Splinterlands Share Your Battle Monster Highlight Featuring DUMACKE ORC

Featuring Bronze League Summoner and Monsters in Action!
I'm back to highlight another victory were bronze cards were victorious over silver/gold League cards. This just goes to show that Superior lineups can defeat much higher cards that you normally think would be impossible. I think personally that the reward system should reward me more for pulling off victorious like this when I am clearly out playing my card levels against opponents, well I know this could never happen since it would be ripe for manipulation I just feel like there should be some bonus factor for defeating higher level cards.
On a side note my frustration level is growing in gold as I am clearly outclassed the majority of matches and I need to ensure that I play in silver league next season so my posts next season should be more about playing against bronze cards versus silver cards.

Weekly Challenge - DUMACKE ORC

Edition: SOULBOUND
Rarity: RARE
Element: DEATH
Attack: MELEE
Abilities: THORNS
Abilities"
Health: 10
Speed: 3
Attack: 2
Armor:
Reasons Why I like it
I like this card cuz it is a classic melee tank beast. Having a shield that reduces the melee damage and arrow damage means it ends up soaking up a tremendous amount of hits before it's knocked out. It needs 12 damage, delivered by at least a two plus damage each time before it's knocked out. If you add any sort of a repair ability it can really become troublesome to take out. It's got a decent attack of two with a decent speed of two but it's the strongest attributes are its armor and shield. The biggest weakness is the fact that it only has one health. This means that it'll be limited to melee only matches or matches that exclude magic, or another exception would be matches that have equalizer where it's health would get a boost.
The Matchup - Where Rules Sets, Splinters and Mana Collide
The Rule Sets

Watch the Match Here
https://splinterlands.com/?p=battle&id=sl_fbfda676faf5825e6cd6bbc76cbd366d&ref=senstless
MANA: 55
Ruleset: Equalizer: All monsters start with the same health, based on the highest health in either team.
Ruleset: Even Stevens: Only monsters with even mana may be used.
Ruleset: Melee Mayhem: Melee monsters can attack from any position.
SPLINTERS: Fire, Water, Life, Dragon
Initial Rule Set and Mana Gameplay Thoughts
Splinters
Given the rule sets and amana, I think this could honestly be any of the splinters used effectively. Fire of course is an obvious choice for its increase to melee, water could also be great with speed and shield, or with trample on all cards. Life is also great as it has some wonderful melee cards and dragon is always a powerhouse. Personally I went with life due to the daily challenge.Mana
At 56 Manor we should have the ability to pull in some of our biggest heaviest hitters and not worry too much about running out of mana. Unless you're going for all 9 and 10 men of cards I don't think they'll be any issue with finding a solid lineup that you feel comfortable with
*Rulesets
Rulesets are quite interesting. Having only even monsters I don't think will be too significant given the fact that there's for splinters. When you add in the melee mayhem of all melee monsters can attack from any position it really opens up the game style and it makes the Even Stevens rule set not as impactful. I think the biggest rule set here is going to be equalizer as all cards will now have the same health and it will be much more difficult to get through some of the cards. Depending on repair and or healing if used it might be troublesome to get through some of those pesky cards.
Summoner FRANZ RUFFMANE I wanted to be able to pull in a Gladius card since I feel that these are sometimes the most powerful. Especially if you can get one that starts to build up with bloodlust and become a one monster wrecking crew. The added armor doesn't hurt either
First Position DUMACKE ORC
The star of the show, it's high armor and shield, now combined with 13 health will mean it is a beast of a card to knock out. Even if they're using magic cards it should be around for quite a while.
- Second Position CHAOS KNIGHT
Much like the first card I wanted a second card with Shield because I am anticipating heavy melee attacks and this will help reduce the hits by half. It also is a bit more powerful in the attack and speed arena so that'll be nice
- Third Position CORSAIR BOSUN
One of the biggest hitters on my team, for damage 3 speed 5 armor and the ability to not take blast damage is great in any position especially since it can attack from any position
- Fourth Position ARKEMIS THE BEAR
Given the high mana I was able to toss in the bear to add myself some extra armor to help protect against even more hits. I felt this was pretty critical and I wanted to put it towards the back of the line up to allow it to be protected - Fifth Position VENARI CRYSTALSMITH
Since we have 13 health I felt that I should try to heal the cards while I could. The only downside is that it does only one damage and likely won't be doing anything if they have Shield but I figured being able to heal the cards will be worth it - Sixth Position TATIANA BLAYDE
A bit of a risk in sixth place honestly if they use heavy sneak attack, and I'm not sure if that overrides mayhem I could lose my best card but I wanted to give it the biggest chance I could for it to build up its stats. Given that it can attack for both arrows and melee from back here it should do some significant damage

