The new weekly Share your Battle Challenge has been replaced by the Baggle Mage Secrets Challenge. The new challenge is no longer about a single card, but about a rule for the battles.
I like this very much, so one has more flexibility what one wants to show. Also, it is important for all newcomers to understand the single rules to be able to understand which cards can work well.
This also helps enormously in the guild brawls to achieve better results.
Click here for my series of articles about the Gladius cards!
Monsters with 2 types of attack (which include ranged) cannot be used.
Not being able to use ranged fighters means having to give up about a third of all cards. This is a big limitation and may require an adapted play style.
Ranged fighters are often characterized by their ability as DMG dealers. If these cards are missing, this part has to be taken over by others.
Excluding one type of damage, however, also makes the game a bit more readable. After all, the opponent's options are just as limited. So you can quickly run into a counterattack, but you also have the chance to counter the opponent faster.
The most obvious thing would be to replace the missing damage with magic damage. Finally this kind of damage is very strong anyway. But the big problem with magic cards is their vulnerability to counters. Often they have little defensive capabilities and are easy targets for Sneak or Opportunity.
All in all, the own setup is of course also strongly connected with the further rules in the specific battle.
An intriguing mix, Supersneak puts many Meele cards in a strong position. With Taking Sides the card selection becomes even more limited... let's see what could fit there!
Lineup
Immortailis has 2 important skills for this match at once: Void Armor helps if the opponent has a lot of magic damage and Shatter strengthens my Offesive.
The Mercenary is a solid tank. Flying and speed make it especially strong against Meele cards. 10 hit points and thanks to the Summoner Voidarmor, make him resistant to Magic here as well.
At first glance, this card does not look very strong. But 8 hit points for only 3 mana is really a good ratio. My goal was to get as many cards on the field as possible.
Protect and Amplify are 2 more building blocks in my setup. Protect strengthens the defense in case of a Meele-Heavy team. We will talk about Amplify later!
The bat is again a favorable sea card. Like the Mercenary, it has a strong ability against melee attacks with Flying. With the Supersneak rule, this is of course an advantage.
On the last position comes the reason for Amplify. The Knifer has the thorn ability, this is strengthened by Amplify. Protect also lets him take one more hit. The card is my counter for a possible Meele team. Thanks to his 3 damage he is also a passable DMG dealer himself!
The Battle
My opponent is, as so often, a bot. Even more so with an unlevelled deck and an absolute standard lineup... BUT it's not what I expected and so it's unclear if my setup is strong enough...
Now voidarmor becomes extremely important, as well as cards with a lot of hit points like the Hill Giant, etc.
An error on my part I noticed only later. On my side the Fiend is missing!
Fortunately, the Void armor prevents the worst and the Mercenary is still standing after one round. But it is already apparent that it will be close...
By lap 3, things aren't looking so good for my Hill Giant either. It urgently needs some hits in the opponent's backline, otherwise this is it!
Fortunately, 2 of my attackers, the Knifer and the Bat, have high attack speed.
It took a while, but now my two attackers begin their bloody craft! But whether it will be enough?
I have to mention it again, without the Void Armor, this would have been done long ago. But this way I actually still have a chance. Finally, however, the unicorn awaits me as the final boss.
or not, no miss and so my Knifer stands directly on the tank position. But the unicorn is already struck and the thorns will also help!
It took 9 rounds and then the fight was decided with a victory for me. The Venari Knifer is clearly the MVP of this match. Not the most glorious victory in my history, but victory is victory.
GG!
Summary
Broken Arrows is one of those rules that have a big impact on the line up with the restriction of card selection.
Much depends on the other rules and the splinter selection. One should be aware in this rule set that teams can be countered relatively easily. However, sending a versatile team into the race is always a risk. In this case, luck was on my side!
See you soon on the battlefield!
The fight in full length is available here!
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Pictures
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Translation
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