BATTLE MAGE SECRETS Weekly Challenge! || LOST MAGIC Ruleset


LOST MAGIC
"Magic units may not be used in battle."
LOST MAGIC is one of the rulesets that limits the use of monsters (units). Units that cannot be used in the LOST MAGIC Ruleset have a Magic attack type. Because of the absence of magic monsters, monsters that have low Health points can still survive provided they have ARMOR or receive additional (buff) ARMOR from other monsters or Summoners.
! Abilities such as VOID
, VOID ARMOR
, SILENCE
, MAGIC REFLECT
, and PHASE
are not very useful and should not be used in the LOST MAGIC Ruleset (unless the units have other abilities that are quite useful in this ruleset).
Monsters with ARMOR are quite the top choice in the LOST MAGIC Ruleset. Let's not forget the SHIELD
ability that can reduce damage from the opponent's Melee or Ranged monster attacks. Monsters that have the PROTECT
ability can be used as an option to increase the number of ARMOR from monsters by 2 ARMOR (or give 2 ARMOR to monsters that do not have ARMOR). But if you want to reduce the ARMOR of your opponent's monsters, you can use monsters that have the RUST
ability. RUST
is an ability that is the opposite of PROTECT
, which reduces the ARMOR of the opponent's monsters by 2.
Or it can also use the SHATTER
ability which destroys all ARMOR from the target even though it has a large amount of ARMOR. However, ARMOR lost due to attacks from monsters that have the SHATTER
ability can be partially restored using the REPAIR
ability (can also be used to repair ARMOR lost due to attacks from opposing monsters).

RULESET & FORMATION

In addition to LOST MAGIC, the Rulesets in this battle are...
UP TO ELEVEN
![]()
UP TO ELEVEN is one of the rulesets that give additional abilities to all monsters in the battle arena. the additional ability given in the UP TO ELEVEN Ruleset is AMPLIFY
. AMPLIFY
is an ability that is only useful when combined with other abilities because the use of AMPLIFY
is only to strengthen the effect of an ability.
Abilities that can be combined with AMPLIFY
are THORNS
(deals damage to Melee monsters attacking ability owner), RETURN FIRE
(deals damage to Ranged monsters attacking ability owner), and MAGIC REFLECT
(deals damage to Magic monsters attacking ability owner).

My Line-Up
| Cards | Ability | Reason |
|---|---|---|
![]() | - Give a reduction of 2 ARMOR to All Enemies - Give additional ability (DODGE ) to All Allies-Revive 1 Ally (using RESURRECT ability, once per battle) | Due to the absence of Magic monsters, I decided to use Astral Entity. Astral Entity grants 2 ARMOR reduction to all of my opponent's monsters. It also gives DODGE ability to all my monsters to increase the possibility of avoiding the opponent's attack.In addition, Astral Entity is also equipped with RESURRECT ability that it can use to resurrect one of my monsters that was defeated by the opponent's monster. |
![]() | FLYING + THORNS + RETURN FIRE | To increase the possibility of avoiding the opponent's attack, I use several monsters that have FLYING abilities, one of which is Ever-Hungry Skull.In addition, Ever-Hungry Skull also has THORNS and RETURN FIRE which are useful for dealing damage to the opponent's monsters that successfully attack it. |
![]() | REACH + AFFLICTION + DODGE | To assist Ever-Hungry Skull in attacking the opponent's first-position monster, I used Shadow Snitch. Shadow Snitch also has an AFFLICTION ability that can make its target incurable (if the effect successfully activates). |
![]() | POISON | Although Soul Strangler only has 1 ability, which is POISON . However, the ability will be useful if it successfully hits its target (reducing the target's Health by 2 points each round) |
![]() | RETURN FIRE + BLIND | Although Ahna-Chei Botanist does not have Attack power, one of its abilities (BLIND ) can decrease the accuracy of your opponent's attacks, increasing the chance of your opponent's attacks failing. |
![]() | SWIFTNESS + STRENGHTEN | And to perfect my strategy so that my opponent's attacks miss more often, I use Supply Runner which has the SWIFTNESS ability. This ability can increase the SPEED of all my monsters and the greater the difference in SPEED, the lower the success rate of my opponent's attacks. |
![]() | FLYING + SCAVENGER + BACKFIRE + HEADWINDS | I use Riftwing to anticipate attacks from opposing monsters that have the SNEAK ability. If my desired strategy is successful, then the opponent's monsters with the SNEAK ability will likely be hit by the BACKFIRE ability more often because their attacks miss. |

BATTLE STARTS!!!

