Splinterlands Social Media Challenge! - Playing Shield Ward and Void Together

in Splinterlands27 days ago

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Hello! This post is for Splinterlands Social Media Challenge. Today, I brought a battle where I used both Shield Ward and Void, which means that my tank will be receiving less damage from the opponent, and thus making a more reliable tank.

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Battle Info

Rank: Bronze League, Wild (Tournament)
Avaliable Type: Water, Earth, Life
Mana: 38
Ferocity: All units have the Fury ability.
Blood and Sunder: All units have Corrosive Ward.
Broken Arrows: Units with ranged attacks cannot be used.

The ruleset had 38 mana limit, which was around average. All units would get Fury and Corrosive Ward, which means that units with Taunt and high armor + Melee attack is not recommended. Also, no Ranged units are allowed in this battle, meaning only Melee and Magic will be present. Due to Magic attack's nature(it can attack anywhere, and it bypasses armor), Melee attackers are at a disadvantage.

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My Lineup

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Summoner: Eternal Tofu. For the Summoner, as expected, Eternal Tofu was chosen. It gives +2 health, Snare and Thorns, as well as Triage and Scavenge to a unit. With only 2 attacks available, countering Melee with Tofu is a good choice.

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First position: Unicorn Mustang. For the tank, I went with Unicorn Mustang. It is a Untamed card that costs 8 mana, and has 3 melee attack and 11 health. However, the ability was the main reason why I chose it. Void would counter Magic, and it would also get Shield from Mana Warden too.

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Second position: Mana Warden. As expected, I chose Mana Warden at the second. You can use it since Tofu allows Life and Earth, and this card is Life and Fire element. Shield Ward from this unit gives the unit in front of this Shield ability. I only chose Mana Warden for that reason, so although it was level 1, it was fine.

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Third position: Spirit Hoarder. Spirit Hoarder, in my opinion, can be used almost anywhere when it is allowed during low to middle mana limit. The Triage ability is so helpful, especially against Sneak, Snipe, Opportunity and Scattershot. The extra attack is also useful.

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Fourth position: Olivia of the Brook. The OP Rebellion Olivia is at the forth position. With Triage and Scavenger, it would at least be a second Triage unit. Furthermore, with the mimic ability, it could turn a losing game to winning, or secure the winning game.

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Fifth position: Wood Nymph. For 5th position, Beta Tank Healer, Wood Nymph, was chosen. I am really liking Wood Nymph, since it has Tank Heal for only 4 mana since level 1, and it is actually faster than Goblin Psychic in Bronze level.

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Last position: Goblin Psychic. Lastly, I went with another Tank Healer, Goblin Psychic. It is another Tank Healer that costs 6 mana, and because Wood Nymph has less health, I put it at the back so it could soak some Sneak attacks.

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Battle Link: HERE

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Round 1

The enemy monsters were revealed and they went with Tofu - Not Surprising - with a Modern lineup. They were focusing heavily on melee attackers and did not have affliction, which was bad news since I also went with Tofu and Heal strategy. However, the Sneak attacker and Grund could deal heavy damage to my units before healing.

After exchanging attacks in round 1, the Thorn damage almost took down Uraeus, and it was left with 1 health. Croire also took a lot of damage. Meanwhile, my units were mostly healed, so the damage was not really harmful for my units.

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Round 2

Round 2 started and Olivia got Divine Shield from the opponent. Croire was taken down, as well as Uraeus. It was kind of fun to see that Grund was dealing only 2 damage to Unicorn Mustang, while it is also receiving 2 damage from Thorn.

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Round 3

Olivia got Flying, which was not really helpful here, since the only helpful abilities left are Double Strike and Inspire. Round 3 started, and Grund was taken down with only 5 health, and they only had 2 units (actually 1, considering 1 magic attack is nothing against Void) dealing damage.

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Round 4

Out of Inspire and Camouflage, Olivia finally got the more helpful one, which was Inspire, giving +1 melee boost to all friendly units. The next unit was taken down, and only 2 units were left from my opponent.

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Round 5

It was only a matter of time before the final enemy units got taken down.

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Thoughts about this battle

They did not bring any Heal related units, and tried a heavy melee lineup, which did not really work against Shield Ward, Void and multiple Heals and Triages. Even 1 Affliction Unit may have changed the result of this game.
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Thanks!

Thanks to all the people that read this post!

If you want to try splinterlands, join Splinterlands HERE
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All images are used from Splinterland.

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