BATTLE MAGE SECRETS : KEEP YOUR DISTANCE

in Splinterlands6 months ago (edited)

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Keep Your Distance ruleset will put quite a challenge into the battle. Melee cards is the main building block of a battle formation. In proportion melee cards make the large parts of the entire collection compared to ranged cards or magic cards. Most battle formation found will have more melee cards compared to latter. So when this ruleset roll out, there will be 2 (two) main challanges: Do You have sufficient amount of ranged and magic cards? Do your ranged and magic cards are tank enough to replace the roles of malee cards?

The ruleset might diminish the complexity of the battle with fewer cards to be used. But there's always a catch with this. A fewer option will open up chances for an easier counter attack.

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Pros & Cons

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1. Players with more expansive collection of ranged cards and magic cards will find in upper hand on the battle. Especially if the cards have a tanker nature, which importantn to replace front-row of melee cards.
1. Ranged cards and magic cards tend to have less health compared to melee cards. The battle might end quickly than anticipated in just a single round. So act order is an important factor. But where both formation is equal in speed, your will have to put your fate in the flipped coins.
2. Damage buff on ranged and magic cards are very scarce to find, thus having them will make a great advantage.

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Best Cards To Use

Anticipating on whether ranged cards or magic cards will be fought against still bring a lot of risk. A niche opportunity could be found on striking the rear cards. There are very few ranged cards and magic cards with Sneak ability; and any players might not expect to their rear cards being strike under this ruleset.

Cards such as Pyromaniac, Coral Wraith, Iza The Fanged, and Daigendark Hunter are currently the only non-melee cards to have Sneak attack. Using Opportunity is good alternative, although there are much fewer non-melee with this ability, and all of them are Legendary ones.

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WATCH BATTLE

So here we have the battle experience with Keep Your Distance as the ruleset. Click BATTLE LINK to see how the battle run.


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The battle has a maximum 12 mana cap, with Keep Your, Equalizer, and Are You Not Entertained as the rulesets. Only Earth and Dragon Splinters are available.

I decided to rely on Moxian Rebel to generate firewpower by putting it next to Chaos Agent and Lurking Puffer. Next I put Obsidian to boost the damage output even more. With only 1 mana left and no gladiator being used, I decided to spent it on Cutter Brieze on the front-row. The ranged attack might somehow be wasted, but I pursue its 4 speed to help avoid any incoming ranged attack.

My opponent decided to with the similar strategy of using Obsidian. But putting Failed Summoner to counter any incoming magic attack. There are no gladitors, but Acid Shooter and Wood Nymph prepare itself to strike from the rear row.

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And again momentum and matter of luck could become a problem in this battle. Wood Nymph should be able to cast Heal into Failed Summoner, but due to its late act order, my entire formation unleashed furies to put an end into Failed Summoner. Cutter Brieze come down to 3 health and will see another round. My formation still looks robust and might be a challenge for my opponent.

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The battle entering Round 2, and coin flipped again unto my side as the 3 successive magic attack bring down Acid Shooter for good. Now Wood Nymp become the last man standing with no Heal ever been casted.

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It didn't take long to realize that this battle might not run into 5th round. And even by the end of the 3rd round, my opponent formation got wiped out before Wood Nymph got any chances to fought back.

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CONCLUSION

The determining factor in this battle is the Equalizer ruleset. Players should focus on maximizing damage output and take benefit by letting the opponent to be the one spending mana on cards with higher health. My opponent decision to bring Wood Nymph with Heal could turn into a powerful strategy, only if the maximum health is great enough, where the healed amount could offset the incoming damage. But having 6 max health will only recover 2 health per round. Unfortunately the loss of initiatives also led into failure to cast the Heal.

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