Highly Restrictive Rule Sets

in #hive-1776827 days ago

Translated by ChatGPT.

The selection of Rule Sets in Splinterlands is random, following only a few criteria to avoid rules that cancel each other out, cause ambiguous effects, etc. Considering this, it's likely that eventually you will encounter a match where the combination of 3 Rule Sets results in a huge restriction on building your team. There are many possibilities, but I'll mention some Rule Sets that alone already create a restriction—now imagine some of them combined...

Beefcakes Broken Arrows Even Stevens
Four's a Crowd High Five Going the Distance
Heavy Metal Keep Your Distance Little League
Lost Legendaries Lost Magic Might Makes Right Need for Speed Odd Ones Out Rise of the Commons Shades of Gray Taking Sides Up Close and Personal Wands Out

Depending on luck and your collection, you may have a tough time with some of these combinations. Therefore, it’s essential to have a highly varied collection with options that, while not often used, can be extremely useful in more restrictive situations like this. Recently, new options have arrived to broaden your range of possibilities in such situations, and I decided to test the effectiveness of this new mechanic.

In the match I’m sharing with you today, only two restrictive Rule Sets were combined, but they were already enough to give me a hard time setting up my team composition. Wands Out and Little League significantly restricted my options, and I couldn’t seem to create a team that felt strong enough for the battle.

Even when looking at all existing Splinterlands cards that fit within these rules, you’ll notice that there aren’t many options, and particularly few that can take on the role of Tank.

Recently, I managed to rent some Gold Foil cards from the latest edition and had few opportunities to use them. At that moment, my eyes turned to Prunda Undervesch, which seemed to be begging to be chosen. By selecting it, my range of options expanded greatly, as I could now use cards from the Life , Water , and Neutral elements.

Analyzing my options, I decided to create a strategy more focused on survival. Therefore, even cards like Defender of Truth, which are extremely powerful, were left out to make room for cards with buff or debuff abilities that would enhance the team’s survival. The advantage of mixing the two elements was that I could choose Divine Healer to occupy the first position. Since all cards in the backline would necessarily attack mine because of the Rule Set Target Practice , the Healer’s cure would be enough to keep her alive throughout the match, keeping my team’s composition as intact as possible. Adding my other choices, this was the result:

Battle.

The idea behind this strategy was to maintain an "immortal" frontline with constant healing, while the Backline would be protected by a high-health card that could receive support from the Triage ability. Over the course of the battle, Musa Saline could also become a great Tank, accumulating health through the Scavenger ability.

It seems my choices were quite effective, as the enemy team had great difficulty eliminating my cards while my abilities synergistically formed a team that was both resilient and offensive. I admit that perhaps Prunda didn’t make a significant difference; after all, if I had replaced her with Alric Stormbringer, even without an absolute Tank on the frontline, doubling my team's damage would likely have sped up the opponent’s defeat. Either way, it was good to test some of the possibilities that arise with these dual-element summoners.

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A seleção de Rule Sets no Splinterlands é aleatória, seguindo apenas alguns critérios para evitar regras que se anulem, forneçam efeitos dúbios e etc. Considerando isso, é provavel que eventualmente você caia em uma partida onde a combinação das 3 Rule Sets resulte em uma enorme restrição para a montagem do seu time. São muitas as possibilidades, mas mencionarei algumas da Rule Sets que sozinhas já geram uma restrição, agora imagine algumas delas combinadas...

Beefcakes Broken Arrows Even Stevens
Four's a Crowd High Five Going the Distance
Heavy Metal Keep Your Distance Little League
Lost Legendaries Lost Magic Might Makes Right Need for Speed Odd Ones Out Rise of the Commons Shades of Gray Taking Sides Up Close and Personal Wands Out

Dependendo da sorte e da sua coleção, você passará maus bocados com algumas dessas combinações. Por isso é importante possuir uma coleção bastante variada e com opções que mesmo que não sejam muito utilizadas, eventualmente poderão ser bem úteis em situações mais restritivas como essa. Recentemente chegaram novas opções para você aumentar sua gama de possibilidades nessas situações e eu resolvi testar a eficácia dessa nova mecânica.

