Splinterlands Battle Mage Secrets - Keep The Distance ... If You Can!

Greetings ++Splinterlands++ Summoners! The classic weekly battle challenge retired to make way for the Battle Mage Secrets series, making it more entertaining. This new set-up adds a focus on dynamic strategies, as players will be able to choose from a greater selection of more diverse units to bring into battle.

Let's enjoy the Keep the Distance ruleset, where all melee monsters can't be used. The focus should be on creating a good synergy between ranged, casters and support monsters.

This battle-rule will make Battle Mage work harder for victory. What to consider? Pumping up magic and ranged damage, or reducing the enemies damage. Abilities like Phase, Void, Void Armor and Magic Reflect will counter magic attacks, while Headwinds and Return Fire will counter ranged attacks.

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I embraced the challenge and the battle-rule popped up twice in the 38 battles I played. I am sharing both with you... a Death v Death Anti-Magic duel and a Water v Water mirrored line-up fatigue generated draw !

**Keep The Distance ... But Death Still Comes! **Not only Keep the Distance was active during this battle, but also Back to Basics! No melee monsters and no abilities for the ranged/caster or support cards. I had to focus on low cost cards, due to the 22 mana cap, preferably ones without abilities.

Thaddius Brood: -1 Spell Damage & -1 Health

Chaos Agent: Decoy

Revealer: Caster

Venari Bonesmith: Caster

Life Sapper: Caster

Soul Strangler: Ranged

Weirding Warrior: Ranged

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I went for Thaddius Brood to reduced both the health and the spell power of the enemy, and the enemy had the same idea. I wanted to make sure I have both ranged and castes in my team, as you can't counter both.

The decoy Chaos Agent was the first to fall, then the Revealer shortly followed! My turn to make the damage was next, and the Riftwing demise was done! The opponent's Life Sapper was sent to his grave, and it was looking like an even battle!

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Bonesmith against Bonesmith would have been more interesting if they could life leech, but were back to basics. Both went down in a flash, and a lonely Dhampir Stalker was the only obstacle left. See the full battle here!

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**The sea will claim us all! **I think draws are still very rare, and always entertaining. I remember a draw that was awarded without any round played, when we both had the same summoner and just Djinn Oshannus, and this battle is somehow similar! For this draw we had to similar Water Splinter, with Kelya as a summoner, Djinn Oshannus as a tank, and a healer behind for support.

Kelya Frendul: +1 Speed & +1 Armor

Djinn Oshannus: Caster with Void

Ice Pixies: Caster with Flying

Crustacean King: Support with Healing

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My opponent and I shared a common idea, with a similar set-up and tactics, with Oshannus as wild card anti-magic tank. The Merdaali Guardian was the healer choice and Igor Darkspear as a 2 mana filling card. Igor has more health than my Ice Pixies but this wasn't an issue on the long run.

Was a long ... booooring battle! Oshannus with reduced damage on Oshannus, my pixies with no damage at all, and then a heal that brings both Djinns at maximal health... this was how the stuff happened in the first 20 rounds. Fatigue kicked in at the start of the 21st round, and the Ice Pixies were the first to face demise.

Took another three rounds to bring it close to the finally, and the Djinns were panicking in front of the imminent death! The battle ended undecided in the 24th round, after a 4 damage fatigue cleared the floor! See the full battle here!

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you need one non-attack tank with shield and magic resistence.

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