๐๐ผ๐ ๐๐ผ ๐จ๐๐ฒ ๐ง๐ต๐ถ๐ ๐ฅ๐๐น๐ฒ๐๐ฒ๐ ๐ถ๐ป ๐ฆ๐ฝ๐น๐ถ๐ป๐๐ฒ๐ฟ๐น๐ฎ๐ป๐ฑ๐ !
Hello
Splinterlands Lovers !

Today, I will share a Splinterlands battle with you. Iโll explain a specific rule governing this matchโone that could cause you to lose if you don't fully grasp it. For this battle, I selected cards that all possess melee attack power, and I chose them based on an "Up to 11" limit. It was a fantastic match; Iโll walk you through the cards I picked and the rules involved. The first card in my lineup was crucial; thanks to its health and attack power of 4, it held its ground throughout the fight. This allowed the other cards in my team to launch their attacks, ultimately securing me the victory. Iโll explain all the details of the battle rules now.


The simple meaning of the Up to Eleven ruleset is that in battle, every monster gains the Amplify ability. Because of this, the damage dealt by Thorns, Magic Reflect, Return Fire, Retaliate, and Corrosive Ward increases by 1. For example, if Thorns normally returns 2 damage, then in this ruleset it will deal 3 damage. Similarly, if Magic Reflect or Return Fire deals 2 damage, it will deal 3 damage. Just keep in mind that Amplify does not stack, so if a monster already has Amplify, the bonus will still be only +1 not +2.
Conclusion
In this ruleset, first look for cards that possess Thorns, Magic Reflect, Return Fire, Retaliate, or Corrosive Ward, since everyone is already benefiting from Amplify. If your monster has Thorns, the opponent's melee attacks will be even more painful for them; similarly, Return Fire will punish ranged attackers, and Magic Reflect will punish magic attackers.
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