#runemancer
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aikoiya · 2 years ago
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LoL Magic List
Keep in mind, -mancy refers to divination while -turgy refers to shaping & -magy simply indicates the practice of magic.
Celestial Magic = Divinoturgy???
Elemental:
Air Magic = Aeroturgy
Electricity Magic = Elektroturgy/Fulgorturgy
Fire Magic = Pyroturgy
Ice Magic = Cryoturgy
Magma Magic = Geothurmoturgy
Metal Magic = Ferroturgy
Nature Magic = Naturaturgy?
- Plant Magic = Chloroturgy/Phylloturgy
- Animal Magic = Zooturgy?
- Acid Magic = Serqeturgy
- Toxin Magic = Toxiturgy
- Own Body Magic = Autobioturgy
- Hair Magic = Chaetoturgy
- Muscle Magic = Myoturgy
- Nail Magic = Onychoturgy
- Bone Magic = Osteoturgy
- Fungus Magic = Mycoturgy
Light Magic = Phototurgy
Rock Magic = Geoturgy
- Crystal Manipulation Magic = Crystalloturgy
- Crystal Infusion Magic = Crystomagy
Sound Magic = Soniturgy or Acoustiturgy
Time Magic = Chronoturgy
Water Magic = Hydroturgy
Spirit:
Shadow Magic = Umbraturgy
Soul Magic = Animagy
- Ghost Magic = Ectoturgy
Yordle Magic = Yordoturgy??
Corpse Manipulation Magic = Necroturgy
- Magical Corpse Communication = Necromancy
-- Necro- is more connected with dead tissues than death itself. Meanwhile, thanato- has more of a connection with the concept of death itself. Animancy would, therefore, be more convenient as it would allow one to communicate with spirits rather than a corpse who would only have access to what was known in life.
Ascended Magic = ???
Blood Magic = Hemoturgy
Golem Magic = Golemagy
Healing Magic = Somamagy/Corporamagy
Runic Magic = Runemagy/Scribomagy (Called Runescribes, Runecasters, or Runesmiths). The magical application of Runology, which is the study of runes.
- Ink Magic = Melanoturgy
Weather Magic = Atmoturgy
Gravity Magic = Graviturgy
HexTech
- Technology Magic = Technoturgy or Technomagy
Infusion Magic = Merging of Runemagy, Mystoturgy, & Alchemy. (Practitioners are called Infusion Artificers or Infusion Alchemists.)
- An extraordinary processes that rapidly turn a nonmagical object into a magic item. Uses material components & Infusion Circles to either bind certain spells to objects, enhance certain magical or symbolic aspects already present in an object, or both.
- The more powerful or complicated the spell you wish to bind to something & the more aspects you wish to enhance or bring forward, the more complicated the Runic Matrix/Infusion Ciphers of the Infusion Circle will have to be. The process will also require more stabilizing objects around the Infusion Circle to decrease the likelihood of infusion misfire.
- Becoming an Infusion Artificer tends to require much knowledge of Runology. The more comprehensive your knowledge of runes is, the better. However, using runes from innately different cultures tends to increase the chances of the magical energies clashing, which increases the chances of infusion misfires. As such, it's important that when you need to use runes with differing origins that their meanings & symbolisms all mesh well, which requires knowledge of the nuanced subtext behind those runes. In other words, what those runes mean to their individual cultures & the connotations that each one has, which generally isn't something you can just learn in a book.
- As a result, those who are serious about Infusion are often expected to travel Runeterra to learn the intricacies of runes to diversify their understanding of runes.
- Octagrams (8-point star) are one of the most effective shapes to use in the structure of Infusion Circles due to them being a symbol of guidance, which reduces the possibility of infusion misfire. However, it also takes a lot more magic.
- An Infusion Artificer & Runemancer's best friend is, arguably, the Runic Pen, which uses atmospheric magical energy to write on surfaces without damaging the material.
Cooking/Baking Infusion = Gastromagy (practitioners are sometimes called Hearth Mages).
- Gastromagy is a branch of Infusion that deals specifically with food. It involves infusing magic into ingredients, bringing out specific magical aspects of ingredients, as well as the use of infused or otherwise innately magic/magical ingredients in cooking & baking. Is somewhat Alchemy adjacent.
- In fact, Ingredient Infusion is a great way of increasing the effectiveness of alchemical potions.
Crystal Infusion = Crystomagy
- Crystomagy is a branch of Infusion that deals specifically with gems. It revolves around using gems & crystals as foci for spells or enchanting them to bring forward certain magical, spiritual, or symbolic aspects that reside within them. A single gem can have a plethora of different meanings & aspects to it which makes them ideal for Infusion. With certain infusions, they can be brought out to create a magical gem with an embedded spell. But the more symbolism, aspects, & meanings you pull out or the more powerful the spell you bind to them, the more difficult & complicated the Infusion Circle will need to be to create a successful magic gem.
- For instance, red obsidian has several different aspects that, when certain ones are brought forth, could allow it to feasibly be enchanted into a magic gem able to control ghosts. However, such an enchantment would be extremely difficult.
- Gems mined from places near a source of magic tend to be better for enchantment, if more dangerous as well, & end up having more powerful spells attached to them.
- Crystomagers could feasibly create the synthetic Hex Crystals, Hexite Crystals, from Galsite with Gravi-Crysto-Aligned Infusion Circles. This would be a clean alternative to the HexTech method.
- Of course, then the process of refining the Hexite into HexTech Gemstones would begin. (I have yet to find anything concrete on the process itself.) I do believe that a skilled enough Crystomancer could do so, though.
Medimagy = A mix of Medical Science, HexTech, Alchemy, ChemTech, & Somamagy/Corporamagy.
Thaumaturgy = The art of creating magical links between an object & a target. It is used in locating spells, voodoo dolls, etc. It needs a part of the target to be successful, eg. blood, hair, etc.
Manipulate Magic Itself = Mystoturgy
Arcane Masterlist
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senstless · 8 months ago
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Splinterlands Social Media Challenge - Showcasing Runemancer Kye getting to 80 HEALTH!!
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Featuring Bronze League Summoner and Monsters in Action!
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Weekly Highlight -Runemancer Kye
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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
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Watch the Match Here
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 up
Third 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 cards
Fourth 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 grows
Fifth Position RIVER HELLONDALE If everything goes right I will get a triple marger boost on Kye to really help my health and attack stats
Sixth 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
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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
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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
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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
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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
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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
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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
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Round 25
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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.
~~@senstless
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sapphireclawe · 1 year ago
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Fun fact, that's the historical reason why there's zero homelessness in Catlanna. Orcs decided to adjust their reputation (unfortunately people can definitely be racist) and give to communities. Modern orcs range in careers, some developing dancer's muscles so they can do the lifts in dance as well as keep their natural strength while gaining dexterity; some being artificers in different tracks (runemancers make really good cooks/bakers), some being barbarians and demolition experts ("Grod is a very capable demo guy, don't worry!" "Can Grod see demolition permits please? All in order, yup yup yup! Gimme a day!"), and some being wizards (no, they don't intimidate the textbooks. The wizards actually excel in Divination and Conjuration).
In an attempt to deal with their reputation, the orc horde is reverse raiding, where they show up at your town to build new houses and give everyone gold.
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ercarp-art · 7 years ago
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A collection of my various individual artworks depicting different fantasies on high elves as a possible allied race.
