad. This is that football match that ended 0-0 with no shot on target!

Fortunately, someone must win the battle and my strategy was to create a team that can deal damage from the first round! It's time to cast some spells!

Bortus: Silenced

Nerissa Tridown: Caster

Djinn Oshannus: Caster back to basics

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I chose Bortus with a reason! It was my cheaper water summoner and will save one mana. My opponent chose Tarsa pointlessly, and burned one mana for an enhanced summoner that cannot buff.

The Chaos Agent was set as a decoy, to delay one attack, then a mix of casters, melee and ranged monsters... set in a random order that made no sense.

I gone rouge, with only two big HP casters that used all my mana. The battle started with carnage, and the Chaos Agent fulfilled his mission.

I started the battle with a kill and then wondered why set an ranged in the second position? Probably another decoy before the "true" tank. The Xenith Monk replaced the fallen comrade, while the Djinn Apprentice and the Goblin Fireballer damaged Nerissa.

Was time to unleash the magic and settle the battle! Magic filled the air and death came for most! Nerissa had fallen, but Djinn Oshannus will punish the enemies!

The mighty djinn took upon three opponents with a high dose of confidence, and avoided two attacks. He eliminated the opponents one by one, until the endgame.

The apprentice challenged the master, but he wasn't ready! The novice djinn tried to outmatch the Oshannus but he had neither power or knowledge! Game over!

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This battle was probably as bad as the previous one, as Silenced Summoner was made even worst by Broken Arrows. No buffs from the summoners and now the ranged monsters can't be used in the battle... just great!

This time at least the 48 mana was enough to select a stronger team, and decided to go for Kelya Frendul as a summoner. This was a more expensive choice but it was a decision based on the level of the summoner and the cards I wanted to use.

Kelya Frendul: Silenced

Coastal Sentry: Melee with Double Strike

Flying Squid: Melee with Reach

Demented Shark: Melee with Inspired

Deeplurker: Melee with Opportunity

Creeping Ooze: Support with Slow

Nerissa Tridown: Caster

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This time I was facing a better opponent, and a well-balanced team. The Living Lava will use the Shield to reduce damage, while the sneaky monsters will hit my back line.

Shield or no shield... the fury of the Coastal Sentry is overpowered! The opponents where slowed down and the battle quickly turned in my favor!

Sea monsters on rampage, with hungry fish and frenzy squids! The Coastal Sentry took her share of glory, dealing double damage and taking down most of the enemies. See the full battle here!

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