Splinterlands - Battle Library Four - Sometimes you can beat levelled teams with a level one team!

As originally published on Publish0x

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Sometimes , just sometimes, with a level one team you can beat a levelled team.

First things first, feel free to just go to their website directly but if Splinterlands interests you I'd be very happy if you joined up with my referral link:

https://splinterlands.com?ref=silver-edge

In Battle Library Four I'm posting about a battle I enjoyed because despite being at a significant level disadvantage my lineup won against a team of levelled cards!.

https://splinterlands.com?p=battle&id=sl_db73a62e73826a7c4b934178a9dcff6b&ref=silver-edge

The rules that applied to this battle were:

  • Mana cap of 26 - A reasonable cap that allows some quite large cards to be used.

  • All splinters EXCEPT water allowed (no risk of an Alric Magic Blitz...)

  • Armored Up - All monsters get plus two armor to start off with

  • Reverse Speed - Swaps speed so the lower the speed the sooner you move and the better you dodge.

My opponent seemed to like Death Splinter cards so I thought a Death team could be likely. Death can have a mix of melee, ranged and magic attackers so can be tricky to deal with. As for me, I'd just been using Earth and Mylor for the last few battles so thought he might figure something to counter that so I decided to use a Life combination I like from time to time - Shieldbearer and Healers.

battle library 4 2021 10 14.png

I went with:

Summoner - Mother Khala (3)- for the extra life. Another one armor wouldn't be too helpful but the extra life could be if he had a number of magic attackers. In addition since I'll be using healers, they can heal life but not armor!

Shieldbearer in first slot (8)- A great tank with Taunt and with this ruleset six armor to start off with. Between his armor and healing he should last quite a while.

Crystal Werewolf (3) in second slot - a backup tank and the Silence ability just in case the opposition came in with a number of magic attackers.

Divine Healer (3) in third slot - for the heals of course. She would also be a third "tank" to slow any frontline attacks from killing my backline attackers.

Venari Crystalsmith (4) in fourth slot - for more heals and one ranged attack

Temple Priest (5) in last slot for the two magic attack.

This team used my whole mana quota and (sadly like all my non gold-foil cards) all at level one. The team all attacks first slot (focus fire baby!) and covers all types of damage so should be quite flexible! If the opposition went with Mylor the armor and healing should help keep Shieldbearer alive, if they used magic the crystal werewolf would mitigate that. Armor and high life should also stifle any range attacks (all focused on Shieldbearer) so defensively the team should work well too.

The opponent went with:

Summoner - Zintar (3) - Death team with minus one to Melee - A common summoner for death as it can really slow melee heavy teams. At level three enabling higher level cards too - definitely putting my team at an instant disadvantage.

Ancient Lich (7) in first slot - a strange choice at first glance but on closer inspection it is at level two so has the void armor ability and four health. With the two armor as well as the life leech ability he could make a solid tank choice!

Venari Bonesmith (4) in second slot - Another magic attacker with life leech. Looks like a magic heavy team using life leech to tank! At level three as a common he doesn't get a bonus ability but does start with four life instead of three!

Death Elemental (3) in third slot - Another magic attacker. Snipe ability so if I wasn't using taunt could chip out a magic/ranged attacker with low health fast! At level three it starts with three life instead of two!

Undead Priest (2) in fourth slot - mainly for the weaken ability probably but then I see at level three it gets a magic attack too! Ouch!

Elven Mystic (4) in fifth slot - finally a level one card. He'll be in there for the magic attack - an all out magic deck (I wish I'd used Owster now!)

Screaming Banshee (3) in sixth slot - A two magic attacker and at level two has three health so can survive a shot.

The opponents team, levelled is a very powerful magic team using the whole mana quota. A total of nine magic damage a turn at face value! Completely negates the armor bonus (good thing I didn't double down on armor by adding a card like Truthspeaker (+two armor to the team!).

While I didn't expect a full magic team from the opponent I did guard against magic with the Crystal Werewolf who will reduce all magic attacks by one (to a minimum of one) and so his attack potential will reduce to seven a turn.