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rayshippouuchiha · 5 years ago
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What sounds better Rune Master or Runemancer?
both sound good tbh
Though Runemancer sounds more atmospheric I guess
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shadowcovenhq · 4 years ago
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THE WITCH
Your magic is less magic than it is a curse. The skin and bones you inhabit are not your own, at least.. you think so. You can crack and bend and shape your appearance to your will. Fingernails become claws. Nose becomes snout. Your appearance is never constant, always changing. You are THE SHAPESHIFTER, one of the chosen elite of Dominus Academy. You find your way to the shadow coven because you were recruited.
THE MAGIC
for the Shapeshifter, magic means pain as well as possibility. It breaks bones and molds flesh to recreate them into something new. there is no whimsy for the Shapeshifter, no puff of smoke or a flirty charm. the magic that transforms them into what they desire is as brutal as anything they ever felt.
CONNECTIONS
FAKE FRIEND while others may think the Shapeshifter and THE RUNEMANCER are as thick as thieves', she knows that she's only using them for their information, money, and magic. There's a little spark of something that makes her think that maybe one day it might be real, but as for now? Totally fake.
PEN PAL a constant in the Shapeshifter's life, THE FAE has always been a confidante she can count on, and a source for comfort for the both of them. They don't know the actual identity of one another, but the hold secrets that no one else knows, not that they would trust anyone else anyways.
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nightbloomnest · 5 years ago
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TRUST NPC - Svanielle Corvus
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Selection: “Hmm...is it time?”
Job: Runemancer (DNC, DPS/Support)
Weapons: Chakrams, with some spells.
AI Behavior: Behaves as a DPS, primarily doing damage. At times she will also cast party wide buffs and healing spell based on how low everyone’s HP is. She will cast “Closed Position” on the other DPS class during the first fight encounter which persists throughout. Rarely uses Limit Break, but she will use it if there is a large amount of enemies within her detection. (for Kicks, all of the typical DNC animation effects are a mixture of purple, black, and white rather than the usual colors.)
Battle Lines:
• “Allow me to assist.“ - Casting “Rune of Connection” (Closed Position) • “We’re going to be needing this.” - Casting ‘Twilight Veil’ (Shield Samba) • “This should help things...” - Casting ‘Circle of Chaos’ (Technical Step) • “Do watch yourself.“ - Casting Circle of Mending (Curing Waltz)  • “Are you alright?” - Assisting an Ally
Limit Break:
• “Incoming!” - Using limit break with 1 bar • “Here we go!” - Using limit break with 2 bars • “Let them fall into the embrace of night...” - Using limit break with 3 bars
KO’d:
• “No...” - Variation 1 • “I...was reckless.” - Variation 2
Revived:
• “Ah...I hope that doesn’t happen again.” - Variation 1 • “My thanks.” - Variation 2
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Tagged by: No one, but the template is here.
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legacyofqt · 7 years ago
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High Elven “Runemancer” by ercarp
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little-lille · 7 years ago
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Shadows danced and followed the voided girl as something sparked inside of her. The interactions of earlier caused a rise almost, a rise of more void energy to flow through the the veins of the pick haired catalyst. All this sudden energy did happen to grab the attention of unwanted. Faceless ones that once held the girl bound to shadows and chains. 
The Faceless had found her once again but kept their distance till the time happened to be right. It just so happened that that time, happened to be in the mists of the Row, in the middle of the night when even the baddest wolves of all seemed to slumber the stars away. 
Black gloved hands wondered around the girl’s petite body, feeling at every nook and carny that meatless bones had to offer. Hands slowly found themselves to knock over the small circlet that rested upon the crown of pink locks. 
“You are no queen.” It hissed. 
“You are no princess.” It snarled.
“You are a lowborn. It spat.
“A scum.” It breathed.
“Nothing but a living weapon, fit to sit at my throne.” A tinge of delight began to cling to the Faceless one’s voice.
Eyes of violet and fel stared at the fallen tiara with bony fingers covered by loose gloves reaching toward the small thing before a boot of plate crushed the small, dainty thing. A scared gaze followed the plating only to be greeted by another hooded shadow, though red eyes peered out from under, followed by a wicked grin. Voiceless whimpers wandered from the lips of a trembling girl. Dark energy wandered to her palms in attempt to fear them away with the magic that she held so dear.
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Though the energy was sucked away from her almost like the air that she breathed. Searing pain traveled over her face. Blood leaking down from her cheek and nose as a rune flickered in a fiery passion. A rune that matched the one that dangled around the Faceless one’s neck. 
“You will listen to me, you little bitch.. I made you. Thus I control you. We where not finished with you my precious little catalyst.” It snarled into the the wild hair that the Runemancer seemed to have. 
“No.. You do not own Lillie.. No more do you own Lillie..” 
Void pulsed through the air around her, leaving a strong smell of pollutant mana. Shadows laughed and danced around the two hooded figures for they seemed to be pushed back by and influx of dark magic. Hissing as it burned through the armor and flesh of the two near causing them to almost surrender, and fall to their knees at the will of the little girl that held all too much power. 
Fingers snatched not only her circlet back from the ground but they also yanked away the rune that had been wrapped around the hooded one’s neck before placing it around her own and wandering away. Her body still twitching with void with her eyes still holding such a vibrant purple hue. 
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senstless · 10 months ago
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Splinterlands BATTLE MAGE SECRETS Featuring Born Again in Bronze Brawls
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Featuring Bronze League Summoner and Monsters in Action!
I am back this week with another battle-made secrets post featuring my bronze League tech in the fearsome battle. This week is going to feature born again and we'll talk about all the potential opportunity this rule set provides.
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CHALLENGE RULES
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RULESET: Born Again
Description: All units receive the Rebirth ability which allows them to self resurrect once.
Reasons Why I like it
You have to be very careful with how you pick your lineups, some of the things you're used to doing are now a potential negative. Adding zero or one minute cars on the back of your lineup could be devastating if they use a sneak attack bloodlust card. Giving them all of those free easy kills might mean that they become unstoppable. It's now better to only have cards that provide an attack, or heel or cleanse and should last a little while or when they get retriggered bring back a full void armor stack to allow it to have a longer life.
The Matchup - Where Rules Sets, Splinters and Mana Collide
The Rule Sets
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Watch the Match Here
MANA: 31
Ruleset: Born Again: All units receive the Rebirth ability which allows them to self resurrect once.
SPLINTERS: Fire, Water, Dragon
Initial Rule Set and Mana Gameplay Thoughts
Rulesets Having born again in conjunction with fog of war means that I'm less likely to worry about sneak or snipe or opportunity cards as none of these will have an impact and I can force the attack order to benefit me as much as possible. Either water or fire could be good, dragon unlocks a few more cards but with only 31 mana many of them will be of limited usefulness without burning too much mana
Mana 31 is just about enough to do anything you want, while also restricting the number of legendary cards you can use. It's easy to overspend and not balance your team out well leaving you not enough heavy hitters while you can get overrun by a full team of smaller hitters
Splinters It's pretty limited between the three, I personally think either one is a fine choice and both have their merits. I would tell to lean towards water as you're able to give an additional boost of armor that will reappear on every reborn trigger.