Opponent Lineup & Match Play
- Summoner TARSA not surprised to see the fire summoner with its increased health and melee attack. It seems to be a fairly standard choice for these types of matches
- ARKEMIS THE BEAR similar to my play adding armor is always a good idea, it also does decent attack and will be able to deal some damage
- FEROX DEFENDER an interesting choice, adding even more armor and being the second monster to have protect will give it some additional benefit but it is not a very heavy hitter even after it's boost.
- SEPTIC SLIME septic slime is a great card, and one that I think I need to get leveled up. Three melee damage with stun can really be troublesome if the stun gets applied multiple times in a row
- TUSK THE WIDE great card at level 4, having inspire is ridiculous for this team that is now plus two melee on each attack which means it's going to be dealing some significant damage
- EXPLODING RATS this rule set is made for exploding rats. It's ridiculous speed and attack which after boosts will be five with splash damage means it's going to be a boss. Not to mention it now has 13 health which will make it more difficult to get rid of.
- DUMACKE ORC
It appears they're also playing the same card I am but they played it in the rear to protect against sneak attacks. Lucky for me I don't have any sneak attack cards
Round 1

Even before round one starts I expect this to be an absolute slug fest. It will take quite a while for everybody to get enough damage to get a knockout. As the round plays I noticed a couple of things. The double melee boost of my opponent is really powerful, but the Shield of my tank card is more powerful. By the time the round ends I like the way the things look.
Round 2

It's around two starts you can tell that Shield is very important in this matchup. I managed to score the first knockout and lucky enough for me it was with Tatiana so I get a bloodlust boost. I hope this isn't the last but has the rest of the round plays out I am feeling more confident in my team especially considering that I have a healer that are allowing heavily shielded cards to last two rounds. While I do lose the orc on one of the final attacks it is served its purpose and I'm feeling hopeful
Round 3

It's around three plays out it plays out much very similar to the prior rounds and I score another knockout. This means that this point I am one monster attacking up on my opponents with an healer. By the end of the round I still hold the advantage on armor, monsters, and healer while they hold the advantage on damage done each round.
Round 4

Round four starts and I'm starting to think I might have a shot at this as I score another knockout leaving them down to only three monsters while I still have five. I'm pretty impressed that I got through four rounds and still have only my second card in first position.
Round 5

Around five starts and I am able to score another knockout. I believe this means it's only a matter of time before I am victorious. Having boson in second position now with reflection Shield is great as it's not taking any damage from exploding rats meaning that my position is only growing stronger. As the round ends I have five monsters to their two
Round 6

Around 6:00 is great for me again as I'm able to score another knockout while still leaving chaos night in first position. At this point with the damage they do and my healing I cannot lose this match and it's only a matter of time for me to wear them down and knock them out.
Round 7

Around seven shows just how effective high health and shield can be against melee cards. While I hit my attacks I only took away after health and I won't win until next round
Round 8

I was guaranteed a victory when you look at how round eight starts it just took a couple of attacks and I won pretty easily.
Thoughts - and Chances to Win Again

It's nice to look at it probability of winning if you were to repeat the match. This just means that my lineup choice was not a fluke, and I didn't get lucky. According to the tool I am a 100% repeat victor, no matter how many times I ran it things always looked good for me. This just means that a superior lineup is able to defeat tire ranked cards if picked correctly. It's not saying this lineup would win every time against every lineup, but this lineup would win every time versus the lineup they chose. I think it's pretty impressive to be able to pull these off that makes me feel good about my card choices.
Thanks for sharing! - @alokkumar121
