Splinterlands Battle Mage Challenge - Aim True

Splinterlands Battle Mage Challenge - Aim True

By axelx12 | The Summoner's Inn | 24 Dec 2023


Hey!

Welcome to this Weekly Challenge, this time featuring the Aim True rule. When this rule is in effect attacks will always hit the target.

Aim True

So, considering that every attack hits the target, when this rule is in effect, Speed importance decreases… decreases, but is still important, in my opinion. However, it loses importance over other stats, like for example Health and Attack Power. Also, the use of effects that strengthen your Monster’s constitution, such as Shield and Void go a long way, since your cards are going to absorb every single attack. At the same time, you should debuff your opponent’s attacks.

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Another great way to take advantage of this rule is the usage of counter-attacking effects, since you’re going to be hit by every attack; Retaliate, Thorns, Return Fire, Magic Reflect and Amplify to spice things up. Remember, lots of Health Points and strong attacks, there is no point in using weak fast cards. Bar.png

Battle
Ruleset

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Lineup & Analysis

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This battle was done in a Novice Rebellion Edition tournament, sponsored by Splinterlands, no Legendaries allowed. I’m still a little bit unconfortable with the new set of cards, but the same happened to me with the Chaos Monsters and now I use them almost exclusively. A great way of getting confortable is entering this kind of tournaments. By the way, I do not own a single Rebellion card yet, I use the Common and Rare Starter Monsters. Lineup.png

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In this battle, Melee Monsters were not allowed. The best Summoner for this ruleset would’ve been the Water Rebel Summoner, Prophet Rosa, since she gives +2 Ranged attack power to two of your Monsters or Shield to one, but the Water Splinter wasn’t available, so I picked Avina of the Wolf who either gives +2 Speed to two of your Monsters or the ability to Heal to one of them. I decided to improve two of my Monsters Speed. Bar.png

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  • I picked the Ulundin Overseer as my tank, definitely one of the most interesting cards in the Rebellion Edition. For this kind of rules he’s perfect… a big chunk of Health.
  • Another very interesting card, the Anachron Bolter. Not only he has mixed attacks, but he debuffs Ranged Monsters with his Headwinds.
  • The Meriput Magician, a Healer, nothing special at level one.
  • The Thanalorian Archer in the fourth position. Nothing special either, but it has this brand new ability, “Lookout”, which reduces by one point attacks from Monsters with Snipe, Sneak and Opportunity. I made a mistake here, I should’ve placed him in third position, since Lookout only works on adjacent units and I wanted to protect the Anachron Bolter.
  • Next, the Nimbledook Ranger. The first beneficiary of Avina’s Speed buff. An Sniper with a Double Strike.
  • At last, the Aria Bandit, another Sniper and the second beneficiary of Avina’s Speed buff.

Battle Link

Well, the battle went smoothly, I didn’t lose a single unit. Either my opponent is not used to the new set yet, or he was sleepy:

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  • He didn’t profit at all from his Summoner
  • He didn’t use the Ulundin Overseer, which is a Neutral Common card, instead he used a fast card with Backfire… completely useless in this ruleset.
  • He placed the Torch Myrmidon, a Monster with a decent amount of Hit points, in last position, when he could’ve been easily in first position.

So, like Ser Alliser said, “You didn’t win Lord Snow, the other guy lost”… I’m re-reading Game of Thrones…
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This is it guys, thanks for reading and Merry Christmas!

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The Summoner's Inn
The Summoner's Inn

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