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Splinterlands Highlights - Featuring Possibilus the Wise in Explosive Weaponary

Featuring Bronze League Summoner and Monsters in Action!

I'm back this week to share another splinterlands battle that I recently played that I thought was pretty impressive. This match features a combination of possibilus the wide, think kids monsters to trampoline reachability and a rule set explosive weaponry that gives all monsters exposed to the text. These two things can combine for very powerful force.

Let's take a look at this match and how everything played out.

Weekly Highlight -Possibilus the Wise in Explosive weaponry

Explosive Weaponry

All units gain the Blast ability.

Additional damage is equivalent to main damage divided by 2, rounded up. Include a unit with Reflection Shield in your lineup to absorb blast damage and protect your back line. Edition: CHAOS LEGION Rarity: RARE Element: WATER Attack: Abilities: TRAMPLE Abilities" REACH Health: +2 Reasons Why I like it

The Matchup - Where Rules Sets, Splinters and Mana Collide

The Rule Sets

Watch the Match Here

MANA: 32

Ruleset: Explosive Weaponry: All monsters gain the blast ability.

SPLINTERS: Water, Life, Dragon

Initial Rule Set and Mana Gameplay Thoughts

  • Rulesets Only one rule said, but having all monsters have the explosive attacks is challenging. It makes blood loss monsters more powerful, it makes trample monsters more powerful, it also makes monsters reflection Shield the very powerful. As much she probably has some combination of all three between the two teams.
  • Mana Mana is only at 32. Well traditionally this is a higher man of match, it is certainly not that high when comparing what some of these monsters cost, and how much damage we're going to deal with.
  • Splinters

Only three splinters are available, so I think this is going to be a water or dragon focused match. I think both have a good monsters that can have bloodlust or double strike or other abilities that would make them very powerful.

  • Summoner POSSIBILUS THE WISE I probably would like to heavily on some of these legendary seminars. But adding reach and trampled to all of my monsters just seems like a surefire way to have good success. Well it doesn't always work, I certainly seem to use it quite frequently. Hopefully the blast damage can help to trigger some additional tramples.
  • First Position DIEMONSKARK

Decent armor, decent speed and small attack all in all not a terrible choice.

  • Second Position VENARI MARKSRAT I'm hoping this flash damage takes it up nice and early and it gives a boost to both demon shark and Coastal sentry
  • Third Position COASTAL SENTRY Great second position card. Well it will take some splash damage as the round progresses having a fast double strike that is hopefully boosted would be great. It should be doing for damage per attack at 8 per round with 4/7
  • Fourth Position VENATOR KINJO Once everything shifts up I'd like to stop the splash damage if possible. They should help keep my healing card from getting knocked out to quickly
  • Fifth Position MERDAALI GUARDIAN I struggled with this choice and was looking at cards that attacked but I felt that if I was able to heal my tank and not let it get knocked out I might prevent bloodlust from building and it might be more valuable than a card
  • Sixth Position TORRENT FIEND Toss it in the back just for a little bit of her protection. Well not much it should absorb one to two attacks.

Opponent Lineup & Match Play

  • Summoner HELIOS MATRIARCH Like we talked about before they picked the seminar to pick a Gladius monster from his butt bus.
  • VENARI MARKSRAT Very similar to me if you're looking to boost their monster which for me is Djinn Oshannus
  • DJINN OSHANNUS Great monster especially after it gets boosted. It'll be very powerful and hard to hit. Good news is it should take some splash damage before it moves to the front
  • TORRENT FIEND Zero Manor splash damage taker. How much of a threat but it should help keep some of the cards safe
  • LARISSA KERATO Could certainly become powerful as the football bust starts to trigger in the blast it starts to help take out my cards
  • RIVER HELLONDAL I didn't even notice that the boost to Djinn Oshannus he's going to be double. That's will make it even harder to hit.
  • CHAOS AGENT

Much like my team with your guard is only here to protect against sneak attack

Round 1

Is wrong one starts I'm actually not too confident and who's going to win. To me it looks like we both have a opportunity depending on how things go. Has the match starts off and we start attacking face and speed preference I am the first to get to a boost as Markscrat he's knocked out and use both of my monsters and boost. Unfortunately it also triggers a bloodlust for my opponent. Passed around and not very much has happened, but I expected a bit more in the next round.

Round 2

Honestly nothing looks like that really changed in this match but things are about to get interesting. As the route starts I manage to score a knockout on Markscrat, and trigger my first trample of the match. I'm very fortunate that I hit Djinn Oshannus, in the trampol takes out an additional card via blast.

Markscrat gets resurrected which is actually good for me as splash damage can't be avoided. So after Resurrection Coastal sentry attacks knocking out Markscrat again and delivering splash damage before boosting Djinn Oshannus.

I've added some more screenshots below to try to kind of walk through this process and see just how impressive what is about to go down is.

Since I scored a knockout I get to trample before my double strike 2nd attack g oes. And get a bit lucky and the trampel hits Djinn and knocks him out as well delivering even more splash damage.

Double Strike

Thoughts - and Chances to Win Again Splintertools.io

Pretty wild that the combination of reach, trample, and explosive weapon can build the combination like this. Once I got on a roll I took out the entire squad without much resistance or their ability to get a break.

Splinterlands Monster Highlight Featuring TRAPP FALLOWAY smashing to a victory

Featuring Bronze League Summoner and Monsters in Action!

I am back with another awesome monster highlight. This was from a very recent battle in the past couple of days and I'm excited to share it because it's the first time I was able to really utilize and dominate a match with Trapp Falloway.

Weekly Challenge -TRAPP FALLOWAY

Edition: GLADIUS Rarity: EPIC Element: DEATH Attack: MELEE Abilities: BLOODLUST Abilities" WEAKEN Health: 5 Speed: 4 Attack: 4 Armor: Reasons Why I like it

I think Trapp Falloway it's very unique card. Having a four melee attack combined with a speed of four and a half of 5 all will only cost you four mana is unique. This means it could be used in Little League games and other low mana matches where you typically don't have heavy hitters like this. The two abilities of both weekend and bluff bus work together surprisingly effectively we can go drop your bullets off of bloodlust means every time you get a knockout you start adding one to your stats. Considering where you start for speeding attack it doesn't take long before you will be delivering to the pretty vicious blows. The biggest weakness I see and no armor makes it a bit prone to getting knocked out before I can get a roll

The Matchup - Where Rules Sets, Splinters and Mana Collide

The Rule Sets

Watch the Match Here

MANA: 34

Ruleset: Equalizer: All monsters start with the same health, based on the highest health in either team.

Ruleset: Super Sneak: All Melee monsters gain the sneak ability.

SPLINTERS: Fire, Water, Life, Death

Initial Rule Set and Mana Gameplay Thoughts

Rulesets I think the rule sets are probably going to impact this match the most. Having super sneak allowing all monsters Disney tech opens up the playing field to melee card that would normally otherwise be ignored. Make a lot of great teams with fire water and death. Especially water with inspire and really make some of those little memory cards much more powerful with armor. Equalizer also means that some lower mana cards when I will be much more difficult to get through with everyone should have the same amount of health.. Mana Heaven only 16 mana to pick your monsters will definitely limit this matchup. More than likely to fill it a full team it will require a lot of zero one and two men of monsters with a few bigger more powerful monsters. I think the 16 mana still plays well mostly with fire water death Splinters

Not having dragon or Earth is not a deal-breaker in this matchup, although I could see where people would prefer to play Earth with some of their thorns and low mana monsters. I still think this will be a fairly good matchup with anything available splinters.

  • Summoner OCTAVIA SHADOWMELD I chose Octavia because I wanted to play Trapp Falloway. I've been waiting for a while to find a good magic to play it and chose this opportunity it was unfortunate that I had to spend the extra mana on the summer
  • First Position CHAOS AGENT Who doesn't love a good Chaos agent after it gets help boost if it's Dodge hoping to keep it around in first position for a while allowing the rest of monsters to attack
  • Second Position CURSED SLIMEBALL Will not a typical powerhouse, it's very slow and doesn't deal much damage but it only cost one mana so I think it's a great second position card
  • Third Position CORPSE FIEND Corpse fiend goes in as well since it's a zero mana, so far I'm not really dealing much damage out but I'm pretty happy getting so much health and that line up
  • Fourth Position TRAPP FALLOWAY This is the heavy hitter of the group, should be first to attack do the most damage and hopefully build some impressive stance of bloodlust.
  • Fifth Position CARRION SHADE Really turns powerful and equalizer, will only having two speed the flying tends to create several misses and having five health mean to stick around for
  • Sixth Position CRYPT BEETLE And last but not least, creepy Hill is an amazing place here because it has Shield. It will be only taking half the damage and it has armor Plus boosted health. I'll let all those melee monsters sneak attack on this guy for a while.

