I guess it has been a very long time since I stopped posting for more than a couple of weeks, not that I'm a super active member, but always make sure to at least participate once in the weekly splinterlands challenge, but that Life and what matters in us being in a good health! Let's attack this weekly challenge!
All units gain the Divine Shield ability which reduces the damage of the first attack received to 0.
Divine Shield will be re-applied when a unit is Resurrected.
Blast damage will remove divine shield.
This thing about this ruleset is trying to be the first to remove the enemy's Divine Shield before they do so. In order to do that some kind of anticipation in needed as well as a couple of Abilities:
Without further ado, let's get rolling
By checking the battle history of my opponent, he will most likely go for an Earthern Magic Spam Team so I have decided to go as follow:
Ability: +1 Ranged Damage
This summoner is used for my Life Team Monsters, although I'm going with a Mixed Damage composition, The Ranged Damage boost should never be neglected as ton of damage can be fired!
Ability: Flying & Magic Reflect & Divine Shield & Phase
One of the Best Magic Tank for just 2 Mana! It got everything you need! Magic Reflect would lead to taking down most Divine Shields only if they hit their shots since the combination of Phase, Flying and 5 Speed will give more than a 50% evasion chance (without forgetting about Spreading Fury Ruleset)
Ability: Strenghten + Triage
A generally support card be promise to deliver massive magic Damage with its 4 Magic Bolt. Strenghten will bump Ally Monseters health as well as Triage that heals to backline in case of a Snipe/sneak/opportunity or even blast damage.
Ability: Slow + Rust
An Awesome card in terms of Utility! The combination of 3 Magic Damage and 5 Speed leads it to be the first to act. Slow gives us a Speed Advantage over the generally-slow Earth Team while the Rust Reduces the enemy Armor, a great counter against Protect that would hinder my Archers Damage!
Ability : Tank Heal + Dispel
Another Support Card that joins the Roster. Due to the Sloan Buff, it can fire 4 Ranged Damage in addition to the Dispel that removes any positive effect on the Tank Monster
Tank Heal would keep the Pelacor Conjurer alive as long as possible
Ability: Double Strike + Flying
This Monster would be used for its Frontal Raw Damage, with the buffed 4 Ranged Damage in addition the the Double Strike Ability that would net 8 Damage per turn!
The Flying should net be neglected at it gives a higher hit chance against enemies flying monsters!
Ability: Stun + Affliction + Cripple
Another Attack Oriented Monster, Not only it got The Damage but also a combination of a pretty decent abilities: Stun stops the opposing Tank from attacking, Affliction takes off any sort of Healing and Cripple will additionally hinder the Healings!
As I was expecting, the Enemy went for a full Magic Damage composition, moreover 80% of them are at the Speed of 1 so good luck getting past my Pelacor Conjurer!
The battle ended quicker than expected as I was able to clinch the Victory for a sweet rewards: +0.6 SPS & +40 Trophies
Thank you for reading till now and Good luck Have Fun on your Splinterlands Battles!
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