Splinterlands Share Your Battle Highlights Featuring Vera Salacia- Where Bronze Cards Beats a Gold/Silver Deck!

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Featuring Bronze League Summoner and Monsters in Action!

I am back this week highlighting another battle that showcases my bronze League deck facing off against a mixed gold/silver league team where I managed to be victorious. This gives hope for all of us Small Time players who sometimes climb the ranks well above their card levels and flirt with those with much bigger collections. I think this helps show that while high-level cards are obviously stronger you can still get some wins against tired teams when you have Superior strategy for the rule sets.

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Weekly Challenge -VERA SALACIA





Edition: DICE
Rarity: RARE
Element: WATER
2Abilities: ALL MONSTERS RECEIEVE THE SNARE ABILITY AT THE START OF THE BATTLE








Reasons Why I like it
One of the more underrated dice summoner cards in the modern format. It only cost three mana which sometimes can be significant, but the addition of snare is where it can really shine. Catching those flying monsters especially with magic attacks can really help turn the tide of otherwise seemingly impossible monsters to hit. When used in conjunction with an earthquake match it helps to knock out those cards that have flying much sooner by removing the flying ability.

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_8ad5e685bf4764032c89343d7572f022&ref=senstless

MANA: 24

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

Ruleset: Target Practice: All ranged and magic monsters gain the snipe ability.

SPLINTERS: Fire, Water, Earth

Initial Rule Set and Mana Gameplay Thoughts

  • Rulesets
    I think the biggest impact of the match will be the earthquake rule set. Having monsters take two damage at the start of every round, starting with round two can be a significant disadvantage to most monsters. There are not that many flying monsters, in many of them are not your traditional powerhouses. Having them take the two damage can make some of them much less desirable.

  • Mana
    Having only 24 mana is going to be a significant struggle as it's really not enough to build a well-rounded team for earthquake matches with my deck.

  • Splinters
    And less concerned with the splinter impact, although I think death would probably be my primary low mana earthquake splinter. I think there are some decent options in water and Earth and I am guessing I will most likely face in 13, something with some additional armor to avoid the first round of earthquake damage.

My Lineup

  • Summoner VERA SALACIA
    I went with Vera because I wanted to give each one of my monsters the snare ability. This means that all of my cards can remove their flying ability. Given the rule sets I now can do that for the tank card, first range attack card, and the back card with my lineup. I think that'll be a huge boost

  • First Position DIEMONSHARK
    A great choice for earthquake matches giving it six armor. Hopefully you have enough armor to start the second round where the damage doesn't affect your health

  • Second Position TORRENT FIEND
    Wasn't sure where to put this, would like to put it first but given the speed of my opponent's attacks I was afraid that demon shark would not have its turn.

  • Third Position VENARI WAVESMITH
    I added wave Smith here, to get the two additional armor for every monster. This would allow me to avoid the first round of earthquake for all my monsters that don't have flying. I should give a little extra protection as well for those that do have flying to ward off some attacks

  • Fourth Position VENARI MARKSRAT
    I put it here, when I actually should have put it in the third position. It would have been better to have the third position to get the boost to wave Smith, but I put it here wanting to also give a boost to pellicore. But I forgot about the all monsters having tonight and missed out.

  • Fifth Position PELACOR BANDIT
    In retrospect I should have had this in second position to get the boost and have the optimal lineup in my opinion but either way I live this card because it has a sneak attack plus blind plus snare now and I think that's a great combination

  • Sixth Position ICE PIXIE

One of my favorite cards for for earthquake matches as it has flying and will not take any damage. It's also hard to hit with a decent speed of three and flying to ward off any potential sneak attacks.

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Opponent Lineup & Match Play

  • Summoner OBSIDIAN not surprising to see the heavy magic attack, it's a decent strategy to see if you can knock out your opponent before you even get to the earthquake rounds
  • CHAOS AGENT I assume this is here to just act as a father card to take up the first attack.
  • FAILED SUMMONER it looks like they were planning on having a heavy magic team to play against and wanted to reflect some damage
  • REGAL PERYTON classic lineup, with flying, mass of speed and now three magic damage it'll be a real beast
  • ELEVEN MYSTIC another solid magic card especially with snipe. While it won't last too long it should do some damage in the first and second rounds
  • KHMER PRICESS 100% sure why they went this route, I think there might have been a better choice but it looks like they're going on an all-out first round blitz
  • GOBLIN PSYCHIC
    Solid card, heavy damage with tank heel and affliction means it is a pretty solid choice.

Round 1


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Before round one starts I am a little concerned with the amount of magic damage they have. The good thing for me is the fact that all the range attacks have snipe before attacking demon shark. This will give demon shark an opportunity to make it out of the first round

As the round starts demon shark does manage to get a knockout and a trample bringing the health of field summoner down to four. And ice pixie does its magic by ensnaring Regal perryton. I think that'll be crucial as it will now start to take earthquake damage. I unfortunately lose wave Smith right after which removes the extra armor that I had counted on for the start of route 2. I should have put more scratch in first ranged position. I then quickly lose Markscrat but it's Marta gives a boost to pellicore bandit which will come in handy. The round ends as I lose ice pixie to goblin psychic. I've taken a tremendous amount of damage around one and it's looking a little lean.

Round 2


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Luckily for me the start of round two will deal with earthquake damage tell the monsters that don't have flying, or have flying but have been snared the entire enemy team will not take to health damage, while I will only be losing damage on one monster. We both lose one monster to earthquake damage before the round starts. Given the boost helichor is the first to attack and it takes out goblin psychic which is a tremendous boost to my chances. They now have two monsters dealing five magic damage, both of which are exceptionally low in health.

Round 3


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Round 3 starts and I am guaranteed a victory. Every monster in my opponent's team has less than two health and they will all be taking earthquake damage as were I still have armor on demon shark and pellicore bandit behind with flying. Having ensnare to bring down the Regal Harrington was a massive boost as well as getting a mortar boost to teleport bandit for both speed health and attack.

Thoughts - and Chances to Win Again


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According to the tool, my lineup is a 100% chance to win again. Well I think this lineup could be improved by moving helicorp bandit 3rd position, Venrai Markscrat to second position and Venrai Wavesmith the fourth position, overall it was still a solid lineup. But I'll have to consider the next time I play to ensure I watch both the rule sets to put my lineup in correctly. It could have been costly as I lost the extra armor I was counting on other positions.

~~@senstless

#sbi-skip



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