
Featuring Bronze League Summoner and Monsters in Action!
I'm back to feature another battle mage secret featuring the super sneak rule set. This is the rule set where every melee monster obtains the sneak ability. It can really supercharge your team's attack and focus all the monsters attacking onto a single point. This helps blow through defenses and start a chain reaction, unfortunately the same goes for your team and you are much more vulnerable than otherwise you would be.
CHALLENGE RULES
RULESET: Super Sneak
Description: All melee units gain the Sneak ability.
Reasons Why I like it
It allows you to play melee cards that you would otherwise not be able to attack from the back line with. It increases their functionality and allows for some unique and deadly combinations. Since it's likely but not given that most teams will feature and focus on melee, it is typical to also incorporate thorns and demoralize or inspire into your lineups. This will help increase / decrease the attack effectiveness while at the same time delivering some payback for each one of those melee attacks.
For hire mana matches, those monsters that have double attack or a duel of tax with a range and a melee really become useful as they can deliver the maximum damage for round.
The Matchup - Where Rules Sets, Splinters and Mana Collide
The Rule Sets

Watch the Match Here
https://splinterlands.com?p=battle&id=sl_6191e7da71c7defccc632f61655efb33&ref=senstless
MANA: 31
Ruleset: Super Sneak: All Melee monsters gain the sneak ability.
SPLINTERS: Fire, Water, Earth, Death
Initial Rule Set and Mana Gameplay Thoughts
Rulesets
The rule sets are fairly straightforward in my mind. Losing the dragon splinter is a slight loss is you can no longer play Djinn Chwala. There are some other powerful options, you can play death and thorns, life with Mylor, Plus thorns, or you can go water with speed armor and inspire, or fire with the additional melee and possibly piercing or bloodlust.Mana
A solid Middle ground of available mana. 31 is plenty to get a relatively strong team out on the field while at the same time limiting those high amount of monsters and not allowing an absolute slug fest of legendary 10 plus man of monstersSplinters
I think each splinter here has a valid approach. I think you can make a compelling team with all four of them although death would probably be my least favorite. I think using water, fire, and Earth are all equally productive, depending on what type of match and style you want to play or counter.
Summoner ETERNAL BRUNE
I am starting to love etern as it allows me access to Gladius cards as well as removing to armor. While not giving a really boost, we're moving armor is sometimes betterFirst Position GRUM FLAMEBLADE
I decided to play a bloodlust heavy lineup. Hoping to secure some knockouts and really build up my stats as well as repair my armor each time.Second Position FINA VOXOM
In for penny, in for a pound. It's always a tough choice which one of the Gladius cards to pick, but I wanted the speed and blood loss versus armor and bloodbust with no speed.
- Third Position DISINTEGRATOR
If they're going to play melee, I want to be less effective against me and to take a melee damage away
- Fourth Position SCORCH FIEND
At this point I effectively ran out and wanted to put as many cards between me and my three useful cards as possible - Fifth Position RADIATED SCORCHER
Another bad card, although I wanted to give it a small chance to be able to attack given that it does have shatter and it might come in useful - Sixth Position CHAOS AGENT
Hoping to get lucky with Dodge on the rear as their monsters hopefully Target it

Opponent Lineup & Match Play
- Summoner MYLOR
the no-brainer play. This allows each one of their monsters to have thorns and do tremendous damage - FUNGUS FLINGER
Not bad putting it first, it has Thorn damage now and is going to provide a martyr boost to unicorn mustang - UNICORN MUSTANG
Not a bad choice, it's speed even before boosted is high. It also has void to help negate a heavy magic lineup. - QUEEN MYCELIA
Typically a great play, the addition of armor to a mylar team can really be devastating. Luckily for me my summoner will eliminate the addition and take us back to neutral - GOBLIN PSYCHIC
Healing a boosted unicorn mustang is a smart idea and a solid play - GOBLIN THEIF
Not sure if I would have picked goblin thief to play here as every melee monster would already have sneak. It's lower health versus other options means it's going to get eliminated quicker - VENARI MARKSCRAT
Another Marta card will do nothing but boost my opponent will also delivering Thorn damage to me
Round 1

This is going to be a fast and bloody round one. Unlike other matches that don't really have much change this one will see significant turnover. As the round starts I am quickly the first to get the first knocks out as Fina Markscrat and while it takes two Thorn damage it also triggers a blood loss to add one health back as well as adding one to both its melee and speed as the round continues to play out, I lose Chaos agent, radiated scorcher, and scorch fiend. This brings me down to only three monsters. At the end of the round grum flame blade does secure a knockout of fungus finger. While this delivers to Thorn damage, Chrome then triggers bloodlust and adds once that back to all areas as well as martyr triggering a stat boost to unicorn mustang.
Round 2

The start of round 2 looks much different than that of round one. The board's much more empty, but a couple of my monsters have been boosted. The good news for me is the start of round 2 Fina once again goes first and secures and knocks out of goblin thief. While it delivers to more Thorn damage, blood loss halves that and adds more stats. Luckily for me grum manages a hit on a faster unicorn mustang, and everything else plays out as expected. My health is getting low on multiple monsters but I'm making great progress.
Round 3

My speed is really being a difference here, as once again Fina scores it's third knockout and while taking two more Thorn damage it adds one back to health plus one to melee and speed. It's now seven speed with a 6 melee damage. It's around plays out the thorn damage delivered to grum becomes too much as it is knocked out by Queen mycelia.
Round 4

The start of round four doesn't look great but at the same time I guess it does. My speed and damage is enough to knock out unicorn mustang. Triggering yet another bloodlust adding back one health and some attack and speed. I am then able to secure the final victory blow by disintegrator knocking out Queen Mycelia.
Thoughts -
Without bloodlust I'm not sure I would be able to have won this match. I was also able to get a couple of hits where I was a 20 or 30% chance to miss, and that could be the game. Without doing five damage from grum to a faster unicorn mustang, I could have easily been knocked out without enough health to overcome the thorns. Overall Mylor was probably the best summoner to use, and it just would have been better if they had a stronger rear tank.