Splinterlands Battle Mage Secrets _Counterspell Ruleset
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For some unavoidably good situation, I have been away from hive activity recently. I know most of my followers might have missed me and I want to use this opportunity to announce to you all that the wait was not in vain. Congratulations to my family, It's a boy. You know what that means, don't you? The experience will be a story for another day, for now, let's do some game analysis.
This week presents us another opportunity to learn something new in the splinterlands battlefield gaming. For the theme of this week, we will be looking at the ruleset "Counter-spell", what it does, and ways to approach it to be successful in battling with it. Do not get lost at any point. Start from the very beginning. Visit the spl community for the announcement of the weekly battle mage secrets or click here for this week's post
Ruleset: Counterspell
In the counterspell ruleset, all monsters on the battlefield gain the magic reflect ability. This magic reflect makes it difficult for magic monsters when used in this ruleset. This is because when a magic monster attacks another monster with the magic reflect ability, it reflects a portion of the damage to the attacking monster. Nevertheless, magic monsters with the void ability might be able to cope in such a situation. Although magic may be disadvantaged, it doesn't mean that magic monsters cannot win a battle under this ruleset. Most times, it all depends on the kind of monster used and their arrangement.
Strategic Selection and Arrangement of Team
The team selection was based on the element available and the monsters seen to be best for the job were selected. The first consideration was the choice of a summoner. It is worth noting that the mana cap is large enough to accommodate some of the best monsters available.
POSSIBILUS THE WISE
The triple stat summoner "Possibilus The Wise (PTW)" appeared to be the best choice for the intended game strategy. With PTW, the monsters got an additional two health to theirs, a trampled ability, and also a reach ability. The Trampled ability is kind of the most crucial in this selection. With it, the melee monsters get to move on to the next monster on the opponent's team when their target is eliminated.
BAAKJIRA
The level at which this monster was summoned from, it has void and slow ability. While the void makes it more difficult for the enemy's magic monsters, the slow reduces the speed of the entire enemy's team. This monster also has a good number of health which is why it could serve as a defense monster. On default, this monster doesn't have and damage of its own but with the presence of weapons training ability directly close to it, it gained the melee weapon of the Kulu monster.
KULU MASTERMIND
Kulu at its summoned level has the weapon training and the opportunity ability. Firstly, with the weapon training ability, the non fighting monsters around it gains it melee weapon and can then engage in the battling. The opportunity ability this monster has is very reliable at eliminating the weakest link on the enemy's team which will process to attack the next monster at the enemy's team if its target is eliminated at the point of attack.
NOA THE JUST
Noa The Just came in to the battlefield with the rust ability. This ability is used to take down two armor each from the enemy's line up. This monster doesn't have a weapon of its own which means it will gain the weapon of any weapon training monster around it and Kulu & Daarg respectively
DAARG DEADBLAST
Dual ability monster Daarg Deadblast equipped Noa the Just with its two magic weapon. With its swiftness ability, the entire friendly teammate gained an increased speed added to theirs
URAEUS
This monster is a melee sneak monster. While others attack from the front, it took its own attack from behind. The fact that it's melee means that once it's at the right position, it can utilize the reach ability and can also trampled on to the next enemy monster in the case its target got eliminated.
HARDY STONEFISH
With the backline positioning of this monster, it means it won't be able to attack until it gets to at least the second position from the front but at that position, it can help slow down enemy monsters that attacks from behind.
The Battle
Battle Details | |
---|---|
Ruleset | Counterspell |
Mana Cap | 37 |
Available Elements | Fire, Water, Life, & Dragon |
Battling Elements | Water Vs Water |
Thank will be all for this week. Thanks for reading and do join me next week for another edition of the Battle Mage Secrets
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Thanks for sharing! - @alokkumar121