Welcome back to our Weekly Battle Mage Secrets!
This week, we are featuring the Lost Legendaries ruleset.
Lost Legendaries:
- Legendary units may not be used.
- Legendary summoners are still available.
Technically, legendaries aren't lost since summoners are available but monsters are so it can be quite limiting. Let's look at what sort of synergies and counters we can look at. There are no clear cut ones on this particular ruleset so we'll have to look at what other rulesets they are going to be paired with.
Synergies | |
---|---|
| Protect is on of the abilities you can use significantly for lower mana caps. There are a lot of limitations and magic is also quite limited so it's best to include armor into your lineup. |
Martyr is also something that can be a big boon on your matches if you can include them. Having it be taken out first so your remaining monsters deal more damage and have more stats can be a game changer. Also good for tanking Opportunity ability. | |
| Heal as well as Shield or Void Armor are important here as well for your tanks to last a lot longer and be the difference maker. |
Counters | |
---|---|
All debuffs can be good counters in this ruleset. Depending on what it gets paired with, you may want to switch between Demoralize/Headwinds/Silence. | |
The reflects are also important similar to initial debuffs above. Reflecting via Return Fire, Thorns or Magic Reflect can help destroy the opposition faster. | |
Weaken is often underrated and can also be very good to get enemies out quicker. It also works well with the reflect type debuffs. |
This week's feature is from a regular match in Diamond League. Rulesets are as follows:
- Going the Distance
- Lost Legendaries
- Silenced Summoners
For this match, not only do we lose legendaries, we also lose the summoner effects so there are no chances of any legendary cards to come into play. Let's see what we got.
Round 1
There's a lot of limitation in this ruleset and since we can only use ranged, I opted to go the fire route since a few of the monsters have the Close Range ability. Rather than having the Ash Golem up front though, I opted to go with the Cyclops. While it's useless in terms of damage since it can't attack, the Shield ability is what I was trying to go for to tank extra hits.
Round 2
Shield worked it's magic and was able to last until round 2. With the enemy tank out of the way, the enemy Firecaller is now the tank but effectively has no damage since it can't attack. My Cyclops will also go down this round but at least I have a 1 monster advantage for the time being.
Round 3
Both Firecallers have gone down and have buffed both Lava Launchers via the Martyr ability. Counts look to be the same with the slight edge to the opponent due to the max level Ash Mirage versus my puny level 1. On the other hand though, the turn progression is in my favor due to the initial Cyclops tanking 2 more extra hits prior to going down.
Round 4
The start of Round 4 has me winning in terms of eliminating the opposing Lava Launcher. Now we'll be making quick work of the rest and that'll be a wrap!
Results
GG! We had similar lineups but I think the Shield ability was MVP in this match.
That's it for this one and see you next week!
Full battle here.
Images provided by Splinterlands in game and via Weekly Battle Mage Challenge post.
Thanks for sharing! - @marianaemilia
An excellent battle! Thanks for sharing!
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