Splinterlands Battle Mage Secrets - Healed Out? Hammer Time!

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1 year ago

Greetings Splinterlands Summoners! The classic weekly battle challenge retired to make way for the Battle Mage Secrets series, making it more entertaining. This new set-up adds a focus on dynamic strategies, as players will be able to choose from a greater selection of more diverse units to bring into battle.

Let's enjoy the Healed Out ruleset, where all healing abilities are removed. This will also affect the summoners, therefore no Heal, Tank Heal or Triage will work in the battle.

The focus should be on using cards that will deduce, or avoid damage! May the gods of random be ever in my favor! May your healers learn to heal again!

I am heading towards my third year of playing Splinterlands, and fighting in brawls upgraded my deck to new heights. The overall power of my deck skyrocketed, as the Gladiator cards can also be used outside the brawls.

My personal best is Silver III, which I manage to reach in most seasons. However, a higher level will automatically give better rewards, more experience and more chests! This is my goal for the rest of the year... reach Silver II for the first time

The Gladiator cards are more powerful then normal cards, but there are SoulBound.  This cards can be played only in brawls, and can't be traded, delegated, rented, or sold.

Integrating Gladiator cards into battle is not easy, and not cheap! The summoners with the Conscript ability are expensive to use, costing 6 mana, while waiting for the "Are you not entertained?" battle rule can be a hard job.

The special set let battle mages use an additional Gladiator card, and this card can make the difference between glory and defeat!

Are you not entertained by really big hammers? This asked for hulking warriors and big weapons! With 45 mana cap and two battlerules that encouraged gladiator carnage... I had to go for it!

Healed Out will amplify the use of an extra gladiator card, as all healing abilities are removed! Sharpen your blades and get ready for big hits!

Helios Matriarch: +1 Speed and +1 Gladiator card

Gorth: Melee with Bloodlust

Chimney Wallstop: Melee with Reach and Bloodlust

Ant Miners: Melee with Scavenger

Serpentine Spy: Melee with Opportunity

Djinn Inferni: Caster with Giant Killer

Sand Worm: Melee with Sneak

I had five out of six monsters that were able to hit the enemies from round one, and the Ant Miners that will have a role in the endgame!

The opponent choose a team with a focus on magic, and pointlessly added the Goblin Psychic into the battle. There were plenty of other unit to spend six mana, as the healing ability will be removed.

All the heavy hitters targeted the Mycelic Slipspawn, due to the Taunt ability, while Gorth and Chimney Wallstop had a duel with the Unicorn Mustang

Stop! Hammer time! Go with the flow! Gorth is the largest gladiator in the Moxian arena, and his massive hammer does the "talking"!

According to the Splinterlands lore, the mighty Chimney likes to smoke pipeweed like a ... chimney! The fire inside him is his thirst for adventure, and in recent years it has been smoldering rather than raging. Hammer Time again ... as his weapon is a large hammer handcrafted by his mentor, the kobold blacksmith Hugo Steppor. On one end is a blunt head for smashing, and on the other is a golden spearhead for goring.

Bloodlust! The Mycelic Slipspawn was the first to fall, then the Unicorn Mustang was taken down by Chimney! Bloodlust and boosted stats for the guy! He had to quickly replace Gorth as a tank, and handled the situation with style!

The time to flex muscles has come, and Chimney Wallstop had big muscles! He took on another beast, and added another victim to his list.

The Goblin Psychic couldn't handle the heat! Djinn Inferni one-shooted the green guy with a big fireball, and made it clear who's the top caster!

Chimney Wallstop can't stop swinging that big hammer! He ended the battle with 8 melee damage and five speed! Was game over before the third round concluded, as the Sand Worm had the last bite!

Let's talk about the Ant Miners, as this monster had an important role in the battle dynamics. It had to grow bigger and be able to tank if needed, protecting the heavy hitters with lower health. Even if it wasn't planned like that... it protected the others from the Blast damage dealt by the Goblin Tower!

The Gladiator cards made the difference or the way I set-up the team? Hard question and maybe it's a 50%/50% merit. Gorth didn't do great but Chimney stood up and was the MVP of the battle!

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