MY TEAM
Summoner KELYA FRENDUL I wanted to add the extra armor every time a monster is reborn. While it might not be a significant advantage it can certainly help especially against range or melee cards
First Position VENARI MARKSRAT If it's going to be reborn I'd like to give a martyr boost twice, or three times if possible. That can really help change the direction
Second Position RUNEMANCER KYE Started to play this lineup more and tweak it a little bit here and there. Having a card that is decent stats of two damage three speed five armor innate health with flying and life leech is interesting. If I'm able to boost it three times with murder, that could get me to five magic damage and 11 health before I like that it attacks very early in order and while it has limited health and only two damage, the fact that it will be reborn helps make sure it should be around for a whileth- Third Position TIDE BITER
Fourth Position TORRENT FIEND Nothing big but I figured it could sit here in front of my healer and it might help me out if it gets to that
Fifth Position MERDAALI GUARDIAN Clearly like to heal ruinmanser, and as it built its health be a life leech get to a point where my healing is larger than its potential damage via enemy and at that point I should be guaranteed the victory
Sixth Position RIVER HELLONDALE The only way to ensure I get a triple martyr boost is to have my own resurrect in conjunction with born again, that should bring it back two times for a triple martyr boost
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Opponent Lineup & Match Play
Summoner KELYA FRENDUL Great minds think alike and they also went this direction. Speed and armor is great but for the two teams they'll most likely just cancel out the most part
DJINN OSHANNUS great card to have in the lineup but it would really benefit if they had their own Marta card first
NERISSA TRIDAWN Another trusted water go to favorite, three magic damage and nine health means it's a solid attack card against any lineup
RIVERBOAT CAPTIAN I really like the magic splash damage as it will help eliminate cards in a second row and get them weekend or eliminated once before they come to the front
MERDAALI GUARDIAN Again healing their front monster is the key as if they can keep Djinn Oshannus healthy then they can hopefully stay in front
CREEPING OOZE Not providing much other than slowing me down and eliminating the speed boost that I got at the start
FURIOUS CHICKEN Should probably be earlier in the lineup given it protection from fog of war
Round 1
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As I look at round one this is going to be a race between building health and getting Runemancwr eliminated. My plan starts off perfectly as Markscrat gets eliminated all three times in the first round providing three martyr boosts to Runemancwr.
Round 2
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Round two starts off and I will say that Runemancer looks great with the speed armor and health not to mention the five damage. If getting a full life bleach that will be adding two health from Djinn Oshannus or three health from someone without void. Passed around plays out. I only end up losing zero net health on my tank, it helps that at this health level it's already getting a plus 5 health from healing. I'm only taking seven damage, so I'll be net negative to health until my next life leads triggers adding two more health. It's actually at the round of in two that I start to realize I cannot lose this match and I've already won. My healing plus likely is equal to the attack total for my enemy
Round 3
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Things start to really go my way and my base health is starting to climb quickly. Getting a heel of 5 health this round and six next round means my total potential house will be through the roof and my enemy will continue to do less and less damage. My monsters keep whittling down Djinn Oshannus
Round 4
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Round four start looks much like Djinn Oshannus is starting to show signs of weakness as its health is only. It isn't long into the round before he is knocked out and retriggered. Even after getting healed at the end of the round I'm still looking great
Round 5
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Runemancer is putting on a clinic and secures another knockout. All of this means I'm now healing six health per round while only receiving five magic damage allowing me to arbitrage slightly
Round 6
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As we get into these later rounds not every round is going to justify a comment but the match is over the only thing I'm really interested in is just how high of a health I can get
Round 7
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Health is up to 24 in this round and I have no signs of slowing down.
Round 8
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I end round eight with 25 health total potential in Runemancer, that is a wild number to think of.
Round 9
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Another One bites the dust, and another record falls. I'm up to 26 health by the end of this round
Round 10
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I'll continue to add health but to this point it's just a matter of time.
Round 11
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28 health wowser
Round 12
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That 12-round battle was amazing and left me with 29 base health on Runemancer. My best so far in bronze league is 52 health, and getting that healed each round was absolutely mind blowing.
Thoughts - and Chances to Win Again
Adding as much health to the base it's critical to do it as early as possible. Also adding heavy damage for Life leech is important as it will play a role in your total health and how much you can get healed each round as a counter
It looks like I had the perfect counterpunch to my opponent, and this lineup does not always work. There have been times where I am a round or an attack order out of place which makes me lose.
~~@senstless
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senstless · 2 years ago
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Splinterlands BATTLE MAGE SECRETS Featuring Opportunity and Earth Quake
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Featuring Bronze League Summoner and Monsters in Action!
I was excited for this week's challenge focusing on opportunity. I feel like this rule set plays into some of my preferred line of strategies and it creates some interesting dynamics. I think I showcase stay fairly decent match this week where my bronze level deck with level 2 summoners takes on and is able to defeat the team that is led by a level four silver summoner with a team that mostly matches at max level. Let's take a look at how it all played out and how the rules that makes a difference
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CHALLENGE RULES
RULESET: AIMLESS
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Description: All units gain the Opportunity ability which allows them to attack the unit with the lowest health on the enemy team.
Reasons Why I like it I like opportunity because I have a better control over what a cards get attacked first. While it is certainly harder to hide your low health powerful cards in an opportunity match, you also able to dictate which order your cards will be attacked in which allows you to both benefit from their attacks from Hunter as well as having them attack a monster with low health but isn't a primary attacker on your own team.
The Matchup - Where Rules Sets, Splinters and Mana Collide
The Rule Sets
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Watch the Match Here
MANA: 34
Ruleset: Earthquake: All non-flying monsters take 2 physical damage at the end of every turn. Ruleset: Equal Opportunity: All units gain the opportunity ability which allows them to attack the unit with the lowest health on the enemy team.
SPLINTERS: Fire, Water, Earth, Death
Initial Rule Set and Mana Gameplay Thoughts
** Rulesets This is an interesting combination of opportunity and earthquake. While opportunity is straightforward in my game planning, the earthquake matchup is throwing me for a bit of a loop as all monsters will take on additional damage in between rounds and less they have a flying capability. This means that cards that may not have been the lowest health and targeted for attack might become the lowest at the start of each round as they take the two damage. I think it'll be important to get some cards in the lineup that have flying as well as trying to add some armor.
Mana 45 mana will give me plenty to play with and I should be able to pick just about anything I really want. Well not being able to max out every monster, I will have plenty of room to make sure I get in three or four and I really want to focus on. ** Splinters The only thing I can think of here of note is that I consider both life and dragon at Broadway to be fairly strong for earthquake matches. Not necessarily opportunity matches but both of those splinter certainly have a lot of cards with blind.
Summoner Kelya Frendul I love adding the additional speed and armor, at least helps me get through the first earthquake damage at the start of round two before losing.
First Position Diemonshark I have a hard time passing over all that armor and speed. Even though it doesn't have the flying capability it still is fairly evenly balanced and better than average for this type of match
Second Position Coastal Sentry I am 100% greedy with my double attack cards. I think that they can deliver some powerful blows regardless of earthquake. Giving all cards opportunity makes these double attack cards even more powerful and likely to get a knockout
Third Position Venari Marksrat Love this card in opportunity matches. Almost guaranteed to get targeted first and give my card to boost via murder. It will be gone quickly and the rest of my team will benefit.
Fourth Position Runemancer Kyle I wanted to resurrect Venrai Markscrat to give it an additional boost up to three damage. The additional health, armor and speed will all help it stick around especially since it has likely continue to build health throughout the match. Since it has flying it will not take any earthquake damage assuming it doesn't get scared.
