Splinterlands BATTLE MAGE SECRETS Featuring Opportunity and Earth Quake


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Featuring Bronze League Summoner and Monsters in Action!

I was excited for this week's challenge focusing on opportunity. I feel like this rule set plays into some of my preferred line of strategies and it creates some interesting dynamics. I think I showcase stay fairly decent match this week where my bronze level deck with level 2 summoners takes on and is able to defeat the team that is led by a level four silver summoner with a team that mostly matches at max level. Let's take a look at how it all played out and how the rules that makes a difference

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CHALLENGE RULES

RULESET: AIMLESS

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Description: All units gain the Opportunity ability which allows them to attack the unit with the lowest health on the enemy team.





Reasons Why I like it
I like opportunity because I have a better control over what a cards get attacked first. While it is certainly harder to hide your low health powerful cards in an opportunity match, you also able to dictate which order your cards will be attacked in which allows you to both benefit from their attacks from Hunter as well as having them attack a monster with low health but isn't a primary attacker on your own team.

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_693077c0023f24ee49cb8b919a9baf4f&ref=senstless

MANA: 34

Ruleset: Earthquake: All non-flying monsters take 2 physical damage at the end of every turn.
Ruleset: Equal Opportunity: All units gain the opportunity ability which allows them to attack the unit with the lowest health on the enemy team.

SPLINTERS: Fire, Water, Earth, Death

Initial Rule Set and Mana Gameplay Thoughts

** Rulesets
This is an interesting combination of opportunity and earthquake. While opportunity is straightforward in my game planning, the earthquake matchup is throwing me for a bit of a loop as all monsters will take on additional damage in between rounds and less they have a flying capability. This means that cards that may not have been the lowest health and targeted for attack might become the lowest at the start of each round as they take the two damage. I think it'll be important to get some cards in the lineup that have flying as well as trying to add some armor.

  • Mana
    45 mana will give me plenty to play with and I should be able to pick just about anything I really want. Well not being able to max out every monster, I will have plenty of room to make sure I get in three or four and I really want to focus on.
    ** Splinters
    The only thing I can think of here of note is that I consider both life and dragon at Broadway to be fairly strong for earthquake matches. Not necessarily opportunity matches but both of those splinter certainly have a lot of cards with blind.
  • Summoner Kelya Frendul
    I love adding the additional speed and armor, at least helps me get through the first earthquake damage at the start of round two before losing.

  • First Position Diemonshark
    I have a hard time passing over all that armor and speed. Even though it doesn't have the flying capability it still is fairly evenly balanced and better than average for this type of match

  • Second Position Coastal Sentry
    I am 100% greedy with my double attack cards. I think that they can deliver some powerful blows regardless of earthquake. Giving all cards opportunity makes these double attack cards even more powerful and likely to get a knockout

  • Third Position Venari Marksrat
    Love this card in opportunity matches. Almost guaranteed to get targeted first and give my card to boost via murder. It will be gone quickly and the rest of my team will benefit.

  • Fourth Position Runemancer Kyle
    I wanted to resurrect Venrai Markscrat to give it an additional boost up to three damage. The additional health, armor and speed will all help it stick around especially since it has likely continue to build health throughout the match. Since it has flying it will not take any earthquake damage assuming it doesn't get scared.

  • Fifth Position Ice Pixie
    Clearly a mental slip and I added it at the very end of my countdown timer since it had flying. I've totally forgot it only has one health and would be targeted first, thus negating my double murder boost.

  • Sixth Position Axemaster
    A double strike card is always welcome. Wow not traditionally strong and earthquake matches, the double attack with high speed in an armor will help.

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Opponent Lineup & Match Play

  • Summoner Obsidian great play, and the one thing I'm not set up to play well against. I don't have any void or go ahead armor and it looks like they're going to be bringing some big hitters.
  • Pelacor Mercenary see this card used a lot in earthquake matches, it's hard to get away from it just to take a look it has great stats all around Plus flying.
  • Mycelic Splipspawn having a garden with taunt should help my opponent avoid random attacks on other monsters they're trying to protect
  • Regal Peryton one of my go-to cards for earthquake matches especially when I play earth. It's high speed attack decent health flying I'll make it a great choice.
  • Grund similar to my double strike, they're choosing a double strike card of their own to help deliver damage and knockouts
  • Queen Mycelia well they don't get a boost from the summoner like I do, they got an additional boost from Queen to help protect them through round two
  • Djinn Biljka solid choice with camouflage. It'll be around for a couple of rounds before it loses its life due to earthquake damage

Round 1


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Before the round starts I'm not feeling too confident. Magic is especially strongly against my lineup and I'm unsure if I'll be able to outlast them. Passed around starts as quickly lose two monsters, and one of them was planned giving Coastal century and p Kyle a boost to thier stats. Is around finishes I lose yet another monster making that three monsters lost but in the first round as I lose Axeman

Round 2


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Start around 2:00 comes around and applies it's earthquake damage things are starting to look . Interestingly enough things start to look better for me as a scared to knockouts. I'm able to get out both Regal Peryton and queen Mycelia this is a cost of me losing Coastal century.

Round 3


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Things are still looking highly questionable before the earthquake damage is applied. Clearly I'll be losing demon shark very soon then we left at this point monster. Interesting enough they are down to two monsters but they'll be dealing nine damage around. Before the round ends I lose the shark and I'm down to just one card.

Round 4


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As round four starts is two monsters first one but I have armor and health, plus likely to my side will they have two monsters dealing nine damage on their side. It's a race to the bottom for sure. Luckily for me when the round ends I got lucky with a miss armor and end around with 15 health.

Round 5


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Around 5:00 starts, and it's still two versus one but I have 15 health and they only have nine health combined. This means that after the earthquake is applied it won't take much to scare victory. Both of their monsters managed to hit all three attacks and drops my health from 15 down to eight but it doesn't matter as I'm guaranteed victory.

Round 6


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It's 1v1, but I have all the advantage of magic, speed and health. I get to attack first and I'm guaranteed victory against much higher cards.

Thoughts - and Chances to Win Again

It was interesting to look up my probabilities to see what my chances to repeat victory work. I ran simulator a few times and I always seem to be somewhere between 91 and 98% chance to repeat my victory. That tells me that I was able to pick a far superior lineup even if I lower cards. I really think that adding Runemancer Kye and two monsters with double strike were my keys to victory.


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~~@senstless

#sbi-skip



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