Hello! This post is for the entry of Battle Mage Secrets weekly challenge. For this week, we have Keep Your Distance as the featured ruleset. This post features a unique battle, with the restriction of melee cards and limiting mana costs.
Keep Your Distance
- Units with melee attacks may not be used.
- Use Phase, Void, Void Armor, and Magic Reflect to counter magic attacks.
- Use Headwinds and Return Fire to counter ranged attacks.
- Units with 2 types of attack (which include melee) cannot be used
Keep Your Distance is a really simple ruleset, where you cannot use monsters with melee attacks. You could still use ranged, magic attackers and units with no attack, but it cannot include melee attackers. In this ruleset, it would be good to counter ranged and magic attacks, since they are more going to appear. However, ranged units cannot attack if they're at the first position, unless they have Close Range, so I think using abilities like Void, Magic Reflect and Phase would be good in this ruleset.
Battle Info
Rank: Novice Modern - No Legendaries
Avaliable Type: Life, Death, Dragon
Mana: 25
Keep Your Distance: Units with melee attacks may not be used.
Up to Eleven: All units have the Amplify ability.
Weak Magic: Magic hits armor first before hitting health,
The ruleset were really interesting to see. Apart from Up to Eleven, which meant you are not able to use melee monsters, Weak Magic meant magic attacks are weaker than usual, meaning that attacking would be hard because ranged attacks are already weak. In this ruleset, Up to Eleven could make a difference because it is more easier to predict what types are going to use.
My Lineup
Summoner: Franz Ruffmane. For the Summoner, I picked Franz Ruffmane. It was good in both ways, because Franz Ruffmane could be used like Grandmaster Rathe. Since Void Armor and Amplify is given from the ruleset, giving +1 armor means that you are going to ignore 1 attack from the enemy. In addition to that, it also allows another gladiator unit in battle, which is used as just a bonus in this battle.
First position: Clockwork Aide. With the ruleset giving Void Armor, I used it as a tank. I also often use this card with Grandmaster Rathe, with the high armor it has.
Second position: Moxian Rebel. It is a really key unit in my Lineup. Weapons Training enables the good units without attack to actually attack. In this case, Clockwork Aide and Helmet Kharafax gets the 1 magic attack.
Third position: Helmet Kharafax. Then, I went for Helmet Kharafax. I could've used other cards with no attack such as Scavo Hireling and others, but I chose this card. Not using a gladiator card while I could've used one for a cheap cost, 2 mana, seemed like a waste.
Fourth position: Dax Paragon. For 2 mana, Dax Paragon is also nice with its 1 magic attack. Although it could seem as small, 1 magic could change a lot of things in my opinion.
Fifth position: Scavo Hireling. The Repair ability seems important with Magic hitting armor first, therefore getting more damage and more importance.
Last position: Venari Crystalsmith. Lastly, I went for a Tank Heal card in case things get out of control. 1 Ranged attack is also nice.
Battle Link: HERE
Round 1
The enemy monsters were revealed and they also went for the same summoner as me. However, they went for Captain Katie for the gladiator instead. Also, while they had a tank heal monster at the back, they were not really focused on armor as my lineup did.
At Round 1, there were mostly exchanging blows happening. My Clockwork Aide got some damage that were soaked by the armor, and enemy Pelacor Conjurer was only at 1 health. Captain Katie's attack hit the armor of Moxian Rebel, leaving Moxian Rebel at only 1 health with no armor.
Round 2
Round 2 started and Pelacor Conjurer was taken out pretty quickly. After dealing some more blows, enemy Dax Paragon were also out. However, it did not prevent Captain Katie from taking out Moxian Rebel and getting the Bloodlust ability triggered. Clockwork Aide was soaking the damage well with the help of Repair ability.
Round 3
After exchanging blows in Round 3, enemy Venari Marksrat was taken down and Captain Katie got the martyr while also now at the front. Repair ability got Clockwork Aide's armor back to 7.
Round 4
Captain Katie's 5 magic attack was very brutal, however the armor soaked the damage. Our team is not powerful enough to take Captain Katie down fast enough, but her armor was broken and reduced to 0.
Round 5~9
Although Clockwork Aide handled the attack from Captain Katie, before restoring the armor, enemy Meriput Magician was able to attack first and therefore taking down Clockwork Aide. At this point, the progressing of this game were not fast, since both teams still had support units at the back. However, I also had a unit with Repair at the back which led to my advantage. Their tank heal was not enough to heal all the damage that my team did. (3 damage per round - 2 healing health per round)
Round 10
After Captain Katie got hilled by Meriput Magician, it only had 3 health. My remaining units were able to deal exactly 3 damage, therefore taking Captain Katie down. At this point, the game was basically over.
Round 11~14
All that was left was Meriput Magician, and after some rounds, I was finally able to take it down.
Thoughts about this battle
The ruleset and mana cost led to this kind of battle. You might say that it is not really dynamic, but I believe that it is fun to see a really long battle with healing from both sides because it is really interesting to see who can do more damage while managing their tank by support units.
Thanks!
Thanks to all the people that read this post!
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