Fifth Position Ice Pixie Clearly a mental slip and I added it at the very end of my countdown timer since it had flying. I've totally forgot it only has one health and would be targeted first, thus negating my double murder boost.
Sixth Position Axemaster A double strike card is always welcome. Wow not traditionally strong and earthquake matches, the double attack with high speed in an armor will help.
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Opponent Lineup & Match Play
Summoner Obsidian great play, and the one thing I'm not set up to play well against. I don't have any void or go ahead armor and it looks like they're going to be bringing some big hitters.
Pelacor Mercenary see this card used a lot in earthquake matches, it's hard to get away from it just to take a look it has great stats all around Plus flying.
Mycelic Splipspawn having a garden with taunt should help my opponent avoid random attacks on other monsters they're trying to protect
Regal Peryton one of my go-to cards for earthquake matches especially when I play earth. It's high speed attack decent health flying I'll make it a great choice.
Grund similar to my double strike, they're choosing a double strike card of their own to help deliver damage and knockouts
Queen Mycelia well they don't get a boost from the summoner like I do, they got an additional boost from Queen to help protect them through round two
Djinn Biljka solid choice with camouflage. It'll be around for a couple of rounds before it loses its life due to earthquake damage
Round 1
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Before the round starts I'm not feeling too confident. Magic is especially strongly against my lineup and I'm unsure if I'll be able to outlast them. Passed around starts as quickly lose two monsters, and one of them was planned giving Coastal century and p Kyle a boost to thier stats. Is around finishes I lose yet another monster making that three monsters lost but in the first round as I lose Axeman
Round 2
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Start around 2:00 comes around and applies it's earthquake damage things are starting to look . Interestingly enough things start to look better for me as a scared to knockouts. I'm able to get out both Regal Peryton and queen Mycelia this is a cost of me losing Coastal century.
Round 3
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Things are still looking highly questionable before the earthquake damage is applied. Clearly I'll be losing demon shark very soon then we left at this point monster. Interesting enough they are down to two monsters but they'll be dealing nine damage around. Before the round ends I lose the shark and I'm down to just one card.
Round 4
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As round four starts is two monsters first one but I have armor and health, plus likely to my side will they have two monsters dealing nine damage on their side. It's a race to the bottom for sure. Luckily for me when the round ends I got lucky with a miss armor and end around with 15 health.
Round 5
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Around 5:00 starts, and it's still two versus one but I have 15 health and they only have nine health combined. This means that after the earthquake is applied it won't take much to scare victory. Both of their monsters managed to hit all three attacks and drops my health from 15 down to eight but it doesn't matter as I'm guaranteed victory.
Round 6
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It's 1v1, but I have all the advantage of magic, speed and health. I get to attack first and I'm guaranteed victory against much higher cards.
Thoughts - and Chances to Win Again
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~~@senstless
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senstless · 2 years ago
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Splinterlands BATTLE MAGE SECRETS - CLOSE RANGE W/ Target Practice and Stampede in a Bronze Brawl
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Featuring Bronze League Summoner and Monsters in Action!
This week's battle mage secrets challenge was a bit challenging for me. It's been a solid 3 days of gameplay and I don't believe I have seen a single close range rule set. I decided to go back through my history, and focused on brawl matches to see if I was lucky enough to get one during my brawls I was fortunate enough to find this instance of close range match, in combination with target practice in stampede. Let's dig in and take a look at how the rule sets, mana, and splinters all play together and play out for my opponent and i.
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CHALLENGE RULES
RULESET: Close Range
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Description: Monsters with ranged attacks are allowed to attack in the first position.
Reasons Why I like it making new all powerful cards Close range is an interesting rule set. It changes all of the ranged attack cards specifically those shooting arrows to attack from the first position. While there are a few monsters out there that have close range as an ability and with this gives it to all of those cards. In my mind it makes aerocards much stronger especially cards that have double strike, or big attack damages that can now be used in first position. It removes the risk of having those cards move to first position and losing their attack during the match.
Below are a couple of my favorite cards to use in matches like this, dry bone raider gets a significant boost if it can do both attacks from first position. If even at a level one, it can do up to six base damage in first position. Much like Runemancer Florre where in first position it can now do a base damage of four or more depending on the summoner boosts. These cards can really start to get pretty powerful.
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The Matchup - Where Rules Sets, Splinters and Mana Collide
The Rule Sets
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Watch the Match Here
MANA: 54
Ruleset: Close Range: Monsters with ranged attacks are allowed to attack in the first position.
Ruleset: Stampede: Trample will be able to retrigger infinitely as long as the trampling monster keeps killing other monsters.
Ruleset: Target Practice: All ranged and magic monsters gain the snipe ability.
SPLINTERS: Water, Life, Death, Dragon
Initial Rule Set and Mana Gameplay Thoughts
The rule sets for this match are in odd mix for me. The close range and target practice play hand in hand and hint towards a mass heavily favored by range attack arrows that have no fear of losing their ability to attack as they move forward. Adding snipe to all of them also means that whatever monster is in first position is likely to stay there longer. The third rule set of stampede throws everything into chaos. This rule said clearly favors melee monsters and especially water if the summoner of Possibilus the Wise is chosen, giving every monster trample.
Having the choice of summoners between water, life, death and dragon just adds to the possibilities. I can see my opponent choosing life to get a boost to all arrow attacks, Dragon to reduce arrow attacks and open up the all powerful Dragon cards, or water trying to split direction and go with trample.
Really high man of the 54 is pushing me towards a trample match, but I am slightly concerned that they will go with a range attack with a lot of double strikes, or Dragon cards that might be harder to hit.
Summoner POSSIBILUS THE WISE I chose to play for the trample on most of my melee monsters. The additional health Plus trampoline reach was just too much for me to ignore. Although I am concerned with getting picked apart.
First Position COEURL LURKER I wanted to use a heavy hitting card that would take away all of the attacks with taunt. While I know it's not likely to last very long in this match, it was worth it to allow my other cards to attack.
Second Position COASTAL SENTRY And obvious choice, anytime that you use this strategy it's almost always in second position.
Third Position DEEPLURKER I swear deep lurker is in 90% of water lineups no matter what the scenario is.
Fourth Position KULU MASTERMIND My other new favorite opportunity card. It's big damage and high-speed makes it very powerful.
Fifth Position DEMENTED SHARK Since I went all in I melee I might as well give everything another boost. Even though it does not attack from here it will eventually when it moves up the line
Sixth Position BAAKJIRA In argument could be made that this should be in fifth position, but I really wanted to put it at the back of the lineup as the target for when Coreurl Lurker was knocked out. Allowing the rest of my melee cards to go mostly untouched.
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Opponent Lineup & Match Play
Summoner CHANSEUS THE GREAT my opponent chose to play life, and with a very nice legendary seminary of their own. Having a summoner that has resurrect, triage, and repair will make it more difficult for my cards to get through if they have armor.
URIEL THE PURIFIER classic tank card, high armor and health with massive damage but not until the second round.
