Splinterlands BATTLE MAGE SECRETS Featuring Lost Magic in Bronze


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Featuring Bronze League Summoner and Monsters in Action!

Back sharing another battlemage secret post this time featuring Lost magic in bronze. Is one of the rulesets that eliminates an entire attack vector from the monsters in really changes the power dynamic of some cards. You move cards that used to be vulnerable to a powerhouse and very difficult to knock out. Let's take a look at my choices, my thoughts and how it turned out.

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CHALLENGE RULES

RULESET: Lost Magic

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Description: Magic units may not be used in battle.

Hints:
Use Thorns and Demoralize to counter melee attacks.
Use Headwinds and Return Fire to counter ranged attacks.
Units with 2 types of attack (which include magic) cannot be used.





Reasons Why I like it

I like Lost magic because it brings me back to the old days of splinter lands where there were plenty of matches that traditional tanks with armor and shield and all out slugfest. It became very difficult to knock them out and could be very frustrating or enjoyable at times. Losing magic means no health cards that are protected by armor and shield are now safe from getting quickly eliminated and provide much more advantage to your team. The only downside is I am quite used to playing a lot of magic cards so sometimes it's hard to remember all my other options.

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_0c0ab3497ab315c0a4728ad464a0842b&ref=senstless

MANA: 34

Ruleset: Lost Magic: Magic monsters may not be used in battle.

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

Initial Rule Set and Mana Gameplay Thoughts

  • Rulesets
    The rule sets will favor a couple of splinters. I think that in the modern format their water Earth and death might become slightly less favorable and as many of their benefits are related to magic. Both water and Earth have some pretty heavy magic attack cards as well as debts ability to reduce the magic attacks. Not saying they can't be used but some of their benefits are eliminated.
  • Mana
    With 32 mana I think you can build a well-rounded team that should use all six spots but you certainly won't be using very many legendaries and plus eight Nana cards
  • Splinters
    First match in a long time that I've highlighted where you have all six splinters. This is really up to you you can pick whatever you want and build the best team from all the cards. I think both water and life are great choices since they both still have cards available to heal the tanks.
  • **Summoner Immortalis **
    I chose to go with immortalis for one reason, I wanted to give everyone of my monsters shatter. Given that the rules that eliminates magic, I assume my opponent will be heavily armored and I want to break through that on every attack to allow the rest of my monsters to start eating away at health

  • First Position Mycelic Infantry
    Dentures no magic this card is now very robust. Three armor with eight health with Shield mean to absorb a lot of damage before getting knocked out

  • Second Position Venari Marksract
    Hoping they have a snipe card and play to take it out to give my ceiling infantry at boost. It might be from splash damage, or it might be from snipe but either way it could do well to get eliminated early for me

  • Third Position Scavo hireling
    If I'm going to have a tank like I do I might as well try to repair the armor to keep it around as long as possible. While I'm not healing it's health I will be revealing with armor.

  • Fourth Position Halfling Alchemist
    So I use this card quite heavily, and I want to try to reduce the primary attacks on my cards as much as possible. I'm assuming they're going to have a powerful tank and this should help reduce your damage

  • Fifth Position Gargoya Devil
    A underplayed card for me most of the time, but with an armor and with close range it will provide an additional monster that could attack from first position later and around. Hopefully it gets boosted by fungus finger

  • Sixth Position Fungus Flinger
    Wasn't sure where to play this, before or after could go ahead devil. I played it after hoping that there was a card with sneak it would take it out to give me a boost but I could have wasted it here too. I just assumed that giving real sense my opponent was likely to have a sneak melee attack Carter too.

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Opponent Lineup & Match Play

  • Summoner Drake of Arnak
    Fellow choice, and one that I don't have but adding armor to everyone is always good
  • Venari Marksrat
    Hard to ever have a game where you don't play Markscrat. Giving it more to boost to your primary card is always good
  • Djinn Chwala
    Heavily armored, decent health with thorns is a really great card to play in this rule set
  • War Pegasus
    They are also planning card with shatter and high health. Will be hard to hit with the flying and divorce speed but it's primary damage will be shattering my armor each round
  • Celestial harpy
    Luckily it only does one damage and this level, but it will be targeting halfling alchemist and it will be gone by the second round
  • Pelacor Arbalest
    Double strike range attack seems pretty straightforward, in The logical choice. I'm just happy they aren't using general Sloan as the summoner because then it would be dealing much more damage.
  • Naga Assassin
    A great range card here, is high speed limited to illegals first but it's attack of one who recently limited due to shield and armor.

Round 1


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Before the round starts I'm feeling pretty good, but I actually don't have that many cards that are doing damage on their attacks. I also have a lot of very low health cards so once they're through my primary tank it won't take them very long to run through the rest of the lineup.

It's the first round starts in place out, I'm very happy to have repair on which saves my tank of my ceiling infantry from losing any health. I am lucky to secure my first knockout. I quickly then shattered The Shield of Chwala and things are looking quite good for me.

Round 2


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By the start of route 2 I'm loving the fact that all my monsters have shatter, and that I get to repair the armor of basilic infantry each round. Luckily for me this repair comes after a couple of attacks in the shatter which means he gets to neutralizing neuter pellicore arborist and naga assassin. By the time around ends, I secure my second back out of Chwala and things are looking to be locked down for victory

Round 3


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From three plays out, and I continue to repair my ceiling infantry while dealing damage to my opponent. After trading blows the round comes to an end without much change.

Round 4


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Ground floor starts off and the biggest impact I see is I lose Markscrat and give both cards a mortar boost. Let's get an additional health attack speed and armor to my silk infantry which probably saves it in the long run. While I continue to miss you to speed and flying, it's starting to feel like it won't matter.

Round 5


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Round five starts off and I noticed that after my armor feel, they don't have enough attack damage to get through my armor before japan. This game is all but locked up and I'm assured of victory. I also secure a knockout in round 5 and start moving towards picture

Round 6


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Around sex is nothing but putting in work and knocking out my enemy. I secure two knockouts and leave only one monster for around 7:00

Round 7

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Yep not much to say, I'm going to win there's nothing they can do it's over

Thoughts - and Chances to Win Again


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I'm only a 91% to win this match if it's played again. I assume that my losses come from bad RNG, with a lot of misses or inability to hit my opponent. Either way being favored by an over 90% to repeat victory is good and I'll take that every time. I think this is a very solid strategy and employed and it's something I think I'll use again in a magic match. The ability to shatter their armor every single attack is well worth the extra minute costs in my mind.

~~@senstless

#sbi-skip



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