Battle Mages secrets: CounterSpell doesn't mean no Spells!

Hello everyone, This is @cantfoldaces participating in the Weekly Battle Mage Secrets Challenge, in the best #play2earn game out there!! #Splinterlands!!

Welcome to my second challenge posting of this week! What a hecting week it has been in my private life to the point that I have to decide between grinding some splinterlands battles or just focus of preparing a blog post for this week's challenge (which I'm currently doing at the moment :) )

Counterspell

  • All units receive the magic reflect ability at the start of the battle.
  • Magic damage attackers receive damage back, Damage returned is equal to the damage of the attacker divided by 2, rounded up.

I have watched a battle from a top spot Silver gplayer that I forgot the name and he used such an annoying composition that CANNOT be hit if Magic Damage gets disregarded/banned for the battlefield:

+

Adding to that a couple of Speed Manipulation for the Lurker to reach 8 Speed + Dodge!
By doing some quick maths: Evasion chance for Lurker 25% (Dodge) + 70% (7 speed diff) = 95% evasion chance
That means monsters with 1 or 2 speed pratically can never hit Lurker !

Without Further ado, let's get started with the battle:

  • UNLIMITED MANA
  • Death + Water Elements available
  • Counterspell + Fog of War Rulesets

Without paying attention to my opponent's potential lineup, I decided to go as follow:

Summoner

Abilities: +1 Armor + +1 Speed
Water Summoners are awesome, my favourite is possibilus but Kelya gets its own utility as well! Speed is key so every speed manipulation matters especially when going for opportunity monsters!
+1 Armor is broken on itself especially when Magic is less likely to be played since it protects from any Melee/Ranged Damage!

Tank

Ability: Trample + Enrage

On of the best Tanks on the Silver Leaguein term of Tankiness and especially Damage!
A total of 14 hit points makes it sturdy against most damage but most importantly, its high speed, coupled with a potential enrage, bumps up its Damage as well as a higher chance to proc Trample and don't forget about its higher evasion chances !

2nd Position

Ability: Weapons Training + Opportunity + Shield
The least I can say about this monster is how BROKEN it is! Opportunity with high speed + high damage is superb on itself, Weapons training is well used in certain monsters combination and it unlocks the Shield at level 2 making him able to take the Tank Position or the last, sneak counter, position!

3rd Position

Ability: Void + Phase
Why a magic damage dealer!? First opponent won't expect a sort of Magic damage so his tank would be vulnerable to Magic, second, Void will nullify the the reflected damage so it doesn't matter if counterspell is used and third it can serve as a 3rd tank if things go wrong!

4th Position

Ability: Ressurect + Inspire
Another MAgic Dealer, its true that he doesn't get Void and would slowly die by the counterspell ability but I've got the Speed and Tankiness so I just have to buff their Melee Damage as well !

5th Position

Ability: Camouflage + Snipe
This is a great damage dealing monster with 5 Ranged Damage that can fire on the backline while being safe from Sneak/opportunity due to the camouflage ability
I'm using this monster more frequently in high mana battle because of the damage and survivibility!

6th Position


Ability: Repair
Since there is a higher chance of using Melee & Ranged Damage, it's only right to keep annoying the enemy but repair the Armor that gets destroyed and keep wasting the upcoming enemy fire power!

Link to The Battle

Pre Round 1

A solid and well balanced team that I'm facing, it was smart providing a frontliner with the Shield Ability and got tons of damage from the backline! Let's hope that Diemonshark can hold on against this!

Round 1

  • It's amazing how my team gets the priority thanks to the Speed Buff from kelya and dropping down the enemy Tank to only 3 Health
  • Diemonshark loses its Armor, gets enraged! and leading to the last couple of enemy shots to be missed (harklaw and Queen of Crows)

Round 2

  • An enraged Diemonshark is first to act and takes down Harklaw but sadly misses the Trample of Pallus
  • Luckily my Magic Attack dealers (the utility of Magic Damage) did manage to hit pallus, otherwise, what a Evasion Fiesta with both Diemonshark and Pallus evading most of the incoming Damage!
  • The repair did buy some time for Diemonshark but ended up going down by Queen of Crow
  • Wait! It got Ressurected with ALL its annoying Armor!

Round 3

  • Diemonshark is back on FIRE! Takes down Pallus, Tramples to Queen of Crows and takes down half its health!
  • Sea Stalker takes down Queen of Crow on its turn by firing a deadly arrow
  • River Hellondale did a great service but ended up dying to the Counterspell ability!
  • Repair buys up a lot of Time for Diemonshark that was only left with a single HP and no armor after Drybone attacks!

Round 4

  • Diemonshark, the MVP of this battle, Takes Down Drybone, Tramples and almost taking down Lire the Dark but lets the Honor to Oshannus to finish her off !
  • Forgot about Kulu Mastermind ... :')
  • Sea Stalker finishes the battle by One-Shot the last Gladius Card to clinch the Victory!

Link to This Cool Battle

Post Battle Commentary

  • I'm pretty happy with the battle outcome and the flawless Victory! The Ressurect came at the best time!
  • Perhaps what thing that can be changed is switching Oshannus to the 2nd Position and provide a strong archer on the 3rd Spot like Coastal Nymph or Barmaid!


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

Posted Using InLeo Alpha



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I enjoyed reading that! My deck is quite low, so seeing better cards and different tactics is really nice :)

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Thanks a lot for passing by and glad you like it!
Try renting some cards first to test them and see for yourself how it goes!
!PIZZA !PGM

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