BILA THE RADIANT the card I have not seen for a while, but with life leech it's a pretty solid choice. Only downside is the low health in first range position
ADELANDE BRIGHTWING another favorite part of mine, it also has repair but given the lineup there isn't much armor to actually repair. It might have been a slight oversight
CAPTAIN KATIE I'm guessing they wanted Captain Katie to get loaded up and start knocking out monsters to become that all powerful five or six magic damage by the time of the front
DINVINE HEALER I miss some of these older cards and no longer have, having a healer it could move, now combined with the seminar you have triage and him helping to keep the monsters around
SIVLERSHIELD SHERIF Mr great choice, while it has snipe as a base ability, it has really high health. I would have honestly expected this to be in second position and not last position.
Round 1
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Before the match starts, it's a pretty interesting visual. Neither of us chose to play the close range, mostly because of the high matter I expect as the majority of the cards probably were too low of health to consider using. I'm feeling fairly confident before the match starts but I am concerned with how much magic they have, not to mention healing triage and resurrect.
Has round one starts the one factor that I forgot was the speed differential. Baakjira applied a negative one speed to all of the monsters, but the majority of my monsters for three or four speed of a base level. This means unfortunately for my opponent that I'm going to have most of my attacks in before they ever get in turn. My second attack actually knocks out divine sorceress, triggering my first trample onto silver Shield share while Divine sorceress does get resurrected, this is actually very bad for my opponent as two attacks later for me it's knocked out by deep lurker again, triggering another trample which also knocks out silver Shield sheriff. I've already knocked out two of their cards and burned the resurrect ability before they even had a chance to attack. While they do get their returns to attack, I have enough health to not lose a single card yet.
Round 2
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Round two starts off and it looks pretty good for me, while their tank has been recharged and looking to deal out nine damage, it'll have to wait as all of my monsters are faster. Once again Kulu Mastermind delivers a knockout blow, triggering trample. This sets up a series of knockouts and tramples that are almost a big comical. Next Coastal century does a double attack on the purifier, knocking it out and trampling on to Bila the Radiant. At this point he made are down to two monsters with only two health and my team is yet as untouched. Unfortunately for my opponent I still have one attack left with deep lurker, dealing four damage with trample that knocks both of them out before they even got a turn.
Thoughts - and Chances to Win Again
This was the fastest win for a 54 man of match I think I have ever played. I was actually quite shocked at how quickly it went. Looking back my opponent did choose some monsters that had lower health and were especially susceptible to opportunity cards with trample. This is the risk of using some of those range to attack cards at times, some of my favorite cards such as PELACOR Arbelest just doesn't have enough health in these big man of matches.
I found an interesting that neither of us relied heavily upon the close range rule set, while it does appear that my opponent went heavily with the target practice all snipe rule set thinking they could cut through my back defense.
Looking at the chances below it shows that I am very likely to win again, and I think the waiting game played out will support that even if the tool is not 100% accurate. I think that close range is a great rule set that changes things up, but some of the combinations of three rules that matches will make it a less powerful choice or at least less impactful than it would be on its own.
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Well I know this match included close range, it didn't really highlight close range in a format sense other than to say it needs to be factored in versus the rest of the rule sets, splinters and mana. Relying too heavily on the rule set at times can get you to not focus on putting in the strongest lineup, even if that line up is ignoring the rule set for the change but it gives. While close range can give significant boosts at time, if it is played towards too heavily then it became and become a negative.
~~@senstless
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senstless · 2 years ago
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Splinterlands Monster Highlight Tatiana Blayde
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Featuring Bronze League Summoner and Monsters in Action!
I'm back with another highlight for my bronze League account and this time it happens to be from a brawl and sharing a Gladius card. I wish I got a chance to play more brawl matches so I could really start to hone in on the best lineups when I unlock the Gladius cards I have started to use the new summoners a bit more rent to play, but most of their use has been still in the brawls. This week I am highlighting Tatiana Blayde but I recently got from a Gladius pack and I was able to use for the first time, and it worked out quite effectively.
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Weekly Challenge -Tatiana Blyade
Edition: GLADIUS Rarity: LEGENDARY Element: NEUTRAL Attack: MELEE & ARROWS
Abilities: CLOSE RANGE Abilities" BLOODLUST Health: 5 Speed: 5 Attack: 2 RANGE / 3 MELEE Armor: 0
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Reasons Why I like it There is so much to like with this card. Having a card that has both range attack and melee with the close-up ability so we can do a double attack from the first position is great. It not only unlocks the card in otherwise restrictive game types, but manufacturing that it has five speed with its heavy damage it could be a really powerful card the biggest downside is the fact that it has only five health at one bcx, but hopefully bloodlust can give it a few boosts to where it's not an issue.
These cards can be really powerful in certain rulesets, especially ones where melee's been attacked from any position, if you're able to provide it some boosts from summoners or martyr prior to it moving to the first position.
The Matchup - Where Rules Sets, Splinters and Mana Collide
The Rule Sets
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Watch the Match Here
MANA: 35
Ruleset: Holy Protection: All monsters gain the divine shield ability which reduces the damage of the first attack received to 0.
Ruleset: Going the Distance: Only Monsters with ranged attacks may be used
Ruleset: Aimless: All monsters have scattershot ability.
SPLINTERS: Water, Earth, Dragon
Initial Rule Set and Mana Gameplay Thoughts
RULESETS First things taken with the rule sets, I think they will help to drive much of the game lineup. In fact that we can only use range attacks will severely limit the monsters that can be played. The fact that life is not an option also means that it is going to be a bit tougher. Adding and scatter shot with holy protection for me also means that it's going to be much harder to control your attacks are going and many of the first and second round tax depending on RNG will only be removing the divine shield.
Summoner OBSIDIAN I was originally going to play Dragon splinter to reduce the arrow attack, but I torn between reducing the arrow attack, or boosting a magic attack Runemancer Florre. I went with the magic attack boost since I figured my range tag was already going to be reduced
First Positio FUNGUS FLINGER well it seems like an odd place to go, it does provide a little bit of protection while really it's main job is to provide a martyr boost to Tatiana.
Second Position TATUABA BLAYDE going to hopefully be my work horse in this match. The fact that it will do some range tax in the back row, and has high speed making it likely to go first and potentially be missed. I'm hoping it can secure some knockouts and have a blood loss to start to take over. Being surrounded by cards martyr was also planned to give them some boost all the stats and make it truly a monster with double attack.
Third Position VENARI MARKSRAT put right in the middle between my two most powerful cards trying to give them both a boost and was taken out. I'm hoping scatter shot takes it out sooner rather than later so I can get my boots early
Fourth Position RUNMANCER FLORRE my second big powerful card, this will allow it to tag from first position as well with just magic. I'm hoping to boost it to four when I lose it the Martyr after the boost from the seminar.
Fifth Position GOBLIN DARTLING Just a nice gold foil decent speed range attack really two mana
Sixth Position ACID SHOOTER Another decent two men arranged attack with three speed. I figured it was better to have two single attachments to try to have a monster that had a two damage attack that was likely to get reduced to one.
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Opponent Lineup & Match Play
Summoner SELENIA SKY what a great old legacy card. I have missed my selenious guy from the old days and the boost that it gives.
BEATRIX IRONHAND another powerhouse of a card. I think it will do quite well.
FUNGUS FIEND just like me they're playing some martyr cards to give their most powerful cards boost
XENTIH ARCHER not sure why they wanted Archer next to fungus finger I think I would have chosen to put goblin Tower or gargoyle devil next to them.
GOBLIN TOWER pretty solid Joey's with some blast ability that should make it exceptionally powerful with scatter shot hopefully attacking the middle.
