BATTLE MAGE SECRETS: It's raining Melee on the Melee Mayhem Ruleset
Hello Hive
It's weekend already and I hope you all are enjoying your it. In case you need more light up for the weekend, here is a game to help you relax your mind. It's my second week in the modern league and I think I'm beginning to cope. Anyway, Let me introduce the theme for this week's battle mage secrets. In this week's presented battle, the melee monsters went wild while featuring in the melee mayhem ruleset. In the discussion yet to come, I will be explaining the possible best strategies for this ruleset but before then, I extend a hand of invitation to everyone and anyone who wishes to join what we do here. Just that you know, anyone can do it, just make sure to follow the guidelines and that can be achieved by visiting the weekly battle mage secrets announcement posts. For that of this week, kindly click here for direct navigation.
Melee Mayhem
The melee mayhem ruleset is one which enables melee attack from any position. Ideally, most melee monsters do not have the ability to attack from any position but with this ruleset, every melee can attack from wherever they are been positioned. This all position enabled ability gives the melee monsters an added advantage over other monster types. Although, this doesn't mean that melee monsters must always come out victorious in this ruleset. This is where strategy comes to play.
Discussing the Battles Strategy
In the presented battle, the melee monsters constitutes a majority and if you're going to use mostly one attack type, it's always better to think of a summoner that add more advantage to that particular attack type. The trample and reach abilities are melee monsters thing, this is why I had to option for a summoner that offered this abilities, not to mention the advantage of an extra two health each friendly monsters got from the summoner.
Since I had chosen mostly melee monsters, how to increase the damage become something that's necessary. For this reason, the monsters needs an inspiration. Who does that better that the monsters with the inspire ability? Inspire ability monster had to be included and this increased all friendly melee damage by one.
I'm fully aware that melees monsters attack by making contact with their targets and because of this armor will be a hindrance to their attack. To move past this hindrance easily, the enemy's monsters armor had to be taken away using the monster with the rust ability. Now that the enemy's monsters armor are off the way, I had to protect my own team using the protect ability that gave all friendly monsters two protective shield.
Of course,I thought of a way to reduce the enemy's melee damage on my team but there was no more room for monsters to come in, so, I had to play with this weakness.
Speaking of the battle, let's watch how it went down below
Battle Details | |
---|---|
Ruleset | Healed out & Malee Mayhem |
Mana Cap | 43 |
Available Elements | Water, Life, Death, and Dragon |
Battling Elements | Dragon Vs Water |
Team Selection
Summoner: POSSIBILUS THE WISE
Rarity/Element: Legendary/water
Stats: +2 Health😱 Trample✔️ Reach✔️✔️
Possibilus the wise, a legendary summoner from the water element seemed to have so many stats that benefits mostly melee monsters. To help my team enjoy these additional stat, this summoner became the best choice and was used. Although, its mana cost is a bit higher than usual, the good thing is that mana cap permits a large range or mana.
DIEMONSHARK
The processing of choosing a defender sometime is way harder than we think but the likes of DiemonShark simplifies it better. D.Shark at level four which it was used had the perfect capabilities of a defender with 6 armor, 8 health, trample, enrage, of its own and reach ability given by the summoner. As the good defender it appeared to be, it made it long enough on the battlefield until the enemy had only two monsters left.
COASTAL SENTRY
The pretty Coastal Sentry poses one of the best threat to the opponents with her double strike ability and high melee damage. That doesn't end it, it also has this advantage of speed over so many other monsters and also has a protective shield of its own.
DEMENTED SHARK
Like I mentioned before, there is always a need for a motivator in every team. Demented Shark had to be used for its inspire ability which increased the melee damage of its friends and that of its own by one. Also since it's melee mayhem day, it was able to attack from the position it got.
NOA THE JUST
The only non fighting monster that was used in the battle. Although there's a way to get it to fight especially on a ruleset such as melee mayhem but unfortunately that wasn't the strategy of the day. However, this monster ensured the enemy team monster armor was taken down with a number of two. This exposed the enemy's monsters to the rampage of my melee force.
VENARI WAVESMITH
The enemy's armor is down, now I have to lift mine. Venari Wavesmith presence ensured all friendly monster was protected with two armor. Also, It was the only magic monster from my team.
PELACOR BANDIT
Pelacor Bandit came in last. Also a melee monster, it was placed last because of it flying ability which could help it dodge melee or ranged attack. One of its advantage is its high battling speed.
That will be all for this week. I hope you enjoyed the read. Please join me next week for another battle mage secrets challenge same place. Leave a comment on how the strategy can be better or any other of your choice.
Thanks for stopping by
I'm always on the lookout for battle straggles and new cards to check out. Found a few hew I might pick up if the price is good.
Thanks for sharing! - @alokkumar121
