Splinterlands BATTLE MAGE SECRETS Featuring Counterspell

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Featuring Bronze League Summoner and Monsters in Action!

I am back this week sharing another battle mage secrets featuring counterspell in my bronze brawl. Bronze is a nice entry point for beginners, or those who do not have the ability to build the rent a competitive deck in silver gold or diamond. Since I personally choose to own my cards versus renting, it makes sense for me to focus on bronze since it's the most economically viable option for me. Bronze is also a nice little balance of cards and abilities. Let's dig into this matchup and see what went right and what went wrong.

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CHALLENGE RULES

RULESET: COUNTERSPELL

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Description: All units receive the magic reflect ability at the start of the battle. Enemy units that attack with magic receive damage back.

Damage returned is equal to the damage of the attacker divided by 2, rounded up.
Magic units with the reflection shield ability do not take damage from reflected magic attacks.
The amplify ability increases damage.





Reasons Why I like it
This is a great little rule set to help eliminate the overwhelming power of magic attacks. Having them take half of their damage back in reflection will reduce the likelihood of having in all my team. While some of this can be negated with void or high health or triage, overall there's a lot of low health magic cards that are simply too risky to play in the school set. Having it means that you are more likely to face melee and arrow attacks

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=sm_xZrAH0uotygN7qCOielc&ref=senstless

MANA: 34

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

Ruleset: Counterspell: All Monsters have the Magic Reflect ability.

Ruleset: Taking Sides: No neutral monsters may be used.

SPLINTERS: Fire, Water, Earth, Life, Death, Dragon

Initial Rule Set and Mana Gameplay Thoughts

  • Rulesets
    Another three rule set match. Having counter spell for me makes magic a hard play. I think there can be one maybe two magic cards to contend against. This becomes even more complicated as all arrow cards are excluded in the broken arrows will set meaning only magic and mainly can be used. This means it's likely to be a melee focused team that I am both going to play and face. The last rule set taking sides which eliminates the neutrals won't have as big of an impact on the game as the first two.
  • Mana
    45 mana is a great number. I can play any card I want and multiple legendary high mana cost cards while still fill it up with you. Anything more and it starts to just be all 12 minute cars, and anything less and sometimes you have a hard time fitting your optimal line up in
  • Splinters
    Losing fire and water are both blows considering that these are going to be melee focused. Fire is a long-standing melee juggernaut with availably boost from the summoner plus a lot of good cards but I'm really focused, well water has the great ability to use the team full of boosted opportunity and reach cards that have trample.
  • Summoner UNDERBOSS FABINO
    I decided if I was going to play melee, I might as well boost a couple of cards with plus two May late to start the match.

  • First Position UNICORN MUSTANG
    One of my favorite cards from untamed, it has decent speed a solid attack plus void which means it's a great way to counter any magic cards I see while still attacking relatively early in the lineup. It also has a decent health which means it can get healed at least once before being eliminated

  • Second Position BRAMBLE PIXIE
    I don't use bramble pixie too often, but I don't have a good excuse. It's high health and we attacked with reach means it's a great second card especially with a healer behind. In this match it just seems logical as I am trying to build the biggest melee team I can.

  • Third Position QUEEN MYCELIA
    Yes it's magic, yes it's only up for health, but the real benefit comes from the protection it's going to give everyone with the armor. It will die in fourth round on reflection from its own attack, but I don't really play it to music attack, I want to protection on each one of my cards

  • Fourth Position KATRELBA GOBSON
    One of the most powerful cards once it gets on a roll the double sneak attack with bloodbus can be devastating. Once I give it to boost to start the match of a plus two melee, it will be doing four damage each with double strike for up to eight maybe damage in the first round.

  • Fifth Position GOBLIN PSYCHIC
    Wanted to heal my primary attack clients to allow Katrelba as much time as possible to get on a roll

  • Sixth Position MYCELIC SPLIPSPAWN
    In an attempt to also allow the Katrelba to get as much time going as possible I want to play slip spawn as a way to both counter Katrelba since his health is high enough to avoid a first round knockout in most cases.

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Opponent Lineup & Match Play

  • Summoner HELIOS MATRIARCH
    Solid choice, adding speed and the ability to pull another Gladius card is always a solid choice
  • CHAOS DRAGON
    Bit of an odd choice, it does have ten health and a three magical attack with flying but overall it seems a little awkward in first position
  • CARNAGE TITAN
    A great card with a reach double strike decent health and very high armor, only thing I don't like is that it only has a base to melee attack which leaves it vulnerable to dispel.
  • GOBLIN PSYCHIC
    Please nicely with the first two monster choices as it can give them a decent heel in the first couple rounds to allow them to continue to protect the
  • KATRELBA GOBSON
    Much like me, the double sneak melee attack is the primary option. Luckily for me it doesn't appear to be boosted and with attacking slip spawn I have 11 health to get through before they start to build via bloodlust
  • BERTROL GOBSON
    Another nice Gladius card with great speed and bloodlust with opportunity. If it wasn't for slip spawn it could start to also become a heavy hitting card.

Round 1


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That's around starts I'm feeling pretty good, I feel like I have a very nice counter to their lineup while at the same time having a significant advantage in the attacks. They do have the greater speed from their summoner and get to do most of their attacks first. Fortunately for me not much damages taken for all because I've got the extra armor. When it is my turn I get slightly unlucky on Katrelba first of it s double strike attacks that creates a mess, while the second one connects and knocks out Bertrol. I do have a second Miss from bramble pixie on chaos dragon, I guess the speed and flying was a good combination overall. We end around with only the one knockout.

Round 2


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How's the round start again, I'm feeling pretty good. I have a double strike sneak attack dealing five day with each time that should significantly wipe out my opponent. My Katrelba attacks first this round, the first hit knocks out there's, and the second of the double strike knocks out goblin psychic. But this point I am already at an obscene 7 melee damage, 6 speed with five armor and seven health. This is already in a bag as I have not lost a monster and they are down to one.

Round 3


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Who's around 3:00, but there's only four moves in round 3. And it is all Katrelba, her attack is high enough to eliminate that seven armor and the first round, and we're meeting health by the end. Securing yet another knockout and victory for my team.

Thoughts -

I think someone are choice and the addition of a taunting card really turn things around to my favor. Boosting the double sneak melee attack by 2:00 allowed me to secure a first round knockout. I also benefited heavily from having a high health taunting card which attracted all of their attacks and was able to sustain the damage without giving them a knockout and triggering bloodbust for them. Without building their stats
Like I got to with mine things quickly got out of hand for them and I was able to just mop up the back line..



~~@senstless

#sbi-skip



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