Keep Your Distance: How to play in battle without "melee"

in hive-172186 •  last year 

Hello splinter players! does everything join with you? if you're a fan of collectible games like @Splinterlands, you might already know that every battle is an opportunity to show off your skills and strategies.

Today I, @dreloop07, am going to talk about a very interesting battle rule in terms of prohibition, since not all types of attacks will be allowed in the match, I'm talking about the "Keep Your Distance" rule! It's time to enter the battlefield and discover new possibilities.

Rulesymboleffect
Keep Your DistanceCards with melee attacks cannot be used. Use Phase, Void, Void Armor and Magic Reflect to counter magic attacks. Use Headwinds and Return Fire to counter ranged attacks. Units with 2 attack types (which include melee) cannot be used.

In practical terms, this battle rule will exclude the "melee" attack, which in a way, will make it difficult to use certain skills. Now, look at this!: you and your opponent will be prohibited from using melee attack cards, I believe that using good skills that allow you to weaken or strengthen other types of attacks can help to get around this situation.

Good Skills for rule

When we think of useful skills, for this type of rule, we come across 3 types of skills in relation to "ranged" and "magical" attacks: those that reduce, nullify and counterattack.

voidMagic ReflectPhase
this is one of the most effective abilities since most attacks for this rule are magic. that way you can reduce damage.considering that not all cards have the "void" ability, it can still be a good counterattack possibility.this is another possibility to escape from magic attacks.
Return Firevoid armorHeadwinds
even with the preference for magic cards, some ranged attack card may appearanother possibility of defense against magic attacksReduces ranged attack of all opposing units. may be another possibility if there is a "ranged" card

battle strategy

Now, let's talk strategies about the logic of the "Keep Your Distance" battle rule, which removes all melee attack cards from the game, thus having a very big impact on the formation of the match. Although in today's game, which I played, I had 37 mana available, plenty of mana for several formation possibilities, with all decks available.

LInk de batalha:https://splinterlands.com/?p=battle&id=sl_ed6c9c24a33fccc5d1412f60c39646a3

For summoner, choose "Lir Deeps wimmer", because it adds the ability "Return Fire" to all my cards, although I believe in a great use of magic cards, but I don't want to be surprised by a deck of life full of strengthened archer cards .

summonerLir Deeps wimmer
summoner who empowers with 2 more shield, Return Fire ability when hit by a ranged attack, the unit with return fire will return the reduced damage back to the attacker.

In the first position, I opted for the "venari marksrat" card in order to strengthen my tank with the "void" skill after its elimination and in this position it will be an easy target and will soon be activated. in this case my tank will be the second card with " void " skill which is one of the good skills for this type of match with high possibility of magic cards.

1positionVenari Marksrat
When a monster with the Martyr ability dies in battle, it gives adjacent characters +1 to all stats.

that way:

eliminationsacrificestrengthening

The Djinn is certainly the main card of the strategy, soon it will be the card that takes the most attack, as it will soon become the first card in the deck, it has the "void" ability, to protect itself from magical attacks and counterattacks. Despite using the "Light Djinn 2" he was unable to activate it in this match, which would be great because at this level he has the "Phase" skill that gives the possibility of escaping from magic attacks, but here's a tip if you want to use the "Light Djinn 2" .

2 positionDjinn Oshannus gold
card with "void" ability that reduced damage from magic attacks.

The "Spirit Hoarder" card is one of my favorites, especially in a game without cards with a melee attack in which it reduces the use of skill cards: snipe, opportunity and sneak, even so it is a way to protect the health of my cards in the second row of a magic counter to the "Magic Reflect" skill.

3 positionSpirit Hoarder
Card with "triage" ability that Heals allied rearguard cards that suffered the most damage.

Merdaali Guardian is also another important card because, as most attacks will be concentrated in the first position of the deck, it is important to have this support in health due to its "tank heal" ability

4 positionShit Ali Guardian
card with "tank heal" ability that restores a portion of the unit to health from the first position each round.
lower attackheals the tank

The choice of the Riverboat card aims to make an infiltration strategy since it has the "blast" ability that guarantees additional damage to the adjacent cards, in a game that will probably have a lack of attack in the second row.

5 positionRiverboat Captain
card with "Blast" ability that Deals additional damage to cards adjacent to the target monster.

This is a great defense card that evolves to light 2, even if the "Repair" skill is not very suitable due to the high probability of using magic cards, it can still be an option if there is a ranged attack card.

6 positionSwamp Spitter
Card that has "Repair" ability that restores some armor to the allied card whose armor took the most damage

Considerations

So that's it guys! this battle rule was a good opportunity to test skills and learn about new training possibilities. I'm sure you'll become a force to be reckoned with in the game. and good luck with your strategic splinterlands combinations!

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