Splinterlands BATTLE MAGE SECRETS Featuring Rise of the Commons in Bronze 1
Featuring Bronze League Summoner and Monsters in Action!
A lot is changing in splintered land these days and it's hard to know what a good lineup looks like anymore. I am slowly starting to acquire rebellion cards, and for the time being I'm targeting the cheapest cards first to allow myself a bigger collection of, and rare cards that are at my disposal and potentially rent the higher ones. While this battle doesn't have any of those cards on my team, I am facing off against multiple cards from rebellion that my opponent played, and played well. Let's dig into this match and see what happened
CHALLENGE RULES
RULESET: AIMLESS
Description: Only common and rare units may be used in battles.
Summoners are unaffected by this rule.
Reasons Why I like it
I like the rise of the commons because it forces me to go back and build the lineup without relying on those Uber powerful rare and legendary cards that if not owned or playable can guarantee a victory. Since I have focused on getting my collection complete and more or less at the correct level for bronze I no longer have to worry about not having the right cards, but this puts everyone on an equal playing field since almost everyone will have the common and rare cards for play.
The Matchup - Where Rules Sets, Splinters and Mana Collide
The Rule Sets
Watch the Match Here
https://splinterlands.com?p=battle&id=sl_cb6df4d35bd34a55d636f2a0f3bc7b71&ref=senstless
MANA: 31
Ruleset: Rise of the Commons: Only common and rare monsters may be used in battles.
SPLINTERS: Life, Death, Dragon
Initial Rule Set and Mana Gameplay Thoughts
Rulesets
Only one rule set to contend with, but it is a rule set then eliminates half the monsters, and 3/4 of the most powerful monsters out there. I think this will have a big impact on traditional lineups and force everyone to go a little different path but there are still plenty of great cards to pick. I don't think this rule set favors either of the splinters, but I do believe it reduces dragon as most of the dragon cards are not common and raresMana
31 mana should allow for a well-sized team, as well as some of those higher manner common and rear cards that will likely be key in this match but will still make you choose which cards you value moreSplinters
Having only life, death, and dragon makes us a little interesting. I don't view dragon as a natural choice given that most of those cards are not counted rares and have equal value in death and life for available cards for rights accountants. I chose to go with life given the additional benefits I can get from the summoner.
Summoner GRANDMASTER RATHE
I secretly love getting every monster void armor. When combined with a repair I think it is a devastatingly effective combination to protect your monsters and allow them to maintenance battlefield as long as possibleFirst Position DRYBONE BARBARIAN
One of my favorite common cards for life, plus once you add in void armor and someone rage with a healer and a repair behind it becomes a one-man wrecking crew that hopefully can survive deep into the runSecond Position TIME MAGE
I have a love hate with Time mage. Low health and attack make it vulnerable, but it's high speed plus slow impact on the other team is crucial. I think it's always great to get your monsters to go before the enemy to ensure maximum damageThird Position VENARI CRYSTALSMITH
One of my favorite healers in the game, the fact it has good speed, and an arrow damage just adds more benefits versus some other healers that are slower, or don't attackFourth Position SCAVO HIRELING
If I'm going to give every monster avoid armor, you can guarantee I will try to put at least one repair monster in hereFifth Position RUNESLINGER
Super fast, void armor, one range but with stun. That's done can be crucial and yes while it's a 50/50 chance getting your opponent stunned at the right time can make the difference between a win and a loss
Opponent Lineup & Match Play
- Summoner THADDIUS BROOD
Very solid choice in summoner. I also understand wanting to reduce health and your opponents magic attack. Reducing the health can sometimes modify which cards are attacked via opportunity - HELHEIM DEMON
One of the first times I have faced off against this card. Only comment I have is that it's health is a little low to be a taunt monster but it's decent speed and flying means it will probably be missed a fair amount - XENITH MONK
Interesting second choice, not quite sure why they went this direction. It can't do anything from here unless it gets moved to first position and it's not a great card to use on death. - CHAOS JAILER
Another great ambush card. While it might not do a lot of melee damage it's poison can be a game changer in a match. - MOXIAN REBEL
I'm a big fan of the new cards with weapon trainer. It really helps boost some other non-traditional cards to being much more viable and usable once you add an attack to them this isn't a prime example of giving a magic damage to Rift one - RIFTWING
Normally this would be an awkward lineup position, but once you add in the flying scavenger high health and speed with an additional one magic damage due to weapons training then it's a great rear guard card.
Round 0 / Amush!
I am still getting used to the ambush rounds, but there is only one monster attacking this round and that is Chaos Jailer. Given the opportunity, it goes after scavo and only Hits armor. I'm lucky it does not apply poison or it would be on the field even less.
Round 1
Round one starts, and right away I start missing hellheim demon. Luckily for me, I get enraged at the end of the first round which my hip probability go up
Round 2
Things are not looking great to start, I've missed more than I've hit, and I'm lost my repair support monster. The missing continues is to round starts but I get lucky and I secure a blow within enraged dry bone barbarian to secure a knockout where I easily could have missed. This will have significant ramifications for the rest of the game. The rest of the big happenings in round two is Time mage gets attacked and poisoned which means it will be out at the start of round three
Round 3
Before anyone gets to attack I lose time maids due to poison but my luck holds as I continue to secure knockouts with dry bone barbarian and put all the luck on my side.
Round 4
It's starting to look like I have this in the bag. I'm doing much more damage, and I have a healer. I will say that it never gets old watching dry bone barbarian deliver eight melee damage round after round.
Round 5
I am pretty sure I have already secured the victory, but I never get tired of watching dry bone barbarians Hammer knockouts. By the end of the round they're only left with one monster
Round 6
I've already won, it just matters what my RNG is, how often I will miss a faster flying monster but in the end I will win since I alone can get healed and it will require only two hits to knock out Rift wing
Round 7
Even better for me I get in my first hit it's required for victory
Round 8
And my luck holds in round eight as a secure than final blow without having a random mess.
Thoughts -
Having a monster do a melee damage is a huge benefit. Getting that monster to also attack after a couple of faster arrow attacks which can hopefully remove the armor is key and game changing. A single blow can be enough to knock out their tank and allow you access to start mowing down the back row. I really like my lineup and I love the combination with grandmaster wraith to give everyone void armor.
Out of !PIMP slaps at the moment but I know you !LUV some !LUV and !PIZZA and you might even enjoy a !BEER from time to time.
@summertooth sent you LUV 🙂 (5/10)
Made with LUV by crrdlx
$PIZZA slices delivered:
@summertooth(3/10) tipped @senstless
Thanks for sharing! - @yonilkar