Opponent Lineup & Match Play

  • Summoner TARSA Typical play, fires a great one since you get a boost to melee damage
  • RADIATED SCORCHER Another solid play here, having shatter and first position means it cleaning heavily on The fosters
  • KOBOLD BRUISER A pretty heavy hitting monster especially after the summoner boost. It's a great play
  • SERPENTINE SPY Military solid play feeling three damage and opportunity means my opponent it is pretty heavily.
  • URAEUS another great heavy hitting 3 mana monster. With at least one armor.
  • BATTERING RAM After the summer boost battery around becomes another formidable foe doing two damage with opportunity.
  • SCORCH FIEND Solid gentleman of monster play. Clearly not the strongest and mostly just to absorb hits.

Round 1

Just looking at the teams before everything starts I'm feeling a little underpowered versus my opponent who seems to have a lot of damage dealers team, the only good thing for me is that my summoner has taken away one health and Trapp Falloway has offset there's someone who's boost leaving them all with poor health.. But as the round starts I get to attack first and Trapp Falloway knocks out it's first card and gets his first bloodlust. His round one ends I score my second knockout with none other than cursed slime ball, my weakest gets lowest attacker.

Round 2

It's around two starts my opponent still has more cards dealing more damage, but I have a card that is able to deliver a single knockout blow to everyone of their cards. It's round two plays out I get lucky with a miss on Carrion Shade preventing it from being knocked out.

Round 3

At the start of round 3 I have more cards, but many of mine are close to being knocked out. Once again speed and power kills and I get to go first. That means that will score another knockout with Trapp Falloway and get to trigger my second bloodlust of the match I get another Miss on Chaos agent before losing another card leaving trap alone at the back.

Round 4

Ground floor starts and it's becoming almost routine now. Trapp Falloway goes first, get to knock out, and adds to its stats. After this knockout I'm dealing seven damage with seven speed and I'm at five health.

Round 5

Around five starts and I am close to being knocked out. The only positive thing is given my speed and my attack I will get rid of cobalt bruiser before it can attack me and knock me out. Another boost puts me to 8 damage and speed with three health.

Round 6

I scored my last and final knockout match as well as the victory knockout and push track to a nine attack 9-speed with for health.

Thoughts - and Chances to Win Again

Looks like I'm an 89% favorite to win, I assume this has to do with the RNG and the misses I had on both Chaos agent and Carrion Shade. If my opponent hit every attack then I believe I would lose before I had a chance to build up my stats. It looks like maybe I should have had Trapp in third position vs fourth to increase my odds of winning to 100%. I'll have to consider that for the next time and put more protection on the back end to allow it to build more stats.

Splinterlands Monster Highlight Featuring Witch of Warwick

Featuring Bronze League Summoner and Monsters in Action!

I'm excited to share another monster highlight post showcasing how certain monsters can help you win or make a big difference in your lineup. This week I got to share one of the new cards I pulled and leveled up which is the witch of Warwick. This was a bronze level brawl match that I played for my guild. Let's take a look at the card and how it all played out.

Weekly Challenge -Witch of Warwick

Edition: GLADIUS Rarity: COMMON Element: DEATH Attack: MAGIC Abilities: LIFE LEECH Abilities: BLOODLUST Health: 6 Speed: 2 Attack: 2 Armor: Reasons Why I like it I'm a big fan of any card that has life Leach generally. When you add a life leech and blood loss to give you the ability to both stack your magic attack, as well as your health on each turn. You can create a monster that starts to add two or three health for each attack and add one to its attack every time it gets a knockout. Overall I think it's pretty powerful and it starts off with a high health which is uncommon for cards of life leech.

The Matchup - Where Rules Sets, Splinters and Mana Collide

The Rule Sets

Watch the Match Here

MANA: 15

. Ruleset: Equalizer: All monsters start with the same health, based on the highest health in either team.

Ruleset: Silenced Summoners: Summoners do not give any buffs/debuffs.

SPLINTERS: Water, Earth, Death, Dragon

Initial Rule Set and Mana Gameplay Thoughts

Rulesets The rule sets are interesting since it is a silent summoner match meaning now it just comes down to the cards and their base attacks without getting any advantages, as well as every card having the same health. I don't think the equalizer match will be as important necessarily since the mana is limited to 15. I don't think they'll be any cards with a high health and most cards will be in the 4 to 6 range that are played meaning no significant health to wear down. Mana 15 mana is a huge constraint. This is going to mean most cards that are played are very low mana cards and that usually translate to low attack and or low health. It's very difficult to find a card that has a high attack or health at The limited mana unless you only want to play one card. Playing one card comes with a big risk as you're only getting to attack once or twice round versus stacking your tax Splinters Only missing two splinters in this match which is fire and life. I think life would be a hard one to play given to manic instructions, but fire would definitely be a very easy play in most low mana matches. Although losing the summoner boost means that the fire cards are not doing as much damage as they typically do and might not be a desirable. Either way I think you can build a solid team on any of the four splinters left although I would probably tend to play Earth or death.

  • Summoner CONTESSA LAMENT I went with contessa because I wanted to play the death and with silenced summoners there's no point in pain for a higher man of Summer that will provide no additional benefits.
  • First Position CARRION SHADE I like the card since it is a one man of card that has flying. Hoping it lasts a while and allows my back row to stack some damage on my opponents
  • Second Position DARK FERRYMAN A nice three mana card that typically has high health given its mana and I wanted to stick it in here to boost the rest of my cards to at least five. I put it in second place as I wanted my back row to do more work with the witch of warlock before getting to the front
  • Third Position VENARI MARKSRAT I couldn't resist putting in a card with martyr to boost the witch as it gets knocked out and I start to lose more attackers
  • Fourth Position WITHC OF WARWICK Really hoping that by putting it here it will allow it to get some knockouts just be a blood loss as well as filling its health through life bleach
  • Fifth Position CORPSE FIEND

Opponent Lineup & Match Play

  • Summoner SELENIA SKY great low Manor card for dragons. Usually it would provide a significant boost but silent summoner is going to take away its true value
  • XENITH MONK solid play and I could have easily picked the same card. Since it has tank heel it will be more difficult to get rid of as it'll likely heal two health each round
  • PIRATE ARCHER great old legacy card that I don't have anymore it's splash damage is great and will start to damage my second.
  • IGOR DARKSPEAR another solid choice with the speed of attack.
  • ALFERDO a nice ad here with bloodlust. Depending on who gets to score The knockout it could start to really build some stats
  • NAGA ASSASSIN love this card for speed, it'll clearly be the first to attack for many rounds and will do a lot of damage.

Round 1

I'm going to start off by saying I was quite annoyed by the fact that I could not get the back button to work on the game replay. That means that I had to try to stop the play somewhere and take a screenshot of the match. That means that each round always started with the first tech before it would pause. I hope the team addresses this and fixed it. As the game started I think both teams look fairly even and I have no idea who's going to win.

As round one starts, I'm lucky to get a couple of misses due to my flying and I start to build a little bit of health with life leech. While the first round featured a lot of attacks and Mrs on both sides it ended without anyone losing Bacardi

Round 2

It's around two starts with both look fairly even in my mind damage is hitting in multiple places and it's too early to tell how it's going to play out as round two progresses I continue to get lucky with a couple of misses and until finally I lose carrion Shade.

Round 3

Round three starts and I am clearly down one card with my second tank having already lost some health. It's not long into round three where I lose yet another tank and I'm down to only three attacking cards. Things are not looking great for me at this point but I am hoping I can score some blood loss knockouts soon.

Round 4

Clearly feeling like I'm going to lose at this point. At the start of the second round I lose Markscrat and I get a martyr boost to my which of warwick. This turns out to be crucial as it boosts the speed of attack and triggers me to go next which finally gets me to knock out zenith Monk. This triggers a blood loss boost and gets me up to four attack for speed and 10 health. Still no guarantees as my opponent has also scored three knockouts with their Gladius card and it's up to doing for damage.

