Battle Mages Secrets : No Places for Summoners

in Splinterlands3 months ago

Hello everyone, This is @cantfoldaces participating in the Weekly Battle Mage Secrets Challenge, in the best #play2earn game out there!! #Splinterlands!!

Hive still down, SPS still down and we hope that both these coins can at least recover from their last price clash, please at least go back to 1 cent lol. But there is no reason to stop playing and participating in these weekly challenges

Silent Summoners

  • Summoners do not give any buffs/debuffs or grant/use abilities.
  • Better use the lowest cost summoner to free the most Mana !

This Week's ruleset is the unique Ruleset that banishes Summoners buffs from the game, leaving only Monsters in the battlefield to decide the winner.

Of course it would be a no brainer, if possible, to introduce the Dragon Summoner since it provides the benefit of playing a couple of Elements including the Dragons themselves.

Without further ado, let's get rolling!

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  • High Mana Cap 44 Mana
  • Life & Death available
  • Silent summoners & Keep your Distance

With the limited choice of Elements, I have decided to go as follow:

Summoner

Ability: +1 Ranged Damage

This summoner is used to summon my life team into action, it's ability won't be used in the battle but the life element has a decent mixture of Ranged and Magic Damage Monsters with great support!

Tank

Ability: Taunt + Void

Here is our Tank with a beefy health bar and a great counter to the Magic damage thanks to Void that halvens the magic damage received besides the support that would be further discussed below.

2nd Position

Ability: Slow + Rust

A Great Support card that its damage shall not be neglected at all! Slow would give the ever needed speed advantage that make or break a game in addition to rust that not only can nullify the Protect or extra armor effect from the Enemy but also leaves the way for my archers to deal direct damage !

3rd Position

Ability : Tank Heal + Dispel

The 2nd Support Card that joins the Roster. Adding to the already decent 3 Ranged Damage, the Dispel removes any positive effect on the Enemy Tank making it more vulnerable to the upcoming damage spam.
Tank Heal would keep the Iziar alive as long as possible, that massive 12 Health Points would lead to a +4 Heal per Turn !

4th Position

Ability: Switfness + Strenghten

A Fan Favorite in Diamond+ games, as adding another speed manipulator, this time by buffing the friendly units Speed by +1 would boost our chances for the win! Straghten is an extra bonus for out somehow squishy team.

5th Position

Ability: Double Strike + Flying

Insane Raw Damage, sadly no Sloan buffto 4 Ranged Damage besides the Double Strike Ability but still nets 6 Damage per turn!
The Flying should not be neglected at it gives a higher hit chance against enemies flying monsters! (aka USUT, Pelacor Conjurer etc...)

6th Position

Ability: Scattershot + Piercing

Another fast monster with a rather interesting kit: Scattershot can hit any unit in the backline regardless the existance of a Taunt. Moreover, Piercing will cut through any armor if it wasn't removed by the Time Mage's Rust ability.

Here's the Link to The Battle

Pre Round 1

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Enemy came up with a pretty decent team as well but slightly underlevelled so let's see how the battle unfolds

Round 1

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  • Usut on the tank position couldn't resist the Ranged barrage as Iziar took the First Blood
  • Iziar still holding on strong after receiving all the team's damage, unfortunately, it got poisonned by the Venari. Tank heal is needed asap!

Round 2

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  • Iziar couldn't hold on for long as it got sniped by Liza The Dark!
  • Djinn Muirat was next on the slay list by the Supply Runner archery
  • Magi Necrosi got defeated by the Arbalest first strike and the second did serious damage to the Venari

Round 3

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  • Lira the Dark scores its second kill on the Time Mage, reducing our speed advantage and losing the rust ability
  • Right next, Gem Meteor fires a Piercing shot that takes away the Venari's Armor's and health !
  • following next with both Supply runner and Pelacor Arbalest to defeat the Protector of the Team, leaving a lonely Lire the Dark on the field

The end

It took a couple of shots from my team to take down the Lira and Clinch the victory for a juicy 1.69 SPS & +20 Trophies

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Here's the Link to The Battle

After Battle Commentary

  • That was a pretty decent battle, I would say it can be closer if the opponent came out with a max level death deck that can prove diffuclt for my team to get over.
  • adding a secondary tank OR a secondary healer would greatly enhance my teams strengh!

Thank you for reading till now and Good luck Have Fun on your Splinterlands Battles!

Make sure to take part in the Weekly battle Mage Secret here

Wanna take part in these exciting Splinterlands battles: Join me here

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Thanks for sharing! - @yonilkar