Hi there, welcome back to my Splinterlands Battle Mage Secrets post. Today we still have this Silenced Summoner as our main theme, so people will still share and talk about this ruleset now.
I have post my first entry here :
https://inleo.io/@dewabrata/if-you-confuse-during-silenced-summoner-just-go-with-speed-6yl
I talked there that one of the key point to win that battle was Speed. Speed is very important in all Splinterlands battles, in fact I always talk about having faster team to make your odds of winning better.
After several Splinterlands posts which I always talk about having faster team as the key winning point... I have an issue arise here.... Can slower team win any battle?
It's hard to answer that, in general they bond to lose. However there are conditions and situations which slower team sometime win. It's not about reverse team ruleset, but other condition such as meta and counter tactic against your match up.
Ok let's see the battle which my SLOWER team won...
THE BATTLE
It's a battle between Life vs Dragon on Modern Format Silver League. I came with Dragons summoner, because by using Dragon I could use two element of units. Basically both of us were using Life Elements, however I believed by adding some dragons units, my team could build up a certain meta that could change the course of the battle.
Incase you wonder why my opponent seems so dumb using that Soulbound Summoner 6 mana, I think he wants to put his highest level units on the line up which is his Djinn Renova. I can understand that because both of us are budget limited players here. My Quix The Devious is a rented one, I could not buy the summoner or the proper one that I do not with to buy any Legendary Gold Foil cards because of the price.
There was a Broken Arrow ruleset there, so expect no Venari Crystalsmith to heal your tank. I used Meriput to replace Venari Crystalsmith here. I always feel awkward if I play using Life Element but not having repair, triage, heal or tank heal in my line up.
Meriput Magician was a great choiceregarding she would be the only tank healer you could get on modern format with these rulesets. However her 5 mana cap would be a big consideration whether she would fit into your line up or not, because we only had 27 mana cap here.
As you can see above and below, I needed to sacrifice a spot just to house in Meriput MAgician. I came with 5 units while my opponent having max lineup 6 units.
Let see how this battle went:
- This battle started by both party buffed and debuffed their opponents. My opponent came with Time Mage, definitely he tried to build up their speed here and it worked. They were faster and only my Vruz who could keep up with their speed.
- Their team had 5 melee damage, and 4 magic damage. combined all, they got 9 damage per round.
- My team had 5 melee damage and 3 magic damage so combined all I had 8 damage per round.
- Look at the general overview. They had 1 unit more than mine, they were faster and hit harder. I should lose this one right?
- The fact was funny, none died in the first round. We entered the second round with all units intact however both of our tanks were heavily injured.
- Unfortunately they lost their tank first, and this lead to a massacre on their team.
- Roond 3 started with 5 vs 4 condition. They lost Their blinding reflector as their main tank and Uraeus as one of their sneak attacker. This was bad for them, because it meant they lost their main tank and one of their gun while my team was still on good condition.
- What could you expect from Gargoya Scrapper? he died instantly and this would make them look even worse.
- Round 4 started with 5 vs 2 conditon, they had only 2 units left. They lost their Time Mage from my opportunity attacker, the Whelp Herder and Celestial Harpy. I think at this point, they are done.
- Round 5 was the last. Good Game
CLOSURE AND DISCUSSION
This battle ended as a one sided one which my team came up as the winner. It was a flawless victory, none died in my team. However we could not say that my opponent was bad here. You might view this that they came half assed, but check my units too, they were half assed too. Those actually were not half assed units, I could say that as I have said above, casual players like us usually have cards we like, but not pushing them up above. Simple words, we are not the kind of pay to win people.
In the start, they came faster, most of my units had 1 speed only. They hit harder, with 9 damage per round and they had more units than me. So they did the right thing especially the SPEED which I always say speed is the key.
So How could my team which was slower could win this battle? Actually slow team could win too, if they make up this condition:
1. A Very Sturdy Tank, Unbreakable
The key or the main key point of my winning is this, my tank could not be killed at all.
They could not killed my Iziar at all. That's what most important thing you need when you have a slower team, your tank must not lose at all. I sacrifice a spot, just to house in Meriput Magician because she could heal Iziar. I need to have Iziar lives as long as possible to keep everyone alive and hit then kill my opponent.
So do whatever you need to do to keep your tank lives longer, either it is a repair ability, tank heals, or triage, whatever you need to do... In the end your tank will die anyway, but don't let him or her die in the first round.
I am sure with Iziar because he has Void and I believe most of attacks I would get were magics due to the broken arrows ruleset. If you are sure with the tank, then we would get into the next point or the last point.
2. Pin Point Attack For A Kill!
Ok you are slow, you will hit last after your opponent move. What would you do? the most wrong answer is to deliver big damage. What we do only or must only be one, is to kill our target each round. Slow team could not challenge fast team in a rally war or a direct slugfest, that would be a direct lose.
My kills are plans on my meta. First I need Vruz to hit their backline, so their backline will keep having lower health point. Then I have Whelp Herder with 2 opportunity melee damage, and Celestial Harpy with the same type of attack pattern and damage. These two keep killing their target every turn, which build up the gap between their team and my team.
In the end if each turn they get weaker, there will be a point when they get really weaker than us.
Don't use Scattershot if you are slower, although you could hit a jackpot and win confortably, the odds is really low and mostlikely you lose badly.
3. Why Telling this On Silenced Summoner theme?
OK why I bring up this issue on Silenced Summoner? This tactic can work in other ruleset however I see during Silenced Summoner, the odds to success using slower units mostly are better because you opponent won't get extra buff or ability to kill from their summoner. No Tarsa +1 melee damage, no General Sloan +1 range... Or No Possibilus The Wise reach ability. and many more.
However that's just my opinon here. I believe each of us have our won opinion and I am looking forward to see yours... Don't hesitate to leave any feedback on the comment section below
That's all for my battle mage secret post today, thank you for reading my post here and see you guys again on Splinterlands battlefields!!
Thank you for visiting my BATTLE MAGE SECRETS Weekly Challenge, don't forget to leave your comments and feedback below. There are credits in this post for these people:
- @splinterlands : for holding BATTLE MAGE SECRETS challenge events
- carrieallen : for ultimate markdown tutorial
- thepeakstudio : for wonderful divider art
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