#Splinterlands Untamed
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senstless · 1 year ago
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Splinterlands BATTLE MAGE SECRETS Featuring Counterspell
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Featuring Bronze League Summoner and Monsters in Action!
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CHALLENGE RULES
RULESET: COUNTERSPELL
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Description: All units receive the magic reflect ability at the start of the battle. Enemy units that attack with magic receive damage back.
Damage returned is equal to the damage of the attacker divided by 2, rounded up. Magic units with the reflection shield ability do not take damage from reflected magic attacks. The amplify ability increases damage.
Reasons Why I like it This is a great little rule set to help eliminate the overwhelming power of magic attacks. Having them take half of their damage back in reflection will reduce the likelihood of having in all my team. While some of this can be negated with void or high health or triage, overall there's a lot of low health magic cards that are simply too risky to play in the school set. Having it means that you are more likely to face melee and arrow attacks
The Matchup - Where Rules Sets, Splinters and Mana Collide
The Rule Sets
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Watch the Match Here
MANA: 34
Ruleset: Broken Arrows: Monsters with ranged attack cannot be used.
Ruleset: Counterspell: All Monsters have the Magic Reflect ability.
Ruleset: Taking Sides: No neutral monsters may be used.
SPLINTERS: Fire, Water, Earth, Life, Death, Dragon
Initial Rule Set and Mana Gameplay Thoughts
Rulesets Another three rule set match. Having counter spell for me makes magic a hard play. I think there can be one maybe two magic cards to contend against. This becomes even more complicated as all arrow cards are excluded in the broken arrows will set meaning only magic and mainly can be used. This means it's likely to be a melee focused team that I am both going to play and face. The last rule set taking sides which eliminates the neutrals won't have as big of an impact on the game as the first two.
Mana 45 mana is a great number. I can play any card I want and multiple legendary high mana cost cards while still fill it up with you. Anything more and it starts to just be all 12 minute cars, and anything less and sometimes you have a hard time fitting your optimal line up in
Splinters Losing fire and water are both blows considering that these are going to be melee focused. Fire is a long-standing melee juggernaut with availably boost from the summoner plus a lot of good cards but I'm really focused, well water has the great ability to use the team full of boosted opportunity and reach cards that have trample.
Summoner UNDERBOSS FABINO I decided if I was going to play melee, I might as well boost a couple of cards with plus two May late to start the match.
First Position UNICORN MUSTANG One of my favorite cards from untamed, it has decent speed a solid attack plus void which means it's a great way to counter any magic cards I see while still attacking relatively early in the lineup. It also has a decent health which means it can get healed at least once before being eliminated
Second Position BRAMBLE PIXIE I don't use bramble pixie too often, but I don't have a good excuse. It's high health and we attacked with reach means it's a great second card especially with a healer behind. In this match it just seems logical as I am trying to build the biggest melee team I can.
Third Position QUEEN MYCELIA Yes it's magic, yes it's only up for health, but the real benefit comes from the protection it's going to give everyone with the armor. It will die in fourth round on reflection from its own attack, but I don't really play it to music attack, I want to protection on each one of my cards
Fourth Position KATRELBA GOBSON One of the most powerful cards once it gets on a roll the double sneak attack with bloodbus can be devastating. Once I give it to boost to start the match of a plus two melee, it will be doing four damage each with double strike for up to eight maybe damage in the first round.
Fifth Position GOBLIN PSYCHIC Wanted to heal my primary attack clients to allow Katrelba as much time as possible to get on a roll
Sixth Position MYCELIC SPLIPSPAWN In an attempt to also allow the Katrelba to get as much time going as possible I want to play slip spawn as a way to both counter Katrelba since his health is high enough to avoid a first round knockout in most cases.
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Opponent Lineup & Match Play
Summoner HELIOS MATRIARCH Solid choice, adding speed and the ability to pull another Gladius card is always a solid choice
CHAOS DRAGON Bit of an odd choice, it does have ten health and a three magical attack with flying but overall it seems a little awkward in first position
CARNAGE TITAN A great card with a reach double strike decent health and very high armor, only thing I don't like is that it only has a base to melee attack which leaves it vulnerable to dispel.
