Hello, good people. how are you all?
Here I am, back with another week's engagement posts, a great initiative by the splinterlands community to keep the community feed alive and the knowledge to be shared. Every week, I come to splinterlands, and play some matches. While playing I rent cards as per my needs and go to the battlefield with some perfect plans and strategies among them some work and some just don't. From them, I am picking a few of my battles and sharing some thoughts, experiences, and plans from my perspective. Looking forward to reading the others as well to learn from them as well and correct the mistakes.
Today, I will talk about the most used strategy that worked for me the best and I am comfortable making plans with. You will see all the Fire elemental monsters and one specific one, GRUM FLAMEBLADE with its Bloodlust ability. Truly this one has been the hero of my battles countless times. Most of my battle strategies are centered around this monster to be placed in the first position to be the tank that becomes deadly on each and every round.
Battle - 1: Only melee? Hell Yeah!!
Ruleset: Up Close and Personal
- Only units with melee attacks can be used.
- Use Thorns and Demoralize to counter melee attacks.
- Units with 2 types of attacks (including melee) can be used.
Battle - 2: Ranged get damage? I got Melee!!
Ruleset: Fire and Regret
- All units receive the Return Fire ability at the start of the battle. Enemy units that attack with ranged attacks receive damage back.
- Damage returned is equal to damage of the attacker divided by 2, rounded up.
- Ranged attack units with the Reflection Shield ability do not take damage from reflected magic attacks.
- The Amplify ability increases damage.
Battle - 3: Yes to Gladiators!!
Ruleset: Are You Not Entertained?
- Players may play one additional Gladiator Card per battle.
- Gladiator cards possess Bloodlust.
- Use a summoner with Conscript to play 2 gladiator cards within this ruleset!
Summary ~ Thoughts, Plans, and Feedbacks
For battles like 20 to 30 mana, usually, my first pick is Fire element with the Tarsa summoner with 4 mana cost that gives me +1 melee and +1 health to all my friendly monsters. This is undoubtedly a great deal to go with. If the mana's limit is lower than that then I have another comfort zone to go with, will be discussing about that on another day for sure. So after tarsa, I would go with GRUM FLAMEBLADE which costs me 11 mana which totals 15 mana, enough to go for me!! With an extra one added melee attack it becomes deadly enough to kill the opponent and get even more deadly as all its stats(attack, speed, armor, health) get increased. In lower mana battles it's enough to take down the opponent and celebrate the glory.
Even in higher mana battles, pairing this with some other good monsters that have obviously reach to place in the second space and opportunity and sneak to not miss any attack turns. And here, comes other added abilities like flying and ambush. These are the ones that I look for while organizing my battle lineup after selecting the summoner and my tank. This has become my go-to battle strategy that has been working great for me.
Even in the above three battles, you would see how perfectly they have served me and got me victory. Well, this is not the only one but among the many that I am comfortable with and go with most of the time. See you on the next one perhaps, waiting for your opinions as well to improve and correct the mistakes.