Pros & Cons
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1. The ruleset ensure 100% hit chance on every attack (including melee, ranged, and ever magic attack against cards possessing Phase). | 1. This ruleset will render useless Flying, Dodge, Blind, Backfire, and Phase ability. |
2. Speed have lessen importance, as it will only effect the act order, and no longer effect evasion and/or accuracy. |
WATCH BATTLE
So here we have the battle experience with Aim True as the ruleset.
https://splinterlands.com/?p=battle&id=sl_28f678079ae8bf9ba72a9c5f7614de6a

The battle has 24 mana cap, with Aim True ruleset, and Splinter limited to Water, Life, and Dragon. For my formation, I used:
Position | Card Name | Level | Mana | Health | Armor | Speed | Damage Type | Damage |
---|---|---|---|---|---|---|---|---|
Summoner | General Sloan | 2 | 4 | - | - | - | - | - |
1st Row | Blinding Reflector | 3 | 3 | 5 | 3 | 2 | Melee | 1 |
2nd Row | Time Mage | 2 | 4 | 3 | - | 5 | Magic | 1 |
3rd Row | Trutspeaker | 1 | 3 | 1 | - | 2 | None | - |
4th Row | Venari Crystalsmith | 2 | 4 | 4 | - | 3 | Ranged | 1 |
5th Row | Pelacor Arbalest | 2 | 6 | 3 | - | 2 | Ranged | 2 |
6th Row | - | - | - | - | - | - | - | - |
My opponent formation:
Position | Card Name | Level | Mana | Health | Armor | Speed | Damage Type | Damage |
---|---|---|---|---|---|---|---|---|
Summoner | Kelya Frendul | 1 | 4 | - | - | - | - | - |
1st Row | Cruel Sethropod | 1 | 3 | 4 | 3 | 1 | Melee | 1 |
2nd Row | Tide Biter | 1 | 3 | 4 | - | 4 | Melee | 1 |
3rd Row | Merdaali Guardian | 1 | 3 | 3 | - | 2 | None | - |
4th Row | River Nymph | 1 | 4 | 3 | - | 2 | Magic | 1 |
5th Row | Merdhampir | 1 | 4 | 4 | - | 2 | Ranged | 1 |
6th Row | Angelic Mandarin | 1 | 3 | 5 | - | 2 | Ranged | 1 |
Having deployed level 2 summoner, my formation gained advantage from several cards with higher levels. Rather than forced to spread thinly low mana cards to fill the entire position of the formation, I choose to use only 4 low mana cards, and spend the remaining mana on a single mid mana card. Pelacor Arbalest will be the main artillery standing by on the last row. Having only 1 speed (2 speed once reaching level 2), Pelacor Arbalest main weakness is its accuracy. Fortunately in Aim True ruleset, this is no longer a concern.
To mitigate any Sneak attack, I choose to deploy Truthspeaker to utilize Protect ability. Time Mage is my regular card on medium mana cap, since its Slow ability is important to improving chances for earlier strike. Speed have effect on 3 aspect, which is accuracy, evasion, and act order. Although accuracy is no longer a concern in Aim True ruleset, the act order are still important to quickly dismantle opponent Striker
cards.
Meanwhile the opponent have been using Kelya Frendul which bring dual benefit, armor buff and speed buff. Although their brought full fledged formation, their striking output are less than my formation. Merdaali Guardian and its Heal ability are less effective than Venari Crystalsmith, which able to deal 2 damage (thanks to buff effect) while still doing Heal.
The Round 1 started, with my formation launched full barraged upon Cruel Sethropod which ended with Pelacor Arbalest score the kill. Meanwhile from the other side, my opponent's minor firepower managed to scrap the armor and only scratch the health of Blinding Reflector.
The battle continues to Round 2. With the help from Venari Crystalsmith Time Mage, Pelacor Arbalest score another kill against Tide Biter. Blinding Reflector gain health from Heal, and back to its max health.
Round 3 started with Merdaali Guardian unlucky to be fill the front-row. Venari Crystalsmith act swiftly to end Merdaali Guardian for good, and cast Heal just in time to mend Blinding Reflector back to max health. The tide start to favor me with Pelacor Arbalest score another kill against River Nymph.
And once we entered Round 4, there's no chances left for my opponent to fight back with only Angelic Mandarin as its firepower. And so I come out vitoriously.
BONUS BATTLE
Here's another bonus battle in Aim True ruleset. https://splinterlands.com?p=battle&id=sl_bbf739032e6e65ff2c92b218c1f5e5b3&ref=kid.miniatures

The battle has 32 mana cap, with Aim True ruleset, and Splinter limited to only Death.
CONCLUSION
Evasion always been a deciding aspect in any battle. There're some battle where speed discrepancies are very high (especially for non-attack cards, take for example Serpent Of Eld with 4 speed and Dodge ability), causing almost opponent to miss half of their attack. The total miss could almost delay the act by 1 or 2 round, and its very crucial considering battle normally run form 4 up to 5 round at most. And even more fatal if card which use Recharge ability missed its attack.
In Aim True ruleset speed discrepancies, Flying, and Dodge are no longer a concern. This could expedite the run of the battle with each and every attack lands on their target. But even though speed become less important, its still important to launch blitz attack and act in earlier order.
This battle doesn't show the major effect of Aim True ruleset, as both formation have almost equal average speed. But the earlier order have open opportunity for my formation to score a kill before any Heal being applied.