The featured ruleset this week only allows common and rare monsters to be played.
The ruleset can be recognized by the following icon:
This ruleset does not constraint summoners, so one can still play epic and legendary summoners.
The battle being shared is from ranked play in modern diamond league. My deck was mostly composed by diamond/gold league maxed CL + non soulbound reward cards, as well as variable level soulbound reward cards.
Rulesets
This was a low mana battle with a cap of 13. Only the Life splinter was available. It had 2 rulesets:
- Broken Arrows: Ranged attack Monsters may not be used in battles.
- Rise of the Commons: Only Common and Rare Monsters may be used in battles.
Lineups
Mine
General Sloan - not many choices here, was either Sloan or Rathe, and in such a low mana match I preferred more units on the board so I went with Sloan.
Pelacor Conjuror - an obvious choice here, good HP and avoidance for a frontline tank, I considered placing it in last place due to expecting a sneak play. Alternatives for front spot would have been Chaos Agent (switching the 2) or Vulguine for more damage.
Stitch Leech - another obvious choice, great sneak damage and with leech he could build up some HP.
Celestial Harpy - a second attacker with good damage and avoidance.
Splinterlands TV streamers) 'love' for the card.Gargoya Scrapper - a sneak/opportunity buffer, expected to be a meatshield and nothing else. This monster is more commonly known as Kira in reference to @asdfghjkiraaa (one of our
Chaos Agent - a backline tank with decent speed and a bit of avoidance.
Team was created to focus on having at least 2 attackers and then protecting them.
Opponent
My opponent had a almost equal lineup, except on playing Vulguine instead of the Harpy. If I had focused the frontline it could have been an interesting play since it could have mustered up a decent amount of health with Stitch clearing up the backline.
Round 1
At the end of round 1 everything the backline creature of both teams was dead, rest untouched with his Stitch with 1 more HP.
Round 2
At the end of round 2 one more backline creature of both teams was taken out, rest again untouched with his Stitch with 2 more HP.
Round 3
Started chippin' away at opponents Stitch, Harpy managed to avoid damage which seems to have decided the match.
Round 4
Opponent Stitch down, just a matter of time now.
Round 5
Started chippin' away at opponents Pelacor.
Round 6
Continued to chip away at opponents Pelacor.
Round 7
Started chippin' away at opponents Vulguine, Pelacor almost down.
Round 8
Pelacor down and Vulguine on his last breath.
Round 9
As expected oppent was defeated.
Conclusion
With the opponent split focus on a defensive frontline (Pelacor/Vulguine) and backline (Stitch + 2 buffers) he ended up not having enough damage.
Thank you for reading my entry for the Battle Mage Secrets!
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