Battle Mage Secrets Weekly Challenge with Holy Protection

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Holy Protection

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Description:

All units gain the Divine Shield ability which reduces the damage of the first attack received to 0.

Divine Shield will be re-applied when a unit is Resurrected.

Blast damage will remove divine shield.

Monsters that normally have this ability do not get it twice. The trick to win in this ruleset is to fill all 6 slots of your line up and use monsters with Blast and Double Strike. Use a monster or summoner that has Resurrect to use this ruleset at its maximum potential.

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The Battle Ruleset

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Broken Arrows: Ranged attack Monsters may not be used in battles.
Holy Protection: All Monsters have the Divine Shield ability.
Rise of the Commons: Only Common and Rare Monsters may be used in battles..


This is a middle mana ruleset game and almost every color is available to play, except the Water and Life Splinters. The 45 mana is a comfortable mana cap to pick whatever my strategy wishes, so only the ruleset will make the decision more difficult.

The Broken Arrows ruleset will remove all the ranged attack monsters from the battle, so only the magic and melee attack monster will be available to play.

The Holy Protection will give the Divine Shield ability to all of the mosnters on the battlefield and they will be able to block one attack.

The Rise of the Commons ruleset only allows the Common and Rare monsters to be used, so no Epics and Legendaries will be allowed in the battle.

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My Team Composition


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Yodin Zaku cost seven mana as a Summoner and he gives one ranged attack and health to all of his friendly monsters, which is always very powerful.

He gives the Blast ability to all of his monsters, which will makes them to damage the adjacent monsters of their target, which will indirectly cause a lot of extra damage against the enemy team.


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The Prismatic Energy will be my tank for this game, because he has the Magic Reflect ability and high health, so if my opponent would choose to use more magic attack monsters he will reflect some of their damage back to them.


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The Ferox Defender is a good second tank in this game, because he has the Protect ability, which means that he will give two armor to all of his friendly monsters as long as he is alive. He also has the Repair ability to restore some of the lost armor on his monsters once per round.

He also has quite good health and armors as well in order to preotect his backline.


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The Sand Worm is a tricky monster, because he has the Sneak ability and has a huge a amount of damage, which means that he will target the last monster of the enemy team and hopefully killing it with his damage.


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The Serpentine Spy is always attacks where it is needed, because he has the Opportunity ability, which means that he will attack the lowest health monster in every round. He has high speed and damage, but his weakness will be his low health.


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The Goblin Shaman is a low cost magic attack monster, but even that he is able to deal twice the amount of magic damage thanks to the Blast ability from Yodin.



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As long as my opponent is not going to bring any Sneak attack monsters my Djinn Apprentice will be a huge asset for my team, because he has three magic attack damage and the Blast damage will increase that even more.


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The Battle


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Link to my battle: https://splinterlands.com/?p=battle&id=sl_f2c5c6fa57ce431051cdaea53d260956

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My opponent choosed the Death Splinter with Thaddius who removes one health and magic attack from my monsters.

The first few attacks just removed some Divine Shield from each other monsters, but the Blast damage turned out to be amazing to remove the Divine Shield from the mosnters of the target as well, which resulted a nice kill from the enemy lineup. His Sand Worm died in this indirect damage when my Sand Worm attacked the last monster from the enemy team.

My opponent used a Taunt monster at the back of his lineup, so all of my monster were attacking him and all of their indirect damage were damaging the monsters next to him.

Thanks to our Blast damage three of the enemy monsters died and only two remained at his side.

The enemy monsters were quite slow, so my team attacked first and in the third round they killed their last two monster without losing any of ours. 😀

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Do you like Holy Protection? Why or why not?

I like this ruleset, but all the monsters will get this ability, so it is important to try to take advantage of some abilities like the Blast or reflect abilities to remove it as a free action. 😉

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