Splinterlands Battle Mage Secrets - Silenced But Still Loud

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3 months 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 Silenced Summoners battle-rule, where the summoners do not give any buffs/debuffs or grant any abilities. This is a though one! What tactic to approach? The main advice is to use your lowest cost and highest level summoner within this ruleset.

However... this can't be silenced! The news is spreading like wildfire across Praetoria! The Order of the Scale, the enigmatic organization that runs the Arena Games, is releasing a brand new set of reward cards to accompany the Rebellion set!

Are you primed and ready to make waves in the Splinterlands world? The new cards brought new abilities that will shake the gameplay! The Rebellion's reward card expansion will be the same size as Chaos Legion's: 12 common cards, 12 rare cards, 7 epic cards, and 12 Legendary cards!

The new 43 cards are quite bad-ass, and some come with four new abilities sure to shake up the meta. Are you ready for Mimic, Corrupted Healing, Execute and Wingbreak?

  • Mimic: At the beginning of round 2 and each following round, gain a random ability from the enemy team. 25% chance to gain a random ability from an attacker when hit. Dispel removes one mimicked ability in the order they were gained. Debilitations, Targeting abilities, Ambush, Weapons Training, Flank, Reach, Charge, and Taunt cannot be mimicked.

  • Corrupted Healing: Each round, restore 1/3 of max health to allied units, rounded down. Each time a unit is healed, its max health is reduced by 1.

  • Execute: If the target has 2 or less health after a successful attack, perform another attack against the same unit.

  • Wingbreak: Always targets enemy units with Flying first regardless of abilities or rulesets. +2 damage if the target has Flying.

With the Rebellion reward cards, they are introducing Debilitations, which damage or inflict negative status effects on allies instead of enemies. Cards with Debilitations generally have higher stats for their mana cost; you'll have decide if the drawback is worth the extra punch they pack.

  • Incendiary: Reapplies Burning at the beginning of each round. Burning has a 33% chance to spread to adjacent units at the beginning of each round, then all Burning units lose 2 health. Burning can be cleansed.

  • Electrified: Deals 1 damage to all allied units at the beginning of each round.

  • Weary: Each round, Weary units have a 10% chance to become Exhausted. This chance increases by 10% every round, up to a maximum of 80%. Exhausted units skip their turn and cannot Retaliate.

The Rebellion reward cards are an exciting new expansion that introduces whole new levels of strategy and depths of lore to the Splinterlands. We can't wait to get my hands on them. The artwork is beautiful and the lore builds on the core set and Conflicts. LFG! 

I am only a casual player so all I had at the start of the season was 10,000 Glint to spend on the new cards! I started with 4 major chests, which have 33% chance for a reward card, 30.99% chance for potions and 26% chance for Merits! Lucky or not? Then I bought 5 Legendary potions and 5 Alchemy potions to boost my chances for golden foil and legendary drops! Simplified the task by getting 5 rare draws, and hoped for the best! 

I got two Kha'zi Conjurer cards in the first chest, then four common Luchheim Demons, followed by two batches of Merits! The Kha'zi Conjurers are providing help for their tribe, hunting not with sharpened steel or arrows, but with phoenixes summoned from the elemental plane of fire. 

I told you I was looking forward to get the Drybone Megalodon and use it as my new crazy tank! My wish summoned this hungry beast, along Commander Slade, Razorhund and the Ujurak Brave! I am shouting it and I can't be silenced...  GAME ON! 

The Silenced Summoners battle rule is bad ... but are you ready for the most boring battle you ever seen in the Splinterlands? I have nothing to share ... as this duo made the duel more bland than a slice of white bread!

Nothing for me! Nothing for you! Nothing for the fans! Silenced Summoners was doubled by Back to Basics, with all monsters losing their abilities! No herb and spices tonight, as bad as going to McDonalds to eat a salad. This is that football match that ended 0-0 with no shot on target!

Fortunately, someone must win the battle and my strategy was to create a team that can deal damage from the first round! It's time to cast some spells and amplify the drama with djinn magic! 

Bortus: Silenced

Nerissa Tridown: Caster

Djinn Oshannus: Caster back to basics

I chose Bortus with a reason! It was my cheaper water summoner and will save one mana. My opponent chose Tarsa pointlessly, and burned one mana for an enhanced summoner that cannot buff.  The Chaos Agent was set as a decoy, to delay one attack, then a mix of casters, melee and ranged monsters... set in a random order that made no sense.

I gone rouge, with only two big HP casters that used all my mana. The battle started with carnage, and the Chaos Agent fulfilled his mission. I started the battle with a kill and then wondered why set an ranged in the second position? Probably another decoy before the "true" tank. The Xenith Monk replaced the fallen comrade, while the Djinn Apprentice and the Goblin Fireballer damaged Nerissa.

Was time to unleash the magic and settle the battle! Magic filled the air and death came for most! Nerissa had fallen, but Djinn Oshannus will punish the enemies! The mighty djinn took upon three opponents with a high dose of confidence, and avoided two attacks. He eliminated the opponents one by one, until the endgame.

The apprentice challenged the master, but he wasn't ready! The novice djinn tried to outmatch the Oshannus but he had neither power or knowledge! Game over! I didn't want to dissapoint my fans with such a dull fight so I keet  battling until I've got silenced again! 

This battle was probably as bad as the previous one, as Silenced Summoner was made even worst by Broken Arrows. No buffs from the summoners and now the ranged monsters can't be used in the battle... just great! At least the mana cap was high enough to select a stronger team, and decided to go for Kelya Frendul as a summoner.

This was a more expensive choice but it was a decision based on the level of the summoner and the cards I wanted to use. Kelya was still silenced but I could help more fancy cards, going for power and big damage!

Kelya is always remarkable in battles, and the Coastal Sentry will match any challenge! Melee damage amplified by the Demented Shark and lot's of sea monsters to extinguish the fire that Tarsa started!

Kelya Frendul: Silenced!

Coastal Sentry: Melee with Double-Strike

Flying Squid: Melee with Reach

Demented Shark: Melee with Inspire

Deeplurker: Melee with Opportunity

Nerissa Tridown: Caster

Facing Tarsa is always a challenge, but not when she's silenced! Lots of melee units that will hit behind my tank, and a clear focus on dealing with the weeker ones first.

My tactic was similar, but my focus was to destroy everyone! The Serpentine Spy was the first to fall, then the Living Lava followed shortly. The shield was pointless against the frenzy of boosted melee attacks. The Radiated Beast was overwhelmed by the fury of my army, and missed it's change to deal damage to the Sentry. I will not show mercy!

The Venari dispel reduced the attack of the Coastal Sentry to the standard number, but that double-strike remained deadly. The Radiated Brute demise was quick, and the bullseye moved on the Tenyii Striker.

He turned into Deeplurker food, and then Nerissa played catch with the Venari rat. It was the Coastal Sentry who ended this remarkable battle, with another DDS (deadly double strike for who doesn't know!). How you enjoy it and check the full battle here!

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