Splinterlands Share Your Battle Weekly Challenge NERISSA TRIDAWN

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Highlighting Battles and Monsters with Bronze level Cards

I'm back for this week's official battle challenge featuring Nerissa Tridawn. These battle posts are generated with level 2 summoners that are the cap league for bronze leak play, that can summon level 3,, level 2 rare, level 2 epic, and level one legendary. These will give some insights and ideas on possible game theory for those who are just starting out with a lower level collection. It should hopefully highlight some of the better strategies and different approaches you can take.

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Weekly Challenge -NERISSA TRIDAWN

This week's challenge features Nerissa Tridawn, one of my favorite epics from chaos legion. While I only have a one bcx copy I have been eyeballing a gold foil version for a long time but so far have not been able to fork over at the 11 dollars for it. Even at level one it is an exceptionally powerful card.

Edition: CHAOS LEGION
Rarity: EPIC
Element: WATER
Attack: MAGIC
Abilities: N/A
Health: 10
Speed: 3
Attack: 2

Reasons Why I like it
This is clearly one of the more powerful epics that I think is a complete necessity for the water splinter. While those of us who have been around since the beta days, and can only envision what this card would look like with Alaric giving it a boost to its magic damage to four, it is still exceptionally useful while dealing three damage. It is unusual to find a card costing only nine mana that does a base three magic damage, and has nine health. This is one of the most powerful magic cards you can play and that's why it is such a commonly played card.

The Matchup

https://splinterlands.com?p=battle&id=sl_368f3fbc192804c37b483c5e2930ea61&ref=senstless


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MANA: 28

Ruleset: Standard: No modification to the standard gameplay rules and mechanics.

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

Initial Rule Set and Mana Gameplay Thoughts

I was actually shocked when the only rule set I got was a standard rule set with no modifications. Since the update I have been getting mostly three rule and two rules sets and it was actually hard for me to think of how to play without any modifiers on the cards. I decided to go with the tried and true method of using heavy magic to try to attack the base health of most of the monsters. I was hoping that without Earth, my opponents would not play death as a counter and I might be able to sneak through water magic unexpectedly. The lower mana of only 28 also makes it a bit tougher to play magic as most of the cards are lower health and can be taken out easily by opportunity.

  • Summoner KELYA FRENDUL since I'm playing water, I always try to pick speed boost plus an extra armor. I think this really helps move up your attack order and hopefully you can knock out some opposing monsters before they get their turn

  • First Position DJINN OSHANNUS
    A non-traditional but yet very solid tank. It's high speed, high health, and void means it is a pretty solid choice and has a pretty good chance of having an attacker to miss.

  • Second Position TORRENT FIEND
    Put this here as a target for opportunity cards, splash damage or just to absorb an attack when it makes it to the front row.

  • Third Position NERISSA TRIDAWN
    The star of the show hammering down three magic bass on the attack.

  • Fourth Position MERDALLI GUARDIAN
    Since my lineup is a little non-traditional I wanted to have a tank killer in play to help Djinn Oshannus stick around for a few rounds

  • Fifth Position ICE PIXIE
    A classic water low mana of play, plus giving it an armor and flying means it might miss an attack or two.

  • Sixth Position IGOR DARKSPEAR
    A very sneaky rear tank. When given a speed boost and an armor with four health it can be annoying to actually take out. It's likely to miss an attack or two if the speed difference is large, and it can take two or three hits before it's gone.

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Opponent Lineup & Match Play

  • Summoner Kelya Frendu -the opponent also chose to go the same way with their seminar. It's really hard to blame them for the same reasons I chose mine
  • Xenith Monk - a bit of an odd choice for a 28-man a match, but not terrible. My only concern for their pic here is its low health.
  • Demented Shark - this pretty much explains the rest of their team, they want as much melee attack as possible and are hoping to ignore my tank and go middle and sneak attacks.
  • Deep Lurker - as if deep lurker wasn't terrifying enough at level 3, having a good boosted by demented shark means it is an absolute destroyer.
  • Battering Ram - another great card especially after the boost, it's a great way to double down on opportunity.
  • Uraeus - the 1st of two sneak cards, when after boosted will be dealing three damage means that the back of my lineup is at very high risk
  • Pelacor Bandit - after boosted and paired with fire card things are looking very doubtful if I don't start knocking out cards quickly.

Round 1


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Round one starts off with a lot of action. There are a lot of attacks but given that most of our monsters have armor in decent health there isn't a whole lot of real activity other than I lose Torrent Fiend to a double opportunity strike.

Round 2


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I start around to things look very similar as it did for round one other than the fact that I will knock out Xenith Monk right away and am feeling fairly good given the lower health of my opponent's monsters. I do manage to lose another card in Igor dark spear, and should have lost ice pixie but I managed to pull off a double miss

Round 3

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Just start around three is looking great for me as I will immediately knock out Demented Shark and remove the boosted melee. While I very quickly lose Ice Pixie I managed to grab another miss before the round ends and my primary two monsters are looking strong still.

Round 4

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Nerissa Tridawn delivers a death blow under the armor of Deep Lurker. Having a combo of at least five magic damage on a team to slide under the armor and take out the opponent's house has been really beneficial. It means for some monsters that may only take one attack in a larger one to have only taken two rounds. The bad news is I lost Merdalli guardian and I'm down to two monsters but I think I'm okay

Round 5

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I'm pretty sure this is in the bag and I've already won giving my high health, speed, and massive magic damage with guaranteed hits. Each monster will only be a one hit wonder no matter which one of my monsters is attacking. The match is over in my mind it's just a matter of time.

Round 6

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Not much to say about around 6:00 other than I felt obligated to include it.

Thoughts - and Chances to Win Again


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It looks like my lineup was a perfect counter to the high melee attack set up my opponent used. Having Nerissa tried on delivering three magic damage under the armor and ignoring the speed of my opponent was key. Combined with Djinn Oshannus the combination of five magic damage and every turn was just too much.

I think this is probably one of my strongest lineups for a standard no room modification type lineup. While the lineup they played is very similar to the lineups that I tend to favor as well, it was nice to change it up and play heavy magic in remember just how powerful it can be when there's no void, and it's a low health monster.


~~@senstless

#sbi-skip



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