A BATTLE with CELESTIAL HARPY
THE LORE
The harpies of the Celestial Clan are called as such because they dwell on the highest peaks of the mountains across the Splinterlands and prefer peace over violence. Their feathers are the blue and white colors of the sky, making them hard to see for anyone on the ground. They sing beautiful melodies that can sometimes be heard on a gentle spring breeze. Living in peaceful clans, the harpies remain to themselves and immerse themselves in a world of beauty, art, and freedom.
Because of their beautiful plumage and the mystical stories told about them, hunters come. They journey far up the mountains, seeking to kill a harpy for coin and glory. But any hunter that makes it that high never comes back. For the Celestial Clan works as a team to defend one another. And they do not show mercy to those who have darkness in their heart.
The harpies' heads tilted up to watch the rising sun. The break of dawn across the world, changing colors from gray to blue. On their mountain peak, the harpies of the Celestial clan had a view over the world.
And as the sun rose, they sang. First one began, then another, and another. Until their voices weaved in lovely harmony from the mountain peaks.
The sounds drifted on the air, carried down the slopes in a breeze and to the villages below. A welcome greeting.
CARD STATISTICS
FLYING
Has an increased chance of evading Melee or Ranged attacks from Monsters who do not have the Flying ability.
OPPORTUNITY
Monsters with the Opportunity ability may attack from any position and will target the enemy Monster with the lowest health
TRUE STRIKE
Does double damage when attacking an enemy that has no attacks.
THE RULESET
The required mana in this battle is 23 and the active elements are fire and life.
EARTHQUAKE
Non-flying Monsters take 2 Melee damage at the end of each round. Using monsters with Flying or Heal is the trick for this ruleset, but if you are unable to choose such monsters, use monsters that have high HP and high damage. Don't keep heal units up front. Shield has a very important role. Using Brighton Bloom as summoner can help in this ruleset. Keep monsters with Flying in last positions when Earthquake has done enough damage to both sides.
BROKEN ARROWS
Ranged attack Monsters may not be used in battles. A high HP first monster with Void ability will deal with both melee and magic. Give your tank a back up with a tank heal support. Using Thorns or Magic Reflect is also very useful in this rule set. Defend against either Magic or Melee attacks by using the right summoner and then use monsters' abilities to deal with the other attack type.
LOST LEGENDARIES
Legendary Monsters may not be used in battles.
There are no special tricks for this ruleset.
MY LINE UP
THE OPPONENT'S LINE UP
THE BATTLE
DID YOUR STRATEGY WORK IN THIS BATTLE
Yes, my strategy really worked in this battle. Since one of the rule is earthquake, I used monsters with flying ability, Pelacor Conjurer and Celestial Harpy. Non-flying Monsters take 2 Melee damage at the end of each round. I also used a summoner which adds shield to its team member.
The sneak ability of Uraeus and Stitch Leech also helped in the game, this ability enables a monster to target the last Monster on the enemy Team instead of the first Monster. Celestial harpy also has the opportunity ability, Monsters with the Opportunity ability may attack from any position and will target the enemy Monster with the lowest health.
Thanks for reading! BATTLE LINK
https://twitter.com/1491317415657230338/status/1628903320848064512
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Thanks for sharing! - @zallin

Good Battle, thanks for sharing!