Counterspell Ruleset
On the counterspell ruleset, all monsters will have the magic reflect ability, which cause them to return 50% of magic damage taken into the attackers. Damage returned to attacker is equal to the damage of the attacker divided by 2, rounded up. We can add more return damage with amplify and avoid getting the return damage with reflect shield ability.
On this ruleset, physical damage is having advantage cause they won't take any return damage, and that's why most people would try to prevent the physical with armor, shield, or evade ability.
Magic Could Be Surprise Attack
Since enemies are often try to anticipate the physical damage, protection against magic on this ruleset are often forgotten, that is why, you could surprised your enemies with the magic, as long as you can bare the damage returned.
Grand master rathe is the perfect protector against magic damage, include those returned damage. With armor addition and void armor ability, you can guarantee a protection for magic at least 1 time. These effect can reduce the effect from magic reflect effectifely
Battle Example
I will give you a battle example of the use those abilities on the battlefield.
You can watch the battle on this link https://splinterlands.com/battle/sl_99e84a6269003a37f30ee199ca090429
I will also give the preview about it on this section.
Ruleset :
Beside the counterspell, there is heavy metals ruleset which only allows monsters with armor. There is 27 mana cap which is medium low for assign the monsters, with most splinters are available except for the water.
And here is the formation of both team !
As expected, my enemies focus on physical damage, the only problem is the tank cause he got the void armor and regeneration. He go with 2 sneaker and 1 opportunity monster with mimic ability. There is 4 monsters in total, with the summoner that anticipate the range attack with backfire ability.
On my side, I put 5 monsters cause it can max out the summoners effect for more protection. I use 2 no damage monsters and gave them weapon training with 2 magic damage addition.
How the Battle Goes
At 1st round, both teams are exchange the damage, but none is eliminated. The high armor with void armor ability is strong enough to survive against my team's damage. On my side, only armor that is reduce cause my team also having void armor plus some armor with the buff from summoner and the protect ability.
On 2nd round, my enemy lose his tank, as well the monster with opportunity cause she got the magic back to her. Meanwhile, my team also lose the back monster after getting spammed with sneak melee attack.
My enemy lose his front monster at 3rd round, which makes him left with just 1 monsters. On the other side, my team still having 4 monsters on the field.
Of course it's become a win for my team !
Conclussion
On counterspell ruleset, magic damage is having disadvantage with the returned damage, and that's cause players often anticipating the physical damage. They can use high speed, backfire, thorn, debuff, or shield to reduce the impact from physical damage, but they often not having guard against magic, and you can use it by surprising your enemies with some magic monsters, but don't forget to protect them as well, cause if you don't, they might easily eliminated with their own returned damage !
Final Words
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