Round 5

The start of round five things are still not looking great but I will be adding two health per attack at this point so there is help.

Round 6

It's around 6:00 plays out I take a significant amount of damage before I get a chance to attack leaving me with only one health. Lucky for me I get both lively and bloodlust which boosts my health back up to three and it boosts my speed to five. This is crucial since magic attacks before range attacks.

Round 7

Attacking first gets me some additional health which will likely have me survive around 7:00. I am able to survive with just down to one health again before my attack and bloodlust. The crucial part about this is I have now moved Alfredo into first position where it no longer attack and I'm guaranteed all but a victory. It'll just take a matter of time to get through their health.

Round 8

Round 9

It'll take another round after around 9:00 to finish this off. But it won't take too long. It goes until around 11:00 where I deal out six damage per attack and I clear out the back row.

Round 10

Thoughts - and Chances to Win Again

Splinterlands Share Your Monster Highlight Featuring Xulax Nightwind

Featuring Bronze League Summoner and Monsters in Action!

I have another amazing battle to share this week with a monster highlight of XULAX NIGHTWIND. This battle played out in silver league I believe, but both teams were playing with bronze level capped cards so we were at an equal fitting as far as abilities in car levels. I think this just goes to show that sometimes you can play a lineup that looks good on paper, is executed poorly, and still end up with a victory due to some of these powerful Gladius cards

Weekly Challenge - Xulax Nightwind

Edition: XULAX NIGHTWIND Rarity: LEGENDARY Element: DEATH Attack: MELEE Abilities: VOID ARMOR Abilities: BLOODLUST Health: 7 Speed: 3 Attack: 3 Armor: 7 Reasons Why I like it Quite honestly at first glance it's a powerhouse. Seven armor that is upgraded to void armor is impressive for any card. That can withhold a substantial amount of damage from any attack giving it some stain power. It also has decent health at 7 has three melee damage, in 3 speed. Overall that's a pretty impressive amount of stats.

The Matchup - Where Rules Sets, Splinters and Mana Collide

The Rule Sets

Watch the Match Here

MANA: 34

Ruleset: Are You Not Entertained? : One additional Gladiator card may be used in battles

Ruleset: Odd Ones Out: Only monsters with odd mana costs may be used.

SPLINTERS: Fire, Water, Life, Death, Dragon

Initial Rule Set and Mana Gameplay Thoughts

** Rulesets The rules center interesting, and I like the are you not entertained little scent that allows you to play in Gladius card. This means that you might have one, two or even three cards depending on the seminar you pick and it has a brawl. Since this was right to play it opens up the opportunity to be able to use two cards potentially. The other rule set of odd cards only can be a nuisance but overall isn't too into the trial back since most of the higher planet cards I feel are odds.

  • Mana Mana is a healthy 38. That gives you just about enough room to do anything you want but not everything you want. Clearly you can't pick all the highest punisher but you should still have a decent amount of options to pick from and a robust team that you can build ** Splinters

The only splinter that is left out is Earth and that removes the desperate need to play a magic reduction and or avoid heavy team since it can't be played. I think the mana and the rule sets leave it open to just about any splitter being used depending on the mindset of the person you're battling and there's no clear direction of what you should pick

  • Summoner ASTRAL ENTITY I was playing a death focus and decided to pursue my bonus if I won. I love trying to use the resurrect with a monster that has martyr to double dip on the Martyr ability. Well this is nothing new it's just one of the few ways that you can play it with silver league level cards.
  • First Position VENARI MARKSRACT I was thinking if this goes first to give a boost to Coeurl Lurker bringing its attack and speed up and it should get resurrected for second time to provide another boost
  • Second Position COEURL LURKER If things went away, it should have six valley damage, 6 speed and 12 health with Dodge and taunt. I was hoping it would be very difficult to hit while delivering massive blows to my enemy
  • Third Position XULAX NIGHTWIND I believe that when I pick this card here I thought it had reached ability which means it could attack me circumcision. Clearly it does not and I'm thinking that it was a mistake to put it here
  • Fourth Position SCAVO HIRELING I was counting on repairing the armor of Nightwind when it moved into first position hoping to keep it there and protect it as long as possible
  • Fifth Position SILENT SHA-VI I have a hard time finding you that lineup where this is not used. It's just simply too good fast and powerful cannot play.

Opponent Lineup & Match Play

  • Summoner THADDIUS BROOD Pretty solid choice overall. Reduced to health and a potential magic meaning most of these cards won't be doing any significant magic damage is never a poor choice
  • NIGHT GHOUL Having a heavy hitting high health card with Taunton first position is a solid choice. It should negate most of your sneaking Snape attacks.
  • DJINN MURAT Another one of my personal favorite cards to be playing. The blade armor plus two magic and relatively pay health giving some pretty strong ability
  • SILENT SHA-VI I feel the same way about the card and their lineup as I do mine. It's a great choice it's hard to not play when playing death
  • UREAUS a solid choice to double up on the sneak attack. Combined together with silent sha-vi it's a great duel
  • LIFE SAPPER common enough card to play, life leech is always hard to get away from but not a significant impact in my mind
  • SOUL STRANGLER Slightly better choice, higher speed two damage means it should be fairly effective since night goal should take most of the hits to start with and it'll be protected

Round 1

Chris Brown one starts I'm not feeling very confident. The air of my lineup seems to be sticking out but I'm still hoping that I can get a dual boost to Coeurl Lurker and start to drop some hammers.

Is the round starts, it dawns on me that having taunt in second position might not be a great choice. While I do get a couple of early misses it is still sustaining substantial damage before getting its first boost from Venrai Markscrat. It is taking way more damage today is hoping I can't even moved into first position.

Round 2

Round two starts off much like round one and while I have some good luck with RNG and see Karen some more misses, I still lose Coeurl Lurker for losing a tank for second time and it is knocked out of the match I'm guessing my choice for putting taunt in second place was not a wise one.

Round 3

Three stars and things are looking pretty rough for me as I do not have many monsters left to attack, and they have a double sneak attack lined up for me. The only benefit to round three is that I lose Venrai Markscrat second time which means that night wind moves to first position and gets a Martyr boost to stats. Luckily for me you did not take me to turn yet so after the boost it is the first to attack and it delivers a knockout on night ghoul and triggers another stat increase via bloodlust. The round comes to an end as I lose Silent Sha-vi.

Round 4

Around four looks pretty rough for me as it starts. I'm down to one attacking monster and one monster that couldn't repair armor. Overall not great and while I'm doing some significant damage there is significant risk of losing

Luckily for me the added Dodge from the summoner means scavo sticks around long enough to give me an extra repair in both of my armor one last time before being knocked out.

Round 5

Is around 5:00 starts it's looking pretty dire for me. While I will attack first it won't be enough to secure a knockout and trigger bloodlust again. My only hope is that my increased speed plus Dodge gets me in favor of the RNG gods and generate some misses. It turns out this time they were in my favor and all melee and arrow attacks missed me. Any one of those hitting could have been significant trouble in more than one would have been devastated.

Round 6

Since all of those attacks missed, and I now still attack first it means I'm going to secure a knockout. Well not necessarily that interesting it's the blood loss and I'm interested in. I will get another speed attack armor and health boost. I've now gained another speed advantage Plus Dodge factor to generate more missing from my opponent. Is the round plays out all melee attacks Miss leaving me with full health and a devastating punch.

Round 7

I'm honestly surprised that I'm still around at this point, but I'm starting to think I might have a shot. It's around starts I secure another knockout triggering bloodbust and my stats are getting to be a little ridiculous. Seven melee, seven speed, one armor and 10 health is a pretty badass monster. The best part is even with the increased speed every monsters attack hits me this round.

Round 8

What is the round starts I get another knockout and it's now clear to me that I'm actually going to pull this victory off in the next couple of rounds. It's my speed and damage that are going to be uncontrollable and they don't have enough attacks to drain my health.

Round 9

Round 10

As round 10 starts I have nine melee, nine health, and absolute mind-boggling number. After I secure my last knockout and wouldn't match both of those who boosted to 10 melee, 10 speed that is an absolute ridiculously high speed.

