The flight ability is an interesting ability that allows us to increase the possibility of dodging the attacks of many cards with ranged or melee attacks, thus having more survival for our cards.
But if we add to that the battle rule, where 2 damage is dealt to all cards without ice, this further increases the benefit of using as many cards with flight as possible.
COMBAT RULES
RULESET: Earthquake
All non-flying units take 2 physical damage at the end of every turn.
Snared units are considered non-flying. Since the damage given is physical, it can be reduced to 1 if the unit has the shield ability.
This well-used battle rule can help you win, as was the case in a combat explained earlier in this article.
https://ecency.com/hive-13323/@alfrin/battle-mage-secrets-ruleset-counterspell
There, as you can see, is the Earthquake battle rule, essential to take victory. We can also see another extended example in this article
My Battle
https://splinterlands.com/?p=battle&id=sl_812d02320f580063466ac4a38bdf3272
BATTLE CONDITIONS
Among the battle rules we have, in addition to EARTHQUAKE, it limits the cards we can use by not allowing the use of neutral cards, although we can still make an interesting alignment.
Another battle rule is that all cards gain the Opportunity ability, so taking this battle rule into account, we should not put cards with a very low life level so that they resist enemy hits as much as possible and thus have enough cards left. to wreak havoc on the enemy's lineup
Furthermore we cannot use black and green alignments and we have a limit of 44 mana which is more than enough to make our preferred alignment
My Team
ALRIC STORMBRINGER
This summoner will be fundamental in the equation that will give us which resolution will give us a victory.
In addition to the fact that it is level 3 which activates several abilities or makes our monsters have some strengthened statistics, we have to increase the magic attack by +1, which will allow me to eliminate my enemy faster.
DJINN OSHANNUS
This will be my main tank because of its high health of 11 and with its VOID and PHASE ability it protects itself well from them. magical attacks, in addition to his great speed would allow him to dodge attacks from distance or melee.
It also has a great attack of 2 that the summoner would raise to 3.
NERISSA TRIDAWN
This card is a very good tank due to its great life of 10, although it does not have any special ability, however it has a great attack of 3 that the invictor raises to 4, so this card will be a great attack ally, fearsome for my opponent
ANASTH SOOTHSAYER
cards is essential to increase the survival of my tank by regenerating it almost at the beginning of each turn. It also eliminates any negative effect that they put on it, so if they put AFFLICTION on it to prevent it from regenerating, as it removes the effect and then regenerates it, the only way to prevent it from regenerating is by eliminating this monster
VENARI WAVESMITH
This card will help me protect my entire lineup from EARTHQUAKE damage for one turn, thus allowing me to eliminate several cards from my enemy before they succumb to EARTHQUAKE damage.
CAPTAIN'S GHOST
This card has a great life of 7 which would do it and also the AFFLICTION ability will allow me to restrict my enemy's regeneration abilities.
It also has a great magical attack of 2 that with the +1 of the invicator will make this card have a great contribution to the attack
SEA GENIE
This card has flight, so you won't be hurt by what could be the last card standing. It also has an attack of 2 which, with the +1 that the summoner gives it, makes this card contribute a lot to the total damage power of my lineup
DEVELOPMENT OF THE BATTLE
RONDA 1
On this turn my DJINN OSHANNUS attacks his DRYBONE BARBARIAN, but this causes it to increase its speed to 3 and its attack to 88 although it remains at 7 life.
My ANASTH SOOTHSAYER manages to eliminate his PELACOR ARBALEST before it attacks.
NERISSA TRIDAWN manages to eliminate STITCH LEECH before he attacks as well.
Then CAPTAIN'S GHOST and VENARI WAVESMITH attack and manage to eliminate MERIPUT MAGICIAN but this one does manage to attack.
Then, my SEA GENIE attacks his TIME MEDDLER and leaves him at 3 health.
SEA GENIE, CAPTAIN'S GHOST and VENARI WAVESMITH
My enemy attacks my VENARI WAVESMITH with his MERIPUT MAGICIAN and his TIME MEDDLER and leaves him at 1 life.
his CAPTAIN KATIE attacks my NERISSA TRIDAWN and leaves him at 7 life
Your DRYBONE BARBARIAN attacks my DJINN OSHANNUS and takes away his shield
RONDA 2 and 3
The turn begins with earthquake damage and my alignment is protected by the +2 shield that my VENARI WAVESMITH gave it.
DJINN OSHANNUS attacks DRYBONE BARBARIAN and leaves him at 7 health, but he increases his attack to 8 and his speed by 3.
NERISSA TRIDAWN and ANASTH SOOTHSAYER attack and eliminate TIME MEDDLER
SEA GENIE, CAPTAIN'S GHOST and VENARI WAVESMITH attack and eliminate CAPTAIN KATIE.
My enemy attacks with his DRYBONE BARBARIAN and does 8 damage and since he had regenerated, they leave him at 3 health.
CAPTAIN KATIE attacks my NERISSA TRIDAWN and leaves her at 4 life.
On turn 3 the earthquake damage begins and my VENARI WAVESMITH dies.
I manage to attack my enemy before he attacks and eliminate his last card.
FINAL ANALYSIS
In this battle the key was my VENARI WAVESMITH giving my entire lineup a +2 shield which protected them from earthquake damage.
Also, the other factor was the magical attack that jumped the shield, the other element is that my cards had a lot of life, in addition to the fact that my SEA GENIE, having FLIGHT, did not receive damage from the EARTHQUAKE battle rule.