GARGOYA DEVIL you left with only monsters that can attack with arrows, anything with close range is a bonus
TATIANA BLAYDE it looks to me like they're trying to do the same thing I am, except for if they put it at the back of the lineup hoping you'll have blood loss build up before it gets to the front
Round 1
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That's the first round starts I am happier than my car just slightly tired level on some cases, and I really like my two main cards. I think it all depends on how the first scatter shots attack and where the boosts land.
Has the first round plays out I'm the only one to lose a card, but I think most of the monsters on the board lost their holy protection of divine Shield and the second round is where things will start to be a bit more interesting.
Round 2
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When looking at the board before round two starts I'm still feeling fairly confident especially considering I'm expecting my two most powerful cards to both get one to two boosts for the round is over. I do lose fungus finger so Tatiana moves to first after it's boosted. It gets three range attack, for melee, and 6 speed. A few turns later, I then lose muskrat giving my two most powerful cards each boost. This moves Tatiana to an amazing four range attack, five melee, seven speed and seven health. This guarantees it is around starts and I attack first delivering a guaranteed 9 damage. This also means that if I knock a couple of cards out then bloodlust will start to roll in my favor
Round 3
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Ground floor starts and I secure a knockout with each of Tatiana's attacks. This leaves her with an amazing six arrow attack, seven melee, 9 speed and 9 health. It's overwhelming speed should help contribute some Mrs on my opponent. Not to mention that Runemancer Florre also got boosted to four magic damage and three arrow damage with 5-speed meaning it will also attack very early. Well there are no more knockouts than wrong three the board shifted heavily in my favor
Round 4
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Front door starts and I secure another knockout with Tatiana. While it's basically over the stats just continue to amaze me it is 7 range attack, 8 family attack, 10 speed and 10 health. That's delivering 15 damage every turn at this point and it's mind-boggling. While they're Tatiana card gets to move up magic attack of Runemancer Florre those first and that's it out before it didn't get to chance.
Thoughts - and Chances to Win Again
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It looks like I'm very likely to win and I match up, hovering around 92% to 97% I think that my lineup will be very successful in the future. It must depend on some very unlucky RMG and the scattershot taking out my primary attack monsters while leaving my martyr monsters behind. If I never get a chance to build the stats to get the blood loss rolling it could be troublesome
~~@senstless
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senstless · 2 years ago
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Splinterlands BATTLE MAGE SECRETS - Featuring KEEP YOUR DISTANCE
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Featuring Bronze League Summoner and Monsters in Action
I'm excited to see the new battle mage Secrets posts. I think this will give a great opportunity to show a lot of different game theory and style play not to mention some great cards to be used in those rule sets. While I tried for the official post this week of aimless, after 30 to 40 matches I didn't have it come across as a rule set and I gave up.
Instead I chose to feature keep your distance ruleset as I think this is a great example of the game style and options, not to mention another showcase of bronze level cards defeating silver league cards.
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CHALLENGE RULES
RULESET: KEEP YOUR DISTANCE
Description: Monsters with melee attacks may not be used.
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Reasons Why I like it
Keep your distance is a really tough rule set in my opinion. For some reason losing melee cards is much harder to balance out your team than losing either arrows or magic. I feel like half of the cards that I can choose from end up being melee and losing those makes finding a first and second position card much more difficult. Also I think it's very hard to typically counter magic as most of the cards with Boyd as a natural ability or melee monsters.
The Matchup - Where Rules Sets, Splinters and Mana Collide
The Rule Sets
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Watch the Match Here
MANA: 39
Ruleset: Aim True: Melee and ranged attacks will always hit their target.
Ruleset: Keep Your Distance: Monsters with melee attacks may not be used.
SPLINTERS: Water, Earth
Initial Rule Set and Mana Gameplay Thoughts
As usual there are a lot of things to take in to consideration. Every match and optimal lineup is a nice intersection between manna, rulesets, and available splinters in conjunction with your own available cards to play.
MANA I like 39 manual will allow you to set up just about any lineup you could want, although it will clearly not allow you to have too many 10 plus mana legendaries for heavy hitters on your team before it becomes detrimental. Either way it's a nice and balanced number that allows you to be very flexible with your choices RULESETS Having both aim true and keep your distance means that it will probably be a magic and arrow heavy attack, with all of those attacks hitting regardless of flying, speed, and phase. This will level the playing field for some of the slower attackers, but speed was still play a factor and they will go last. SPLINTERS Having only water and earth makes it more difficult as I assume this will be very magic heavy matchup. While both splinters have some excellent attackers it feels like magic will rule the day.
I want to find a way to counter the magic attacks as best as possible well maybe adding a little bit of boost to my armor, and some healing.
Summoner IMMORTALIS Clearly one of my new favorite cards that I bought this week. It's addition of void to all monsters plus shatter really cranks through the defenses of the opponents while protecting it from magic attacks. The minus one health is also great but doesn't play as much of a factor as the void.
First Position CENTAURI MAGE
It's not a traditional front tank card but when you consider its high health Plus it's ability to reflect half damage back to all arrow attackers I think it will be a good addition here. When you add on the void from the summoner it becomes very robust tank that will be difficult to take out.
Second Position FUNGUS FLINGER
But this here to soak up any snipe attacks they may choose to play I think it should help boost the attacks of both my tank and Runemancer.
Third Position RUNEMANCER FLORRE It's almost like it was built for this matchup with both magic and arrows attacking. It's high health can be healed and when you add in the void it makes it almost unbeatable as long I have a tank killer behind it.
Fourth Position GOBLIN PSYCHIC Two magic damage Plus tank heel is always good. While I'm not getting the traditional boost of magic attack here on my team I still think it's well worth it to put the tank kill in.
Fifth Position QUEEN MYCELIA This is another recent edition of this week and I think adding armor to help deflect the first attack on each monster from arrow attacks is going to be needed as I need to find ways to keep my cards in play longer.
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Opponent Lineup & Match Play
Summoner KELYA FRENDUL adding armor and speed to move up the attack order for providing some protection from arrows is always a good play.
DJINN OSHANNUS who doesn't love Djinn Oshannus, speed, void, two magic damage and 10 health it's a beast.
NERISSA TRIDAWN not surprising to see another three magic attack monster in play here, great choice with good health
MAGI OF CHAOS not sure if this was the best play that I would have played or if it would have chosen to throw in something that maybe went away from magic and went more towards arrows. But given the death splinter is not available I guess it's a pretty solid choice
MERDAALI GUARDIAN the healer behind a total of 23 health on three cards is going to make this match take a while
WAVE BROOD having a high health card in the back row is really going to make it troublesome to get rid of Djinn Oshannus before round three or four.
Round 1
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Before the round starts I am feeling pretty happy with my choice of cards and summoner. Seeing the high magic cards plays perfectly into the addition of void to all of my monsters
Has round one plays out both teams delivered a lot of damage, and shatter has turned out to be quite useful as it gets rid of that pesky Shield even on magic attacks. While there were no knockouts both teams suffered some health losses.
Round 2
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I'm happy to see that I'm close to knocking out Wavebrood just around starts while I am still handling most of the attack damage each round with my original tank. From the looks of it I am losing one health per round on Centurin Mage
Round 3
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Round three starts and it looks like I might be starting to win the war against Djinn Oshannus but it's going to be a slow and painful drawn-out war.
Round 4
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With both tanks having void in a majority of the damage being done by magic means that neither team is really making a lot of traction other than the few health points each round. I'm losing one and they are losing two to the tank respectively.