Thoughts - and Chances to Win Again

I hope to continue to use night wind but in situations that fit it better. It is great card and continue to build its stats up through bloodlust, and avoid armor is rare and exceptionally powerful in a lot of match sets.

Splinterlands Share Your Battle Weekly Challenge Katrelba Gobson Triumphs of Yodin Zaku

Featuring Bronze League Summoner and Monsters in Action!

I'm back this week with another monster highlight post. This is where I choose to feature monsters at a bronze level typically battling in silver league or above. I hope to give those who are playing at lower levels or new to the game some insight on possible strategies to use, the best cards to Target, and the strategies that I find most effective. While we all have our own plain style, I always enjoy seeing what others do and then adding it to my toolbox. This week's highlight is Katrelba Gibson from the Gladius edition.

Weekly Challenge - Katrelba Gobson

Edition: GLADUS Rarity: COMMON Element: EARTH Attack: MELEE Abilities: DOUBLE STRIGE Abilities" BLOODLUST Health: 4 Speed: 3 Attack: 2 Armor:

Reasons Why I like it

There is so much to like for this common Gladius card. It's one of the few cards that gets to have three abilities before anything is added by a seminar. Most importantly it starts off with a base attack of two melee with three speed meaning it should attack relatively early in position, it's a tech is a sneak attack and it is amplified by the fact that it has double strike meaning it gets to do two attacks. Well this alone would make the card good, what makes it great is the addition of bloodlust. The card can manage to secure a knockout it'll increase each one of its stats of melee, speed, and health for each knockout.

The only downside to this card is it's relatively high man of six and lower health of four. Sometimes it can inadvertently be targeted by opportunity cards or taken out before it can get on a roll.

The Matchup - Where Rules Sets, Splinters and Mana Collide

The Rule Sets

Watch the Match Here

MANA: 23

Ruleset: Are You Not Entertained? one additional Gladiator card may be used in battles

SPLINTERS: Fire, Water, Earth, Life, Dragon

Initial Rule Set and Mana Gameplay Thoughts

** Rulesets Interestingly this is one of the rare one rule set matches that I feel like I've had. The only rule set is are you not entertained, which allows us to use one additional Gladius card. In my case given the summoner I chose this battle it'll be the only card but in some situations in bras you could have as many as three if chosen the right summoner. This really changes the lineups in some matches

** Mana 23 mana is traditionally not a low number, but in wild and in the modern format I find it more difficult to play given the number of cards that have higher manners. If I'm not careful I can end up taking more than half of my mana with just the summoner and my first tank. I think Amana tends to shy away from life matches, and dragon matches for the most part will slightly favoring magic and fire melee

** Splinters The only spent your lost is death, which isn't a bad option given its reduction of health and thorns combinations that are possible. I expect this to be a magic Earth heavy opponent or a Melee fire opponent

  • Summoner WIZARD OF EASTWOOD I am choosing to go with the wizard of Eastwood to eliminate my opponent's armor to make my melee attacks more effective.
  • First Position UNICORN MUSTANG Unicorn mustang is probably one of the best tanks I can think of. It's high speed and attack means it typically goes first and is protected by void against those using magic. In my mind it is the best thing to use in the most situations
  • Second Position FUNGUS FLINGER Wanted to put fungus finger out here to provide a boost to either unicorn mustang and at a minimum Katrelba Gibson when it gets eliminated.
  • Third Position KATRELBA GOBSON I'm hoping it is protected enough here so that can secure a few knockouts and really start to do some damage with its double attack
  • Fourth Position URAEUS If I'm going to play one sneak card, I'm going to play as many as I can. This should help to remove any armor and wear them down so I can secure some knockouts
  • Fifth Position FUNGUS FIEND Put it at the end to absorb either those opportunity or sneak attacks my opponent might be playing

Opponent Lineup & Match Play

  • Summoner YODIN ZAKU I certainly did not expect to face yoden. It is extremely difficult to beat, it's splash damage is insane and it makes a lot of arrow card exceptionally powerful.
  • RADIATED SCORCHER pretty decent first card, I use it too. With its speed it might get off the first attack and take out the armor tank if not it's just cannon powder
  • ANT MINERS another great card that has the ability to add a lot of health with scavenger. Given the lower health of all the cards is easy to see how it can get a lot of help and stick around for a long time
  • CHAOS AGENT not sure why Chaos agent would be put here instead of first or second position. I'm sure there's a strategy I'm just not sure what it is unless counter a snake attack.
  • BOOOD MAKER well I don't traditionally love blood maker, the addition of Zaku makes it great. High speed three base attack with splash damage means it can be hurting two or three monsters every attack
  • SCAVO FIREBOLT another car that becomes really powerful when boosted. Another three base attack with high-speed that'll splash to at least two if not three monsters
  • LAVA SPIDER my old favorite approach with Zaku was to have as many snipe arrow cards that could to get the boost in the splash. This will be problematic if it takes out my cards before they can level up

Round 1

I'm not too confident I can secure many knockouts before I take too much splash damage. It's the first round start speed and attack type goes first triggering my opponent to go first with blood maker. I get very fortunate that it's scattershot actually attacks unicorn mustang first. This limited splash damage to only fungus flinger which I am perfectly happy to lose versus doing serious damage to Katrelba Gibson. Buckley unicorn mustang secures a knockout for being attacked again this time by scabble. Luckily for me the splash damage knocks out flinger triggering martyr. This gives the all-important boost to both unicorn mustang in speed health attack and Katrelba Gibson. With the new speed Katrelba a text first and since it has double attack it actually gets to knock out lava spider before it can attack. This triggers bloodlust boosting it to four May late five-speed 6-in. Has the rest of the round plays out damage is Delta both sides but no one lasts any other monsters.

Round 2

After a very busy round one, round two is looking to be in my favor. Without the speed boosts from fungus flinger I fear the results May turn out much differently. But given that situation both unicorn and Katrelba with attack first. Unicorn mustang takes away the health of ant miners, while Katrelba knocks out scavo fireboat, and then after the blood loss boosts is able to knock out blood maker on a single attack. Taking away five health on one attack is massive. The double strike combo and high melee damage can really become impressive. The rest of the round continues but at this point it's inconsequential as they don't have enough firepower or monsters to matter.

Round 3

Room 3 starts but it's all going to be Katrelba. Another double attack, in another double knockout. This means it gets two more blood lusts bringing it to a whopping nine speed, 8 melee attack by the end of the match. If there is any monsters left it could deal out 16 melee damage with the speed of 9. That is just unfathomable and totally awesome.

Thoughts - and Chances to Win Again

Splinterlands Share Your Battle Highlighting Lily Sheildpaw

Featuring Bronze League Summoner and Monsters in Action!

I'm back featuring another monster highlighting how I was able to use my bronze level deck to defeat cards much higher than my own. And this highlight I will use Lily Shieldpaw to defeat a level 6 similar team. This is typically a gold league team and almost every card is maxed out. This means level 3 legendaries, level for fx, level 8 Commons this is a very powerful team that they have built. Let's take a look at how I was able to overcome the higher ranked cards and pull up a victory.

Weekly Challenge -LILY SHIELDPAW

Edition: CHAOS LEGION Rarity: LEGENDAY Element: DRAGON Attack: SUMMONER Abilities: TRIAGE Abilities" CAMOFLAUGE Health: +1 Reasons Why I like it This is a very unique card, and while who doesn't love to get plus one to all monsters it's typically not the main draw of Lily Shieldpaw. Having your summoner provide some triage, as well as camouflage to all of your monsters is a huge benefit. This keeps the attacks on target, while healing your back line for many splash damage and or poison. Having a card provide triage can really help you increase your longevity in certain rule sets.

I don't really see any negatives to the card other than it's higher mana cost, as it could fit a lot of different rule sets and can be combined with multiple triage cards or a tank killer to really provide outstanding durability to your team.

The Matchup - Where Rules Sets, Splinters and Mana Collide

The Rule Sets

Watch the Match Here

MANA: 55

Ruleset: Armored Up: All monsters get a +2 armor buff at the beginning of the game.

Ruleset: Back to Basics: All monsters lose their abilities.

Ruleset: Noxious Fumes: All monsters are afflicted with the poison debuff at the start of the game.

SPLINTERS: Fire, Water, Death, Dragon

Initial Rule Set and Mana Gameplay Thoughts

There's a lot to take in. And let's break it down into a few different sections to see what my initial thoughts are.