GOBLIN PSYCHIC Please nicely with the first two monster choices as it can give them a decent heel in the first couple rounds to allow them to continue to protect the
KATRELBA GOBSON Much like me, the double sneak melee attack is the primary option. Luckily for me it doesn't appear to be boosted and with attacking slip spawn I have 11 health to get through before they start to build via bloodlust
BERTROL GOBSON Another nice Gladius card with great speed and bloodlust with opportunity. If it wasn't for slip spawn it could start to also become a heavy hitting card.
Round 1
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That's around starts I'm feeling pretty good, I feel like I have a very nice counter to their lineup while at the same time having a significant advantage in the attacks. They do have the greater speed from their summoner and get to do most of their attacks first. Fortunately for me not much damages taken for all because I've got the extra armor. When it is my turn I get slightly unlucky on Katrelba first of it s double strike attacks that creates a mess, while the second one connects and knocks out Bertrol. I do have a second Miss from bramble pixie on chaos dragon, I guess the speed and flying was a good combination overall. We end around with only the one knockout.
Round 2
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How's the round start again, I'm feeling pretty good. I have a double strike sneak attack dealing five day with each time that should significantly wipe out my opponent. My Katrelba attacks first this round, the first hit knocks out there's, and the second of the double strike knocks out goblin psychic. But this point I am already at an obscene 7 melee damage, 6 speed with five armor and seven health. This is already in a bag as I have not lost a monster and they are down to one.
Round 3
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Who's around 3:00, but there's only four moves in round 3. And it is all Katrelba, her attack is high enough to eliminate that seven armor and the first round, and we're meeting health by the end. Securing yet another knockout and victory for my team.
Thoughts -
I think someone are choice and the addition of a taunting card really turn things around to my favor. Boosting the double sneak melee attack by 2:00 allowed me to secure a first round knockout. I also benefited heavily from having a high health taunting card which attracted all of their attacks and was able to sustain the damage without giving them a knockout and triggering bloodbust for them. Without building their stats Like I got to with mine things quickly got out of hand for them and I was able to just mop up the back line..
~~@senstless
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stormkeepergu · 6 years ago
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Okay, so things aren't going to plan right now...
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I’ve had something happen which has taken my focus from a lot of things this past week, and will continue to be in place until the 10th of December, this being a site I used to claim cryptos from shutting down on the 10th of December, so I’ve been pretty much working hard on trying (in between doing other stuff, and when I have the energy and focus) to reach the withdrawal threshold for each of���
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gerrybaynes · 3 years ago
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¿Te ha interesado el juego y quieres probarlo por vos mismo? puedes ver mas aqui: https://splinterlands.com?ref=gerrybaynes
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khazrakh · 4 years ago
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Are Your Summoners Prepared For Chaos Legion?
About a week ago, I've made an article detailing why I believe Splinterlands Untamed edition cards to be one of the hottest investment opportunities right now. I've got a lot reactions and questions on all channels that I released it to. Most commentators seemed to be in agreement with me, but there were also some misunderstanding and uncertainty regarding how things will move forward with the release of Chaos Legion. So in today's article, I'm doing a follow up on last week's article, explain what's going to happen in greater detail, and give some additional advise on how to best prepare for Splinterlands next set.
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   Let's first talk about the big plan for ranked structure after Chaos Legion is released. Keep in mind that everything below is just work in progress and any of it could be completely changed at any moment. I'm also not a member of the team nor do I have any insider information. It's all pieced together from reading the articles they put out and listening in on their weekly AMA. So what's going to happen? When Chaos Legion gets released, there are plans to create a second ranked queue which I'll dub modern for now. In modern, only the two most recent sets will be playable along with at least the Dice set and reward cards from the Untamed era. I'm not sure about the Orb set yet, I'll try to ask about it during one of the next AMAs. At the same time, the old ranked format, let's call it classic, will be carried on just as we are used to simply now also allowing for Chaos Legion cards to be played.
There are 2 important reasons for that step:
With more and more sets coming to the game, deciding what card to use will get harder and harder within the short time frame and especially new(er) players would have an extremely hard time deciding what monsters to field
The cost of entry would escalate more and more. Right now, you need a deck worth several thousand dollars to compete for the top spots in Champion and things would only get worse with yet another set.
