Hello Hive
It's another wonderful day to make a battle presentation to my dear hive community. For the theme of this week's battle mage secrets, the ruleset "Rise of the Commons" was selected by the community. I will, however, be sharing with you my understanding of the said ruleset and its best strategies for battles. Before then, let me join the community to extend a welcoming hand to all who wish to be part of this weekly event. For the benefit of such people, I recommend they get acquainted with the guidelines by visiting this week's announcement post which can be found here. Let's begin already!
Rise of the Commons
The Splinterlands cards are classified into four rarities. Those rarities are Legendary, Epic, Rare, and Common. For conventional gameplay, cards classified under these rarities are eligible for selection however, it's not so when the ruleset comes as "Rise of the Commons". For the "Rise of the Commons ruleset", only monsters from the rare and common classification can be selected for battle. The other classes of monsters will not be available for selection. Before the arrival of the rebellions, the spl monsters' rarity was identified by the color of their center crystal box. While the rare rarity is blue crystal, that of the commons is white. Winning battles in this ruleset doesn't require any specific ability but rather a team effort.
Team Strategic Selection & Positioning
The battle presented has a dual ruleset which was taken into consideration before making the team selection. However, it is worth noting that every team member was selected for a purpose and that purpose shall be discussed under their section.
POSSIBILUS THE WISE
Most time, mana cap plays a vital role in determining the summoner to be used. There are always the best summoners for high mana cap battles and the lower mana cap battles. For battles with high mana cap, the best practice is usually the use of monsters with high weapons. Aside from the individual weapons of the monster, it is wise to think of a summoner that can offer more damage. Possibilus The Wise stands out for such a battle because it offers triple stat which is an additional two health to all friendly monsters, a Trample ability to all friendly melee monsters, and also a reach ability. While all summoned monster enjoys the additional health offer, only the melees benefit from the trample and reach ability.
DIEMONSHARK
While not all monster qualifies for the defensive position, DiemonShark is widely known for its defensive capabilities. This monster usually makes the front row because, for a melee monster without the ability to sneak or utilize the opportunity ability, the front position is the only place it can attack from unless the ruleset states otherwise. Another reason it makes the front row is that its protective armor is high in number and it's quite healthy in terms of health. The third reason lies in its abilities which are to enrage, trample, and retaliate for higher-level
COASTAL SENTRY
This monster is known for its double-strike ability. Just like the monster above it, unless the ruleset states otherwise, it is only active in the front position but in the case of this battle, it became active in the second position because of the summoner's reach ability offer. With this monster striking twice using its high weapon, it puts its target at the risk of being eliminated instantly. Also, being a high-speed monster, it has the advantage of attacking first. It gets better when this monster is used at a more high level as it develops the piercing ability which can cut through armor.
DEEPLURKER
The two monsters in the front attention has been set forward which provides the need for focusing attention on the other side. The introduction of this monster provided that. Having the opportunity ability, this monster attacks the weakest link on the enemy's team, and knowing that the summoner has given it the trample ability, it attacks the next in line on the enemy's team in the case of an elimination attack by it. It also has a speed advantage and high melee damage.
VENARI WAVESMITH
The team needs protection because without it their health will be easily accessed. This is exactly what this monster brings to the table with its "protect" ability. The "Protect" ability gives each friendly monster two armor which help prolong their health from the likes of melee and ranged monsters but not when attacked by magic monsters.
SUPPLY RUNNER
SWAMP SPITTER
The two ranged monsters on the team brought two separate abilities. Supply Runner brought the swift ability which increases the speed of all teammates while Swamp Spitter brought the repair ability which repairs a portion of the armor of its teammates when damaged. Supply Runner also increases the chances of the opponents to miss their targets.
The Battle
Battle Details | |
---|---|
Ruleset | Rise of the Commons & Born Again |
Mana Cap | 48 |
Available Element | All |
Battling Element | Water Vs Water |
That will be all for this week. I hope you enjoyed the read. Please join me next week for another battle mage secrets challenge same place. Leave a comment on how the strategy can be better or any other of your choice.
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