  • Mana The nice thing about 55 mana is that I'll be able to do just about anything I want to. I'll be able to pick any monsters I want without fear of running out of mana, while I probably can't pick all of the highest cards I will at least be able to pick several 10 plus mana cards.
  • Splinters There's a fairly decent selection of splinters, with only losing Earth and life. Clearly Earth would be great for magic since monsters lose all ability, and life would be great if you added void armor but since these are both out I don't think there's really a pro or con. I expect to play against a variety of splinters since both water fire and dragon have great high mana cards that would fit these rules as well.
  • Rulesets

I think the rule sets of armored up, lose all ability, and having everyone start off poisoned or quite interesting. Since there's no way to cleanse the monsters in this match it'll be a war of attrition to see who can last the longest. It'll be trying to protect some high amount of cards towards the end to outlast your opponent. Magic will be favored since there's armor, and there's no way to counter the heavy magic attacks.

  • Summoner LILY SHIELDPAW I wanted to have some high mana cards in the back that was allow me to outlast my opponent who should be getting taken down by poison each round. Without a summoner feeling there's no ability to protect your team
  • First Position SCORCH FIEND Just wanted this to soak up the first attack and help the rest of my team last as long as possible.
  • Second Position GRUM GLAMEBLADE A decent hi mana card with a health and decent armor. While I don't expect it to last too long, it's well-versed to absorb a lot of attacks in the first round or two.
  • Third Position VOID DRAGON Pretty solid card for the mana cost. High speed, decent health and one magic attack is pretty good. While I would love to actually have it have void it's still pretty solid in this position
  • Fourth Position AGOR LONGTAIL A powerhouse for this late in the lineup. With 11 health it should get targeted for a triage or two to help keep it full and when it moves to first position it will provide a rare double attack in this rule set effect the basics.
  • Fifth Position CHAOS DRAGON Second card that I want to have triage as we moved the lineup. It will last at least four rounds with poison attacks before falling victim.
  • Sixth Position SCAVO FIREBOLT This is just put here as a decent attacking card that will last until the third round.

Opponent Lineup & Match Play

  • Summoner KELYLA Friend not a bad choice overall. Water is pretty strong and with the additional armor and speed they'll likely attack first in most cases.
  • DJINN OSHANHNUS decent card to heaven first. Is speed will likely result in a couple of Misses from arrows, and it's 10 health should help ward off some magic attacks
  • NERISSA TRIDAWN I personally might have moved this one towards the end a little bit. It's a powerhouse with four magic damage and 10 health I might have wanted it to last towards the end and secure knockouts with its attack
  • RIVER HELLONDALE not sure why it was chosen with it back to basics match. It only has for health which means it won't last past the poison being applied at the start of the third round and there might have been better options
  • DEEPLURKER not a good card considering it no longer has opportunity and cannot attack from this position. I'll have to move to first position before attacking and it only has six health
  • AXWMASTER this is an okay card, it has decent speed but only a single attack in this rule set. It will last until the third round
  • WAVE BROOD Decent placement for way food as I expect this will be the card they hope to have a lasted the rest of my cards. It's ridiculous 13 health will Outlast all of my cards if there were no attacks and just poison the plug.

Round 1

Better speed pays off. Having them secure the first knockout and the majority of their team by the end of the first time though not much else has happened other than a lot of health has been reduced, and the start of the second round will start to really drop health to critical levels

Round 2

Run two starts off here it looks pretty good. Hope you have to factor in the fact that each monster is going to lose two health to start the round. After the poison is applied to every monster they secure a another knockout of grum. This was void dragon who received the first triage it moves to first position with a full eight health. I was able to score a knockout and deal some more damage for the round ended.

Round 3

Things look a little dicey before the round starts and will look even worse after everyone loses two more health. My opponent actually loses a monster and has two more monsters and won't make it past the next round. Unfortunately for me I get another first position card knocked out leaving me only three but the interesting part is my primary monster moves back to first position with a full 12 health. Triage is really paying off and helping my back line cards have full health when they moved to first position. That's the round plays out! Last knockout and things are really going to get interesting.

Round 4

It's around for starts, my opponent will lose two of his three monsters to the poison and I'll be left with a mostly fully healthy team after triage too monsters with almost full health dealing five magic damage and three melee. By the time the round is over my opponent is left with one monster with only two health.

Round 5

For the round even gets to start I'm guaranteed a victory as the poison will knock my point out and I will still be lifted two monsters.

Thoughts - and Chances to Win Again

I don't think I can overstate how much triage impacted this match as it allowed my high health monsters to move into first position fully healed and able to absorb plenty of damage.

Splinterlands Share Your Battle Highlights Featuring Vera Salacia- Where Bronze Cards Beats a Gold/Silver Deck!

Featuring Bronze League Summoner and Monsters in Action!

I am back this week highlighting another battle that showcases my bronze League deck facing off against a mixed gold/silver league team where I managed to be victorious. This gives hope for all of us Small Time players who sometimes climb the ranks well above their card levels and flirt with those with much bigger collections. I think this helps show that while high-level cards are obviously stronger you can still get some wins against tired teams when you have Superior strategy for the rule sets.

Weekly Challenge -VERA SALACIA

Edition: DICE Rarity: RARE Element: WATER 2Abilities: ALL MONSTERS RECEIEVE THE SNARE ABILITY AT THE START OF THE BATTLE

Reasons Why I like it One of the more underrated dice summoner cards in the modern format. It only cost three mana which sometimes can be significant, but the addition of snare is where it can really shine. Catching those flying monsters especially with magic attacks can really help turn the tide of otherwise seemingly impossible monsters to hit. When used in conjunction with an earthquake match it helps to knock out those cards that have flying much sooner by removing the flying ability.

The Matchup - Where Rules Sets, Splinters and Mana Collide

The Rule Sets

Watch the Match Here

MANA: 24

Ruleset: Earthquake: All non-flying monsters take 2 physical damage at the end of every turn.

Ruleset: Target Practice: All ranged and magic monsters gain the snipe ability.

SPLINTERS: Fire, Water, Earth

Initial Rule Set and Mana Gameplay Thoughts

  • Rulesets I think the biggest impact of the match will be the earthquake rule set. Having monsters take two damage at the start of every round, starting with round two can be a significant disadvantage to most monsters. There are not that many flying monsters, in many of them are not your traditional powerhouses. Having them take the two damage can make some of them much less desirable.
  • Mana Having only 24 mana is going to be a significant struggle as it's really not enough to build a well-rounded team for earthquake matches with my deck.
  • Splinters And less concerned with the splinter impact, although I think death would probably be my primary low mana earthquake splinter. I think there are some decent options in water and Earth and I am guessing I will most likely face in 13, something with some additional armor to avoid the first round of earthquake damage.

My Lineup

  • Summoner VERA SALACIA I went with Vera because I wanted to give each one of my monsters the snare ability. This means that all of my cards can remove their flying ability. Given the rule sets I now can do that for the tank card, first range attack card, and the back card with my lineup. I think that'll be a huge boost
  • First Position DIEMONSHARK A great choice for earthquake matches giving it six armor. Hopefully you have enough armor to start the second round where the damage doesn't affect your health
  • Second Position TORRENT FIEND Wasn't sure where to put this, would like to put it first but given the speed of my opponent's attacks I was afraid that demon shark would not have its turn.
  • Third Position VENARI WAVESMITH I added wave Smith here, to get the two additional armor for every monster. This would allow me to avoid the first round of earthquake for all my monsters that don't have flying. I should give a little extra protection as well for those that do have flying to ward off some attacks
  • Fourth Position VENARI MARKSRAT I put it here, when I actually should have put it in the third position. It would have been better to have the third position to get the boost to wave Smith, but I put it here wanting to also give a boost to pellicore. But I forgot about the all monsters having tonight and missed out.
  • Fifth Position PELACOR BANDIT In retrospect I should have had this in second position to get the boost and have the optimal lineup in my opinion but either way I live this card because it has a sneak attack plus blind plus snare now and I think that's a great combination
  • Sixth Position ICE PIXIE

Opponent Lineup & Match Play

  • Summoner OBSIDIAN not surprising to see the heavy magic attack, it's a decent strategy to see if you can knock out your opponent before you even get to the earthquake rounds
  • CHAOS AGENT I assume this is here to just act as a father card to take up the first attack.
  • FAILED SUMMONER it looks like they were planning on having a heavy magic team to play against and wanted to reflect some damage
  • REGAL PERYTON classic lineup, with flying, mass of speed and now three magic damage it'll be a real beast
  • ELEVEN MYSTIC another solid magic card especially with snipe. While it won't last too long it should do some damage in the first and second rounds
  • KHMER PRICESS 100% sure why they went this route, I think there might have been a better choice but it looks like they're going on an all-out first round blitz
  • GOBLIN PSYCHIC Solid card, heavy damage with tank heel and affliction means it is a pretty solid choice.

