Hello Hive
Today we discuss another ruleset with the title What doesn't kill you. There has always been this saying that what doesn't kill you makes you stronger. I want to believe that this is the inspiration behind this ruleset. Of course, the statement is not entirely true both in real-life scenarios and even in the spl game. Anyway, in the battle presented, we will see how the monsters get stronger from that which couldn't kill them. Buckle your seat belt as we prepare to take off but before then, I offer a warm welcome for newcomers both in spl game and in the weekly battle mage secrets. Do well to educate yourselves more on the guidelines of the weekly battle mage secrets by visiting the announcement post which can be found here
Ruleset: What Doesn't Kill You
How does one get stronger from that which doesn't kill them? Relating this to the spl gameplay, this stronger nature comes in two ways which are increased damage and speed. This ruleset by simple clarification means that every monster on the battlefield gains the enrage ability. Its symbol is given below
This enrage ability impacts on monsters differently in accordance to their attack type. For melee monsters, this ruleset tends to increase both their melee damage and their speed while for ranged and magic monsters, only their speed gets increased. This increment does not just come to them. Just as the ruleset name implies, the increment is granted to them when their health and not armor gets damaged. This means the monsters get stronger from being attacked as long the attack doesn't kill them.
Strategy For The Given Ruleset
First, I do not favor any attack type nor do I feel that one is better than the other when it comes to this ruleset. I mostly work with what has been given. For the presented battle, the mana cap and the elements provided didn't seem to favor the magic attack class judging from my deck provision.
The first consideration is an anti-melee game-play. Melees in the wild can really cause mayhem so keeping them in check will be a nice root to follow. With an anti-melee summoner, I reduced the melee damage of each of the enemy's monsters. What this means is that when the enemy melee monsters get damaged, instead of running wild in damage, they only get to be reset to their default damage without my summoner effect. Let's say the enemy's melee monster was meant to battle with two damage but my summoner reduced it to one when damaged, that enemy monster gets back its two damage but without my summoner's effect it would have increased its damage to three or four.
Another takeaway from the strategy was the use of the martyr ability monster. In a battle that involves monsters gaining more stats on damage, imagine what will happen when a martyr dies. That was the thought and it came to play that it died and further increased the stats of the monsters surrounding it.
The other thing taken into consideration was healing and it was gotten from the ranged monster on the battlefield
The Battle
Battle Details | |
---|---|
Ruleset | What Doesn't Kill You |
mana Cap | 17 |
Available Elements | Fire, Life, and Dragon |
Battling Elements | Dragon Vs Fire |
Team Selection
Summoner: CAMILA SUNGAZER
Rarity/Element: Legendary/Dragon
stat: -1 Melee Damage
Because of the given ruleset, melee monsters upon attacks tend to have their damage increased beyond normal. To make sure this doesn't cause a problem for my team I had to deploy the services of an anti-melee summoner. With Camila on the battlefield, they only get back their suppressed melee damage when attacked.
DJINN CHWALA
For defense purposes, Chwala came on board bearing six protective armor, thorn ability, and three melee damage increasable on attack. The thorn ability was crucial because it served as a double damage to the enemy's monsters both when attacked and when they attacked.
VRUZ
The choice of Vruz is strictly due to its martyr ability. Although it fought and even eliminated a monster but it was specially made to boost the surrounding monster's stat on its death. Its purpose in this battle was greatly achieved. The monster didn't look like a threat but it posed one of the best threats in the battle.
VENARI CRYSTALSMITH
Crystalsmith has to be chosen because the front-row monster requires assistance. The presence of this monster gave the advantage of both healing the front-row monster and engaging in battle itself. The health refilling was the key to keeping the defender in play
That will be all for this week. I hope you enjoyed the read. Please join me next week for another battle mage secrets challenge same place. Leave a comment on how the strategy can be better or any other of your choice.
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Thanks for sharing! - @alokkumar121