Welcome!
This week I found out that the Battle Challenge will no longer continue on the Splinterlands blog and in its place a new way of challenge called Battle Mage Secrets has appeared. Now the purpose of this new challenge is not to show a battle strategy using a specific card but with a ruleset. This week it was Aim True's turn, so let's not wait any longer and let's go with this new Battle Mage Secrets.
¡Bienvenidos!
Esta semana me enteré de que los Battle Challenge ya seguiran y en su lugar ha aparecido un nuevo challenge llamado Battle Mage Secrets. Ahora el proposito no es mostrar una estrategia de batalla usando una cart aen especifico si no con un ruleset. Esta semana le tocó el turno a Aim True, asi que no esperemos mas y vamos con este nuevo Battle Mage Secrets.
This is Aim True ruleset!
- Blind, flying, dodge are useless. This Ruleset doesn't give Ranged monsters the ability to attack from the first position. Choose higher speed or higher health combined with high damage output. Return Fire ability is great in this ruleset.
- Melee and Ranged attacks always hit their target.
How to play?
As its description of the ruleset on Splintercards says, this ruleset makes all Melee and Ranged attacks infallible regardless of external conditions that could make them fail, such as speed or dodge abilities. This gives 100% power to these types of attacks because it gives them a kind of equality with magic damage, although they still hit the enemy armor first, also in these battles magic attacks can fail against cards that have the Phase ability so take that into account for your lineups.
Not recommended
For me, it is not recommended to play with magic cards in this ruleset because they are easy to face with Phase and dodge abilities, and the least recommended for me is to play strategies based on dodge attacks because they will be useless.
Este es el ruleset Aim True!
- Blind, Flying y Dodge son inutiles. Este ruleset no le da habilidad de atacar en primera posicion a las cartas con ataque ranged. Utiliza cartas con alta velocidad o con mucha vida combinado con mucho daño. Return Fire es recomendable.
- Los ataques Melee y Ranged siempre dan en el blanco.
¿Cómo jugar?
Como su descripción dice, este ruleset hace infalible todos los ataques Melee y Ranged sin importar las condiciones externas que pudieran hacerlos fallar, como la velocidad. Esto potencia al 100% estos tipos de ataque porque les da una especie de igualdad con el daño mágico, aunque siguen golpeando primero la armadura enemiga, además en estas batallas los ataques mágicos si pueden fallar contra cartas que tengan la habilidad Phase así que toma eso en cuenta para tus alineaciones.
No recomendable
Para mi, no es recomendable jugar con cartas de magia en este ruleset porque son faciles de enfrentar con Phase y habilidades de esquive, y lo menos recomendable para mi es jugar estrategias basadas en el esquive de ataques porque no van a servir para nada.
Cards that benefit from the ruleset
Of course, all the Ranged and the Melee attack cards will benefit directly from this ruleset on your battle, since all their attacks will always hit the target with 0 chances of miss the attack. It's just thinking about this fact that you have to build a lineup with a lot of attack power, here it doesn't matter the speed but how hard you can hit, that's why one of my favorite combinations for this ruleset is General Sloan + Pelacor Arbalest + Prismologist.
Cartas que se benefician del ruleset
Por supuesto, todas las cartas de ataque Ranged y Melee se ven beneficiadas de forma directa por este ruleset, ya que todos sus ataques van a dar siempre en el objetivo. Es justo pensando en eso que tienes que armar una alineacion con mucha potencia, aqui importa nada la velocidad si no lo fuerte que puedas golpear, por eso una de mis combinaciones favoritas para este ruleset es General Sloan + Pelacor Arbalest + Prismologist.
Reverse Speed + What Doesn't Kill You + Aim True
Mana: 48 Points.
Rank: Silver.
I used Chaos Knight as a tank on my first position to save mana for the rest of my team, it also combines excellent with Shieldbearer and its second ability is a surprise for this level of mana.
Luminous Eagle in second place for Reach and Fly abilities, abilities that make it a very useful card, even with the fact that the ruleset cancels Fly.
Portal Spinner has random damage because of its Scattershot and with its height, it is a latent danger for all enemies, because you don't know which of them will attack. If luck is on your side, this card can be deadly.
Pelacor Arbalest for the terrible damage it has, it is capable of doing up to 6 points of damage each turn with the attack bonus of General Sloan.
Prismologist is here with her blast ability and that high ranged attack is also an incredible danger for the enemy, and added to the bonus of the Aim True that guarantees that his attacks will always be accurate.
Finally Shieldbearer to attract all enemy attacks and give freedom to my cards with ranged attack to play their game and last longer in battle.
