Featuring Bronze League Summoner and Monsters in Action!
I'm back to share an exciting post of a battle that I had the other day. I've started to save these off from time to time when I feel like I have gotten a monster to an extreme stat level that I'm unlikely to reach again. This one is featuring runemancer Kye, reaching an amazing 80 health in a 25 round Juggernaut battle that was a true test of endurance. Let's take a look at how this bronze card cap battle played out and see just how I managed to build those stats.
Weekly Highlight -Runemancer Kye
Edition: RIFTWATCHERS
Rarity: LEGENDARY
Element: WATER
Attack: MAGIC
Abilities: FLYING
Abilities" LIFE LEECH
Health: 8
Speed: 3
Attack: 2
Armor: 5
Reasons Why I like it
It's becoming one of my favorite cards to play when you can build the correct stack around it. It's likely means you can start to build a dominant wall of health that might be too big to overcome on an attack side where each round you're able to heal more than your enemy is able to deal with damage. Especially when you're able to give a few boosts with martyr, and benefit from its flying, speed, and armor.
The Matchup - Where Rules Sets, Splinters and Mana Collide
The Rule Sets
Watch the Match Here
https://splinterlands.com/?p=battle&id=sl_6dc89323697fc35a2af9f87c30555bb6
MANA: 44
Ruleset: Born Again: All Monsters have the Rebirth ability
SPLINTERS: Fire, Water, Earth, Dragon
Initial Rule Set and Mana Gameplay Thoughts
** Rulesets
The Born again rules set is intriguing because of its pros and cons. One oneside you're able to stack multiple martyr boosts to your team, while having to acknowledge your opponent is likely to do the same. Bloodlust is also able to be triggered multiple times, especially for low mana fighter cards where it might not be ideal to play them anymore if they're just going to give bloodlust boosts to your opponent. Once their resurrected, they're able to be healed and sometimes coming back with one health and full armor is enough to allow the tables to turn and to get a big enough health back to where your opponent's not able to overcome
- Mana
44 mana is plenty of money to do anything you want with about any splinter available. Sometimes it gets difficult but in this matchup I don't know if you could really use any more mana to build a more effective team
** Splinters
Losing life and death isn't too big in my opinion. I don't think they're particularly the strongest suits although they both have a couple of scavenger cards that might benefit from born again but overall they would not be a splinter that I focus on for this skill set
- Summoner POSSIBILUS THE WISE
While not a traditional selection given the rest of my lineup, I really selected it for the additional 2 health. Given my sellout into building Runemancer I need to give it an advantage possible - First Position VENARI MARKSRAT
Hoping to start the match with a martyr that turns into a double marker boosting Kye.
Second Position RUNEMANCER KYE
The star of the show, hopefully going to get a couple of boosts and build those steps upThird Position ANASTH SOOTHSAYER
One of my go-to cards now given the fact that it has both thank you and cleanse. Luckily cleanse goes before tank healed and it helps eliminate some of those pesky monsters that take away healing on your most important cardsFourth Position MERDAALI GUARDIAN
If one tank heel is good then two tank kills is even better. To start the match I'll be able to heal eight damage per round and it should go up each round as my health growsFifth Position RIVER HELLONDALE
If everything goes right I will get a triple marger boost on Kye to really help my health and attack statsSixth Position SWAMP SPITTER
Since it has armor repair I definitely wanted around to give Kye every advantage and be able to avoid some heavy melee attacks each round if my opponent plays them
Opponent Lineup & Match Play
- Summoner ROBB LOWLAND
Solid choice, opens up a couple of powerful Earth cards to be played. - FUNGUS FLINGER
. Great minds think alike and they'd like to start to mess with a double March of boost - QUARA TOWERSHEAD
Probably the scariest card to face against in a born-again matchup where it will get a double marterboost or more. If it starts to take out cards then the bloodlust might be too much to overcome - GLBIN PSYCHIC
Having quora tank heel plus another human behind as much like my approach hoping to keep it around long enough to get ridiculous stats - QUEEN MYCELIA
Adding some additional armor for protection is always a good idea - DOCTOR BLIGHT
One of the cards that I struggle against the most until the new release and a few more cleanse cards have come into the picture. - MYCELIC SPLIPSPAWN
Not sure I love this play without a triage card in conjunction but it will help focus my text on the rear lineup until Quora gets her double boost
Round 1
Before the round starts I'm not sure how this is going to go. Quora a is very difficult monster to overcome sometimes especially after a few boosts and bloodlust. It'll be interesting to see how it all goes. The first round is extremely uneventful as no one actually loses any cards given the extra health and healing that we all have.
Round 2
Round two triggers my first martyr boost that gets doubled up by the end of the round. It also marks my final knockout of slip spawn.
Round 3
Round three starts with the third and final knockout that triggers a martyr boost. This pushes me to five magic attack, five speed, 8 shield and 17 health in round 3. Pretty solid stats that should heal about 9 to 10 health at my current rate and adding 1 to 3 health every round to my base. The rest of round 3 is mostly an eventful. It's turning out that my cleanse is very important as I have been afflicted about every single round.
Round 4
Quora has some seriously damaging stats at 6 magic and melee each. If it wasn't for my armor that keeps getting repaired each round I'm pretty sure I would have lost his match. It's very important that I have double tank heel, with cleanse, with repair to ward off the massive attacks that I'm feeling.
Round 5
It's hit me that around 5:00 no one made any progress anywhere and that we are now into a endless loop until around 20. From here on out things will just continue to build until later.
Round 15
Nothing new around 15 really other than this is where I hit 40 health. At this point I don't even think with the 12 damage and a increasing number from fatigue that I can lose this match. It's not guaranteed but it depends on when my healers leave and how much damage I have.
Round 25
It took forever but I finally managed to pull off the victory. This is what it looks like before the five health damage to fatigue hits and wipes out my opponent.
It was interesting to see all of my cards leave, and then get reborn to give me another heel, armor repair, and then the next round of my final heal. These certainly helped push me to having 80 health as you can see in the picture.
Thoughts - and Chances to Win Again
I absolutely love when I started healing over 10 health per round. At the end each healing card could have healed Kye 20 health per heel making it almost immune to any attacks. I think this strategy is likely to work out well most of the time unless your opponent somehow plays a heavy sneak/snipe attack match that takes out your healers.
I don't think I've ever gotten a card to 80 health before. I have certainly gotten cards to higher speeds and damage I think I've had over 10 on each but I'll save that for another day.