Hey guys! Today I @dreloop07 will share with you my experience playing @splinterlands, in the “Counterspell” battle rule. Another rule that influences the game with magic cards in the trap aspect.
At this first moment, it is essential to understand that the damaged cards are the magic ones because they are the ones that receive damage in return. Thinking that you and your opponent will be in the same rule condition, I believe that this is not absolute, as there are ways to reduce or avoid this counterattack, perhaps it is a dilemma to get around this rule using magic cards.
Symbol | Rule | effect |
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![]() | Counterspell | All units receive the magic reflection ability at the start of battle. Enemy units that attack with magic receive damage back. |
Of course, in a match like this, the use of “melee” and “ranged” cards is quite biased, but due to both evasive and protective abilities for magic cards, it is still possible to use good magic cards in a match like this.
Useful skills:
Now, talking about skills, one that can provide some protection, especially in terms of health, is “void” as the back damage is magical with this skill, it is possible to reduce or even reset the back magical damage.
Amplify | Reflection Shield | Void |
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increases damage to magical, ranged, and melee units, respectively. | Monsters with a reflection shield do not take damage from “Counterspell”. If you're within this ruleset, including a Spellcaster monster with reflection shield can give you the edge you need to win! | Reduced damage from magic attacks by 50% |
Certainly, the best form of protection is the “Reflection Shield” ability, as it protects your “magic” card from the “Counterspell” counterattack and can also be a way to diversify the attack, with a less likely type of attack for this type of attack. rule. Now talking about offensiveness, we couldn't forget about “Amplify” which increases the damage caused.
Summoners:
If we research, there are even some summoners who have some Characteristics that can help when this rule is in effect. If we think about it, use some of these skills. The “Grandmaster” in his aspects identifies well with this rule. In addition to the aspect of shielded armor against magical attacks that can still be used even in this rule. We can’t forget “Amplify” which makes your “Counterspell” effect more lethal.
Grandmaster Rathe | Immortalis | Mimosa Nightshade |
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With “Amplify”, your opponent’s Magic Monsters will receive increased damage from “Counterspell”. In addition to a shield with the “Void Armor” skill | With “void”, your magic cards will have a reduction in counterattack. In addition to eliminating your opponent's shields. | This is another summoner with a “void” ability that reduces counterattack, in addition to reducing the “ranged” attack of opposing cards. |
Another interesting summoner is “Immortalis”, because in addition to belonging to the Earth deck where it has a good variety of magic cards, it has good protection directly on the health of the cards in your deck, which protects them both from magical attacks, as well as the counterattacks. In addition to breaking Armor, it provides great protection for other types of attacks. The “Mimosa Nightshade” in turn is another option with “void”, in addition to reducing “ranged” attacks, which are certainly important in a match like this.
Strategy
Now talking about battle strategies in Splinterlands. When playing the “gold” league it is possible to appear more than one rule that in some way has some impact on your choice. Perhaps "Born Again" can represent both an advantage and a dilemma, as all cards that have a high level of armor fully recover it when reborn, whereas a “Void Armor” can have a more solid defense.
Conditions | description |
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![]() | match with 51 mana, with water, life, death and dragon decks available. With three rules: Born Again, Counterspell and Fire & Regret |
But the most important detail when talking about rules are: "Fire & Regret" and "Counterspell". This way, we have two types of counterattacks, for two different attacks, leaving only the "melee" attack, free from return damage, as far as the rule is concerned.
https://splinterlands.com?p=battle&id=sl_4bf49a8c64d39c1108348a3ceccbeef1&ref=dreloop07
As a summoner, choosing "Lily" as an out-of-the-box option, in addition to protecting my magic and archer cards from the main attack, I will have the option of healing them from the counterattack damage provided by both "Fire & Regret" and "Counterspell".
Summoner | lily shieldpaw take 3 |
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![]() | Summoner that reduces the health of opposing cards by 1 and adds the "Camouflage" ability to all of your cards in which your cards become targets in the first position. "Triage" healing ability for secondary cards. |
As a tank I chose the "chain", because in addition to being a "melee" card that does not receive counterattacks under the current rules, it has a reduction in all damage that this card suffers. In addition to part of its attack exceeding the armor, which is an attribute favored by the "Born Again" rule when the cards are reborn. Which helps protect Counterspell and Fire & Regret cards.
Tank | Chain Golem light 3 |
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![]() | Card with "Shield", "melee" and "ranged" attack reduction abilities. "void" magic attack reduction."Piercing" If the melee or ranged attack damage exceeds the target's armor, the remainder will damage the target's health. |
"Lord Arianthus", is a second protection option in the first line of my deck, in addition to having good defense options like the tank in this match, it has counterattack abilities, especially "thorns", as it is the only one that is not overpowered. rule in this match.
2 position | lord arianthus take 3 |
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![]() | Card with "Shield", "melee" and "ranged" attack reduction abilities. "void" magic attack reduction. Magic Reflect counterattack for magic cards and "thorns" counterattack for "melee" cards. |
The "Djinn" in this match became a good option, as it does not receive damage from Counterspell, largely due to its defensive and evasive abilities that protect it from magical attacks, as well as magical counterattacks.
3 position | Djinn oshannus take 3 |
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![]() | Magic card with "void" abilities, magic attack reduction and "Phase" Magic attacks can miss this card. "Forcefield" This unit takes only 1 damage from attacks with power 5 or higher |
The "tortisian" is our second healing option in the match, for cards positioned in the first position of the deck. Despite being a card, harmed by the "Counterspell" rule, it can still be healed by the summoner's "triage" ability.
4 position | Tortisian Mild 4 |
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![]() | Neutral magic card with "tank heal" ability that heals your tank positioned in the first position of your deck. |
"Wave", despite being a "ranged" card, one that is hampered in this match by the "Fire & Regret" rule, is still a good defensive option, as it saves my tank from some attacks, thus helping on the front line. Still has magical damage reduction.
5 position | Wave Brood Light 5 |
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![]() | "Range" card with "taunt" abilities that attract most enemy attacks. "Close ranged" allows the "ranged" cards to attack while in first position. "void" magic attack reduction. |
The "Spirit hoarder" is normally my option for second position, but due to the abilities of the summoner that makes this card, it only becomes a target in the first position. In addition to being my second card with the "triage" ability, throughout the game there is a healing option for two magic cards to recover from Counterspell damage.
Last position | Spirit hoarder lightweight 3 |
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![]() | Card with "Triage" abilities heals secondary cards. "Dispel" When this Unit hits an enemy, it eliminates all positive status effects from that enemy. "Blind" All enemy melee and ranged attacks have a 15% increased chance of missing their target. |
I believe that in a match like this, it was a good idea to protect my magic cards from attacks with the "Camouflage" ability and position my magic cards in secondary positions, thus only worrying about magical counterattack attacks that are relatively minor.
Considerations:
So that's it, guys! I hope you liked this tip, for the "Counterspell" rule, we learned that it is still possible to greatly reduce the effect of this trap for magic cards both through healing, reduction and evasive abilities. And a deck with diverse attacks regardless of the current rule can still be very efficient. Thank you very much! Thank you for your appreciation and good luck with your strategies.