Na partida que compartilharei com vocês hoje, foram combinadas apenas duas Rule Sets restritivas mas que já foram suficientes para me dar grande dor de cabeça na hora de elaborar a composição do meu time. A Wands Out e a Little League restringiram bastante minhas opções e eu não estava conseguindo montar um time que parecesse forte o suficiente para a batalha.

Mesmo olhando todas as cartas existentes no Splinterlands que se enquadram dentro dessas regras, você perceberá que não existem tantas opções e principalmente que pouquíssimas delas conseguem assumir o papel de Tank.

Recentemente eu consegui alugar algumas cartas Gold Foil da última edição e ainda tive poucas oportunidades para utilizá-las. Foi nesse momento que meus olhos se voltaram para a Prunda Undervesch que parecia estar implorando para ser escolhida. Ao selecioná-la, meu leque de opções se abriu bastante pois agora eu poderia utilizar cartas do elemento Vida , Água e também as Neutras .

Analisando minhas possibilidades, eu decidi que criaria uma estratégia mais focada na sobrevivência, portanto mesmo cartas como o Defender of Truth que são extremamente poderosas foram deixadas de fora para abrir espaço para cartas que teriam habilidades de buff ou debuff que favorecessem a sobrevivência do time. A vantagem de poder mesclar os dois elementos foi que pude escolher a Divine Healer para ocupar a primeira posição. Já que todas as cartas da backline obrigatoriamente atacariam a minha por causa da Rule Set Target Practice , a cura da Healer seria suficiente para mantê-la viva durante toda a partida, mantendo a ordem da minha composição o mais intacta possível. Somando com minhas outras escolhas, esse foi o resultado:

Batalha.

A ideia dessa estratégia foi manter uma linha de frente "imortal" com a cura constante, enquanto a Backline seria protegida por uma carta com muita vida que poderia receber apoio da habilidade Triage . Ao longo dos abates na partida a Musa Saline também poderia se tornar uma ótima Tank com o acúmulo de Vida advindo da habilidade Scavenger .

Parece que minhas escolhas foram bem assertivas pois o time inimigo teve muita dificuldades de eliminar minhas cartas enquanto as minhas habilidades trabalharam sinergicamente para formar um time resistente e também ofensivo. Eu admito que talvez a Prunda não tenha feito tanta diferença, afinal se a substituisse pelo Alric Stormbringer, mesmo que eu não tivesse um Tank absoluto na linha de frente, causar o dobro de dano no meu time aceleraria bastante a derrota do oponente. De qualquer forma foi bom para testar algumas das possibilidades que surgem com esses invocadores de duplo elemento.

Muito obrigado a todos que leram até aqui, espero que tenham gostado. Se vocês curtirem meus conteúdos, peço que deixem o seu voto na postagem e sigam o meu perfil para poderem acompanhar as futuras postagens.

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You were able to half the magic attack of that doctor blight. I think adding a card that does was instrumental to the win.

I hate the new rule sets, it sort of limits one's options

I still have mixed feelings about these new Rule Sets, but I am learning to deal with it

Thanks for sharing! - @isaria

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I'm not a fan of those very restrictive rule sets. While most are fine by themselves when the RNG combines 3 of them (or even just 2) it can lead to very uninteresting games. Sometimes, all it takes is one of them and a very low mana cap plus just 1 or 2 splinters available to have an uninteresting game.

While it is true the super restrictive games reward wider collections and give some use to otherwise very bad cards, which in turn, gives an incentive to own more cards, I believe the cons outweigh the pros. The cons are games where both players choose the same or very similar teams, and that there's often no room for skill and it comes down to what cards you own/rent. The pros are selling more cards but since most players are on a budget, only whales benefit from this as they get basically all the cards.

This combo of restrictive Rule Sets really benefits the Whales who own all the cards, while being terrible for players in smaller leagues who lack many options to choose from and are left unable to even build complete compositions