Dumb Luck ~ Battle Mage Secrets | Splinterlands
Hello Splinterwarriors, I hope you all are doing well today.

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With the dawn of the Rebellion monsters, it has been a treat for the brain to once again reshape the strategies for the sweet victory. Albeit, today none of the parties involved used such a rebelling monster but the play should give you an insight into what to do when this ruleset comes up to your doorstep.
Yet, I have noticed that the rebellion monsters are kinda like a reflection of the neutral monsters but with unique abilities. It's like the creators wanted to balance out the playing field for the neutral monsters and summoners.

Battle Conditions

The mana cap was 39 and all the summoners were available. The game was like: "Prepare a battle worthy of watching" but I wanted to end things as smoothly as possible.
Battle Rules:
- Aim True: Attacks always hit their target.

Battle Details

Let's start from my side:
Summoner: General Sloan(Ability: Additional ranged attack damage for all ally monsters with ranged attacks).
Tank: **Imperial Knight(Ability: Void Armour).
Ranged Attackers: Gargoya Devil(Ability: Flying, Close Range), Evelyn Auvera(Ability: Immunity), Zyriel(Ability: Weapon Training, Life Leech), Chaos Agent(Ability: Dodge), War Pegasus(Ability: Shatter, Flying).
My main target was to cripple and oust the enemy tank and everyone else one by one from the front. That's why I picked out Pegasus which had both the Shatter ability and high speed ensuring that the other attackers with low speed would be able to deliver real damage toward their tank. Moreover, I put both Evelyn and Chaos Agent around Zyriel, that way I could have them both get a damage of 2. My tank would have a high shield and HP, having that Void Armor ensures that I would have a high damage-taking capability. And lastly, I picked Gargoya because it had the Close range Ability. That way it could do damage from the front should my tank fall.
The overall damage is 9. Adding in the weapon training it got increased to 13. Adding in the damage from the summoner it became 18 and an increase in HP by 1 or 2, depending on the HP of the monster that Zyriel would unleash its attack upon.
Summoner: General Sloan(Ability: Additional ranged attack damage for all ally monsters with ranged attacks).
Tank: Shieldbreaker(Ability: Taunt).
Ranged Attackers: Herbalist(No Ability), War Pegasus(Ability: Shatter, Flying), Venari Crystalsmith(Ability: Tank Heal), Pelacor Arbalest(Ability: Double Strike), Prismologist(Ability: Blast).
His strategy was similar to mine. Using a tank with a high shield and HP while using all the ranged monsters behind it. But, the little shift was that he had a healer in his midst and a double-striking unit that was to surely get most of my units.
The overall damage output was 13 and with the help of the summoner, it went to a grand total of 20 with a heal of max 2 per round.

Major Events

The game started with both the tanks stripped of their shields.

the first to fall was his tank and soon my tank fell as well.

By the end of the first round, I was 2 down as my Gargoya Devil bit the dirt.

His Pegasus was getting injured faster than a sponge soaking up water spilled on the floor.

It got taken out swiftly and got turned into a 2 v 3 as both the tanks were essentially useless at this stage.

In the middle of the 3rd round, Zyriel took out the double striker and made it into an open season for the enemy.

And finally, Zyriel took out the last standing enemy.
Results
Unfortunately for him, he had kept his Pegasus behind the Herbalist so once it fell, his Shatter ability was obsolete. That way, I started to gain the upper hand even though I had a little less overall damage and an actual heal.
Battle Link

Thanks for sharing! - @underlock