The important thing to understand here is that non of this will make your old cards unusable in any way. The classic format will still be around, you will still be able to play all your cards there. The modern ranked format will also not take away from classic in any way. It will be a second ranked format with its own DEC price pool. So if anything, owning these old cards will allow you to compete for two price pools instead of one. Nevertheless, the modern format is where most of the action is going to be eventually as it's where most new players will gravitate to. That's not to say that some of them won't try their luck in classic as well, but modern is most likely going to be the most important format moving forward. So what does that mean for us?
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   Most importantly, we won't be able to use the summoners above in modern. The general consensus seems to be that Alpha/Beta summoners are stronger than Untamed summoners, at least on average. Once modern starts, we'll only be able to use the rare and legendary summoners from Untamed, the rare summoners from Dice, possibly some of the reward summoners, and finally the yet to be released new summoners from Chaos Legion. So if you have been mostly relying on Alpha and Beta summoners - like a lot of us probably have - you'll need to get new summoners for the modern format.
This is going to shake up the meta by quite a lot. Looking at the Water splinter for example, a lot of the current strategies revolve around heavy magic damage burst. All summoners providing an increase in magic damage are coming from the older sets, though, so this won't be possible any longer. All of the Untamed and Dice Water summoners are arguably a lot more situational than that:
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   To compete in the new format, you will need summoners of a matching level for your league. If you have been relying on Alpha/Beta summoners so far, this means you can either get new summoners now or wait and hope for good new summoners in Chaos Legion. The issue at hand is that a lot of the currently active players probably have not realized that yet. Once Chaos Legion hits, there's most likely going to be a major run for summoners, both from Untamed/Dice and Chaos Legion which should bring their price up quite a bit. We don't know anything about the new cards or how many copies will be needed to level a card, but it's quite likely that the price for summoners is going to explode when Chaos Legion gets released.
As I personally like to be prepared, I'm buying my missing summoners now. Best case, I'll end up with summoners I'll be using heavily for the foreseeable future. Worst case, I'll have some max level summoners that I don't really use but that will most likely appreciate in price nevertheless. Again looking at the water splinter, non of the above strike me as great in all formats. So if there's a better summoner in Chaos Legion, everybody will want to get their hands on it, driving the price crazy at least initially. So I went ahead and bought a max level Bortus now while the prices are still somewhat reasonable.
Personally, I'm really looking forward to Chaos Legion and all the changes it's going to bring with it to the Splinterlands. Without knowing an exact date, the new set is still some months away, so we still have some time to prepare for it. My personal goal for the time being is to first prepare all my summoners for Champion League play in the modern format and then accumulate as many Untamed cards as I can.
And that's all from me for today. Thank you all for reading and see you next time!
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senstless · 2 years ago
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Splinterlands BATTLE MAGE SECRETS Featuring Silenced Summoners in a 12 Round Brawl Victory!
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Featuring Bronze League Summoner and Monsters in Action!
I was excited to see this week's challenge of silenced summoners under the battle made secrets post. Silence to summoners can have an big impact on how the game plays out as quite a few monsters become much less powerful, while other monsters have a much better chance of surviving due to the lack of attack boost, especially those that are more prone to magic attacks. This turned out to be a very lengthy battle going 12 rounds that played out in a bronze brawl, let's take a look at how we played and the outcome.
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CHALLENGE RULES
RULESET: Silenced Summoners:
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Description: Summoners do not give any buffs/debuffs.
Reasons Why I like it
Silenced summoners provides an opportunity to play cards without worry of being beaten by basically just the summoner. Some legendary summoners, especially those from untamed can be quite troublesome to overcome. I mainly thinking of Mama, kitty, and Zaku that all have amazing abilities that can make otherwise mediocre teams be almost unstoppable. This eliminates those and allowed to focus to purely be monster vs monster
The Matchup - Where Rules Sets, Splinters and Mana Collide
The Rule Sets
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Watch the Match Here
MANA: 28
Ruleset: Briar Patch: All Monsters have the Thorns ability.