Round 1

Before round one starts I am a little concerned with the amount of magic damage they have. The good thing for me is the fact that all the range attacks have snipe before attacking demon shark. This will give demon shark an opportunity to make it out of the first round

As the round starts demon shark does manage to get a knockout and a trample bringing the health of field summoner down to four. And ice pixie does its magic by ensnaring Regal perryton. I think that'll be crucial as it will now start to take earthquake damage. I unfortunately lose wave Smith right after which removes the extra armor that I had counted on for the start of route 2. I should have put more scratch in first ranged position. I then quickly lose Markscrat but it's Marta gives a boost to pellicore bandit which will come in handy. The round ends as I lose ice pixie to goblin psychic. I've taken a tremendous amount of damage around one and it's looking a little lean.

Round 2

Luckily for me the start of round two will deal with earthquake damage tell the monsters that don't have flying, or have flying but have been snared the entire enemy team will not take to health damage, while I will only be losing damage on one monster. We both lose one monster to earthquake damage before the round starts. Given the boost helichor is the first to attack and it takes out goblin psychic which is a tremendous boost to my chances. They now have two monsters dealing five magic damage, both of which are exceptionally low in health.

Round 3

Round 3 starts and I am guaranteed a victory. Every monster in my opponent's team has less than two health and they will all be taking earthquake damage as were I still have armor on demon shark and pellicore bandit behind with flying. Having ensnare to bring down the Regal Harrington was a massive boost as well as getting a mortar boost to teleport bandit for both speed health and attack.

Thoughts - and Chances to Win Again

According to the tool, my lineup is a 100% chance to win again. Well I think this lineup could be improved by moving helicorp bandit 3rd position, Venrai Markscrat to second position and Venrai Wavesmith the fourth position, overall it was still a solid lineup. But I'll have to consider the next time I play to ensure I watch both the rule sets to put my lineup in correctly. It could have been costly as I lost the extra armor I was counting on other positions.

Splinterlands Share Your Battle Monster Highlight Featuring DUMACKE ORC

Featuring Bronze League Summoner and Monsters in Action!

I'm back to highlight another victory were bronze cards were victorious over silver/gold League cards. This just goes to show that Superior lineups can defeat much higher cards that you normally think would be impossible. I think personally that the reward system should reward me more for pulling off victorious like this when I am clearly out playing my card levels against opponents, well I know this could never happen since it would be ripe for manipulation I just feel like there should be some bonus factor for defeating higher level cards.

On a side note my frustration level is growing in gold as I am clearly outclassed the majority of matches and I need to ensure that I play in silver league next season so my posts next season should be more about playing against bronze cards versus silver cards.

Weekly Challenge - DUMACKE ORC

Edition: SOULBOUND Rarity: RARE Element: DEATH Attack: MELEE Abilities: THORNS Abilities" Health: 10 Speed: 3 Attack: 2 Armor: Reasons Why I like it

I like this card cuz it is a classic melee tank beast. Having a shield that reduces the melee damage and arrow damage means it ends up soaking up a tremendous amount of hits before it's knocked out. It needs 12 damage, delivered by at least a two plus damage each time before it's knocked out. If you add any sort of a repair ability it can really become troublesome to take out. It's got a decent attack of two with a decent speed of two but it's the strongest attributes are its armor and shield. The biggest weakness is the fact that it only has one health. This means that it'll be limited to melee only matches or matches that exclude magic, or another exception would be matches that have equalizer where it's health would get a boost.

The Matchup - Where Rules Sets, Splinters and Mana Collide

The Rule Sets

Watch the Match Here

MANA: 55

Ruleset: Equalizer: All monsters start with the same health, based on the highest health in either team.

Ruleset: Even Stevens: Only monsters with even mana may be used.

Ruleset: Melee Mayhem: Melee monsters can attack from any position.

SPLINTERS: Fire, Water, Life, Dragon

Initial Rule Set and Mana Gameplay Thoughts

  • Splinters Given the rule sets and amana, I think this could honestly be any of the splinters used effectively. Fire of course is an obvious choice for its increase to melee, water could also be great with speed and shield, or with trample on all cards. Life is also great as it has some wonderful melee cards and dragon is always a powerhouse. Personally I went with life due to the daily challenge.
  • Mana At 56 Manor we should have the ability to pull in some of our biggest heaviest hitters and not worry too much about running out of mana. Unless you're going for all 9 and 10 men of cards I don't think they'll be any issue with finding a solid lineup that you feel comfortable with

*Rulesets Rulesets are quite interesting. Having only even monsters I don't think will be too significant given the fact that there's for splinters. When you add in the melee mayhem of all melee monsters can attack from any position it really opens up the game style and it makes the Even Stevens rule set not as impactful. I think the biggest rule set here is going to be equalizer as all cards will now have the same health and it will be much more difficult to get through some of the cards. Depending on repair and or healing if used it might be troublesome to get through some of those pesky cards.

  • Summoner FRANZ RUFFMANE I wanted to be able to pull in a Gladius card since I feel that these are sometimes the most powerful. Especially if you can get one that starts to build up with bloodlust and become a one monster wrecking crew. The added armor doesn't hurt either
  • First Position DUMACKE ORC The star of the show, it's high armor and shield, now combined with 13 health will mean it is a beast of a card to knock out. Even if they're using magic cards it should be around for quite a while.
  • Second Position CHAOS KNIGHT Much like the first card I wanted a second card with Shield because I am anticipating heavy melee attacks and this will help reduce the hits by half. It also is a bit more powerful in the attack and speed arena so that'll be nice
  • Third Position CORSAIR BOSUN One of the biggest hitters on my team, for damage 3 speed 5 armor and the ability to not take blast damage is great in any position especially since it can attack from any position
  • Fourth Position ARKEMIS THE BEAR Given the high mana I was able to toss in the bear to add myself some extra armor to help protect against even more hits. I felt this was pretty critical and I wanted to put it towards the back of the line up to allow it to be protected
  • Fifth Position VENARI CRYSTALSMITH Since we have 13 health I felt that I should try to heal the cards while I could. The only downside is that it does only one damage and likely won't be doing anything if they have Shield but I figured being able to heal the cards will be worth it
  • Sixth Position TATIANA BLAYDE A bit of a risk in sixth place honestly if they use heavy sneak attack, and I'm not sure if that overrides mayhem I could lose my best card but I wanted to give it the biggest chance I could for it to build up its stats. Given that it can attack for both arrows and melee from back here it should do some significant damage

Opponent Lineup & Match Play

  • Summoner TARSA not surprised to see the fire summoner with its increased health and melee attack. It seems to be a fairly standard choice for these types of matches
  • ARKEMIS THE BEAR similar to my play adding armor is always a good idea, it also does decent attack and will be able to deal some damage
  • FEROX DEFENDER an interesting choice, adding even more armor and being the second monster to have protect will give it some additional benefit but it is not a very heavy hitter even after it's boost.
  • SEPTIC SLIME septic slime is a great card, and one that I think I need to get leveled up. Three melee damage with stun can really be troublesome if the stun gets applied multiple times in a row
  • TUSK THE WIDE great card at level 4, having inspire is ridiculous for this team that is now plus two melee on each attack which means it's going to be dealing some significant damage
  • EXPLODING RATS this rule set is made for exploding rats. It's ridiculous speed and attack which after boosts will be five with splash damage means it's going to be a boss. Not to mention it now has 13 health which will make it more difficult to get rid of.
  • DUMACKE ORC It appears they're also playing the same card I am but they played it in the rear to protect against sneak attacks. Lucky for me I don't have any sneak attack cards

Round 1

Even before round one starts I expect this to be an absolute slug fest. It will take quite a while for everybody to get enough damage to get a knockout. As the round plays I noticed a couple of things. The double melee boost of my opponent is really powerful, but the Shield of my tank card is more powerful. By the time the round ends I like the way the things look.