And so let the battle begin:

Turn One - Temple Priest goes first hitting Lich down to three life (partially blocked by void). Ancient Lich heals back up to four and hits Shieldbearer for two life taking him to seven. Shield Bearer and Venari Crystalsmith hit the Ancient Lich for one each removing its armor. Shieldbearer gets healed to full (nine life). Elven Mystic, Undead Priest, Banshee, Bonesmith and Death Elemental all hit Shieldbearer for one magic each taking him to four life. Bonesmith increased its health to five. Divine Healer missed a turn as he couldn't heal Shieldbearer earlier when it was at full health. Crystal Jaguar is blocked but he did mitigate all that magic damage! Shieldbearer ends the turn with four life as does the Ancient Lich. A lot happened but no casualties so far!

Turn Two - Divine Healer kicks off turn two with a heal to Shieldbearer taking him to seven life. Temple Priest hits Ancient Lich for one taking him to three life, Ancient Lich then leeches off Shieldbearer to go back to four life and taking Shieldbearer to five life. Shieldbearer and Crystal Smith both hit the Ancient Lich for one each taking him to two life and healing Shieldbearer back up to eight life. The rest of the opponents team deals five magic damage to Shieldbearer with Bonesmith leeching another one life and ending the turn with Shieldbearer with three life and Ancient Lich with two life and Bonesmith with six life.

Turn Three - Divine Healer kicks off turn three with a heal to Shieldbearer taking him to six life. Temple Priest hits Ancient Lich for one taking him to one life, Ancient Lich then leeches off Shieldbearer to go back to two life and taking Shieldbearer to four life. Shieldbearer and Crystal Smith both hit the Ancient Lich for one each killing him and healing Shieldbearer back up to seven life. The rest of the opponents team deals five magic damage to Shieldbearer and Bonesmith leeching another one life and ending the turn with Shieldbearer with two life and Bonesmith up front with seven life.

Turn Four - Divine Healer kicks off turn four with a heal to Shieldbearer taking him to five life. Temple Priest hits Bonesmith for two (no void ability now!) taking him to five life, Shieldbearer and Crystal Smith both hit the Bonesmith taking out his armor and healing Shieldbearer back up to eight life. The rest of the opponents team deals five magic damage to Shieldbearer and Bonesmith leeching another one life and ending the turn with Shieldbearer with three life and Bonesmith up front with six life. Looks like it's just a matter of time till I win now.

Turn Five - Divine Healer kicks off turn five with a heal to Shieldbearer taking him to six life. Temple Priest hits Bonesmith for two taking him to four life. Shieldbearer and Crystal Smith both hit the Bonesmith taking him to two life and healing Shieldbearer back up to nine life. The rest of the opponents team deals five magic damage to Shieldbearer and Bonesmith leeching another one life and ending the turn with Shieldbearer with four life and Bonesmith up front with three life.

Turn Six - Divine Healer kicks off turn six with a heal to Shieldbearer taking him to seven life. Temple Priest hits Bonesmith for two. Shieldbearer kills teh Bonesmith and Crystal Smith hits the Death Elemental taking his armor to one and healing Shieldbearer back up to nine life. The rest of the opponents team deals four magic damage to Shieldbearer ending the turn with Shieldbearer with five and Death Elemental in the front with three life and one armor.

Turn Seven to Eleven - at this point the match is clearly over. Even if Shieldbearer and Crystalsmith miss every single time from now on his team cannot do enough damage to kill Shieldbearer. My team just keeps chipping away finally killing the Banshee on turn eleven. Shieldbearer ended the match with full life and I had no casualties!

That sums it up - even with a levelled summoner and team it was no match for my Life Healing team. In hindsight he might have used a card with blast or something like Grim Reaper and affliction to stop the healing but as it was the healing of Ancient Lich and Bonesmith were not enough. Also if I had not used the Crystal Werewolf I'd have been in trouble!

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Have fun and keep on Battling!



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