Battle Mage Secrets: Lost Magic - Wizards and Magicians Sit Out
Prelude
Hello everybody, how is it going? It's time for more Battle Mage Secrets. Last week's sharing was on a ruleset that restricted us from using Legendary cards. This week the ruleset is yet another commonly encountered restriction ruleset.
The ruleset of the challenge this week is: Lost Magic
Ruleset Spotlight
Lost Magic
Magic units may not be used in battle.
Units with 2 types of attack (which include magic) cannot be used. (I.e no Quora)
Abilities/Cards that get shutdown with this rule set
Restriction is simple, no magic which means anything that carries a purple cloud (magic attack) cannot be used. No more armour ignoring attacks with this ruleset.
What thrives with this ruleset?
No magic will mean we go back to our various attack type protocols and general protection methodology.
Melee
Offensive front there is Inspire to boost your own melee attack for added advantage.
Defensive front will have quite a number of good abilities to consider. Thorns and Retaliate will be good in terms of the porcupine mechanism to return damage to opponent. Next will Demoralize to reduce the melee attack.
Range
Nothing boost range attack damage, but if need be, Close Range will be a good addition to enable range attackers to be able to still attack at position 1. Defensive wise, Headwinds to reduce opponent range attack and Return Fire for the porcupine mechanism.
General
Extra protection in the form of Protect that gives 2 armour and Shield to reduce both melee/range attack by 1. Next will be Dodge ability itself and also the Flying ability which enhances dodging. Swiftness/Slow can also be considered to further boost speed which translate to better dodging or slowing opponent down to reduce their dodging capabilities.
In non-magic combat environment, armour is important, so Repair to replenish destroyed armour is good too, so the contrary of Shatter to take out opponent's armour becomes equally viable. Healing (Heal, Tank Heal, Triage) is also a good addition to improve survivability.
Stats wise, all of them are important. High health, high speed and high armour is important in this ruleset.
With these in mind, let's start to talk about the battle proper.
The Battle
Link: https://splinterlands.com?p=battle&id=sm_jptLw9iKr6C3cKmiJOXZ&ref=vaynard86
Rules
Lost Magic, Fury, Briar Patch
Mana Limit: 42
Splinter | Mana Cost | Position | Reason |
---|---|---|---|
Thaddius Brood | 4 | Summoner | Death Summoner that reduces opponent health |
Harklaw | 8 | 1st | Good tank with armour and shield |
Riftwing | 4 | 2nd | Flying and scavenge |
Ravenhood Warden | 4 | 3rd | Gives protection to the team |
Whistling Damon | 3 | 4th | Fast range with snipe |
Lira the Dark | 7 | 5th | Opportunistic fast range attacker with snare to net those flying |
Raa | 12 | 6th | Double attack with flying and scattershot |
Total Mana: | 42 |
Opponent Lineup
- Summoner - General Sloan
- Position 1 - Imperial Knight
- Position 2 - Drybone Barbarian
- Position 3 - Gargoya Devil
- Position 4 - Pelacor Arbalest
- Position 5 - Portal Spinner
- Position 6 - Venari Marksrat
Prediction before pressing rumble
2 very different lineup chosen. My opponent wanted to take advantage of the range boost for Life Splinter while I put together a lineup filled with range attacker with good abilities to find victory.
Battle Synopsis
Round 1, Plenty of exchanges this round with Lira striking first and taking out the biggest damage dealer Pelacor Arbalest.
Round 2, Lira struck first again taking out Marksrat giving martyr to Portal Spinner, Whistling Damon also took out Gargoya Devil to grow in blood lust. Imperial Knight also feel to the hands of Raa.
Round 3, Drybone Barbarian hit on Harklaw in enraged mode but only to be killed by thorns while Harklaw just took a scratch. Portal Spinner was taken out by the range squad. And we are done for the match with all opponent cards fallen. Victory secured.
Post Battle Summary
This is faster than what I expected. But all in all a very good win, the fast speed really helped me take out opponents before they hit me.
Did my strategy work? Without a single magic attacker, I manage to pull off a win with my range attackers with no casualty where Harklaw did an awesome job with the shield ability while Lira was deadly, taking out cards early together with Whistling Damon and Raa supporting. The additional armour given by Ravenhood Warden help sustained the team from opponent's range attack.
What's the Battle Mage Secret?
For me, whom loved to use magic lineup, it can be quite sickening when not being able to use them. However, I do have a good arsenal off range attackers with very good abilities and always ready to come onboard to showcase their worth.
In this, the secret I will share is the Protect Yourself and Take Out Opponent Fast strategy. Ravenhood Warden, Harklaw and Riftwing are there to absorb damage, while the other 3 cards are the punishers, Lira, Raa and Whistling Damon. With an equal balance in protection and striking, this will help to secure victory against your opponent. Pick the abilities wise and ensure you can hit early while having your lineup protected.
Wrap Up
I hope you guys enjoyed reading my sharing on the rule set Lost Magic. I would really appreciate it if you liked and/or commented to let me know what are you thoughts.
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Till my next battle sharing, take care, stay safe and happy battling!
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