Splinterlands Community Engagement Challenge – How to counter Counter Spell Ruleset and Magic Reflect
Here comes another interesting challenge once again. And as usual I am here to share one of my epic battles with y’all. By the way, hope everyone is doing very well. And the battles are flowing with victories.
In splinetrlands, almost evry battle is a grand test pf strategy, timing and prediction. And I happened to enter into the battlegrounds under a tough ruleset of Counterspell and Weak Magic. With a Mana Cap of 49. On paper, this may seem like an interesting clash of the titans and that was exactly how it ended up when my summoner had a class with my opponents’ team.
My Archon - Barthalamas versus my opponent’s Aurelia it was.
This particular ruleset meant I had to think outside the box to emerge victorious. The approach to selecting my team meant a lot. Weak Magic usually eliminates the dominance of Magic attackers. Of course, forcing them to hit Armor first. So going head-to-head with Archon that is Magic heavy against that which increases the Armor count of member units will be a big mistake. And on top of this, a counterspell, which means a return fire back of 50% damage to Magic Attacks.
With this ruleset, it will be advisable to relay on Melee and Ranged attackers. These two rulesets had a strong say in the outcome of the battle and if wisdom is not applied, anyone would suffer a drastic defeat in the end. Both combined ruleset mad this battle a high stake warfare of brute force , clever positioning and tankiness/range attacks.
Lets take a quick look at the lineup for both teams:
My lineup

Summoner : Barthalamas (A fire lord with +1 speed to all member units.)
Team line up according to position:
- Scales of Justice; chosen for the extra speed that comes with it, and the ability to dodge any heavy attacks. Durable and strong monster to cause confusion in the opponents team.
- Chaos Furybringer; a heavy tank monster with the sneak ability, causing -2 damage (melee) to the opponents from the second position.
- Frank Arsgard; a middle line monster pick, good for offensive damage.
- Vengeful Monk; a support unit within the midline causing -2 melee attack to opponents team.
- Sturdy Axe Warden; an anchor positioned at the back to cause -2 damage.
- Ash Archer; a range attacker with my -2 damage with a steady chip in.
Opponents’ lineup

Summoner: Aurelia
Monsters according to position line up:
1.Dread Tafarian; a nightmare tank with a healing ability, takes more effort to eventually bring down.
2.Mad Gearhead; heavy hitter punishing opponent with a sneak attack when placed at the second position.
3.Great Bear Druid; added to buff and last longer
4.New Beluroc Aegis; another protective monster placed in the middle line
5.Glimmermancer; a bold risky pick because it is a magic monster.
6.Vicious Quilliun; versatile support for Aurelia squad.
Ruleset of Weak magic and counterspell, and Mana cap of 49
The Battle Breakdown
The first round was a match that was a show of fastness and endurance. My team being the fastest team delivered the first blows. Scales of Justice and Dread Tafarian locked into an exchange of blows. Both teams absorbed several punishments while they tried to break the stalement to see who gives up.
Chaos Furybringer came out applying immense pressure to the frontline causing Dread to reduce much health than expected. Frank Arsgard was an advantage on my side due to its durability and strength. Creating a sturdy fallback in case my frontline collapse and that strategy worked perfectly well.
The turning point came from the rulesets themselves: Counterspell and Weak Magic. Aurelia’s Glimmermancer struggled to do meaningful damage. Every spell not only hit for less but also bounced back, wearing down their own backline over time. But my squad on the other hand, built from melee and range attacks, kept pressing forward and forward. It extended the survival of my midline long enough for my attackers to bring down Tafarian, which is often the toughest wall to crack down. Once their frontline fell, Aurelia’s formation started unraveling weakness and my team took advantage and hammered on that.
The ruleset Adaptation wins once again as a result of my decision to stake on only melee attackers. And putting Frank Arsgard in the third position was a backup I need when the frontline was cracked down.
On the other hand, my opponent’s choice of magic attackers caused him much damage than good. Because, every attack backfire causing a 50% damage.
I avoided Magic attacks as much as possible due to the ruleset. Which was the smartest move in such rulesets. And it worked perfectly well.
The game changer
This battle is a reminder of how important it is to build around the Rulesets to avoid being your own enemy. I managed to outlast Aurelia because of the choice of Melee and ranged attacks. Every choice of card and even the position matters in each game and the rulesets that comes with it.
What I will do next time
What I would do next time with this ruleset will be to replace Scale of Justice with a tank dealing melee monster. It was brought down too quick because of the magic attack of the opponent. Although its very fast it can not withstand magic attacks. And because of the ruleset I was not expecting magic attackers in my opponent’s team. This was a surprise to me. I was only lucky that I had a strong tanker (Frank Arsgard) as a backup who quickly filled in the gap.
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Thanks for sharing! - @yonilkar

Thanks☺️