One of the greatest satisfactions you can have is to place a certain alignment and when you see the battle that you have to discover that you managed to get the right alignment right and so if your opponent placed a melee alignment, your alignment is anti-melee, and so on. If your opponent places a magic alignment, you can place an anti-magic alignment.
A summoner that is usually lethal against magical alignments is OWSTER ROTWELL.
This card grants all cards the MAGIC REFLECTION ability that returns half the damage the enemy deals rounded up.
This would make a magical alignment against this summoner very likely to be defeated, however like everything in life that is not a guarantee of victory and even with that summoner against, if the right cards are not placed you can still win with an alignment magic
MY BATTLE
https://splinterlands.com/?p=battle&id=sl_2fa13aa4d6ffca60bc77b04fe1f79810
BATTLE CONDITIONS
Among the battle conditions that we can use we have the EVENS STEVENS battle condition, which only allows the use of cards with an even mana cost.
We have the BORN AGAIN battle condition, which allows all cards to revive at least once. If cards with a shield are used, although they revive with vision 1, they revive with the full shield, so they can still defend themselves more from a card attack with a melee or ranged attack.
We also have that we can use a maximum of 41 mana and all possible alignments except the green one.
My Team
ALRIC STORMBRINGER
This summoner is essential to achieve victory in a magical alignment since it increases the magical attack by +1, thus allowing me to eliminate my opponent faster, however, in case the opponent's cards have magical reflection this will also mean that my cards will receive even more damage.
It's also level 3, which allows me to summon higher level cards with interesting abilities
DJINN OSHANNUS
This card is a great tank, its 11 life makes it difficult to knock down, its 5 speed means that this card has the possibility of dodging melee or ranged attacks and being one of the first to attack.
The VOID abilities that reduce the damage by half of the magical attack it receives, allow this card to resist alignments with magic and also allow that if the enemy has the MAGIC REFLECTION ability, it will not return as much damage. In addition, being the level 3 summoner, this card activates the PHASE ability, which allows it to dodge magical attacks, so this card can dodge melee and ranged attacks due to its speed and also magical attacks, making it a tough card. of kill.
In addition to having a great magic attack of 2 that with the summoner makes 3 attack, helping to eliminate my opponent faster.
ANASTH SOOTHSAYER
This card will further increase the survival of my tank by regenerating it every turn, increasing its survival even more, which makes it an essential card for victory and one of the cards that should always be in my lineup.
Additionally, your CLEANSE ability will allow you to eliminate any negative effects you wish to place on my tank.
RIVERBOAT CAPTAIN
This card, with its BLAST ability, damages the nearby card or the one that is attacking, which helps eliminate my opponent faster. However, this card has a magic attack of 2, which with the summoner becomes 3, in addition to this card, damage will be returned with the MAGIC REFLECTION ability of its attack and BLAST damage. This will make it the first card removed without my enemy attacking it directly.
MAGI OF CHAOS
This card has 5 health, which gives it some resistance and has 2 magic damage. This card with these statistics will contribute to doing the most damage possible to my opponent before dying, thus contributing its grain of sand to the victory.
RIVER NYMPH
This card doesn't have much life but it will also provide some damage and its CLEANSE ability will monitor and eliminate any negative effect that my opponent wants to put on my tank.
SEA GENIE
This card has the flight ability which will help you avoid possible melee or ranged attacks from cards with the SNEAK ability.
It has life, allowing this card to resist some attacks and its magic attack of 2 will help eliminate my opponent faster.
DEVELOPMENT OF THE BATTLE
RONDA 1 and 2
In this first turn I manage to attack my enemy with 4 of my cards and it is the MAGI OF CHAOS that manages to eliminate his CURSED WINDEKU once he revives again and my RIVERBOAT CAPTAIN eliminates him a second and definitive time, dealing him 2 magical damage to his WILL-O-WISP, but my RIVERBOAT CAPTAIN receives 3 damage in total from the two attacks and as WILL-O-WISP, he reduced his ban by -1, he is eliminated once but revives.
Finally my SEA GENIE attacks his WILL-O-WISP and it finally remains at 5 life.
My enemy attacks with all his cards and only his RAVENHOOD WARDEN misses his attack, but since my ANASTH SOOTHSAYER regenerates him and his CLEANSE ability makes the -1 life that the WILL-O-WISP gave him, this is finally 6 life.
In round 2 my DJINN OSHANNUS and ANASTH SOOTHSAYER attack and eliminate his WILL-O-WISP once and it is my RIVER NYMPH that manages to eliminate his WILL-O-WISP by increasing all my cards in +1 life when eliminated since he took -1 life from them as his ability.
The rest of my cards attack his SKOK DUSKBLIGHT but my RIVERBOAT CAPTAIN when attacking him damages him and his RIFTWING and leaves him at 9 life but when his SKOK DUSKBLIGHT dies it remains at 10 for the moment, finally my SEA GENIE eliminates one last and definitive time to his SKOK DUSKBLIGHT, leaving his RIFTWING at 11 life.
All my enemy's cards attack my DJINN OSHANNUS but his SKOK DUSKBLIGHT and his WILL-O-WISP do not hit their attack and due to the regeneration that my ANASTH SOOTHSAYER does to My tank has 6 life left.
RONDA 3 and 4
My DJINN OSHANNUS eliminates his SKOK DUSKBLIGHT from my enemy.
Then he attacks his RIFTWING with the rest of my cards and leaves him at 4 life since as they are eliminated by the MAGIC REFLECTION ability, my MAGI OF CHAOS and my SEA GENIE are eliminated but they are revived and these raise him life to his RIFTWING and that is why he remains at 4 life.
My enemy attacks with his three remaining cards to my DJINN OSHANNUS and leaves him at 7 life since he is regenerated.
In the fourth round my DJINN OSHANNUS and my ANESTH SOOTHSAYER manage to eliminate his RIFTWING, he revives and is finally eliminated by my RIVER NYMPH, but due to the damage of MAGIC REFLECTION he is eliminated and revives again.
Then my MAGI OF CHAOS and my SEA GENIE eliminate his RAVENHOOD WARDEN but both of them are also eliminated by the damage of MAGIC REFLECTION.
My enemy attacks but only hits his RIFTWING attack and his USUT fails to hit his attack.
RONDA 5 and 6
In this round 5 I manage to hit all the attacks on my enemy and leave his USUT at 2 life but he eliminates my RIVER NYMPH with the MAGIC REFLECTION skill and causes his BLOODLUST skill to increase all his statistics, leaving him at 3 life.
My enemy hits the attack with USUT and leaves him at 7 life.
Already on turn 6 my DJINN OSHANNUS manages to eliminate his USUT but it revives and then my ANASTH SOOTHSAYER manages to finish eliminating his USUT and it is eliminated but it is revived so I manage to end up with 2 cards.
LAST CONCLUSIONS
In this battle, seeing a first glance it could be assumed that my enemy would manage to eliminate me easily by having an ANTI-MAGIC summoner, however the key to my survival was my DJINN OSHANNUS tank that with its VOID ability, PHASE and its great speed of 5 allowed me to dodge attacks and reduce my enemies' magic damage.
In addition, being regenerated by my ANASTH SOOTHSAYER, this gave him more resistance and prevented him from being eliminated and in addition, the CLEANSE ability managed to remove negative effects from my opponent, which made his survival easier.
My other cards managed to be eliminated by my enemy's cards, which although they were being hidden by the MAGIC REFLECTION attack, nevertheless they did their job before dying, so they contributed to the objective of victory.