Melee Mayhem
Description:
Melee units can attack from any position.
Prime use case for melee units with Bloodlust.
Abilities take precedence where targeting is concerned.
If you have melee monsters in the back-line with Sneak or Opportunity, those abilities take precedence. Select a summoner that increases melee attack or a summoner that reduces melee attack of enemies + a tank with Shield. Thorns, Inspire, Blast, Retaliate help in this ruleset.
The Battle Ruleset

Holy Protection: All Monsters have the Divine Shield ability.
Heavy Hitters: All Monsters have the Knock Out ability.
This is a middle mana ruleset game and only three color is available to play, that are the Water, Fire and Death Splinters. The Melee Mayhem ruleset is a very good one, because it enables all the melee attack monsters to attack from any position, so finally I will be able to pick any monster that I like or want and use them as damage dealer for this battle.
The Holy Protection gives one full layer of defense to all the monsters on the battlefield, because they will be able to block one attack completely, so it is important to use that strategicaly by removing multiple Divine Shield at once for example with the Blast ability.
The Heavy Hitters ruleset only works when there is a monster with the Stun ability and he or she succesfully manages to trigger that on his target.
My Team Composition
Alric Stormbringer is my all time favorite summoner, because he cost only 3 mana and he gives plus one magic attack to all of his monsters and on top of that the Water monsters are one of the best in the whole game especially if you want to use magic attack monsters.
The Venari Marksrat has a very special ability, which came recently into the game and that is the Martyr ability. This abilit means that if he dies it will increase the stats of the monsters next to him, so it is important to position him well.
The Djinn Oshannus is one of the best Water monster, because he works as tank and a damage dealer as well.
He is very good in this battle, because he has a lot of speed and the Void ability, which will make him very resilient against any magic attack monsters, while Alric will also boost his magic damage by one.
The River Hellondale is an excellent support monster, because he has the Inspire ability, which will increase the melee attack damage to her friendly monsters and also has the Resurrect ability, which means that she will revive the first monster who will die in the battle with one health.
The Ruler of the Seas is the absolut damage dealer for all my games using Alric, because he has one of the best ability in the game, which is the Blast. He cost only 6 mana and he has three magic attack damage, which will be increased by Alric further to four. The Blast ability means that he will damage the other two monsters as well next to his target.
On his level 2 he will receive the Swiftness ability, which means that he will increase the speed of all of his monsters by one to make them dodge more against the enemy melee and ranged monsters and to attack quicker in every round.
The Riverboat Captain is an amazing monster especially if you have the golden foil version of him. He has the Affliction ability, which will remove the heal ability from his target and the Blast will deal a lot of damage to the next monster after his target.
The Phantom of the Abyss is a very good guardian at the end of my backline to protect it from Sneak attack monsters. He has a lot of magic damage and a lot of abilities to boost his evade, which is paired with his high speed, so as long as my opponent is bringing melee and ranged attack monsters he is quite good.
The Demoralize will reduce the melee attack of the enemy monsters, so it is worth rent or buy him on level 2.
The Battle
Link to my battle: https://splinterlands.com/?p=battle&id=sl_74dab617f273fab40aa9b349c04f23c5
My opponent brought the Fire Splinter with Plado who gives +1 melee and speed to his monsters and he will reduce the health of mines by one. Both of our teams were pretty strong, but I hope my magic monsters will be able to blow them out of the water.
In the firs tround my opponent killed my Marksrat, which was my idea, so he could increase the stats of my Djinn Oshannus. He got resurrected back as well to activate his ability again and he eve ngot his Divine Shield back to block to powerful attacks. Magnor became super strong, because of his Enrage ability, but my magic attack team killed him quickly, before he could attack in the second round.
His off tank and Spirit Miner also died in the second round and I have lost my Oshannus. In the third round my team killed another melee attack monster and they even killed their Disintegrator, because my team easily ignored his armor.
Only their Minotaur left in their team and I have lost my Hellondale against it, but luckily I still ahd 3 monster in my disposal and managed to get rid of him.
Do you like Melee Mayhem? Why or why not?
I like this ruleset a lot, because it is much easier to setup a team and make use of the melee attack monsters.