Ruleset: Silenced Summoners: Summoners do not give any buffs/debuffs.
SPLINTERS: Water, Earth, Life, Dragon
Initial Rule Set and Mana Gameplay Thoughts
Rulesets These two real sets combine meaning they are not going to get any boost from their summoners, while they are also going to be all given thorns. Thorns will play a very big part if anyone chooses to play melee monsters as they will receive an additional two Thorn damage in most cases for each attack. This will likely push the match away from heavy melee.
Mana 28 Mano is almost low in my mind. While it used to be a high mana count I feel that over time that has certainly transitioned to low middle or upper low. I think the number of monsters that have a mana cost greater than eight or nine has increased significantly. This will make it a bit tougher to feel the team
Splinters I don't see too much of an issue with the splinters that have been removed. Fire is largely unfavored due to the briar patch thorns rule set and less using Zaku, and death benefits typically is a melee-based set that uses Thorn to protection. When all monsters get thorns it becomes less of a benefit.
Summoner VERA SALACIA Since the summoners don't provide any benefit I wanted to spend only three mana on my summoner versus more that don't do anything
First Position DJINN OSHANNUS I wanted to put a stud in first place this time around. High health and speed with void and thorns and two magic damage as a base means it's likely to be troublesome for my opponent to knock out especially with the cards I have behind
Second Position FLAGULON REINE Girls are great cuz you get a baseline gladiator card. This is one of my favorites as it gives two magic damage with splash that can help to take out some of those pesky second row cards.
Third Position MERDAALI Guardian Since I'm putting so much focus on my tank, I want to heal it to keep it around and have it deliver damage while absorbing a lot
Fourth Position RIVER NYMPH I feel like I have run into a lot of cards that play affliction so I wanted to be able to cleanse that away to keep healing Djinn Oshannus
Fifth Position VENARI SPELLSMITH This card has certainly been moving up in my play frequency. Having to spell is becoming more and more important as an increased number of cards seem to have bloodlust, or martyr that gives a boost to surrounding cards. Having to spell takes that boost away and returns them back to their original stats thus removing some of those unstoppable freight trains
Sixth Position TORRENT FIEND Just trying to protect the cards that I have in the back row from a sneak attack for one more attack
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Opponent Lineup & Match Play
Summoner STHISPA interesting choice is I believe it's a higher man a card and I'm not sure why they picked it.
CHAOS AGENT Not bad I guess if you just looking to have it protect the back line cards a little bit longer
VOID DRAGON One of my favorite tracking cards, it's speed flying and void make it very difficult for non-magic monsters to hit it.
FUGNUS FLINGER Almost a guaranteed play in the Earth lineup. That martyr ability is just too good to give up
QUORA TOWERSHEAD The heavy hitter the match of course. quora is looking to get a boost for murder plus has healing and bloodlust plus is going to get healed from goblin psychic
GOBLIN PSYCHIC Well not great on its own, it's likely to stick around given I have no sneak attack to the thorns and it's going to be tough to get through my opponent
FURIOUS CHICKEN Same as me, just blocking the back with something that's thorny
Round 1
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Round 2
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At this point it's clear that both of our tanks will be healed, and the only progress I'm making is a slow splash damage on fungus flinger of each round of one health. This will eventually knock them out and give a boost to both Cora and void dragon.
Round 3
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Almost comical that everything stays the same except for the fungus flinger is going to drop a health in round 4 and eventually get eliminated in round 5.
Round 4
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As mentioned before fungus fingers finally eliminated giving a boost to void dragon and quora towershed. The good news for me is that before the round is over I applied dispel to void drag and dropping at stats back down to the original. This also means that Flagulon Reine good to boost up to three magic damage with two splash.
Round 5
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Round five marks the start of the ever so slowly death avoid dragon. It will be one less health in round,6,7,and 8 before getting knocked out in round 9:00.
Round 6
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One less health but no other changes it's almost like we're a stalemate other than the very slow health draining
Round 7
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It's down to five, it won't be long and it'll be gone
Round 8
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Down to four soon it will hit the floor
Round 9
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Down to three it will cease to be.... We also had quora move to first position and I managed to hit it with dispel. This is quite beneficial as it is now going to be doing less damage to me while taking significantly more damage. Again my monsters will be dealing eight magic and two Thorn damage to quora well only receiving five damage. This means that given the heel rates I can't lose
Round 10
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Okay, things are going to look very good for me, one more round and Cora should die which will mean a quick elimination of anyone else that's left.