Round 2

It's around two starts you can tell that Shield is very important in this matchup. I managed to score the first knockout and lucky enough for me it was with Tatiana so I get a bloodlust boost. I hope this isn't the last but has the rest of the round plays out I am feeling more confident in my team especially considering that I have a healer that are allowing heavily shielded cards to last two rounds. While I do lose the orc on one of the final attacks it is served its purpose and I'm feeling hopeful

Round 3

It's around three plays out it plays out much very similar to the prior rounds and I score another knockout. This means that this point I am one monster attacking up on my opponents with an healer. By the end of the round I still hold the advantage on armor, monsters, and healer while they hold the advantage on damage done each round.

Round 4

Round four starts and I'm starting to think I might have a shot at this as I score another knockout leaving them down to only three monsters while I still have five. I'm pretty impressed that I got through four rounds and still have only my second card in first position.

Round 5

Around five starts and I am able to score another knockout. I believe this means it's only a matter of time before I am victorious. Having boson in second position now with reflection Shield is great as it's not taking any damage from exploding rats meaning that my position is only growing stronger. As the round ends I have five monsters to their two

Round 6

Around 6:00 is great for me again as I'm able to score another knockout while still leaving chaos night in first position. At this point with the damage they do and my healing I cannot lose this match and it's only a matter of time for me to wear them down and knock them out.

Round 7

Around seven shows just how effective high health and shield can be against melee cards. While I hit my attacks I only took away after health and I won't win until next round

Round 8

I was guaranteed a victory when you look at how round eight starts it just took a couple of attacks and I won pretty easily.

Thoughts - and Chances to Win Again

It's nice to look at it probability of winning if you were to repeat the match. This just means that my lineup choice was not a fluke, and I didn't get lucky. According to the tool I am a 100% repeat victor, no matter how many times I ran it things always looked good for me. This just means that a superior lineup is able to defeat tire ranked cards if picked correctly. It's not saying this lineup would win every time against every lineup, but this lineup would win every time versus the lineup they chose. I think it's pretty impressive to be able to pull these off that makes me feel good about my card choices.

Featuring Bronze League Summoner and Monsters in Action!

I'm back with another highlight for my bronze League account and this time it happens to be from a brawl and sharing a Gladius card. I wish I got a chance to play more brawl matches so I could really start to hone in on the best lineups when I unlock the Gladius cards I have started to use the new summoners a bit more rent to play, but most of their use has been still in the brawls. This week I am highlighting Tatiana Blayde but I recently got from a Gladius pack and I was able to use for the first time, and it worked out quite effectively.

Weekly Challenge -Tatiana Blyade

Edition: GLADIUS Rarity: LEGENDARY Element: NEUTRAL Attack: MELEE & ARROWS

Abilities: CLOSE RANGE Abilities" BLOODLUST Health: 5 Speed: 5 Attack: 2 RANGE / 3 MELEE Armor: 0

Reasons Why I like it There is so much to like with this card. Having a card that has both range attack and melee with the close-up ability so we can do a double attack from the first position is great. It not only unlocks the card in otherwise restrictive game types, but manufacturing that it has five speed with its heavy damage it could be a really powerful card the biggest downside is the fact that it has only five health at one bcx, but hopefully bloodlust can give it a few boosts to where it's not an issue.

These cards can be really powerful in certain rulesets, especially ones where melee's been attacked from any position, if you're able to provide it some boosts from summoners or martyr prior to it moving to the first position.

The Matchup - Where Rules Sets, Splinters and Mana Collide

The Rule Sets

Watch the Match Here

MANA: 35

Ruleset: Holy Protection: All monsters gain the divine shield ability which reduces the damage of the first attack received to 0.

Ruleset: Going the Distance: Only Monsters with ranged attacks may be used

Ruleset: Aimless: All monsters have scattershot ability.

SPLINTERS: Water, Earth, Dragon

Initial Rule Set and Mana Gameplay Thoughts

RULESETS First things taken with the rule sets, I think they will help to drive much of the game lineup. In fact that we can only use range attacks will severely limit the monsters that can be played. The fact that life is not an option also means that it is going to be a bit tougher. Adding and scatter shot with holy protection for me also means that it's going to be much harder to control your attacks are going and many of the first and second round tax depending on RNG will only be removing the divine shield.

  • Summoner OBSIDIAN I was originally going to play Dragon splinter to reduce the arrow attack, but I torn between reducing the arrow attack, or boosting a magic attack Runemancer Florre. I went with the magic attack boost since I figured my range tag was already going to be reduced
  • First Positio FUNGUS FLINGER well it seems like an odd place to go, it does provide a little bit of protection while really it's main job is to provide a martyr boost to Tatiana.
  • Second Position TATUABA BLAYDE going to hopefully be my work horse in this match. The fact that it will do some range tax in the back row, and has high speed making it likely to go first and potentially be missed. I'm hoping it can secure some knockouts and have a blood loss to start to take over. Being surrounded by cards martyr was also planned to give them some boost all the stats and make it truly a monster with double attack.
  • Third Position VENARI MARKSRAT put right in the middle between my two most powerful cards trying to give them both a boost and was taken out. I'm hoping scatter shot takes it out sooner rather than later so I can get my boots early
  • Fourth Position RUNMANCER FLORRE my second big powerful card, this will allow it to tag from first position as well with just magic. I'm hoping to boost it to four when I lose it the Martyr after the boost from the seminar.
  • Fifth Position GOBLIN DARTLING Just a nice gold foil decent speed range attack really two mana
  • Sixth Position ACID SHOOTER Another decent two men arranged attack with three speed. I figured it was better to have two single attachments to try to have a monster that had a two damage attack that was likely to get reduced to one.

Opponent Lineup & Match Play

  • Summoner SELENIA SKY what a great old legacy card. I have missed my selenious guy from the old days and the boost that it gives.
  • BEATRIX IRONHAND another powerhouse of a card. I think it will do quite well.
  • FUNGUS FIEND just like me they're playing some martyr cards to give their most powerful cards boost
  • XENTIH ARCHER not sure why they wanted Archer next to fungus finger I think I would have chosen to put goblin Tower or gargoyle devil next to them.
  • GOBLIN TOWER pretty solid Joey's with some blast ability that should make it exceptionally powerful with scatter shot hopefully attacking the middle.
  • GARGOYA DEVIL you left with only monsters that can attack with arrows, anything with close range is a bonus
  • TATIANA BLAYDE it looks to me like they're trying to do the same thing I am, except for if they put it at the back of the lineup hoping you'll have blood loss build up before it gets to the front

Round 1

That's the first round starts I am happier than my car just slightly tired level on some cases, and I really like my two main cards. I think it all depends on how the first scatter shots attack and where the boosts land.

Has the first round plays out I'm the only one to lose a card, but I think most of the monsters on the board lost their holy protection of divine Shield and the second round is where things will start to be a bit more interesting.

Round 2

When looking at the board before round two starts I'm still feeling fairly confident especially considering I'm expecting my two most powerful cards to both get one to two boosts for the round is over. I do lose fungus finger so Tatiana moves to first after it's boosted. It gets three range attack, for melee, and 6 speed. A few turns later, I then lose muskrat giving my two most powerful cards each boost. This moves Tatiana to an amazing four range attack, five melee, seven speed and seven health. This guarantees it is around starts and I attack first delivering a guaranteed 9 damage. This also means that if I knock a couple of cards out then bloodlust will start to roll in my favor

Round 3

Ground floor starts and I secure a knockout with each of Tatiana's attacks. This leaves her with an amazing six arrow attack, seven melee, 9 speed and 9 health. It's overwhelming speed should help contribute some Mrs on my opponent. Not to mention that Runemancer Florre also got boosted to four magic damage and three arrow damage with 5-speed meaning it will also attack very early. Well there are no more knockouts than wrong three the board shifted heavily in my favor

Round 4

Front door starts and I secure another knockout with Tatiana. While it's basically over the stats just continue to amaze me it is 7 range attack, 8 family attack, 10 speed and 10 health. That's delivering 15 damage every turn at this point and it's mind-boggling. While they're Tatiana card gets to move up magic attack of Runemancer Florre those first and that's it out before it didn't get to chance.

