Splinterlands SOCIAL MEDIA CHALLENGE - Show casing Bronze Cards taking down Silver level!

in #pimp7 months ago


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Featuring Bronze League Summoner and Monsters in Action!

I'm back to share another great post to highlight some epic battles in splinterlands. I have recently made a switch from modern to wild so you may see a post from either, or a lovely brawl when I played in. I've started to save off some of the more interesting battles, or ones were my bronze level cards and are able to defeat much higher level cards in ranked play. Let's take a look at what we got today and see what we were able to overcome

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The Matchup - Where Rules Sets, Splinters and Mana Collide

The Rule Sets


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Watch the Match Here

https://splinterlands.com?p=battle&id=sl_5e71839f595198e18a4b898d7f9716f5&ref=senstless

MANA: 28

Ruleset: Standard: No modification to the standard gameplay rules and mechanics.

SPLINTERS: Water, Earth, Life, Death, Dragon

Initial Rule Set and Mana Gameplay Thoughts

  • Rulesets
    Not much to talk about here, standard rule set doesn't have anything that requires additional thought or planning. It isn't really any changed cards becoming more powerful, or having a bigger weakness that needs to be considered. It should be a none of that for this matchup
  • Mana
    Honestly I remember a time where 28 felt like a big mana, but no it actually starts to feel small and constrained. I think I'm getting used to playing so many higher man of cards today feel like I need somewhere in the range of 38 to 50 to feel like I can get my optimal items in. 28 should still be high enough to allow almost any approach, the only truly limiting that's going to be done is on ultra high mana cost cards, anything over 10 will be difficult, and actually likely to create a disadvantage
  • Splinters
    Splinters are almost wide open just missing fire. Fire would be a great one to play in this rule said considering how powerful it's sneak and opportunity lineups can be in the sub 30 mana cost matches. Otherwise there's plenty of options in all the other splinters to put together




  • Summoner THADDIUS BROOD
    My go-to summoner when I'm playing against a potential Earth line up and I am not playing Earth. That negative one health and negative one magic is a really nice combination

  • First Position CURSED WINDEKU
    Hard to beat a decent melee card that has thorns in first position. Sometimes the thorns don't come into play while other times it can be a game changer on its own

  • Second Position VENARI MARKSRAT
    I wanted to boost any cards that I could potentially. I was hoping for an opportunity attack or potentially a snipe attack to help give it a boost to both my first and third position

  • Third Position RIFTWING
    Riftwing is a great play here after it gets weaponed trained for three arrow damage. It is potential to give boosted for both speed health and the damage if things go correctly for me. I love having a car that adds health via scavenger plus has a higher speed and flying which means it's likely to get missed a couple of times

  • Fourth Position ZYRIEL
    That wasn't sure when I first bought this card instead of to use it but weapons training is my approach in 70% of matches. The ability to add High attack volume to otherwise not attacking cards that tend to have higher health or armor for their mana cost is a no-brainer

  • Fifth Position CLOCKWORK AIDE
    Love this card. There's very few sneak magic cards so it provides a great rear tank, boosts everyone's speed, and has seven armor for those opportunity and sneak attackers to get through while delivering three arrow damage it's going to pick up in weapons training

  • Sixth Position CORPSE FIEND
    I thought it was likely that I'd be going against sneak so why not put this here just to have one more attack get wasted before reducing my armor

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Opponent Lineup & Match Play

  • Summoner HELIOS MATRIARCH
    Interesting play, and not one that I used too much. It's biggest benefit is that it can summon those Gladius cards. If you take note it is a level 5, which aligns with silver decks and above I believe.
  • BAAKJIRA
    While only a level 1, it's void plus slow and 11 health makes it very devastating. After getting weapons trained it's going to be a heavy hitter as well. I feel fortunate now to have thorns in first position
  • KULU MASTERMIND
    Really a great card. Opportunity, high speed high health and high damage plus weapons training means it's really going to help turn my opponents line up into a heavy hitting mainly attacker
  • VRUZ
    Great card at this level. At the level I have it it doesn't have martyr but now that it does it's going to provide a nice boost to the surrounding cards when it gets knocked out
  • ISGALD VORST

One of the least favorite cards to see when my opponents lineup gets revealed. It is a real juggernaut with high-speed, damage, armor and decent health with opportunity and bloodbust. That combination means it's likely to be adding stats via bloodlust early and often. If it gets boosted with murder as well it could be really hard to take out

Round 1


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Round one starts off and while I have six monsters versus only four they definitely have the upper hand in speed. They go ahead and get the first three attacks gone before I even get a chance. I lose all my armor on clockwork and also lose corpse fiend. As my turn comes around I do deal out some heavy hits and knock out Baakjira before finishing the round by taking the majority of mastermind's health.

Round 2


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Round two starts off looking good for me. I quickly knock out Mastermind leaving them only to monsters. Vruz as quickly knocked out providing a martyr boost to Osgald Vorst. Things look like they're turned into my favor but Vorst knocks out cursed Wendeku and triggers bloodlust. This translates into one missed by the end of the round. It currently has six melee damage 7 speed and 6 health left. It will be attacking first the rest of the match and dealing significant damage.

Round 3


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Around 3 starts off with it Knocking out Markscrat triggering a blood loss for both sides. I get very lucky in this round and I manage back-to-back hits that take away the armor and drop his health down to four. I was only a 50%, followed by a 40% chance to hit so the fact that I head back to back was a huge break in my favor, and I need to give the RNG got a hug

Round 4


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It has almost enough melee damage to take out rift water at 13 health but it misses its attack even with its greater speed due to flying ability on wristwatcher. That small Miss chance really was powerful. I continued to run good as both of my attacks hit yet again. The stats are the same it was a 50/50, followed by a 40% chance to hit. I know I've been on the other side of these screaming at the RNG on why it hates me and wants me to lose the match. It clearly could have gone a different direction.

If my opponent managed to hit riftwatchers and drop its health down to five, while evading to attacks I believe I'm likely to lose this match given the speed differentials and the fact that it will trigger blood loss and add armor each time which requires a hit to clear before reducing health.

Thoughts - and Chances to Win Again

Well I'm happened to win this match, I'm not so convinced it had to do with my lineup being better as it did my opponent being fairly unlucky for consecutive hits when my mis percentage was so high. I will probably likely to select the exact same lineup if given the opportunity again, I just think that it is a higher probability that I lose more than half the matches if I ran this 100 times.



~~@senstless

#sbi-skip

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Thanks for sharing! - @alokkumar121

What specific strategies did you use to maximize the effectiveness of your Bronze card in that battle?

Edited by slope game 1 day ago