Introduction
This week battle mage secret it is Lost Magic. I like to play magic eventough I notice that the last months/year my play style more shifted towards Melee. Still i think magic is very strong so the lack to play magic attack monsters is an petty. But still many other options are available.
Ruleset
No magic units may be selected.
Note: that units with double attack which one of them is magic are not allowed.
So bye bye
Official ruleset information from splinterlands: List-of-In-Game-Rulesets
Abilities Synergies / Strategies
Thonrs/Demoralize/Shield - because there is an higher chance on melee units these abilities will benefit and have higher chance to succes with torns to do return damage and with demoralize -1 melee damage for you oppoenent also shield will reduce the damage.
Return fire/Headwinds/Shield - similar as the melee play also ranged attack has an higher chance to be selected. These will do return damage and reduce ranged damage from ranged attack units.
Check you opponents preferred line up and check if you want to play counter melee or ranged.
Repair/Protect - these ability gains usefulness because normally magic will go trough the armor now there are only melee and range these will hit armor first.
Flying/Dodge/Backfire/Retaliate - These abilities benefit because magic normally does not trigger these abilities. Magic ignore dodge/flying miss calculation only applies to melee and ranged. And backfire only trigger with mis an normally magic does not miss. Retaliate only triggers with melee attackers
Avoid
Void/Void Armor/Magic reflect - all are to counter magic and are now not necessary
Example battle
Strategy
High mana battle no magic units allowed, melee units can attack from all posistions.
All units will have equal health. Many choices because of the available splinters i will choose the life splinter. I often choose life when there is an high mana cap battle
Rulesets
Equalizer:
All units will have the same health based on the highest health monster on the battlefield.
Modifiers like strengthen and are applied after determination of the health ,so you could use this as advantage.
Lost Magic:
Rule set of this week. No magic units are allowed.
Melee Mayhem:
All melee units may attack from all positions.
The Lineup
Summoner
Card | Reason |
---|---|
![]() | The Extra health could give me an edge over my opponent and speed is always important. In this battle where there are no magic units the extra armor needs to attack first, so also important. Normally magic can go around the armor. |
Monsters Lineup
#1 | #2 | #3 | #4 | #5 | #6 |
---|---|---|---|---|---|
![]() | ![]() | ![]() | ![]() | ![]() | ![]() |
Uriel the Purifier (lvl 3)
High health unit, be aware this will also give all other unit including the enemy units this high health.
Healing is often very important in battles with equalizer rule set.
Corsair Bosun (lvl 5)
Heavy attacker that can attack from the second position. I could have placed in any other position but still in the second position for the reflection shield.
Drybone Raider (lvl 2 GF)
Double strike in range and melee will do many damage every turn.
Venari Crystalsmith (lvl 6)
Second healer as mention when all units have high health healer can optimal heal the units.
Pelacor Arbalest (lvl 6)
Double strike again to quicken the diminishing health.
Xenith Monk (lvl 6)
Third healer in this case an self heal in the back when sneak units are used it can heal itself.
The Battle
Reference
Link to the battle:
Link to battle
Rounds
Start :
Wow what a nice setup of my opponent. He has done exactly what i described above. -3 melee, -2 range and that against Harklaw with shield many units of mine will do not damage.
I find myself very lucky that I just (last week) have upgraded my Corsair Bosun so it gained cleanse else I would have definitely lost this battle now i stand a chance.
Round 1:
Not looking good, seems my opponent strategy is working. Nice to see even when I do 0 damage with Drybone Raider it has shattered his armor. Hope my Uriel the Purifier can be healed enough to keep it for another round.
Round 2:
Just 6 out of 12 damage Uriel the Purifier tough getting trough Harklaw. When Harklaw is killed it will snowball imo. My Uriel the Purifier is almost dead, need to heal first again.
Round 3:
2 very important misses else my Uriel the Purifier would have been dead an it would have been game over imo.
Round 4:
Harklaw is dead, at least now al my units will some damage. Now is slowly rolling.
Round 5:
Range units are getting close to the front will it be enough to tip the battle towards my side.
Round 6:
Nothing really happened in this round. Both are standing that undead rex is hitting hard and it is only an level 1
Round 7:
My Drybone Raider is holding up for another round.
Round 8:
yeah i think i got this battle even when my Venari Crystalsmith get in the front the Pelacor Arbalest and Xenith Monk will do enough damage.
Round 9:
I missed the headwinds of Riftwing now my Pelacor Arbalest still only does 1 damage.
Round 10:
Nice to see the scavenger of his Riftwing has collected 20 health. The battle is over Riftwing only does damage with backfire that would not be enough.
Round 11/12/13/14:
Still took 4 rounds to kill the Riftwing. 5-6 misses so the Riftwing did some damage 🤣
Conclusion
Very nice to see my own strategy used against me. This time because of the equalizer rule set I deviated from it to go for an more healing approach. It demonstrate how the strategy can work and how not to stick only to one strategy. So if there is an rule set into play I just do this, keep an open mind
Previous ruleset strategy posts
The series continues, below you will find references to the other ruleset strategies / analysis posts.
That's all for this week hope you enjoyed reading this ruleset strategy/analysis. See you all on the battlefield.
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