The opponent uses Kelya Frendul which gives an additional 1 ARMOR and SPEED. Unfortunately, the additional 1 ARMOR can be removed by Astral Entity which reduces the opponent's 2 ARMOR.

In the first round, 2 opposing monsters with the SNEAK
ability tried to attack Riftwing. Pelacor Bandit managed to deal damage to it but Uraeus's attack failed to hit it and caused Uraeus to take damage through the BACKFIRE
ability for failing to land an attack on Riftwing. Deeplurker failed to land its attack on Ever-Hungry Skull while Diemonshark and Tide Biter managed to hit it. Diemonshark and Tide Biter were hit by THORNS effects while attacking Ever-Hungry Skull but only Diemonshark took damage because Tide Biter has the REFLECTION SHIELD
ability that protects it from the effects of THORNS
ability.
On my side, Ever-Hungry Skull, Supply Runner, and Shadow Snitch attacked Diemonshark. Meanwhile, the attack from Soul Strangler failed to hit it.

In the second round, Pelacor Bandit successfully attacked Riftwing. Meanwhile, Uraeus had to lose due to his BACKFIRE
ability because he failed to attack Riftwing. Diemonshark and Deeplurker failed to land their attacks on Ever-Hungry Skull. Meanwhile, Tide Biter was still able to land an attack on him and successfully dodged the effect of THORNS.
Supply Runner and Shadow Snitch failed to deal damage to Diemonshark. Diemonshark can only be defeated through attacks from Ever-Hungry Skull and Soul Strangler* (Diemonshark had wanted to counterattack Ever-Hungry Skull but his attempt failed).

In the third round, Tide Biter attacked Ever-Hungry Skull first before being defeated by attacks from Supply Runner, Shadow Snitch, and Ever-Hungry Skull. This time, Pelacor Bandit's attack failed to hit Riftwing so he had to take damage through BACKFIRE
ability due to his failure to land an attack on Riftwing.
Deeplurker defeated Ever-Hungry Skull despite taking damage through the THORNS
ability (Ever-Hungry Skull was also resurrected by Astral Entity using the RESURRECT
ability). Deeplurker was defeated by an attack from Soul Strangler.

In the fourth round, Supply Runner failed to attack Pelacor Bandit. Pelacor Bandit tried to attack Ever-Hungry Skull but failed, defeated by Ever-Hungry Skull's attack.
Cruel Sethropod who was the last monster on the opponent's side took damage to his ARMOR due to attacks from Shadow Snitch and Soul Strangler.

Cruel Sethropod was defeated easily with attacks from Supply Runner, Shadow Snitch, and Ever-Hungry Skull.
To see the entire battle, you can watch it at >> FULL BATTLE LINK
And this is the challenge link >> CHALLENGE LINK

Review of this battle
My strategy this time went well even though Ever-Hungry Skull was defeated once by Deeplurker. But because I used Astral Entity I was able to revive it. I was able to win the battle this time also thanks to the absence of monsters that have the SWIFTNESS
ability on the opponent's side other than Summoner (Kelya Frendul). If the opposing side adds one more monster that has SWIFTNESS
, there is a possibility that the attacks from the opposing side will miss less.

That was the post BATTLE MAGE SECRETS for this time. Thank you for visiting and taking the time to read. See you in the next post....
Thanks to:
, VOID ARMOR
, SILENCE
, MAGIC REFLECT
are not very useful and should not be used in the LOST MAGIC Ruleset (unless the units have other abilities that are quite useful in this ruleset).
) to All Allies
abilities, one of which is Ever-Hungry Skull.
ability that can make its target incurable (if the effect successfully activates).
. However, the ability will be useful if it successfully hits its target (reducing the target's Health by 2 points each round)
) can decrease the accuracy of your opponent's attacks, increasing the chance of your opponent's attacks failing.

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