Round 5
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No knockouts nothing exciting around 5:00 at all. Quite pedestrian just typical grinding down the health on both sides.
Round 6
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In round 6 I knock out Djinn Oshannus and the tide tips to my favor. With losing that attack I believe and will now be able to sustain my front tank and no longer lose any health.
Round 7
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I continue to stay at for health throughout the rounds and I just need to finish off the rest of their monsters before I seal off my victory. At this point it's all but locked down
Round 8
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Finalize my picture here and it was good to chop one up especially against cards that were pulled in by a level 4 summoner versus My level one legendary summoner r, the equivalent of a level 2 rare..
Thoughts - and Chances to Win Again
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It looks like my choice on summoner played very well and I am 100% likely to win that match up again. I think the addition of immortalis to my lineup will really give me some options when facing heavily magic favorite lineups and it will allow me to use Earth lineups to beat some higher ranked teams that are choosing to play more traditional magic heavy lineups on Earth and water.
I think keep your distance matches will be a prime time to play immortalis as I can help reduce almagic attacks, and I have a monster that can do some damage back by reflecting back arrows for a while. Either way the next time you have it keep your distance match consider playing immortalis to counter your opponent.
~~@senstless
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senstless · 2 years ago
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Splinterlands Share Your Battle Weekly Challenge SPIRIT HOARDER
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Another Bronze League Deck, Competing and Winning in Silver 1
That was pretty excited to see the weekly challenge this week as I really think that Spirit hoarder is a key card that can be used in many different scenarios to give your team a massive edge. There are not that many cards that have triage and allow you to heal a card outside of the tank position
This week's match was even more important given the rule lineups of equalizer and his but scratches..
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Weekly Challenge -SPIRIT HOARDER
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Edition: CHAOS LEGION Rarity: EPIC Element: NEUTRAL Attack: MAGIC Abilities: TRIAGE Health: 3 Speed: 1 Attack: 1
Reasons Why I like it
I think the biggest key on my spirit order is such a good card is because it has triage allowing you to heal card in the back line that is sustained the most damage. The same healing rules apply and it gets to feel 25% of its health around.
This is especially useful when you have a card that has taunt in your back line that will both attract the attack of the other monsters and can be healed stick around even longer. Having a magic attack is also a big bonus since most healers tend to have a ranged arrow attack. Find that magic attack healers especially powerful especially when. With the Earth splinter to get an additional boost their attack the only draw back really help Target for opportunity cards and can be taken out before provides the benefits you're looking for.
The Matchup
The Rule Sets
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Watch the Match Here
MANA: 49
Ruleset: Equalizer: All monsters start with the same health, based on the highest health in either team.
Ruleset: Tis but Scratches: All Monsters have the Cripple ability.
SPLINTERS: Earth, Life, Death, Dragon
Initial Rule Set and Mana Gameplay Thoughts
First off 49 mana it's quite large and will allow you to play almost in accommodation of cards you want. Well you can't go all 10 plus mana, you do have the ability to add significantly higher man of cards in combination that will allow you flexibility and The heavy hitters that you're looking for. I'm making all the cards equal to the highest health card while also reducing the health for each attack that hits. The one nuance to tiswood scratches is that blast damage attacks do not impact total potential health, just normal Total health minus attacked and. Splash the triage can come along and still give it back to its full original health. What's that time Anna I assume likely be heavy magic.
Summoner OBSIDIAN I chose to go heavy magic, well not exactly a traditional route given the assumed high health I like to guaranteed hit to take off one health from potential given scratches.
First Position UNICORN MUSTANG I wanted to play unicorn mustang because I think it's the best counter I could get in case my opponent chose magic. It has decent speed void and red damage and I know it will get boosted to 13 health which will make it healable for a couple of rounds
Second Position RUNEMANCER FIORRE The biggest beast of a card you can pretty much pick at least found dipping into gladius packs. It's 13 health three magic and two range attack will help to drain down the potential health of most opponents all working them down towards getting knocked down
Third Position REGAL PERTYON Not necessarily traditional powerhouse tech card but given it's boosted health and speed was flying means that has my card start to get taken out this one like proved to be harder to hit from other monsters and allow me to continue to heal it as much as possible
Fourth Position SPIRIT HOARDER Put it here put it in a lineup to allow it to heal as many times as you can anything in the back row. I assume it might get damaged from a scatter shot too but given the high health of the match I assume it will be beneficial to my team in a long way
Fifth Position GOBLIN PSYCHIC I think having matches like equalizer it's best to have as many healers as you can on my team. This helps to keep cards healing and revealing as many times as possible keep the health high to avoid cars getting knocked out
Sixth Position MYCELIC SLIPSPAWN I wanted to play I slipspawn here since it has taunt and I'm hoping to draw some attacks off the unicorn mustang along with the same time getting healed and triage and spirit quarter long enough to stick around till around 2 or 3.
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Opponent Lineup & Match Play
Summoner QUIX THE DEVIOUS honestly this was the least likely route that I anticipated my opponent play. Although it's pretty good because it counters both life and provides access to a powerful Dragon cart which I overlooked.
VOID DRAGON not traditionally a great tankard in high man of matches but when you consider its health will be boosted to at least 13, and it has void, flying, and high speed it's actually a great card to taste a lot of misses from the opponents.
CHAOS DRAGON the big heavy hitters in a dragon lineup for sure chaos dragon has a nice powerful attack and he's a scatter shot to hopefully knock out some cards that I expecting it. Although this is not a match where a single scattershot can take out a key card giving everyone's high health you think it'll be slightly less effective
TIME MAGE pretty solid choice here for a meddling card that allows another reduction of speed which should make my entire lineup attack last.
ADELADE BRIGHTWING Disney monster with those flying and repair. I get the addition to boost of increased health due to the rules which means you should stick around much longer.
PELACOR ARABELIST solid play especially in Pittsburgh scratches play since each attack can reduce primary health by one and it can deliver up to four temporary damage on each turn. I do love pellicore arborist the most when combined with General Sloan but I understand it's placement here
PRISMOLOGIST it's decent attack Plus blast damage and increase health can help provide some rear tank support.
Round 1
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Round one kicks off and all of that negative speed is really slow in the monsters down. There is a significant amount of damage delivered to both teams but given the fact that he's starting health is 13 of all monsters it leaves quite a bit of room especially after all of my monsters are healed by both triage and thank you. Several of them took some rather large reductions in health
Round 2
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Round 2 starts off with a bang for me and I get to knock out Floyd dragon. As the round progresses nothing really changes other than I do finally lose Slipspawn. Good news is unicorn dragon can get healed again and so can goblin psychic who took some splash damage. By the end of the round my team is mostly healed to Max health that's left.
Round 3
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as round three starts I still feel like it made anybody's match. There is a lot of monsters with a lot of health doing a lot of damage and eating away at the underlying Max health. And it's round three progresses I do get another knockout of chaos dragon unfortunately I also lose unicorn mustang. The attack switch from magic to ranged is hurting me a bit more than I thought. As round 3 comes to an end I feel pretty good as my monsters are mostly not to tell her and I'm still doing some pretty good things
Round 4
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Round 4 follows much of the same as the prior rounds, they're heavy range attack is doing lots of damage and with both score a knockout leaving each with three dragons and full health.
