Testing the "Might Makes Right" Rule Set

in #hive-17768229 days ago

Translated by ChatGPT.

In one of my battles in Splinterlands today, I finally had the opportunity to play a match with the Rule Set Might Makes Right , which can be quite an inconvenient rule if there’s little mana available. If you don’t yet know the effect of this Rule Set, let me introduce it.

Might Makes Right

You can only summon units with 3 or more ranged , magic , or melee power .

As I mentioned, in matches with a lot of mana available, this will definitely not be a problem, although it does limit many choices of No Attack cards or support units that don’t reach the required value, encouraging more offensive compositions. In this match, 34 mana was available, and only the Water element was allowed.

Since magic damage is so common in this element, I deduced that my opponent would build a composition focused on physical damage to avoid the usual pattern, so I anticipated this and chose two cards with Demoralize to reduce that offense while assembling a team with high speed and damage.

Battle.

Unfortunately, I was only half right, but it was enough to reduce the damage of three units, and Ruler of the Sea was also able to lower the damage of the other three enemies with Silence . Unfortunately, my opponent protected himself well by choosing Tide Bider in the second position because of Reflection Shield , reducing the offensive potential that Blast would have added to my composition.

Another stroke of bad luck was Forcefield , which reduced The Kraken's 8 damage (after Enrage ) to just 1. Adding up these two damage reducers with the constant attacks and Poison applied by Uraeus, Kraken was eliminated in the second round, leaving the opponents free to take down Pirate Captain as well. With those two losses, my team was completely weakened, and unfortunately, there was no way to avoid defeat in this situation.

Although saddened by the defeat, I must admit that my opponent made excellent choices, managing to build a team with a lot of protection while still selecting low-cost cards that met the rule set of having at least 3 attack. This victory was entirely due to their well-made decisions, which perfectly illustrates how Splinterlands works, and I hope I’ll improve my decisions in the next match.

Thank you so much to everyone who read this far, I hope you enjoyed it. If you like my content, I ask you to send your vote on the post and follow my profile so you can read future posts.

If the king doesn't move then his subjects won't follow.

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Em umas das minha batalhas de Splinterlands hoje eu finalmente tive a oportunidade de jogar uma partida com a Rule Set Might Makes Right que pode ser uma regra bem inconveniente se houver pouca mana disponível. Se você ainda não sabe qual o efeito dessa Rule Set, deixe-me apresentá-la.

Might Makes Right

Você só pode invocar unidades com 3 ou mais de poder à distância , mágico ou corpo a corpo .

Como eu disse, em partidas com muita mana disponível isso com certeza não será um problema, apesar de limitar muitas escolhas de cartas Sem Ataque ou suportes que não atingem o valor necessário, incentivando composições mais voltadas para a ofensividade. Nessa partida havia 34 de mana disponível e apenas o elemento Água .

Como o dano mágico é tão comum nesse elemento eu deduzi que meu adversário montaria uma composição focada em dano físico para fugir do padrão, portanto me antecipei e escolhi duas cartas com Demoralize para reduzir essa ofensiva enquanto montei um time com bastante velocidade e dano.

Batalha.

Infelizmente eu estava apenas meio certo, mas isso foi suficiente para reduzir o dano de três unidades e o Ruler of the Sea também conseguiu diminuir o dano dos outros três inimigos com o Silence . Infelizmente o oponente se protegeu bem escolhendo o Tide Bider na segunda posição por causa do Reflection Shield , diminuindo a ofensividade que o Blast acrescentaria na minha composição.

Outro extremo azar foi o Forcefield que reduziu os 8 de dano do The Kraken (pós Enrage ) para apenas 1. Somando esses dois redutores de dano com os constantes ataques e o Poison aplicado pela Uraeus, na segunda rodada o Kraken foi eliminado, deixando os oponentes livres para também abaterem o Pirate Captain. Com essas duas baixas o meu time já estava completamente desfalcado e infelizmente não havia como fugir da derrota nessa situação.

Apesar de triste pela derrota, devo admitir que o adversário fez ótimas escolhas e conseguiu montar um time com muita proteção e ainda escolher cartas de baixo custo que atendessem à rule set de possuir no mínimo 3 de ataque. Essa vitória foi total mérito dele por fazer as melhores escolhas, isso retrata muito bem como o Splinterlands funciona e espero que na próxima eu melhore minhas decisões.

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.

Se o Rei não se mover, seus súditos não irão segui-lo.

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Thanks for sharing! - @isaria

Bzzzrrr, sounds like a tough match! Love how you adapted to your opponent's moves, Underlock! Buuuuz #hivebr

This post has been supported by @Splinterboost with a 12% upvote! Delagate HP to Splinterboost to Earn Daily HIVE rewards for supporting the @Splinterlands community!

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Obrigado por promover a comunidade Hive-BR em suas postagens.

Vamos seguir fortalecendo a Hive

Metade das recompensas dessa resposta serão destinadas ao autor do post.

Vote no @perfilbrasil para Testemunha Hive.

The tide biter took a lot of the damage and the opportunity and sneak cards too did a lot of damage. Good strategy by the opponent

He really executed a great strategy


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EU acredito que a gente cresce quando encontra pessoas melhores, e mesmo que seja um adversário em um jogo online. Então que bom que deu para tirar alguma coisa!
Bah hoje eu tenho que postar splinter, to muito ausente!
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Pois é, derrotas sempre são a melhor forma de aprender (apesar de serem tristes 😅)

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