Round 11
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It's true the screenshots have been after the first attack since my back button won't work to reload the start of the round. But either way it doesn't matter core will be gone quickly followed by the rest of the team given the heavy splash damage and other attacks. It took to around 12:00 to win but it was a well thought victory.
Thoughts -
I really like my lineup, and I think it worked out really well. While traditionally not going to work in all situations, the addition of the briar patch and thorns made melee a much smaller risk and something I could take a gamble on and completely leave myself a vulnerable too. The addition of healing splash magic and dispel was a deadly combo that I think could overcome most teams. I will probably play similar lineups again in the future if given an opportunity considering how well this one worked.
~~@senstless
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senstless · 2 years ago
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Splinterlands Highlights - Featuring AVES STURIGS dominating a low mana match
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Featuring Bronze League Summoner and Monsters in Action!
I was pretty excited when I pulled this from rewards the other week. Getting a new legendary card is always fun and figuring out how to use it in the best use cases and I'll be very rewarding. I think I finally found my preferred use for this card although I'm sure there's more. I can think of a few where adding some high mana non-attacking cards from the untamed set could also be very beneficial but for today we're going to highlight low man a match.
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Weekly Highlight -AVES STURGIS
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Edition: SOULBOUND REWARD Rarity: LEGENDARY Element: LIFE Attack: MAGIC Abilities: WEAPONS TRAINING Abilities" Health: 3 Speed: 2 Attack: 2 Armor: 1 Reasons Why I like it
Weapons training is relatively new, but it is one of my favorite abilities. Having the ability to give one half of the cards base attack to the neighboring otherwise non attacking cards can be one of the most powerful abilities there is. A couple of the use cases I have found is weapons training a Gladius card that has bloodlust that otherwise can't attack, adding an attack to low One Man cards and giving them a two arrow attack, or in this case giving cards that usually don't have an attack or they already have another ability like repair a one magic attack in a low manner match
The Matchup - Where Rules Sets, Splinters and Mana Collide
The Rule Sets
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Watch the Match Here
MANA: 12
Ruleset: Standard: No modification to the standard gameplay rules and mechanics.
SPLINTERS: Life, Dragon
Initial Rule Set and Mana Gameplay Thoughts
** Rulesets Luckily it's a standard rule set match so there's no special considerations to factor when picking your line up. This is useful since it's only 12 mana and two splinters to choose from. Adding an additional rule set would make it even harder.
Mana I will be the first to admit that long mana matches are my Achilles heel. I typically have very poor lineups and I don't do a good job of balancing or focusing on attack. I either focus too much on a singular card hoping it can do everything, or at best I end up being unbalanced and run over very quickly. ** Splinters
Having only the two splinters made it pretty easy in my mind. I wanted to go with life and I want to add the extra health given the low mana I figured an extra health might go a long way for some of the cards I'm going to pick.
Summoner MOTHER KALA Like I mentioned before I clearly wanted to plus one health as well as only wanting to spend three mana on a summoner versus for, I feel like spending that extra man I can be the difference in this game.
First Position SOUL FIEND Traditionally I wouldn't put it first but given the rest of my lineup it clearly had to go first and get taken out right away
Second Position PELACOR CONJURER Normally a very solid choice for first position, only costs two mana has a high speed of four with flying and it might generate some misses. But now if I get to add one magic attack to it it becomes much more powerful as it lasts a couple of rounds before getting taken out.
Third Position AVES STRUGIS
Had to put it in second position so I can surround it with other one mana non-attacking cards. I would have liked to hide it a little bit but it does have for health after the boost from the summoner so it will have to do.
Fourth Position CHAOS AGENT I put it at the back in case they chose to play so melee cards. The off I'd hope that the Dodge can come through for me and the additional magic attack should help out quite a bit. It now means I'm delivering four magic damage every round.
