BATTLE MAGE SECRETS: ~FOG OF WAR~ BUILD UP YOUR FIRE POWER
Good Morning Hivers, welcome back to my second weekly Splinterlands BATTLE MAGE SECRETS. As for today Battle Mage Secrets topic, We have this FOG OF WAR ruleset.
All units lose the Sneak, Snipe and Opportunity abilities.
FOG OF WAR Ruleset negates all cards abilities on Sneak, Snipe and Opportunity. In the past, FOG of WAR negates Scatter shots too, however they have changed that and now Scatter shots ability is still on during this ruleset. Overall what this ruleset force us to do, is to attack directly to our opponent front main gate. Tank first and the rest follow, no slipping or sneaking to opponent backline. So what should we do during this rulest?
1. DO NOT THINK ABOUT SNEAK ATTACK AND OPPORTUNITY ATTACK
These cards won't do any during this FOG OF WAR RULESET. Snipe ability will lose its effect, however the mage or range attacker will still hit to opponent tank. However thing is different with melee units. They will stand idle doing nothing, become a burden for the team.
I know everyone already know about this, however let's face the fact! We still often find opponent using Melee Sneak attacker such as Uraeus, and end up doing nothing. They are not bot, just humans who forget about this ruleset.
2. BUILD UNBREAKABLE WALL
We know our opponent will come from the front gate, so make sure we fortify the front gate. Use sturdy tank, whether against Melee, Range or Magic, and make sure it will be unbreakable in that battle.
During FOG OF WAR, whether you lose or not mostly decided by who lose their tank first. Once the tank gets killed, the rest will be easy. Some people try to fortify their wall by using multiple tanks, or multiple big health cards in front. Some use one but bring a bunch of healer and support behind.
Whatever it is, make sure it's unbreakable!
3. BRING HEAVY ARTILLERY
As I have said in point 2, the battle with FOG OF WAR ruleset mostly decided by who lose their main tank first... So make sure your opponent lose it first. Bring monsters/cards with extraordinary damage build up. Don't use idle supports, you might lose your momentum here.
As we are building a super defensive fortress during this FOG OF WAR ruleset, so expect our opponent will do the same. Think twice each time you are bringing a melee, range or magic attackers with only 1 damage capacity. They will be easily negate by Void or Shield from opponents tanks. And Expect your opponent to bring some healers and repairmen...
So do not hold back, just get those heavy hitter into your team.
Ok let's see our battle
THE BATTLE
This was a Modern Solver league rank battle, of course with FOG OF WAR ruleset. You might think what the hell with this simple battle... Well there were some points we could discuss here, but let see how it went.
ROUND 1
- The battle started with both of us Buffing up our team and debuffing our opponents.
- My opponent came with 1 melee damage and 2 magic damage, a total 3 damage per round.
- My team had 1 Melee damage and 2 range damage. It's a combined 3 damage per round.
- Looked like both of us equal here. however I already won the battle from the starts
ROUND 2
- They lost their Torrent Fiend in the first round, and now its become 1 vs 2.
- With their Djinn Oshannus damaging my Xenith Monk 2 damage per round, and I had capability to recover 4 health point per round, It's already a game over for them
- Lets fast forward this
- Round 7 was the last, good game
CLOSURE AND DISCUSSION
That battle was an easy win for me. So what can we learn from it? Why did he lose that bad?
1. BUILDING A WALL IS DIFFERENT FROM BRINGING A GREAT TANK
Xenith Monks focus on expanding their minds to become more self aware and strive to achieve pure balance in all things in order to understand and comprehend Mana and its impact on the Splinterlands.
Xenith Monk is a good tank, however for a low mana cap he is one of the best wall. He will recover 2 health every round from his healing ability. This ability makes him a better wall than Djinn Oshannus. If opponent comes with less than 2 damage per round, in this case they did that, they will bump onto this unpenetrable wall... wasting all their attacks
In big mana cap, definitely Djinn Oshannus is better because you can bring other supports or damage dealer to support Djinn Oshannus, or Oshannus holds opponent attacks while his teammate from behind delivering killing blows. However for 12 mana cap? you need to think twice
2. GOOD META >> A SUPER BEAST
By using Xenith Monk, I had 4 mana left and I could bring in Venari Crystalsmith. Together with Xenith Monk, both of them could recover 4 health point per round. It means that if my opponent come with less than 4 damage per round, I am already guaranteed a win.
This was a meta I built for that battle. I believed that time it's a solid one, might not be the best. I could lose if my opponent brought Djinn Chwala, because they could deliver 5 damage per round. However the odds was small and as I expected, they came with magic card which was Djinn Oshannus.
Oshannus only delivered 2 damage per round, that's why I said from beginning this battle already pocketed by my team.
Ok that's all for today post. Have fun with your FOG OF WAR battles!!
Thank you for visiting my BATTLE MAGE SECRETS Weekly Challenge, don't forget to leave your comments and feedback below. There are credits in this post for these people:
- @splinterlands : for holding weekly social media challenge events
- carrieallen : for ultimate markdown tutorial
- bulldog1205 : for the scholarship account : blackkrrsantan
- thepeakstudio : for wonderful divider art
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