Battle Mage Secrets: Maneuvering of Astral Entity

BATTLE MAGE SECRETS MANEUVERS

This week, I'm sharing my game in Maneuvers ruleset using Astral Entity.

MANEUVERS weekly challenge

You can check out this BATTLE MAGE SECRETS Weekly Challenge link if you also want to participate.


Ruleset:
Stampede
Odd Ones Out
Maneuvers

Mana Cap: 37
Elements: All except Life

Game Modifications


This is a Stampede ruleset game so The Trample ability can trigger multiple times per attack if the trampled Monster is killed.
Higher HP and speed are the key in this ruleset. Dispel helps to remove Trample.

Stampede


This is a Odd Ones Out ruleset game so Only Monsters with odd Mana costs may be used in battles.
There are no special tricks for this ruleset, but having an idea of mana points of a few monsters helps in predicting what your opponent can and cannot use.

Odd Ones Out


This is a Maneuvers ruleset game so units with melee attacks gain Reach.

Armored Strike is a melee attack.
Sneak and opportunity override reach.

Maneuvers



Let the battle begin!

You may also watch battle here.


Summoner: Astral Entity

Abilities:
All enemy monsters lose -2 armor
All friendly monsters gain Dodge ability
All friendly monsters gain Resurrect ability

Astral Entity


Pos 1 Monster: Life Sapper

Abilities:
Life Leech - Monster's health increases each time it damages an enemy Monster's health in proportion to the damage dealt.
Redemption - When this Monster dies, it does 1 damage to all enemy monsters
The damage dealt is Melee and follows normal rules of melee attacks

Life Sapper


Pos 2 Monster: Djinn Muirat

Abilities:
Void Armor - Magic attacks hit this Monster's armor before its Health
Knock Out - Does double damage when attacking an enemy that is stunned
Giant Killer - Does double damage against targets that cost 10 or more mana
Magic Reflect - When hit with Magic damage, does reduced Magic damage back to the attacker
Deals damage equivalent to the attacker's damage divided by 2, rounded up. The damage is reflected even if the attacker does not hit
Forcefield - This Monster takes only 1 damage from attacks with power 5+

Djinn Muirat


Pos 3 Monster: Scavo Hireling

Abilities:
Repair - Restores some armor to the friendly Monster whose armor has taken the most damage
Camouflage - This Monster cannot be targeted for attacks unless it's in the first position
Slow - Reduces the Speed of all enemy Monsters

Scavo Hireling


Pos 4 Monster: Lira the Dark

Abilities:
Opportunity - It may attack from any position and will target the enemy Monster with the lowest health.
Snare - When attacking enemies with Flying, removes the Flying ability and cannot miss.
Swiftness - It gives all friendly Monsters +1 increased Speed.

Lira the Dark


Pos 5 Monster: Silent Sha-vi

Abilities:
Sneak - Targets the last Monster on the enemy Team instead of the first Monster
Cripple - Each time an enemy is hit by a Monster with Cripple it loses one max health
Piercing - If Melee or Ranged attack damage is in excess of the target's Armor, the remainder will damage the target's Health

Silent Sha-vi


Pos 6 Monster: Uraeus

Abilities:
Sneak - Targets the last Monster on the enemy Team instead of the first Monster
Poison - Attacks have a chance to apply poison, which does automatic damage to the target at the beginning of each round after the poison is applied.
The Poison ability is triggered 50% of the time. Poison does damage at the end of the turn and is not affected by shield or void.

Uraeus


Now that Rebellion edition is here, do you think there's a stronger line up in this Game Modification? Comment down below.

You may also watch battle here.


Hope you learned something from my game and how I came up with this lineup.
What would you have done differently given the same ruleset, mana cap and active elements? Let us know by dropping a comment.


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