Battle Mage Secrets: Fly high in the Sky
Have you hear about the new ranked system !? This would promise to be quite hectic on the early days since we can probably facing some Diamond+ Battles but at least, I woun't get penalized for playing with low level cards nor having to get out of Bronze by being limited with level caps!
Earthquake
- All non-flying units take 2 physical damage at the end of every turn
- Snared units are considered non-flying
- Earthquake damage is considered physical: Monsters with Shield will take 1 Damage.
Earthquake is one of the unique rulesets that literally changes the dynamics of the battlefield and gives room to a slightly different playstyle in such a case where a couple of Abilities are key to win in this Ruleset:
- Flying is almost a Must in this Ruleset especially in High Mana Battles that are prone to drag on for more than 5 Rounds. Even the tankiest Monster can't withstand 5 Rounds and 10 Damage from the Earthquake
- Snare being a counter to Flying and makes carry monsters unexpectedly vulnerable to future earthquake rounds
- Shield can be considered for a frontliner in case no flying monsters are available to occupy the 1st/2nd Spot.
Without Further ado, let's get started with the battle:
- High Mana Cap 42 Mana
- All Elements available except Fire
Odd Ones Out
&Earthquake
Rulesets
Knowing Life got lots of Units with the Flying Ability, I have decided to go as follow:
Summoner
Abilities: Void Armor + +1 Armor + Amlify
The Best Life Summoner in term of Defense as it provide one of the best Magic Counter to the game, Void Armor, as well as an additional Armor for extra protection to All Units on the battle field.
Amlify does come in handy especially Reflection Rulesets which is not the case for this battle.
1st Position
Ability: Magic Reflect
This monster isn''t that strong on itself but when coupled with Grandmaster's Void Armor, it becomes hard to get through 9 Hit points against all type of Damage while punishing Magic attacks casters with the Magic Reflect + Amplify
2nd Position
Ability: Flying + Recharge + Heal
A very tough Tank especially when combined wiht Void Armor! Lots of hit points, great sustain with the Heal Ability making its surviving chances higher. Recharge makes it deal 9 Damage every other round and lastly Flying, a must have on this kind of Ruleset (and hoping for evading some shots)
3rd Position
Ability: Flying + Repair + Ressurect
An awesome support Card combined with Flying that assure its ssurvival in Earthquake rounds. Repair makes out Tanks cited above combined with the annoying Void Armor, even harder to get through with all the Armor that get repaired every round!
Ressurect gives another chance for our first victim to revive and get back into the battlefield!
5th Position
Ability: Flying + Shatter
Life is Full of Flying Monsters and this one quite unusual. Unlike slow Life cards it gets a relatively high Speed and what's even better, with such speed it is usually the first to act and the first to proc the shatter ability to completely destroy the enemy's beefy armor, opening the way for the other monsters to get through the Health!
4th Position
Ability: Martyr
This monster is used to buff both War Pegasus and Adelaide Brightwing with the Martyr Ability since it's be used as a sacrificial by taking the continuous Earthquake damage.
6th Position
Ability: Tank Heal
A filler monster if I would say that provides extra support to the Tank Monster especially in the harsh environment of the Earthquake Ruleset
Pre Round 1
A pretty interesting Team I would be facing, albeit it got lots of Flying monsters but they are unable to attack from that given position. On the other side, the enemy worked on nerfing my damage in term of magic and Melee Damage!
Round 1
- War Pegasus is first to act and does its job to destroy Night Ghoul Armor
- That Magic Reflect came in handy as it did serious damage to Demsie Archon Fosrt
- Blinding Reflector is getting enough support from the Tank heal + Repair
Round 2
- With Many monsters having the Flying Ability, the earthquake round didn't feel too long and no one falls
- Demise Archon takes down Blinding Reflector which on itself reflects the damage and brings it to death but wait! it ressurects with ALL its Armor!
- and lastly Adelaide Takes down Night Ghoul.
Round 3
- Man I was waiting for Venari to go down but its still surviving after 3 Rounds :')
- Blinding Reflector keeps doing a great job as it takes down the desintegrator for its 2nd kill
- Well noothing much happened this round
Round 4
- Earthquake did some damage to my team as both Venari and Meriput are doomed but ended up with Adelaide and War Pegasus being Buffed with Martyr!
- Followed by deadly attack from War Pegasus to bring down Carrion Shade
- Then Pelacor deceiver joins the action and takes down Blinding Reflector.
- A long forgotten Uriel, having its Recharged attack ready, Fires a 9 Melee Damage attack to ONE-SHOT the Pelacror as a revenge for Blinding Reflector Sake
Round 5 & End
It didn't take long for the remaining Gargoya to be slained and it's VICTORY for my team with +10 Trophies + 0.7 SPS as Rewards
Here's the Link to The Battle
After Battle Commentary
- It was a pretty satisfying Battle Overall, I thought placing Venari next to uriel would be better but it was the right call playing it like I did since my backline Monsters where more proactive in this battle.
- Pallus Could've been a decent Pick in this Ruleset and would be placing Uriel on the First spot!
Thank you for reading till now and Good luck Have Fun on your Splinterlands Battles!
Make sure to take part in the Weekly battle Mage Secret here
Wanna take part in these exciting Splinterlands battles: Join me here
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