Lost Legendaries

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Losing legends or archetypes could be a nightmare for any Jungian psychotherapist. However, the realm of Splinterlands is almost exclusively habited by horrors of various kinds, so there’s likely no extra harm caused. Anyway, I am not about to discuss or cure phobias; feel free to nurture and please yours. Instead, I’d like to share a Splinterlands battle from which Legendary monsters were banned. It also became toxic as all cards started being poisoned by Noxious Fumes. And to make the ruleset more special, only magic monsters were allowed this time.

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Since the Earth Splinter was off the table, I decided to pick Possibilus the Wise. I don’t know how wise he actually is, yet he granted two extra HP to my monsters, which is great value for the six mana points. In such a ruleset, it means one extra round for each of the monsters in the rear positions.

Lobstradamus took on the tank role. Even though I typically place him at the end to fend off sneaky melee monsters, in a magic-only battle, with the summoner's buff, he can bear 12 HP worth of blows.

How a ghost can be poisoned is beyond me, but Captain’s Ghost felt the ruleset effects just like any other. Owing to its decent HP, I used it as a backup tank.

In battles of this kind, piling up several high-HP monsters at the front is a must. And at the third or fourth position, place the one you'd like to keep standing as long as possible. My choice was Nerissa Tridawn, one of the most potent non-legendary magic attackers in the game. With a buff, Nerissa can withstand six poison-damage rounds, delivering hefty blows to the opponent's lineup.

While Magi of Chaos was more of an extra filler, its decent attack capabilities couldn't be overlooked. It could have easily occupied the third slot, yet I wanted to ensure Nerissa remained insulated even from the back.

Riverboat Captain was the other captain in my lineup. I wonder if the Riverboat Captain might have known Captain’s Ghost in the latter's living days. With his Blast ability, this captain tends to disrupt enemy sets, suggesting that Splinterlands' riverways might not be for the faint of heart.

Lastly, there's Coral Wrath. It's among the most formidable cards in Splinterlands. Dealing two points of magic damage to the rear is a threat most would prefer to avoid. Combine this with its affordable cost and decent speed, and you're faced with a striker, which is difficult to counter.

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The Battle

The battle bore the stark markings of a massacre. Poisonous fumes wiped out half the enemy lineup, with my strikers dispatching the remainder. It's evident that in such a ruleset, amassing a robust HP pool is keen. Still, my opponent's pack totaled a mere 25 HP, whereas my monsters totaled 51 HP, more than double. I believe my opponent didn’t have any better cards available, so they had very few options. Nevertheless, had I been in their position, I would have positioned the only card of power, Nerissa Tridawn, further back, allowing the poison to potentially level the playing field. Employing such a tactic might have tilted the odds towards at least a draw if my opponent faced somebody with matching cards. However, in this battle, my cards dominated the battlefield.

See the full battle!

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Posted using Splintertalk



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8 comments
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I can see that you are very good at this with your tactics
Keep it up!

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You seem to be very insterested in the game commenting every my post related to it. Why don't you try it yourself?

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Slečna je tak trochu comment farmer, bral bych její zájem o cokoliv s velkou rezervou ;)

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No právě. Čas od času zkouším, jestli vůbec vnímá reakce na své komentáře ;)

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Comment farmer... Ta angličtina má něco do sebe. Říci o někom, že je "připomínkující sedlák" by znělo divně.

(Brouzdám se blockchainem a hledám nevím co...)

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