Round 5
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Things are pretty even as we eat to Three monsters in each team has some slightly different advantages or disadvantages. For my opponent They're upside is they will do more damage around if everything hits they will do a total of nine damage to the tank plus two splash damage well I am only going to be doing seven damage to the tank with no splash damage the benefit is that I have a tank heel and a triage card left to help heal me up.
Ask around the place out I am starting to love Regal Peryton, it's high speed plus flying has allowed me to get two misses out of three arrow attacks. Key to allow my health to return to its Max by the end of round.
Round 6
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In round 6 my trio continues to dominate. I scored two more misses with regal and it's flying and high speed, while Spirit order and goblin psychic dealt out magic damage while healing both regal and spirit horde back to their full potential. I think this is going to be a long drawn-out match to get it over into final victory just due to their high health.
Round 7
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Found seven starts off much the same but they're down to one attacking monster and it's only a matter of time before I can eat through all their health.
Round 8
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Round 8 I finally finish off Pelacor Arabelist, leaving just one monster I need to eat through.
Round 9
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Round 9 and 10 are just a one-sided attack Battle as it takes me awhile to finally knock them out. Matt wants to talk about her strategy here it was just a one-sided attack until it was over.
Thoughts - and Chances to Win Again
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It's nice to see his number as high as 98% and have your strategy validated. Having some middle damage magic cards that always hit doing damage each round while having both a tank heel and triage card really helped me to keep an upper hand against my opponents. I guess there must be some small chance of me missing if I don't get lucky on the RNG and I don't score as many misses. Overall I think this is a prime example of how powerful the spirit holder can be to protect your attacking cards and back row and keep them healthy for when they move into first position so that they can be healed by your tank heel card. That way they're not showing up as the new tank with only one or two health left from splash damage. If you don't have a spirit order I would highly recommend looking at a new one to your collection.
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senstless · 2 years ago
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Splinterlands Social Media Challenge - Trying out the new Martyr Ability on Fungus Flinger
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Highlighting the new reward cards and abilities in bronze League levels.
I'm excited to showcase some of these new reward cards that were released. Not only are they adding another layer to the gameplay, they're adding new abilities which are significantly impacting traditional lineups. They're giving a lot of wrinkles to both placement and gameplay. I'm just starting to scratch the surface and I'm sure that as time goes on will be many other uses and scenarios that are far more effective than what I'm doing. Either way this is a great showcase of using the new card for beginners.
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Weekly Challenge - FUNGUS FLINGER
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Edition: REWARDS Rarity: COMMON Element: EARTH Attack: RANGED Abilities: MARTYR Health: 3 Speed: 1 Attack: 1
Reasons Why I like it
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It was super excited to use fungus flinger this week since it's both new and it also comes with the new ability martyr. This ability is activated when the monster dies and it gives all surrounding monsters plus one to all stats. Well on the surface this doesn't seem that useful, when you consider it adding a plus one to all stats that includes health, speed, and attack. That can have a significant impact when combined with other abilities and rule sets. I'm really excited to see what boosting some otherwise already powerful cards can do in your lineup.
The biggest drawback is the card is only most useful in my mind once it dies, so you need to ensure that it does quickly.
The Matchup
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MANA: 32
Ruleset: Equal Opportunity: All units gain the opportunity ability which allows them to attack the unit with the lowest health on the enemy team.
Ruleset: Odd Ones Out: Only monsters with odd mana costs may be used.
SPLINTERS: Earth
Initial Rule Set and Mana Gameplay Thoughts
This is a pretty interesting rule set, with only one splinter of Earth available there's not that many variations to both Target and counter. Having 32 mana allows for a relatively robust team without going overboard with high mana ethics and legendary. The harder of the two rules since is clearly out ones out as it limits the cards you can use and makes it harder to maximize your mana. I personally tend to like equal opportunity matches since it opens up possibilities of using double strike, or high-speed cards to win the attacks and knock out the enemy before they get a turn. I think this will tend to be a magic heavy matchup and not many ways to counter it.
Summoner OBSIDIAN Since I'm going with magic it's clear that I'm going to pick obsidian as a seminar. This just gives me the extra boost to all magic monsters
First Position MYCELIC MORPHOID Since it's going to get attacked first anyways, I decided to put it in first position. Also having it with thorns there is just a bonus if the first attacker happens to be melee
Second Position HILL GIANT Well I didn't think I'd find heel Giant in my lineup, having only odd cards available meant that I put it in. It's three mana costs for seven health is great, only downside is it won't initially be targeted like I wanted to be.
Third Position REGAL PERYTON One of the powerful cards I'm hoping to get a boost. High speed to magic decent health and flying means it should be harder to take out unless targeted by magic
Fourth Position FUNGUS FLINGER My second lowest man of card on the board of means it should be taken out quickly and therefore give a boost in attack and speed to both of the surrounding cards.
Fifth Position RUNEMANCER FLORRE One of my favorite cards for Earth the double attack plus speedent health make a great it's great. Once you boost the magic attack up to three from the summer, it really is a heavy hitter. If I can also get that attack up to 4 + 3 range + 5 speed and extra help I think it's really going to be a winner.
Sixth Position DJINN BILIJKA Typically I try to avoid low health cards in opportunity matches but since this has camouflage I'm not worried since it can't be targeted until it's in the first position
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Opponent Lineup & Match Play
Summoner OBSIDIAN you chose a similar approaches I did playing heavy magic.
MYCELIC MORPHOID luckily for me there Mycelic Morphid does not have thorns.
PELACOR MERCENARY it pretty strong choice given it's decent health Plus flying
HILL GIANT another okay play, but considering that these are trained out to be just level one cards it's missing some key stat boosts.
MYCELIC SLIPSPAWN a really nice playing opportunity matches as it will be targeted first regardless of health.
REGAL PERYTON both regal and Djinn are similar options to my lineup and fully expected given the summoner.
DJINN BILJKA pretty standard play, and fully expected.
Round 1
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Looking at lineups I feel pretty good to start with considering that I have higher level cards and they are starting with higher level status begin with. While I do lose my Mycelic Morphid, to start around, I also am lucky enough to lose Fungus Flinger. Just give me the stat boosts to the surrounding cards and it's really impressive. Regal Peryton now has three magic damage with both seven health and speed Plus find. While Runemancer he's boosted to a four magic attack, three range tech, five speed and 14 health. Those two cards are going to deal a significant amount. The only knockout escort this round taking their Mycelic Morphid.
Round 2
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Round two starts off already looking pretty good for me. My boosted stats will help me gain the upper hand. It doesn't take long and I score the first knockout of Slipspawn before quickly moving on to taking out Hill Giant. Intern I lose my Hill Giant and shift forward. But it's around ends we both have three cards but mine are significantly more powerful and healthy.
Round 3
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looking at round three before it starts I'm pretty sure I'll win. help, I fully anticipate getting a few misses as well as a few knockouts. The round plays out much like I anticipate and I get missed while delivering high damage and scoring one knockout. It's clear I'll get the rest in the next round
Round 4
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Before it starts and it's just a matter of processing through the transactions before making history. Speed plus damage is a killer and adding a martyr card to my lineup gave me a booster to both
Thoughts - and Chances to Win Again
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This was a great lineup for me and I think that it's likely to win again even against cards of the same level. I think that was enough to give me a significant advantage and boost me into the realm of dealing seven magic plus three range as a base for Just 2 monstera.
~~@senstless
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