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Opponent Lineup & Match Play
Summoner QUIX THE DEVIOUS The reduction of speed will be detrimental to my team and make it easier for me to be hit, but luckily the minus one arrows doesn't do anything for me. It does give them access to dragons which is why they probably picked it
DJINN CHWALA My old go to every single time low man of match card. It's just such a well-balanced card dealing three damage on melee, two on Thorn for a melee attacking cards, and has some hefty armor and health to boot
SOUL FIEND Clearly just put it back to take up some attacks or maybe pull through if it moves to the front line
Round 1
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Before the match starts I'm actually feeling pretty good for once. I feel like I have picked the perfect counter to traditional powerhouse lineup. While I'm going to lose some cards, dealing for magic each round is going to be their Achilles heel.
Round one is mostly uneventful. I lose sulfiend as expected, but the good news is I took away for health from Djinn Chwala
Round 2
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Round two is really looking in my favor. While Pelacour conjurer did take three damage from Chwala, the four magic damage I dealt was far more significant. This is the power of weapons training as I turned one monster dealing to damage into three monsters dealing for healthy drowned.
Round 3
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Wow my speed is reduced, I still attack first and I knock out Djinn Chwala, quickly followed by soul fiend. This was a fairly quick victory only lasting three rounds but I guess that is to be expected with a 12-minute match
Thoughts
This is going to be my new low mana lineup. I think it gives a excellent blend of health, attack, and defense against a variety of teams. I'm sure that there are teams that can beat this but it feels like a pretty solid choice in most scenarios.
~~@senstless
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senstless · 2 years ago
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Splinterlands Monster Highlights - Featuring HALFLING ALCHEMIST
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Featuring Bronze League Summoner and Monsters in Action!
As I have spent more time battling in bronze than silver, and since they have made all the changes to the modern format of reducing bots things have gotten much more difficult down in low silver and bronze. I'm finding myself having to compete against teams that are fully loaded with cron, llama, yoden, and some other untamed monsters like Cornelius that I just don't have and can't afford to rent. This means that I am trying to discover new ways to defeat these lineups as efficiently as possible to give myself a chance. This brings me to today's highlight of halfling alchemist, card which I used to own and had long forgotten but see the immense value in as I need to find counters to the teams I've seen the most.
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Weekly Highlight -HALFLING ALCHEMIST
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Edition: PROMO Rarity: EPIC Element: NEUTRAL Attack: RANGE Abilities: HALVING Abilities: Health: 1 Speed: 1 Attack: 1 Armor: 1 Reasons Why I like it
There are not many cards that have the halvong ability. Being able to cut your opponents base attack in half is really impressive and useful when you're facing off against some really strong opponents. In the bronze I think there's only one or maybe two cards and have this ability and therefore having one is a key counter too many typical lineups.
The Matchup - Where Rules Sets, Splinters and Mana Collide
The Rule Sets
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Watch the Match Here
https://splinterlands.com?p=battle&id=sl_2f90ba762f271221fb5ed409efe2917e&ref=senstless
MANA: 19
Ruleset: Aim True: Melee and ranged attacks will always hit their target.
Ruleset: Equalizer: All monsters start with the same health, based on the highest health in either team.
SPLINTERS: Fire, Earth, Life
Initial Rule Set and Mana Gameplay Thoughts
Rulesets This duel rule set combination makes it pretty interesting. Having all the cards start with the same health means some lower mana cards are now exceptionally useful, while having all the cards hit every attack also means that slow speed cards are not necessarily as bad as they were before. I think this opens up a lot of possibilities especially with the limited mana of 19
Mana Having only 19 men of means it'll probably be a focus on a lot of smaller cards which will get a health boost, while keeping your attacks limited to one or two primary attacking cards.
Splinters Only three splinters are available, and I think they're going to be the most popular combos for this rule set anyways. I think it'd be a bit more difficult to potentially play water and death and dragon doesn't get very many small amount of options in addition to the splintering shoes so, I think this will likely be a match between one of the three splinters even if they were all available.
Summoner GENERAL SLOAN I decided to go for the big power boost of adding one range attack to everyone. I thought it would benefit most of the cards I could select in the life brand anyways. There are a lot of two mana range attack cards that will get an additional boost and have two base damage.
