This week's Splinterlands Community Engagement Challenge event will focus on Battlefield Breakdowns. The goal of this event is to encourage the community to discuss some aspects of the web3 card game, Splinterlands. In this specific event, players will choose a match to share their decision-making process for each card, explaining the reasons and context of the battle that led them to choose that particular team. Interestingly, it doesn't have to be a victory, or even a perfect battle, as the idea is for you to discuss your decision-making process and possible improvements to your strategy. If this topic interests you, come check out all the details of the brawl match in which mana was not a problem (99).
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[ENGLISH VERSION]
Match Details (Brawls)
I like to choose Brawl matches to analyze because they offer a greater variety of combinations in the match details. The first point is the number of combat rules, which usually come in three Gold Spots. In this match, the first ability was All units have Deflect, which nullifies cards that have the ability to reflect damage (return fire) or that deal damage when attacked, such as Thorns. The second rule removes armor from cards and prevents them from gaining shields. Finally, Melee Mayhem allows melee units to attack from any position, removing the limitation of being able to attack from the first position, or using abilities like Reach, Sneak, or Opportunity.
Regarding the elements, in this match the options were quite limited, with only two elements (water and dragon) to choose from. This led both teams to choose water-related summoners, who have more options among the Rebellion and are more accessible. Finally, we have the maximum possible mana of 99 mana. This is a very curious amount of mana, because on the one hand, it allows you to choose any card you want, since it's difficult to reach this limit, but as we'll see later in the opponent's strategy, they ended up making some less efficient choices because of it.
Allied Strategy: Uludin + Commander Slade
Having presented the context of the match in the previous topic, let's now seek to understand the allied strategy chosen, highlighting the positives and negatives of the choices. The first point is that, like my opponent, in this 99-mana match, it seems that both teams ended up choosing cards with average mana amounts for at least half of the team. In my case, the available tanks with a good amount of HP were Uludin Overseer, Commander Slade, and Giant Alipne Skink.
I believe I could have chosen a better option to place in Uludin's position, since in the Melee Mayhem rule, his Flank ability, which allows the second-position unit to gain Reach, isn't very useful. However, he ended up making a difference because he was able to tank many attacks thanks to his large amount of HP.
Another point that could have been improved, but which, given the opponent's composition, ended up being effective, was the choice of Sergeant Grauzral. The matchup didn't present conditions for her Immunity ability to be relevant, and her stats aren't as incredible as those of the Shock Trooper, for example. However, given that the opponent has 3 monsters with only 2 HP and she has a 2-damage ranged attack, opportunity ended up making all the difference in this battle.
Opponent Strategy: Mix Damage & Low Life
As the opponent's strategy had some similarities to the strategy I chose, I repeated some units like Uludin and Commander Slade, focusing half on monsters with high melee damage and the other half on ranged damage. I believe he made a mistake by placing too many ranged monsters with low HP. Even though he increased HP by 1 with the skill, with two attacks most of the opportunity monsters would be defeated, which is exactly what happened.





