Featuring Bronze League Summoner and Monsters in Action!
Wanted to share a recent brawl victory that I had where I got to try out the new summoners I have bought recently. This one shows the power of the profit Rosa, one of the new dual ability summoners that allows you to choose the option that helps you the most.
Weekly Highlight -PROPHET ROSA
Edition:REBELLION
Rarity: RARE
Element: DEATH
Attack:
Abilities: ADD TWO RANGE TO TWO MONSTERS
Abilities" OR ADD SHIELD TO ONE MONSTER
Reasons Why I like it
This seminar can provide a boost in multiple ways, and sometimes you might change your strategy once you see your opponent lneup.
The Matchup - Where Rules Sets, Splinters and Mana Collide
Withdrawals this is a little more difficult as you do not get to see their lineup when you select your boosts, so you just have to make your boost given your best knowledge at the time.
You have the ability to either add a +2 range arrow attack to two monsters, or at a shield which should halve the damage from melee were arrange attacks to one monster only.
Having the ability to add two range attack to two of your monsters can really make a couple monsters and water be heavy heavy hitters. I feel like I am more likely to use this of the two, but there may be times where adding Shield to certain monsters could also be game changing, especially if magic is removed, or it's a melee only match.
The Rule Sets
Watch the Match Here
https://splinterlands.com?p=battle&id=sm_o6hU5oAQGCcDbqSDUSwD&ref=senstless
MANA: 46
Ruleset: Aimless: All Monsters have the Scattershot ability.
Ruleset: Going the Distance: Only Monsters with Ranged attack may be used in battles.
Ruleset: Taking Sides: No neutral monsters may be used.
SPLINTERS: Fire, Water, Earth, Life, Death, Dragon
Initial Rule Set and Mana Gameplay Thoughts
- Rulesets
There's a lot to factor in when looking at the rule sets. Having a three ruleset match complicates things and makes it a little harder to think through. The biggest and most impactful rule set is going to be going the distance which limits The monsters available to only those which have a range attack. Any other monsters unless a dual attack monster will not be available for selection. This will eliminate 2/3 or more of the monsters, and limit the positions they can attack in. The taking sides which eliminates neutral monsters will be less impactful as the three splinters available to choose should have plent of monsters to choose from. I don't think that aimless which gives everyone the random scandershot will have a big impact while selecting the teams, but it can and usually does have a significant impact to how the game plays out given the rng. If things attack One monster, or the most important monster over and over again versus spreading them out then things can really pile up and turn the tables - Mana
46 mana is plenty of mana to use any monster you want and several high cost men monsters while still developing a full team - Splinters
Losing life which has both the range attack boost as well as return fire as an option is a big Miss here. Both fire and Earth can't have some really good range focused lineups, especially when boosted correctly with the right summoners they will be missed but I feel that water and death and dragon have just as much to offer.
Summoner PROPHET ROSA
If we're going to all be using arrows, and I don't have to worry too much about return fire it might as well get boosted in my mind. I want to add plus two to two monsters and start dropping some heavy blowsFirst Position WAVE BROOD
Hoping to hi mana card in first position with taunting will help absorb some of those hitsSecond Position COASTAL NYMP
Put this in second place just to absorb as many hits as possible when it moves to second position. I am trying to protect the monsters in the rear as well as possibleThird Position MAR TOREN SEEKER
Well not high in health, it is a sniping attack card plus it has Dodge so it may miss one or twoFourth Position SULTRY BARMAID
I originally considered putting a boost in this car to given that it has ambush. It's almost guaranteed to get what feels like a double strike in round 0 and 1 but I decided against itFifth Position AXEMASTER
I miss playing x-master since I've only play in modern unless it's a brawl, giving x-master a boost to double-striking for range attack is a ridiculous amount of damageSixth Position EDITH EMBERSTAR
Edith had tremendous power to start even before the boost. Add it possibility of bloodlust means it could get out of control. To start the round after the boost it's already doing seven range damage.
Opponent Lineup & Match Play
- Summoner HELIOS MATRIARCH
Wanting to pick a card that allows you both access to dragon and 2 Gladius cards is a valid choice. The additional speed is also nice - OCTOPIDER
Well I understand wanting to protect your bloodlust cards in the back, it only has seven health for first position which seems a little light. More than likely there aren't too many options that provide more but seven is not a lot to start a 46 mana match with. - GRIM REAPER.
really a light health card, it's biggest advantage is going to be affliction if it gets applied, although most splinters won't be a healing anyways - FIRE SPITTER
I miss playing with fire spitter, the flying and speed make it hard to hit. Not a bad choice of a card at all - RAVENHOOD WARDEN
Well a non-traditional powerhouse, adding protection to everyone with some armor will help protect every card until it's removed - LIZA FOX
The more powerful of the two Gladius cards hoping to get a bloodlust boost going at the end which makes it really powerful and hard to hit. - WHISTLING DAMON
While not as powerful, it is an opportunity to build its stats via bloodlust while everything else is getting attacked
Round 1
As we approach on one and Ellicott the two teams I'm starting to feel rather confident just with the sheer amount of potential damage on my side. Having a monster that can delve out eight followed by a monster that can delve out seven, before the other four monsters attack with their potential nine damage means things are really pile. As round one starts I get lucky and remove their armor in the first wave of attacks. I then turn around to get slightly unlucky as X-Men is attacked and eliminated before round one is over. That is two attacks on a single card out of six, and I just lost 8 potential damage for each round.
I did manage to get a bloodlust boost to Edith before the round ended which means it's up to 8 range damage
Round 2
Is around two starts I'm feeling very confident, I have enough health of monsters that has long as I don't lose all of my heavy hitters I should be fine. The round starts off with a knockout and a boost for Edith to be nine damage. And then secure my second knockout and during the health of fire spitter to the point of where I am all but guarantee the victory.
Round 3
There is a third round but it's not really around. It's just waiting for me to take a turn so that I can win. This was much faster than I originally anticipated and I'm a bit shocked at how quickly this match ended in my favor.
Thoughts - and likelyhood to use again
Adding plus two to ax man which gave me a double four strike attack quickly followed by the seven damage from Edith is a bit unfair for bronze league. Between those two monsters alone I managed to have a potential 15 damage attack before other monsters to go over. If you're combining this with wave brood, a magic resistance and or healer then you can really start to build some ridiculous offensive teams in water with range of tax now. This won't apply to modern, but in the wild format some of your options are mind-bending for sure.
You could add plus two to neutral cards and other matches, including Cornelius. There's a lot of other potential combinations of adding plus two range in rule sets that could be massively beneficial I think I'm going to try to play around and see what else I can do in the modern format by adding plus two range attacks in the water splinter.