Splinterlands Battle Mage Secrets Featuring Broken Arrows

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Broken Arrows Featuring Bronze League Summoner Beating Silver league Summoner & Cards

I'm back to share another battle post highlight in the battle mage secrets series. These battle posts will highlight the strategies I'm using to take my bronze level deck and defeat gold and silver league decks. This is a great showcase of some strategy I've been using effectively to push my life splinter to compete against those higher decks. In this instance I was able to use my bronze League deck, AKA level to rares to beat level 4 rares with a maxed out silver league selection of monsters.

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CHALLENGE RULES

RULESET: Broken Arrows



Description: Monsters with ranged attacks cannot be used.

Monsters with 2 types of attack (which include ranged) cannot be used.




Reasons Why I like it
Broken arrows is a fun rule set to play with. Part of the simplicity of eliminating 1/3 of your attack types, means you don't have to counter as many lineups. Knowing that there will be no arrows, also means that your opponent loses a lot of choices for their double attacks, healing, and taunt cards that are typically used. I think I like these types of rulesets the most because it removes some complexity rather than adds to it in my mind. It also allows for some other non-typical lineups, where you would otherwise not be able to play it due to its weakness against an attack type.

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_847b9912dc473c27bfbc79a6ebc25bb0&ref=senstless

MANA: 50

Ruleset: Broken Arrows: Monsters with ranged attack cannot be used.

Ruleset: Earthquake: All non-flying monsters take 2 physical damage at the end of every turn.

Ruleset: Spreading Fury: All monsters gain the enraged ability which multiplies their speed and melee attack by 1.5x rounded up.

SPLINTERS: Life, Death, Dragon

Initial Rule Set and Mana Gameplay Thoughts

  • RULESETS & Splinters
    Playing most of my matches in silver and gold league has given me the majority of my matches having two to three rule sets. While I enjoy these combinations, sometimes it gets difficult to factor in all the changes, and I often find myself forgetting something like poison or earthquake as the third rule set. In this case the combination of flying, in rage, and no arrows doesn't really give me any clues as to my opponents play. There is a nice selection of flying monsters available in life, death, and dragon with many of them having magic for their attack type. I think any splinter choice is valid at this point

When you factor in the broken arrows, and spreading Fury which means all monsters will gain enrage I think this match will be favored to the team that has the best armor, and void armor to provide the most protection against the most attacks as possible.

  • MANA
    With 50 mana, I feel fairly comfortable and confident that you can find a really well-balanced lineup to fit this rule set. Well it might be a struggle if using Dragon given the high mana cost of many of their monsters, it won't be too difficult to fill out a team when using the companion cards from life or death.
  • Summoner GRANDMASTER RATHE I chose The grandmaster because I wanted to give my team as much armor as I could. The addition of the void armor means it's protected from both melee and magic attacks. The benefit that each monster gets at least one armor, as well as converting all existing armor to avoid armor is a huge Plus for me.

  • First Position URIEL THE PURIFIER
    I wanted a heavy hitter, with flying. As long as it can make it out of the first round it should be dealing some significant damage to the enemy. Three speed isn't fast but sometimes the flying will generate an additional miss or two to keep it around

  • Second Position CORSAIR BOSUN
    Well not a great typical card for earthquake, I figure with five to six armor it will take a while before it starts to actually lose any health. Plus once it does get enraged, while it might not be around long it's going to be dealing out some massive damage

  • Third Position PELACOR CONJURER
    Great card for third position in my mind, good speed with flying, void armor in the ability to have some of those snipe attacks targeted if they're out there. If not it's still a great card to sit and moved first position

  • Fourth Position ADELADE BRIGHWING
    The real strength of earthquake matches in life combined with grandmaster. The armor repair is the key function and it's fine means it won't be taking damage each round before it starts. This allows me to continuously repair my void armor and keep monsters around that might otherwise get taken out

  • Fifth Position CELESTIAL HARPY
    The great little flying monster with opportunity. Definitely not doing a lot of damage but this is more about not taking damage from earthquake and hopefully just outlasting my enemy

