Death Magic ⚔ Splinterlands
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Desde que a regra Wands Out foi lançada no Splinterlands eu tive muitas partidas com essa regra e sempre adoro quando ela vem pois possuo muitas cartas de Dano Mágico boas distribuidas entre os vários elementos do jogo. Ter a certeza sobre o tipo de dano que o oponente utilizará lhe permite elaborar estratégias para tentar minar suas forças ao máximo e é isso que eu sempre tento fazer ao combater nessa regra.
Vamos analisar essa partida como exemplo. O adversário optou por uma composição focada no Alric Stormbringer e uma junção de cartas capazes de tankar, causar dano e com habilidades de suporte como o Silence e o Ressurect . Já a minha composição tinha o objetivo de controlar completamente o time inimigo e para isso eu escolhi a Mimosa Nightshade para distribuir a habilidade Void para todas as minhas cartas pois com a regra Up to Eleven também em jogo estava mais do que óbvio que o oponente escolheria cartas com Magic Reflect e a Mimosa conseguiria garantir a maior sobrevivência das minhas cartas tanto para o dano refletido quanto para o dano das cartas inimigas.
A escolha do Tank principal foi a Prismatic Energy para fazer bom uso do dano refletido amplificado, já os suportes vieram para completar o time com todas as habilidades necessárias. A junção do Phantom Soldier e o Death Elemental iriam garantir que a maioria das cartas do oponente seriam incapazes de causar dano, já o Venari Bonesmith e o Doctor Blight conseguiriam aplicar Poison nos oponentes (isso possibilitaria que meu time causasse dano mesmo se o oponente escolhesse nerfar todo o meu ataque com múltiplos Silence's ). Neste momento a partida já estava ganha pois o oponente havia ficado quase sem nenhuma reação, as únicas cartas dele capazes de causar dano eram a Nerissa Tridawn e a Prismatic Energy com o Magic Reflect que aos poucos iria matar o Death Elemental.
Mas o campo já estava totalmente controlado e bastou apenas aguardar as rodadas se passarem para que o meu time pudesse vencer o jogo perdendo apenas uma carta ao longo da batalha. Regras de batalha tão limitantes como a Wands Out permitem que você elabore estratégias extremamente acertivas e não tenha medo de apostar tudo em composições de controle, afinal o maior problema dessas estratégias é que caso você falhe em prever o tipo de ataque do oponente sua composição poderá ser inútil, mas com regras tão bem definidas como essa você pode avançar sem medo e controlar todo o time inimigo com suas cartas!
Esse é o meu estilo de jogo favorito e sempre fico feliz ao vencer partidas como essa, mas nem sempre é fácil elaborar estratégias assim e você acaba assumindo vários riscos ao fazê-lo, por isso é tão importante entender em quais situações é mais favorável optar por esse estilo de composição!
Muito obrigado a todos que leram até aqui, espero que tenham gostado. Se vocês curtirem meus conteúdos, peço que deixem o seu voto na postagem e sigam o meu perfil para poderem acompanhar as futuras postagens.
Since the Wands Out rule was released in Splinterlands I have had many matches with this rule and always love when it comes as I have many good Magic Damage cards distributed among the various elements of the game. Being certain about damage type your opponent will use allows you to strategize to try and undermine their forces as much as possible and that is what I always try to do when fighting on this rule.
Let's look at this match as an example. The opponent opted for a composition focused on Alric Stormbringer and a junction of cards capable of tank, damage and with support abilities like Silence and Ressurect . My composition had the objective of completely controlling the enemy team and for this I chose the Mimosa Nightshade to distribute the ability Void to all my cards because with the rule Up to Eleven also in play it was more than obvious that the opponent would choose cards with Magic Reflect and the Mimosa would be able to guarantee the greatest survival of my cards for both reflected damage and damage from enemy cards.
The main Tank's choice was the Prismatic Energy to make good use of the amplified reflected damage, while the supports came to complete the team with all the necessary abilities. The combination of the Phantom Soldier and the Death Elemental would guarantee that most of the opponent's cards would be incapable of causing damage, while the Venari Bonesmith and the Doctor Blight would apply Poison on the opponents (this would enable my team to cause damage even if the opponent chose to nerf my entire attack with multiple Silence's ). At this point the match was already won as the opponent had become almost unresponsive, his only cards capable of causing damage were Nerissa Tridawn and Prismatic Energy with Magic Reflect which would slowly kill the Death Elemental.
But the field was already fully controlled and it was only necessary to wait for the rounds to pass so that my team could win the game by losing only one card during the battle. Battle Rules as limiting as the Wands Out allow you to elaborate extremely accurate strategies and not be afraid to bet everything on control compositions, after all, the biggest problem of these strategies is that if you fail to predict the opponent's type of attack your composition may be useless, but with rules as well defined as this one you can advance without fear and control the whole enemy team with your cards!
This is my favorite play style and I'm always happy to win matches like this, but it's not always easy to strategize like this and you end up taking several risks when doing so, that's why it's so important to understand in which situations it's more favorable to opt for this comp style!
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People swear by death magic on this game but I have to say it's one of my worst in trying to master I hear it's pretty hard but worth the learn for sure!
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I haven't played Death for many months, but after renting a lot of cards and experimenting, I've come to really like the gameplay style of this element.
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Cara, vou te falar que não sou fã dessa regra, principalmente quando vem junto com a Little League, mal tenho cartas pra usar com essa limitação de mana, o pior é que sempre vem o pior deck. Mas a história muda quando o Mana Cap é alto, curto usar o deck de vida nessa regra, a Iziar com o Hoarder é uma boa combinação. Na maioria das vezes que consigo usar esse combo é só sucesso, mas algumas não tem nem como.
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Regras limitantes como essa são 8 80, ou a pessoa está bem equipada com muitas cartas que se enquadrem na regra ou ela vai simplesmente perder a partida sem conseguir reagir. A que mais me atrapalha nesse sentido é a Going the Distance (não lembro se é essa mesmo kkkk) que permite utilizar apenas cartas Rangeds
É esse 8 80 que me quebra, qualquer outra regra que não limite a dano mágico tá valendo, apesar de achar um saco a regra Little League.
Cara, pra mim, a Going to Distance é a melhor, adoro meter o combo de full Debuff no dano ranged com a Contessa ou Quix, e aquela Queen of Crows. O ícone era esse mesmo hauhauah, mas mudou.