Splinterlands BATTLE MAGE SECRETS Featuring Silenced Summoners in a 12 Round Brawl Victory!
Featuring Bronze League Summoner and Monsters in Action!
I was excited to see this week's challenge of silenced summoners under the battle made secrets post. Silence to summoners can have an big impact on how the game plays out as quite a few monsters become much less powerful, while other monsters have a much better chance of surviving due to the lack of attack boost, especially those that are more prone to magic attacks. This turned out to be a very lengthy battle going 12 rounds that played out in a bronze brawl, let's take a look at how we played and the outcome.
CHALLENGE RULES
RULESET: Silenced Summoners:
Description: Summoners do not give any buffs/debuffs.
Reasons Why I like it
Silenced summoners provides an opportunity to play cards without worry of being beaten by basically just the summoner. Some legendary summoners, especially those from untamed can be quite troublesome to overcome. I mainly thinking of Mama, kitty, and Zaku that all have amazing abilities that can make otherwise mediocre teams be almost unstoppable. This eliminates those and allowed to focus to purely be monster vs monster
The Matchup - Where Rules Sets, Splinters and Mana Collide
The Rule Sets
Watch the Match Here
https://splinterlands.com?p=battle&id=sm_q7VZJkUOHEFv6UnHaTPR&ref=senstless
MANA: 28
Ruleset: Briar Patch: All Monsters have the Thorns ability.
Ruleset: Silenced Summoners: Summoners do not give any buffs/debuffs.
SPLINTERS: Water, Earth, Life, Dragon
Initial Rule Set and Mana Gameplay Thoughts
- Rulesets
These two real sets combine meaning they are not going to get any boost from their summoners, while they are also going to be all given thorns. Thorns will play a very big part if anyone chooses to play melee monsters as they will receive an additional two Thorn damage in most cases for each attack. This will likely push the match away from heavy melee. - Mana
28 Mano is almost low in my mind. While it used to be a high mana count I feel that over time that has certainly transitioned to low middle or upper low. I think the number of monsters that have a mana cost greater than eight or nine has increased significantly. This will make it a bit tougher to feel the team - Splinters
I don't see too much of an issue with the splinters that have been removed. Fire is largely unfavored due to the briar patch thorns rule set and less using Zaku, and death benefits typically is a melee-based set that uses Thorn to protection. When all monsters get thorns it becomes less of a benefit.
Summoner VERA SALACIA
Since the summoners don't provide any benefit I wanted to spend only three mana on my summoner versus more that don't do anythingFirst Position DJINN OSHANNUS
I wanted to put a stud in first place this time around. High health and speed with void and thorns and two magic damage as a base means it's likely to be troublesome for my opponent to knock out especially with the cards I have behindSecond Position FLAGULON REINE
Girls are great cuz you get a baseline gladiator card. This is one of my favorites as it gives two magic damage with splash that can help to take out some of those pesky second row cards.Third Position MERDAALI Guardian
Since I'm putting so much focus on my tank, I want to heal it to keep it around and have it deliver damage while absorbing a lotFourth Position RIVER NYMPH
I feel like I have run into a lot of cards that play affliction so I wanted to be able to cleanse that away to keep healing Djinn OshannusFifth Position VENARI SPELLSMITH
This card has certainly been moving up in my play frequency. Having to spell is becoming more and more important as an increased number of cards seem to have bloodlust, or martyr that gives a boost to surrounding cards. Having to spell takes that boost away and returns them back to their original stats thus removing some of those unstoppable freight trainsSixth Position TORRENT FIEND
Just trying to protect the cards that I have in the back row from a sneak attack for one more attack
Opponent Lineup & Match Play
- Summoner STHISPA interesting choice is I believe it's a higher man a card and I'm not sure why they picked it.
- CHAOS AGENT
Not bad I guess if you just looking to have it protect the back line cards a little bit longer - VOID DRAGON
One of my favorite tracking cards, it's speed flying and void make it very difficult for non-magic monsters to hit it. - FUGNUS FLINGER
Almost a guaranteed play in the Earth lineup. That martyr ability is just too good to give up - QUORA TOWERSHEAD
The heavy hitter the match of course. quora is looking to get a boost for murder plus has healing and bloodlust plus is going to get healed from goblin psychic - GOBLIN PSYCHIC
Well not great on its own, it's likely to stick around given I have no sneak attack to the thorns and it's going to be tough to get through my opponent - FURIOUS CHICKEN
Same as me, just blocking the back with something that's thorny
Round 1
Round one starts off with a bang and I get to knock out chaos agent. Honestly that is about it when you look at all the action that happened. Outside of that there's a little bit of splash damage hitting fungus finger
Round 2
At this point it's clear that both of our tanks will be healed, and the only progress I'm making is a slow splash damage on fungus flinger of each round of one health. This will eventually knock them out and give a boost to both Cora and void dragon.
Round 3
Almost comical that everything stays the same except for the fungus flinger is going to drop a health in round 4 and eventually get eliminated in round 5.
Round 4
As mentioned before fungus fingers finally eliminated giving a boost to void dragon and quora towershed. The good news for me is that before the round is over I applied dispel to void drag and dropping at stats back down to the original. This also means that Flagulon Reine good to boost up to three magic damage with two splash.
Round 5
Round five marks the start of the ever so slowly death avoid dragon. It will be one less health in round,6,7,and 8 before getting knocked out in round 9:00.
Round 6
One less health but no other changes it's almost like we're a stalemate other than the very slow health draining
Round 7
It's down to five, it won't be long and it'll be gone
Round 8
Down to four soon it will hit the floor
Round 9
Down to three it will cease to be....
We also had quora move to first position and I managed to hit it with dispel. This is quite beneficial as it is now going to be doing less damage to me while taking significantly more damage. Again my monsters will be dealing eight magic and two Thorn damage to quora well only receiving five damage. This means that given the heel rates I can't lose
Round 10
Okay, things are going to look very good for me, one more round and Cora should die which will mean a quick elimination of anyone else that's left.
Round 11
It's true the screenshots have been after the first attack since my back button won't work to reload the start of the round. But either way it doesn't matter core will be gone quickly followed by the rest of the team given the heavy splash damage and other attacks. It took to around 12:00 to win but it was a well thought victory.
Thoughts -
I really like my lineup, and I think it worked out really well. While traditionally not going to work in all situations, the addition of the briar patch and thorns made melee a much smaller risk and something I could take a gamble on and completely leave myself a vulnerable too. The addition of healing splash magic and dispel was a deadly combo that I think could overcome most teams. I will probably play similar lineups again in the future if given an opportunity considering how well this one worked.
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Thanks for sharing! - @yonilkar