Thoughts - and Chances to Win Again

It looks like I'm very likely to win and I match up, hovering around 92% to 97% I think that my lineup will be very successful in the future. It must depend on some very unlucky RMG and the scattershot taking out my primary attack monsters while leaving my martyr monsters behind. If I never get a chance to build the stats to get the blood loss rolling it could be troublesome

Splinterlands Share Your Battle Weekly Challenge SPIRIT HOARDER

Another Bronze League Deck, Competing and Winning in Silver 1

That was pretty excited to see the weekly challenge this week as I really think that Spirit hoarder is a key card that can be used in many different scenarios to give your team a massive edge. There are not that many cards that have triage and allow you to heal a card outside of the tank position

This week's match was even more important given the rule lineups of equalizer and his but scratches..

Weekly Challenge -SPIRIT HOARDER

Edition: CHAOS LEGION Rarity: EPIC Element: NEUTRAL Attack: MAGIC Abilities: TRIAGE Health: 3 Speed: 1 Attack: 1

Reasons Why I like it

I think the biggest key on my spirit order is such a good card is because it has triage allowing you to heal card in the back line that is sustained the most damage. The same healing rules apply and it gets to feel 25% of its health around.

This is especially useful when you have a card that has taunt in your back line that will both attract the attack of the other monsters and can be healed stick around even longer. Having a magic attack is also a big bonus since most healers tend to have a ranged arrow attack. Find that magic attack healers especially powerful especially when. With the Earth splinter to get an additional boost their attack the only draw back really help Target for opportunity cards and can be taken out before provides the benefits you're looking for.

The Matchup

The Rule Sets

Watch the Match Here

MANA: 49

Ruleset: Equalizer: All monsters start with the same health, based on the highest health in either team.

Ruleset: Tis but Scratches: All Monsters have the Cripple ability.

SPLINTERS: Earth, Life, Death, Dragon

Initial Rule Set and Mana Gameplay Thoughts

First off 49 mana it's quite large and will allow you to play almost in accommodation of cards you want. Well you can't go all 10 plus mana, you do have the ability to add significantly higher man of cards in combination that will allow you flexibility and The heavy hitters that you're looking for. I'm making all the cards equal to the highest health card while also reducing the health for each attack that hits. The one nuance to tiswood scratches is that blast damage attacks do not impact total potential health, just normal Total health minus attacked and. Splash the triage can come along and still give it back to its full original health. What's that time Anna I assume likely be heavy magic.

  • Summoner OBSIDIAN I chose to go heavy magic, well not exactly a traditional route given the assumed high health I like to guaranteed hit to take off one health from potential given scratches.
  • First Position UNICORN MUSTANG I wanted to play unicorn mustang because I think it's the best counter I could get in case my opponent chose magic. It has decent speed void and red damage and I know it will get boosted to 13 health which will make it healable for a couple of rounds
  • Second Position RUNEMANCER FIORRE The biggest beast of a card you can pretty much pick at least found dipping into gladius packs. It's 13 health three magic and two range attack will help to drain down the potential health of most opponents all working them down towards getting knocked down
  • Third Position REGAL PERTYON Not necessarily traditional powerhouse tech card but given it's boosted health and speed was flying means that has my card start to get taken out this one like proved to be harder to hit from other monsters and allow me to continue to heal it as much as possible
  • Fourth Position SPIRIT HOARDER Put it here put it in a lineup to allow it to heal as many times as you can anything in the back row. I assume it might get damaged from a scatter shot too but given the high health of the match I assume it will be beneficial to my team in a long way
  • Fifth Position GOBLIN PSYCHIC I think having matches like equalizer it's best to have as many healers as you can on my team. This helps to keep cards healing and revealing as many times as possible keep the health high to avoid cars getting knocked out
  • Sixth Position MYCELIC SLIPSPAWN I wanted to play I slipspawn here since it has taunt and I'm hoping to draw some attacks off the unicorn mustang along with the same time getting healed and triage and spirit quarter long enough to stick around till around 2 or 3.

Opponent Lineup & Match Play

  • Summoner QUIX THE DEVIOUS honestly this was the least likely route that I anticipated my opponent play. Although it's pretty good because it counters both life and provides access to a powerful Dragon cart which I overlooked.
  • VOID DRAGON not traditionally a great tankard in high man of matches but when you consider its health will be boosted to at least 13, and it has void, flying, and high speed it's actually a great card to taste a lot of misses from the opponents.
  • CHAOS DRAGON the big heavy hitters in a dragon lineup for sure chaos dragon has a nice powerful attack and he's a scatter shot to hopefully knock out some cards that I expecting it. Although this is not a match where a single scattershot can take out a key card giving everyone's high health you think it'll be slightly less effective
  • TIME MAGE pretty solid choice here for a meddling card that allows another reduction of speed which should make my entire lineup attack last.
  • ADELADE BRIGHTWING Disney monster with those flying and repair. I get the addition to boost of increased health due to the rules which means you should stick around much longer.
  • PELACOR ARABELIST solid play especially in Pittsburgh scratches play since each attack can reduce primary health by one and it can deliver up to four temporary damage on each turn. I do love pellicore arborist the most when combined with General Sloan but I understand it's placement here
  • PRISMOLOGIST it's decent attack Plus blast damage and increase health can help provide some rear tank support.

Round 1

Round one kicks off and all of that negative speed is really slow in the monsters down. There is a significant amount of damage delivered to both teams but given the fact that he's starting health is 13 of all monsters it leaves quite a bit of room especially after all of my monsters are healed by both triage and thank you. Several of them took some rather large reductions in health

Round 2

Round 2 starts off with a bang for me and I get to knock out Floyd dragon. As the round progresses nothing really changes other than I do finally lose Slipspawn. Good news is unicorn dragon can get healed again and so can goblin psychic who took some splash damage. By the end of the round my team is mostly healed to Max health that's left.

Round 3

as round three starts I still feel like it made anybody's match. There is a lot of monsters with a lot of health doing a lot of damage and eating away at the underlying Max health. And it's round three progresses I do get another knockout of chaos dragon unfortunately I also lose unicorn mustang. The attack switch from magic to ranged is hurting me a bit more than I thought. As round 3 comes to an end I feel pretty good as my monsters are mostly not to tell her and I'm still doing some pretty good things

Round 4

Round 4 follows much of the same as the prior rounds, they're heavy range attack is doing lots of damage and with both score a knockout leaving each with three dragons and full health.

Round 5

Things are pretty even as we eat to Three monsters in each team has some slightly different advantages or disadvantages. For my opponent They're upside is they will do more damage around if everything hits they will do a total of nine damage to the tank plus two splash damage well I am only going to be doing seven damage to the tank with no splash damage the benefit is that I have a tank heel and a triage card left to help heal me up.

Ask around the place out I am starting to love Regal Peryton, it's high speed plus flying has allowed me to get two misses out of three arrow attacks. Key to allow my health to return to its Max by the end of round.

Round 6

In round 6 my trio continues to dominate. I scored two more misses with regal and it's flying and high speed, while Spirit order and goblin psychic dealt out magic damage while healing both regal and spirit horde back to their full potential. I think this is going to be a long drawn-out match to get it over into final victory just due to their high health.

Round 7

Found seven starts off much the same but they're down to one attacking monster and it's only a matter of time before I can eat through all their health.

Round 8

Round 8 I finally finish off Pelacor Arabelist, leaving just one monster I need to eat through.

Round 9

Round 9 and 10 are just a one-sided attack Battle as it takes me awhile to finally knock them out. Matt wants to talk about her strategy here it was just a one-sided attack until it was over.

Thoughts - and Chances to Win Again

It's nice to see his number as high as 98% and have your strategy validated. Having some middle damage magic cards that always hit doing damage each round while having both a tank heel and triage card really helped me to keep an upper hand against my opponents. I guess there must be some small chance of me missing if I don't get lucky on the RNG and I don't score as many misses. Overall I think this is a prime example of how powerful the spirit holder can be to protect your attacking cards and back row and keep them healthy for when they move into first position so that they can be healed by your tank heel card. That way they're not showing up as the new tank with only one or two health left from splash damage. If you don't have a spirit order I would highly recommend looking at a new one to your collection.

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