Hey!
Welcome to another Battle Mage Secrets Challenge, this time with the Silenced Summoners rule, which prevent the Summoners from affecting the battle in any way.
Silenced Summoners
The Summoners, in this rule, are not able to give any stat buff or de-buff or grant/use any ability. This is a major rule, in my opinion, since many times when we assemble a team, we specifically do it, according to the Summoner. A typical case would be Obsidian; when you pick her, it’s very likely that you’re going to take advantage of her Magic stat buff.
But with this rule you have to let go of these benefits and just focus on the Monsters themselves, so I believe that it is more important than ever to know how to assemble synergetic teams, so that you don’t rely that much on your Summoner’s perk.
There is no specific road to follow here, just know your deck and try to find the Monsters that make the best partners.
Battle
Ruleset
Lineup & Analysis
This battle was done during a Brawl. The fray had a Silver level cap and it only allowed cards from the Modern sets. My opponent was the Arena host and his Guild banned Quora Towershead. As well as “Silenced Summoners” we had “Keep Your Distance”, so no Melee attackers and “Fog of War”, so no Sneak, Snipe or Opportunity effects. Plenty of Mana to spare and only the Water, Earth and Death Splinter were active.
All of the rules aforementioned affect battles quite a lot, since your teams change drastically. Particularly here, Keep Your Distance, combined with Fog of War. In this situation I decided to go for Magic Monsters mostly, since the presence of Armor could get on my Ranged attackers’ way.
- As a Summoner, Obsidian. She cannot affect the fight, but I chose her to access the Earth Splinter Monsters.
- As a tank, the Mycelic Slipspawn, because it has plenty of Health. Since it attracts damage, I decided to position him in the first position, because that was the only way he was going to get healing, since I don’t have a Gold Foil card with Triage.
- As a second tank, the Ulundin Overseer. Even though he has no offensive capacities, he has plenty of Health to make him a nuisance to any opponent. His thirteen Health points means he heals four points per round.
- Next, the Regal Peryton. Nothing worth mentioning, just a fast-attacking Monster, in this situation.
- Fourth, the Goblin Psychic. A healer, and also with his Affliction, a card that prevents the enemy Monsters from healing.
- Fifth, the Supply Runner. Another offensive card, this one also improves my team’s Speed.
- At last, Djinn Biljka. Very weak, but respectable attack, considering his Mana cost.
The battle was won with only one casualty, so great. I do believe that I created a good team, however I do have to acknowledge that my opponent aligned his Monsters in an odd disposition, since the following cards, after his tank, were Ranged attackers’.
That, of course, is weird if we think that there was no rule allowing Ranged cards to attack from the first position, but it has logic if we think that those cards have better Health that the ones in the back, so he probably wanted them to act as mini tanks, of course that is risky bet, since you lose an attack.
That’s it, thank you for reading!
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