First Position GARGOYA SCRAPPER Not traditionally a tank, but with the health boost from the rules set it now also has the void ability to help protect against a magic lineup if that's the direction your opponent goes so it becomes a much more useful and powerful card
Second Position SOUL FIEND For zero mana of course it's going to be in this lineup, it can be another card that gets healed by my Crystal Smith if given the chance
Third Position VENARI CRYTSALSMITH These matches where everyone has the same health level I feel like you always have to have at least one healer if not a monster that also heals to give yourself a mess badge
Fourth Position PELACOR ARBALEST A double strike attack with three range damage in each attack is great, when you give it the additional health it's no longer going to be targeted by opportunity and get knocked out before it can do its part
Fifth Position HALFLING ALCHEMIST A great card, and when you give it and it boosts to its attack it's even better. These little speed is no longer a matter as it has choose track and will always hit due to the rule set
Sixth Position HERBALIST Wanted to add another range attack, it will get the attack boost Plus it provides cleanse if my monsters get poisoned or stunned.
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Opponent Lineup & Match Play
Summoner LORANA SHINE I am struggling to win a lot of matches against Lorna shine as it's divine Shield can be troublesome to get through if you don't have it.
PELACOR CONJURER Great play, and typically it would be in my lineup but with two strike it's speed and flying ability become less impactful.
DUMACKE EXILE Great card, a little heavy on the mana cost but it has high speed, attack, health and armor. Overall it's a great card
STITCH LEECH I'm getting nervous as it looks like my opponent went a full-on sneak attack lineup with an opportunity card and this is a great choice
URAEUS The third sneak attack card, and those combinations are typically pretty successful as all attacks go One direction
CELESTIAL HARPY Walmart a powerhouse, is flying ability plus opportunity will make a troublesome to knock out I'm just glad I don't have a sneak card trying to hit it.
Round 1
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For the round starts, I look at their team and I'm getting quite nervous. The triple sneak Plus having a Divine shield on every monster means it's going to be very difficult for me to start to do damage. The good news is for me that the combination of a true strike, plus a double strike card means that those hits should come. I'm just not sure that they'll come fast enough to knock anybody out before I get taken out.
As the round starts I quickly secured the first knockout with arborist and its double strike. Unfortunately in the next turn I already lose my first card at the back of my lineup. Luckily for me that means there's now only two sneak attacks now three. The last attack of the round is where the halfling alchemist does its damage striking Dumackle and cutting its damage down to one.
Round 2
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Is around two starts I'm feeling pretty good, half Lane will not be knocked out this round, and their primary tank monster is now only doing one damage. I quickly make work and knock it out, bringing them down to only three cards none of them doing enough damage to knock out my tank before they're knocked out. Given that they only have five health, and that pellicore arballist is doing six damage each turn guaranteed things are moving pretty quickly in my favor.
At the end of round two halfling alchemist strikes again and brings down stitch leech to only one damage.
Round 3
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The highlight of round three is that once again halfling alchemist strikes again and brings down Ureas to do only one damage, this is the third and final time it will cut my opponents attacked down and all but guarantee my victory.
Round 4
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Luckily for me this match doesn't make it out of the fourth round, and I didn't lose any more monsters.
Thoughts - and Chances to Win Again
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I'm a little shocked that I'm a 100% case away given how I felt before the match started, but after seeing how it played out I guess the combination really favored my lineup. Double strike, half Lane, and healer all worked out really well especially when all monsters got health boost and had two strike to never miss an attack.
I will definitely be using The halfling alchemist as much as I can, thankfully one of my guild members had an extra one to loan me so I didn't have to worry about rentals anymore and I can focus on getting lava/chran / mylor on my team more consistently.
~~@senstless
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stormkeepergu · 6 years ago
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So somehow...
So somehow…
I’ve managed to lose almost a week without noticing; for instance, the #Splinterlands stream I planned to do never happened, so I’m thinking that doing a stream the last Sunday of each month (the upcoming one this month being the 30th of November) may be better, especially as it also means that I’ll avoid the issue where I won’t be away from home! Additionally, I now have 10 cards from the #Untam…
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