I've featured a few posts in the Battle Library emphasising how important it is to read the rules before you pick your team. However not only is knowing the ruleset important but positioning can be crucial too.
First things first, feel free to just go to their website directly but if Splinterlands interests you I'd be very happy if you joined up with my referral link:
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In Battle Library Sixteen we look at a battle that is interesting as both teams look quite even but the positioning on the respective teams is crucial!
https://splinterlands.com?p=battle&id=sl_e1f76886328a7c3330aeb41d26a23c7f&ref=silver-edge
The rules that applied to this battle were:
- Mana cap of 44 - A high cap so a good chance to use some large mana cards!
- Life, Earth or Death splinters only;
- Explosive Weaponry - all cards have the blast ability;
- Silenced Summoners - No bonuses from Summoners.
Tricky to decide on the splinter (no bonuses from the summoner means it is only the splinter that counts). I gambled that the Earth/Magic Meta might be left out since there is no magic bonus from the summoner. With no bonuses it's a tricky choice but I decided to go with Life since some of its cards have a decent health and could survive some blasting.

Summoner - Mother Khala (3) - For the life splinter only;
Shieldbearer (8) - in front with the Taunt ability and his strong tanking;
Crystal Werewolf (3) - for the silence ability (as a hedge in case the opponent did use some strong magic attackers) and solid five life to tank some blast shots;
Lone Boatman (5) - for the two ranged snipe attack (Snipe has a decent chance for a three person shot with blast!);
Silvershield Sherill (9) - for the three ranged snipe attack which as noted is powerful with blast!;
Pelacor Arbalest (6) - For the double two ranged attack which is good on its own but better with blast!
Mantoid (6) - for the two ranged snipe attack (again to take advantage of blast!
Using 37 out of 44 this team is a powerful ranged team (it would not be out of place if the new summoner Sloan was used for the plus one ranged attack. The werewolf is in just in case of Magic and does work as a decent tank to absorb some blast damage. With blast in play this team should be able to do a lot of damage very fast!
The question now is what team would the opposition use?
Summoner - Mother Khala (3) - And it's a life vs life match;
Elven Defender (8) - A solid tank with some armor and eight life;
Shieldbearer (8) - interesting positioning, possibly thinking of splitting some of the attack between the two tanks maybe?
Luminous Eagle (6) - With reach the eagle still cant attack till either the shieldbearer or elven defender die. Notwithstanding that has a solid two melee attack and flying;
Elven Mystic (4) - For a small magic attack;
Mantoid (6) - for the same reason as I picked it, the two ranged snipe attack;
Lone Boatman (5) - see mantoid above.
This team used 40 out of the 44 cap. A powerful team with some solid ranged and melee attack. There is also a little magic attack included too. However his positioning is interesting and when I started the match thought positioning would make all the difference!
And let the games begin!
Turn One - The Sheriff is fast so puts out a powerful shot on his Shieldbearer and blasts the Elven Defender and the Eagle. His Mystic takes a shot at my Shieldbearer and blasts the Werewolf.. My Pelacor Arbalest puts out a double shot on his Shieldbearer hitting the Defender and the Eagle with blast twice too (eight damage across the three of them!). His Lone Boatman and Mantoid both take their shots against my Shieldbearer (blasting the werewolf). My Boatman and Mantoid return the favour and between the two of them continue to reduce the ShieldBearer and Defender and also kill the Eagle and hit the Elven Mystic! The ShieldBearer & Elven Defender both trade shots at the end. The turn ends with my Shieldberer on six life and werewolf on one life. His tank, Elven Defender has three life and his Shieldbearer two life.
Turn Two - The Sheriff goes first again and kills his Shieldbearer, killing the Elven Mystic and damaging the Elven Defender. The Pelacor Arbalest goes next and kills the Elven Defender and damaging the Lone Boatman and his Mantis. My Mantoid goes next damaging both his Lone Boatman and Mantoid before my Lone Boatman finishes them both off. Match done and in only two turns!
A nice win and easy too - surprising? At first glance the teams both look solid but here is the lesson - DON'T PUT YOUR TAUNT CARD IN SECOND SLOT IN A BLAST MATCH! Or any slot other than first or last I guess - why? If you have a taunt card in the middle of your line-up it means that every shot that hits it will do damage to three cards, in this case ShieldBearer (taunt) and the Elven Defender and Luminous Eagle on either side.
And boom boom, that is that - Remember, taunt is bad in the middle of a lineup!
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