SOCIAL MEDIA CHALLENGE : ENTRANCE FEE FOR WILD RANKED

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There's not much thing happening since last week. Glints still accumulating throught battle, brawls runs as usual, nothing new in the lands, and 13 days are left before the end of the 5th Conflits. But the new rumors is that Wild Ranked will now need entrace fee (around 2,000 DEC if I'm not mistaken). It seemed this was created to shift away players from playing on Wild format to the Modern format. This has created a debate among players.

At peg value, 2,000 DEC equal to $2.00, which might seemed small. But in fact it isn't for most of us. Considering that SPS have declined near to $0.01 / SPS, gaining SPS through battle victory might won't be enough to cover this entrance fee. Take for example, my account gain around 1 SPS per victory. With 15 days per season, we will get energy at 15 days x 24 energy / day = 360 energy, that's 360 battle / season. Assumed winning rate is 50%, we will be at best gain 180 SPS per season. Thats sum up to only $1.80. And still this is assuming that:

  • Players consistently did battle (no energy got wasted).
  • Players have sufficient staked SPS to increase their multiplier.
    Its clear here that the entrace fee might be too much for most players. But again this was created to shift players from Wild Ranked to Modern Ranked.

Aside from all of it, let's give a good battle experience in my recent battle.

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Best Cards To Use

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WATCH BATTLE

So here we have a battle experience nice to be told about. Click BATTLE LINK to see how the battle run.


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The battle has a maximum 20 mana cap, with Heavy Hitter, Aim True, and Little League as the rulesets. All Splinters are available except for Dragon Splinters.

This battle is easily anticipated. First of all bring Stun ability as much as possible. Second, although speed will be underplayed with all attack make 100% hit, its best to keep better speed to take early advantage. And the reason for the second point, is because the formation are limited to maximum level 4 cards only.

Damage buff played important roles in this battle, because in Little League, most cards will be at 1 or 2 damage at most. Having a single damage buff will generate much firepower needed to wipe out opponent quickly. I decided to to deploy Tarsa for this battle. Focusing ono Fire Splinter, I pick Antoid Platoon for its robus armor, health, and also Shield ability. Next I pick Radiated Scorcher as cannon fodder backup. The next 3 (three) cards are the main melee damage-dealer, which is Serpentine Spy, Goblano Solider, and Uraeus. All of them cost only 3 mana, but very fragile with only few health to hold on. Last but not least are Xenith Archer, which work as backdoor cannon fodder against any Sneak attack.

My opponent in the other hands decided to deploy General Sloan which should focus on ranged cards. But instead his formation is lack of ranged cards, only Venari Crystalsmith. There are Pelacor Conjurer to fortify the front-row, followed by Vulguine a mediocre Tanker but could turn great depending on how Scavenger got triggered. There are 2 (two) magic card, and one of them, Time Mage, never as deadly as in this battle. Celestial Harpy also fill the additional damage dealer role through its Opportunity attack.

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The Slow and Rust coming from Time Mage really put pressure into my formation. I've already got a very thin health, and with no armor it will took only few blow to wipe out my formation. Fortunatley Tarsa with +1 health buff really give the buffer I needed. There's no chances to strike frontally against Pelacor Conjurer 6 health and Tank Heal coming from Venari Crystalsmith. Within a few second, Time Mage, Venari Crystalsmith, and Celestial Harpy strike down Antoid Platoon. My formation make a counter attack coming from Serpentine Spy and Gobalano Soldier strike down Venari Crystalsmith. And not long, Uraeus follow up attack just score a kill into Time Mage. This turn into a surprise, losing both cards totally broke down my opponent formation.

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Gobalano Soldier open the 2nd rodun with a strike toward Celestial Harpy, but unable to finish it. Instead Celestial Harpy strike down Radiated Scorcher. Serpentine Spy face a death door as Dax Paragon chipped it health to 1 health remaining. At this point Vulguine is already accumulating 6 health so far. Uraeus end the round with a clutch kill toward Celestial Harpy.

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The outlook of 3rd round looks so promising. The firepower gap are too big between my formation and my opponent. But still there's chances that the battle might be overturned. I have to lose Serpentine Spy early this round which diminishing my firepower. But the combined attack of Gobalano Soldier and Uraeus ended Dax Paragon effort. Now I got the upper hand of 3 against 1. But still Vulguine has reached 9 health up to this point.

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Vulguine failure to take down Gobalano Soldier turn into a great loss. With a combined attack totalling 6 damage, Vulguine are left with 3 health remaining, which barely enough to survive the 5th round. And before the next round end, Vulguine caught off by Uraeus deadly strike.

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CONCLUSION

Litte League is always a fascinating ruleset. When we're limited to cards costing 4 mana at most, players would need to consider so much the cards of their choice. Especially under low mana cap conditions, the use of 1 and 2 mana cards in the mix of the formation need to be studied very well.

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