Splinterlands Game Rule Strategies 4th Post

in hive-13323 •  5 years ago 

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Well last time this didn't go so well. Even with my 500 DEC prize for feedback, no one gave any feedback on this post so I don't have a winner. I could have given it to one of the two that commented on the post but they didn't really give feedback and that is what I am looking for. Maybe 500 DEC is too small of a prize but hoping I just got lost in the week of Hive and Steem issue. I will be posting this on both chains and getting all the comments to pick the next winner. I will do a little boost for this one and give some 1000 DEC. Roll over the prize from the last post. I hope that you are all enjoying the game still. A lot of new stuff is coming to it soon I think. Time to go over a few of the rulesets.

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Aim true.png

Aim True is a mode that doesn't always change the game. But it should. See this is your chance to use those big-hitting ranged guys and know they will hit as the mages do. It is also possible to use those melee guys that miss a lot. That is something that some players might miss it says Melee and Ranged. There is a knife in that target also. Don't worry if you didn't know that before. Just don't forget it. Armor is a plus to have in this mode so Life and Water get used a lot. You can see armor on Earth and other teams also. You also might want to use a tank with shield and return fire. Not always possible and sometimes it won't help as much as you thought. Most of the time I play Earth in this mode. They have some good ranged cards and they are slow. Earth Elemental that can't miss is a good card. They also can use Spirit to give the team armor. I have that combo so I use it a lot. Here are a couple of fights to show you some teams. Win and a Loss was a tough day for me in Champ 3 hard to get wins to show you. Still, I got one wasn't my perfect combo but it worked. Speed can be important here so don't go all slow guys even if they can't miss they can die before they go. You can also try a mage team hoping to catch the other team off guard. That works sometimes as people don't always play void and magic reflect guys. It is always a good idea to take a look at what the other person has been playing if you want to win a lot.

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Armored Up.png

Armored Up is a fun mode if you are a fan of Death or Fire. They don't have as many ways to give the whole team armor so when can give it to them it is pretty cool. The dragons also get a boost from this mode. There is a natural card that has protection now but then you lose a card slot. That might be fine but this mode makes is so you don't need them. You can also use Life in this mode as who doesn't like even more armor on the armor team? They also have more than one card with repair. Magic reflect and void are more important than you might think in this mode. People will use mages a lot hoping to get past the armor. That is why I use Death and the Haunted spirit unless it is a very high mana match and then you want to use a higher cost tank like Chain Golem. Here is a battle where I used a mage team. I had to do that due to the 46 mana have to bring out the dragons. You can also use cards with shatter in this mode. Ranged mobs are not good if you don't have that as they will be hitting armor for at least the first round. Even if you hare piercing you might have a mob with 5 or more armor. So, in general, avoid them if you can. The other skill that helps a lot is poison. That is why I like the Death team but a few others have it also. That is one quick way to kill a guy with a lot of armor and low hp.

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Back to Basic.png

Back to the Basics is all about HP and Mages. For this reason, it seems like Water would be king and sometimes they are. But Earth and Death can pull their own in this mode so don't count them out. The main idea here is to put a high hp tank in place and mages behind or ranged guys. Ranged are just a bit of a bummer as they can't attack once in tank. Earth has some high hp ranged guys that have a low mana cost. That is why I use them but I always put them in front of the mages. Or you can use all mages like in this one here is another example with water. In general for me I use earth unless the mana is very low then I use water. I use death if the mana is high due to Phantom Soldier along with the other good mages they have. In that water match, you will see that it was a little league match. That is another reason I did an armored tank, not as many 4 cost strong mages. Life is very popular here but I find that I can beat them a lot. Water is popular too but I beat them a lot with Earth. When mana is high only Dragon can beat my Death set up and only sometimes. When mana is really high dragon death is great. There is a lot more to this mode other than making sure the mode with it doesn't change things up a lot.

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Let me know if you like my idea to review the rulesets and give you my ideas of how to play them? Also, give me any feedback on what I have said. Sure some agree and others will thin Just tell me if you would like a bit more in the future. Thanks for anyone that checks out the post and lets me know. Hope someone wins the DEC this week.

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This post has received a 3.13 % upvote from @drotto thanks to: @sbi-booster.

I disagree. Armour Up is best for Wizard of Eastwood since it neutralizes the Armour Up. Other ones I agree with. Good post but try to make it more concise.

Yes. I think the whole 'steem-hive' thing has caused a bit of confusion, but will even out.

Back to Basics is always a bit stressful for me, but I do tend to follow your advice. I like going for Water because of the magic attacks and high heal available on several monsters.

I'm trying to get better about high mana matches. Currently, I just STACK them with my most pricey monsters... and I generally win those, but they end up with maybe one monster in the element and everything else are mercenaries (neutrals). 🤣