Splinterlands BATTLE MAGE SECRETS Featuring a Weapons Trained Krash Wanderford in Unprotected Rule Set in Bronze League Action


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Featuring Bronze League Summoner and Monsters in Action!

I know that this post is not following this week's proposed battle mage secrets featuring enrage. I was surprised to see that I did not have one saved in my tracker, I could not find a battle with enraged in my battle history or my bra history. Apparently it has been a long time since I have played that rule set and have essentially given up on getting it through this week. It probably doesn't help that I posted a prime example of it last week unknowingly using the great example for this week.

For this post I'm going to feature The unprotected rule set. I'm also going to feature a Gladius card that can benefit from this type of rule set that I'm starting to find more useful.

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CHALLENGE RULES

RULESET: UNBROKEN

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Description: Unprotected: All armor is removed from monsters and one cannot gain armor.





Reasons Why I like it

Unprotected can really provide a boost to melee monsters. You no longer have to worry about first cracking through the armor for attacking your health, and instead get to immediately do health damage, this makes it much more in line with attacks like magic. Downside is of course that will help monsters are extremely susceptible to being taken out before they can provide their benefits

The Matchup - Where Rules Sets, Splinters and Mana Collide

The Rule Sets


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Watch the Match Here

https://splinterlands.com?p=battle&id=sl_6191e7da71c7defccc632f61655efb33&ref=senstless

MANA: 28

Ruleset: Unprotected: All armor is removed from monsters and one cannot gain armor.

SPLINTERS: Fire, Death

Initial Rule Set and Mana Gameplay Thoughts

  • Rulesets
    I think this rule said favors potentially melee or arrow attacks. More balanced cards that have a decent health along with their attack. I tend to feel like some magic cards are lower on the health curve.
  • Mana
    28 Manor is a sizeable amount. It should allow for the majority of lineups to be played and allow for some of the biggest man of monsters to be put onto the field with some supporting cast
  • Splinters

It really comes down to fire or death since those are the only two options. Both have benefits and will do well with the school set. 28 minute is a little light for how I tend to play death as I like several cards that are 7 to 10 mana and I will quickly run out.

  • Summoner ETERNAN BRUNE
    It's honestly a bit of a waste for this rule set, it takes away two armor in most cases but given the rules that there will be none to actually take away. The real benefit that I got was being able to pull a Gladius card

  • First Position KRASH WANDERFORD
    2 weeks in a row I've posted use cases for Krash, I am finding myself playing it more and more giving it s high speed and health and first position. And only four mana it's not too bad

  • Second Position FERSXIAN HERO
    If I play Krash then I always want to try to weapons train it. Giving it the ability to perform an attack really helps boost my team

  • Third Position MORDEUS
    Who doesn't love a high-hitting opportunity melee card, especially when there's no armor to worry about and they can hopefully get a knockout right away. Only downside is it only has four help

  • Fourth Position LAVA SPIDER
    Not my first choice, but I actually asked and put it in due to its five health. My thoughts was more focused on protecting from the snake melee attack, and preferred having a card that gave more health than one additional damage

  • **Fifth Position SCORCH FIEND **A
    Simply put back here for a sneak attack. Hoping something hits it and wastes a turn.

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Opponent Lineup & Match Play

  • Summoner TARSA
    Solid play, and I can't fold them for wanting to boost both health and attack
  • ANTOID PLATOON
    It loses some of its appeal without having the armor to go along with the shield. And only three health it's a little undersized to be a tank
  • TENYII STRIKER
    Really nice card especially after it gets boosted. Three damage and seven health will be hard to overcome
  • SERPENTINE SPY
    Another mixed card in my opinion. While it does have decent speed and attack with opportunity it's big downfall is it will be one of the first cards targeted by opportunity and has no protection
  • URAEU
    Another card that I traditionally prefer, but the removal of its armor means I am less fond of it it is rules
  • SPIRIT HOARDER
    Very solid choice given the last card played and I can't fault them at all and think it's a nice strategy
  • IIDRI FYRE
    Pretty good choice, eight health and that will be getting triage. Everything outside of the front row should be attacking it as it has taught.

Round 1


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Is the wrong start I'm feeling like I have a good shot to win, but certainly I'm willing to admit that they have some pretty good cards and a decent lineup built. As the round starts out, I am the first to lose a monster when I lose scorch fiend to quickly followed by lava spider. This certainly makes things look bleak the only good news from round one is that the large speed differential kept Krash from getting the final hit and saving a couple of extra health

Round 2


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Round two starts off a bit better as I score my first knockout and it's Krash triggering a bloodlust and boosting its stats into three melee 9-speed and seven health. 9-speed is pretty high and will be troublesome for my opponents to hit. As the round continues I unfortunately lose Mordues leaving me only two monsters. Luckily for me the high-speed on Krash triggers another myth.

Round 3


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Round three strats and I get another attack, but it's one short from securing a knockout. It's quickly followed up by my second attack and I do secure The knockout on Tentii Striker. That was most of the action for the round and things settled without much else

Round 4


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Around 4:00 I'm starting to get excited, as I go first and secure yet another knockout triggering yet another blood bust. At this point I am noticing that every card health limit is now underneath my attack damage where I should be securing another knockout at the start of the next two rounds. The round really finishes off by getting another knockout from Hero

Round 5


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Around five starts in my favorite way. Securing yet another knockout, while triggering another bloodlust. I'm now up to 5 damage and 11 speed with six health. I've also guaranteed my victory I say have no attacking cards left in I have two. This went from looking like a loss in the first couple of rounds to being a guaranteed victory. This will end in round 6 either way but do we know other for the action

Round 6


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Pretty solid victory

Thoughts -

Things are closer than I'd probably like to admit. A lot of it has to do with attack order and luck. Depends on if the right monster attack and secure it's a knockout for a bloodlust. I've had other matches where it is always one attack off and it can never get on a roll. Sometimes once you get one or two blood lusts the monster becomes almost unbeatable and is doing so much damage that it alone can turn time. I will continue to use Krash in rule sets like unbroken and ones that eliminate magic that favor melee type cards. It's ridiculous speed and abilities to weapons train just makes sense.



~~@senstless

#sbi-skip



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