Mana: 48 Puntos.
Rango: Plata.
Use a Chaos Knight como tanque para ahorrar mana para el resto de mi equipo, ademas se combina excelente con Shieldbearer y por su segunda habilidad es una sorpresa para este nivel de mana.
Luminous Eagle en segundo lugar por Reach y Fly, habilidades que le convierten en una carta demasiado util, incluso con el hecho de que el ruleset anule la habilidad Fly.
Portal Spinner tiene daño aleatorio por su Scattershot y con lo alto que es, es un peligro latente para todos los enemigos, pues no se sabe a cual de todos atacará. Si la suerte está de tu lado puede ser mortal esta carta.
Pelacor Arbalest por el terrible daño que tiene, es capaz de hacer hasta 6 puntos de daño en cada turno con el bono de ataque de General Sloan.
Prismologist con su blast y ese ataque tan alto es tambien un peligro increible para el enemigo, y sumado al plus del Aim True que garantiza que sus ataques siempre seran certeros.
Por ultimo Shieldbearer para que atraiga hacia el todos los ataques enemigos y le de libertad a mis cartas con ataque ranged a hacer su juego y durar mas en batalla.
The first round of this battle took the two cards with the highest life of both teams, the difference here was that while my Shieldbearer was a decoy that was here just for that, the enemy Grum Flameblade was one of their most important cards. I think it was a mistake to have played an anti-magic tank in a battle where magic is the weakest type of attack. You have to be very clear that not all cards are good for everything.
La primera ronda se llevó a las dos cartas con mayor vida de ambos equipos, la diferencia aqui fue que mientras mi Shieldbearer era un señuelo que estaba aqui justamente para eso, el Grum Flameblade enemigo era una de sus cartas mas importantes. Creo que fue un error haber jugado un tanque anti magia en una batalla donde la magia es el tipo de ataque mas debil. Hay que tener muy claro que no todas las cartas sirven para todo.
This was an important point of the battle, where Sand Worm could become the executioner of my team but thanks to the double attack of my Pelacor Arbalest is reduced to nothing in a single round, if it had not been just for the double damage of this card the Sand Worm would have finished with both my Prismologist and my Chaos Knight.
Este fue un punto importante de la batalla, donde Sand Worm se pudo convertir en el verdugo de mi equipo pero gracias al doble ataque de mi Pelacor Arbalest queda reducido a nada en una sola ronda, si no hubiese sido justamente por el doble daño de esta carta el Sand Worm hubiese acabado tanto con mi Prismologist como con mi Chaos Knight.
At this point the fate of the enemie Tarsa was decided on this battle, the shield of my Chaos Knight was a good protection against Tenyii Striker and for the real damage of Djinn Apprentice I had a second tank ready to withstand at least a couple more rounds, which was just what my team needed to end this battle, as a curious fact, the ruleset Aim True cancels a little the power of the Enrage, which greatly increases the speed but in this case is not useful for absolutely nothing.
Llegado este punto el destino de Tarsa estaba decidido, el escudo de mi Chaos Knight era una buena proteccion contra Tenyii Striker y para el daño real de Djinn Apprentice tenia un segundo tanque listo para soportar al menos un par de rondas mas, que era justo lo que mi equipo necesitaba para darle final a esta batalla, como dato curioso, el ruleset Aim True anula un poco la potencia del Enrage, que aumenta mucho la velocidad pero que en este caso no sirve pasra absolutamente nada.
What do I think about this ruleset?
It seems to me that it is a very complex ruleset with a very simple first look when you think about it , you can take really good advantage of its function thanks to the possibilities it allows you to do in a battle, a good example of that is the Sand Worm, which is a card with a lot of attack but quite slow and that with this ruleset loses that negative statistic. It combines very well with almost all the other rulesets and it is very common to find it in a battle, so I recommend you to study it well so you know how to react. Thank you very much for reading and see you in the next post.
¿Que pienso sobre este ruleset?
Me parece que es un ruleset muy complejo con una primera pinta muy simple, se le puede sacar muchisimo provecho a su funcion gracias a las posibilidades que te permite hacer en una batalla, un buen ejemplo de eso es el Sand Worm, que es una carta con muchisimo ataque pero bastante lenta y que con este ruleset pierde esa estadistica negativa. Se combina muy bien con practicamente todos los demas rulesets y es muy comun encontrarselo en una batalla, asi que te recomiendo estudiarlo bien para que sepas como reaccionar. Muchas gracias por haber leido y nos vemos en un siguiente post.
Great battle exprience. The fact you bring ranged card with 3 damage and buff them further was a massive firepower against Grum Flameblade.