  • Sixth Position IZIAR
    I love this car to the back of the lineup, with void, void armor, and taunt is going to be a giant black hole for most of my opponents attacks. This will allow my primary monsters to go unscathed and get prepared while Iziar takes all the punishment

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Opponent Lineup & Match Play

  • Summoner GENERAL SLOAN
    Interesting choice given that arrows are not allowed. Not sure if they don't have another choice this high, but I would have expected them to choose an additional health, or void armor like I did.
  • CHAO KNIGHT
    Great choice for first position. The fact that it has Giant killer and shield means it's going to be taking a lot of melee hits and dealing out massive blows. It's weakness is clearly magic, but given its speed, Plus the later played time age means it should be around for its attack plus maybe another round
  • DISINTEGRATOR
    The great counter to melee heavy teams. The demoralize plus its own trample ability edit level 5 makes it a very strong play once it moves to the front
  • DJINN RENOVA
    A pretty solid play, a very high attack of three magic with the added benefit of giving every monster an extra health should help them stick around against the earthquake kids.
  • MAGI OF CHAOS
    I'm not sure if there aren't better cards out there, it appears to me they just forced as many two magic attacks they could which is highly risky given that I could have picked a death summoner to reduce their tax to what.
  • TIME MAGE
    Solid play, even with three health. The slow ability to reduce my speed can make a huge difference if my opponent is able to string enough attacks together consecutively and not be out before I get my own turn.
  • STICH LEECH
    Another interesting play, it only has four health. Well it does have sneak attack with three damage, it's dead no matter what at the start of round 3.

Round 1


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Upon initial look of the board for the game starts, the thing I noticed the most is the level of their cards versus pine. Just having these cards be maxed to silver makes me a little nervous, although I'm not 100% sure how it's going to play out.

First round has a lot of activity and one of the biggest blows delivered is by chaos night and it's death blow. It's something to remember how dangerous that is against high mana cards. Luckily my rear tank with taut, has void and void armor between absorbing most of those hits and only taking 50%. Well I don't knock anybody out in the first round and neither does my opponent both teams take some significant damage and are sure to lose monsters in round two

Round 2


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Round two starts off with the earthquake damage being applied to All The monsters. The effect of this is my opponent's monsters are mostly all enraged giving them a higher speed, and melee attack if they have it. It now looks like the stitch has an attack of five, something I had not considered when I initially saw the lineup. Time age continues to play a massive role as it slows me down, and allows them to tack first. This should be a bigger deal than it is, but I forgot to mention the end of round one my armor on Uriel the purifier was repaired, allowing it to take on additional damage before it's health is impacted. Without this it would have been knocked out by the second attack from chaos night, which delivered 10 damage, but none of it got through the miniscule two armor that was left. I was able to score my first knockout, and the first pack of a match when an act of chaos night in the living room. The next turn I lost Iziar and it looks like my tank is now going to start taking most of the hits. Luckily I don't lose any more monsters to rest around and I'm able to prepare some more armor for around 3 starts

Round 3


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The interesting thing is at the start of each round is when the earthquake is applied, and for my opponent that means the loss of two out of five monsters. This is a fairly significant impact, while I lose none. I secure another knockout on my first attack with Bosun, leaving my opponent's only two monsters with limited health. While they score a knockout to end around it's clear that I will win without doing anything in round 4

Round 4


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Round four shows my opponent with two monsters and one health each. Neither of these monsters have flying, which means both of them will be knocked out before anyone gets a turn to attack. Worked out quite well, and having monsters with the fine ability was key to help reduce the damage taken.

Thoughts - and Chances to Win Again


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Taking a look at the tool online, it shows that my strategy of picking void and armored monsters as well as flying monsters all but secured my victory. Combination of these two choices gives me a 100% chance to repeat victory against the same lineup. My opponent just took too much damage from earthquake, while also leaving too much of their attack at risk against a monster with void, or void armor. Since all of my monsters had played armor, and my rear taunting tank also had void it meant most of their attacks were left doing very little damage each round.


~~@senstless

#sbi-skip



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