Maneuvers: Second position "Melee".

By dreloop | dreGames | 30 Jun 2024


Hello! Guys, welcome to @dreloop07, today I'm going to talk about a battle rule that mainly affects “melee” attack cards, more specifically “Maneuvers”.

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In practice, all cards gain the “Reach” ability, giving your “melee” cards the possibility of carrying out attacks while positioned in the second position of your deck. Which in a way is something that can give “melee” attack cards without skills greater mobility. As we know, melee attack cards naturally do not attack, unless they are in the first position of the deck.

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As a rule, this is a condition imposed on both sides of the coin, keeping in mind that all cards will have the “reach” ability, we can analyze some important interactions. The first is that cards with the “Taunt” ability become useless in a match like this, as they cannot attract attacks from a “reach”. If a secondary rule such as "Fog of War" comes along, “reach” can still be useful for attacking mobility in secondary positions.

Opponent cards with the “blast” ability can pose a problem, as additional attacks can arrive in second position. Even "Thorns", but in the form of a counterattack for "melee" attack cards.

useful skills:

 

I see the game from the perspective of good skills that influence the “reach” skill cards. The first one I point out, which can be very useful in a match like this, is “blast”, because, at the same time as attacking the tank, it is still possible to attack the “reach” in the second position of the opponent's deck.

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“Trample” is another interesting ability to attack cards in second position, but on the condition that it eliminates the first card. Now in terms of strengthening, “Bloodlust”, as he will have the opportunity to attack to eliminate cards and strengthen himself and at the same time not expose himself to many attacks, like the cards in the first position.

strategy

 

Now! Thinking about strategy, I came across a game with 46 mana and I couldn't count on a fire deck. In addition to the “Maneuvers” rule that gives more attack mobility to “melee” cards.

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It also has the “Taking Sides” rule, in which neutral power cards could not be used. Even with some limitations, it still has a lot of rule space and mana, to apply various strategies in different types of decks.

https://splinterlands.com?p=battle&id=sl_68c0369ffc663c8d00961fbf3324e520&ref=
As a summoner I chose “General Sloan” I know I could have chosen others that better favor the “melee” attack card game, but it was the opportunity I found to put my cards into play.

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For the first “Scred” position, a “melee” attack card that allows infiltration into the second position of the opposing deck in the event of the elimination of cards in the first position of the opposing deck. In addition to using its additional attack to pierce the armor of opposing cards.

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“Jared” is prinmain card favored with this rule, in this match, because when carrying out attacks, positioned in second position, you will have space to strengthen yourself without being targeted by many attacks. In addition to having a well-aimed attack, it often goes through wires.

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The "Djinn" in this match comes as a magical option to diversify attacks, a healing option for the “reach” if it is your card that takes the most damage in the second position.

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Venari is my second tank healing option in this match, as a possible "reach" in the opponent's deck could cause some defensive difficulties for my tank.

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"Silvershield" was another option to diversify the attacks of my deck, as it is "melee" it can be a possible "reach" in the final moments of the game, also helping with the offensive in the first position.

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For last position, a magic card in this case "Bila", besides being an option to protect the rear, it is also possible to neutralize the offensives of the opponent's tank in this match, which combined with an attack from a card with "reach" abilities can be fatal.

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Thinking about a game as a whole, there are good options found to affect the opponent's game by using the “reach” skill cards. With this we have some very favored combos like "Jared".

Considerations:

So that's it, guys! I hope you enjoyed these tips when you come across “Maneuvers”, whenever possible, look for cards from higher levels within your league and be open to new card combinations, to surprise your opponent. Good luck! In your battle strategies.

 

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dreloop
dreloop

canal de games mobile e NFTgames


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dreGames

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