Thumbnail made by me, using Canva
All the images from the thumbnail are by @splinterlands
Maneuvers is a rule set, which gives all cards with a Meele-type attack the ability Reach, allowing them to attack from the first position of the back line.
This is one of the 3 abilities that allow Meeles to attack beyond the front line, making them more efficient during a battle.
However, you must be careful, as there is a priority order between them. Sneak and Opportunity overlap with Reach, which makes it useless for those cards that have one of the two. There are several Meeles that don't have both, and those are the ones you should try to put on the battlefield.
My opponent and I had a similar strategy when we found the weekly challenge rule set on the battlefield.
4 of the 7 cards were the same ones used by both of us:
Coastal Sentry, positioned in such a way as to be able to attack from the back line, since it has no ability that would allow it to do so, except by the rules.
Deeplurker and Kulu Mastermind, two monsters that have the ability Opportunity, always attacking the enemy target with the least amount of life.
https://img.inleo.io/DQmdrz3BdhsC5rALpdbccxKCqvjG48MS1ScmNwW2AhBSBn9/deeplurker.png | https://img.inleo.io/DQmfYHMy6KDNLsCHKj68RBh1iHhAByqenbnz8nVgZwQWneZ/kulu.png |
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And the summoner Kelya Frendul, used to increase the speed of allies, as well as providing extra protection against Meeles and Ranges, due to the 1 point of armor provided.
The main difference was that I was better prepared defensively. I put the Baakjira in front, and the Anasth Soothsayer to remove negative effects and regenerate its life.
https://img.inleo.io/DQme2LhNEccpavARvT2CQDi6jKJJYVrfPj6CFmBztU2oxkw/baakjira%20a.png | https://img.inleo.io/DQmS9CBL4iUCMcWioc1HamR8jjPc1juEUjGyGe3nFGm4QBU/anasth.png |
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Meanwhile, my opponent put Diemonshark in the tanker position, and River Nimph to remove the negative effects.
https://img.inleo.io/DQmTtJSVbSxHxTnP4YXBsMHJ9VngVgVF4D9WCE1UDPyhUsa/diemonshark.png | https://img.inleo.io/DQma766qAFN1z3zAQefJFZ4kFFwLvRktGyfPkeqWUzCSpCN/river%20nimph.png |
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Both combinations cost 12 mana points, but mine has a great ability to recover life, while my opponent's is very offensive.
There were also 2 other rules in which both deal 2 points of damage each to all cards on the field. So a slightly more defensive strategy seemed to be the best idea.
This, then, was the positioning of both teams. There was no telling who would win this battle, as both strategies were interesting.
Because of the difference in speed, the opponent's River Nimph was eliminated before he could even remove his tanker's Poison effect. Meanwhile, my Baakjira had a lot of life left and was free of the negative effect that would reduce it by 2 life points per round. The first round was very favorable for me, and I already had a good chance of winning the duel.
By the third round, the attackers' health was close to zero. My allies had a speed advantage, so they attacked first. This is due to Baakjira, who, among his many skills, reduces the opposing team's speed by 1 point.
In the same round I win the duel.
Click here to see the full battle!
This battle showed the importance of having a good tanker up front, as well as combining with the right cards, having at least one support to help you and keep you alive longer on the field. My attack was inferior, but my defense was very good and well balanced, allowing my allies to survive longer.
Not only that, but I also demonstrated the importance of having a speed advantage. By attacking first, my team was able to finish off the opponent's monsters, which were already extremely low on life.
I hope you've learned something that can improve your gameplay in Splinterlands.
If you've read this post so far, thank you very much! See you again!
All the images are from @Splinterlands
Divider By: @freeztag
Are you not playing Splinterlands yet? Click HERE and play with me!
Maneuvers é uma regra, que fornece a todas as cartas com ataque tipo Meele a habilidade Reach, permitindo-os atacarem da primeira posição da linha de trás.
Essa é uma das 3 habilidades que permitem os Meeles atacarem além da linha de frente, tornando-os mais eficientes durante uma batalha.
Porém, você deve tomar cuidado, pois existe uma ordem de prioridade entre elas. Sneak e Opportunity sobrepõem o Reach, o que o torna inútil para aquelas cartas que possuem uma das duas. Existem diversos Meeles que não detém de ambas, e são esses que você deve procurar colocar no campo de batalha.
Eu e meu adversário, tivemos uma estratégia semelhante ao encontrar a regra do desafio semanal no campo de batalha.
4 das 7 cartas foram as mesmas usadas por ambos:
Coastal Sentry, posicionada de forma a conseguir atacar da linha de trás, já que não possui habilidade que a permita fazer isso, a não ser pelas regras.
Deeplurker e Kulu Mastermind, dois monstros que possuem a habilidade Opportunity, atacando sempre o alvo inimigo com menor quantidade de vida.
https://img.inleo.io/DQmdrz3BdhsC5rALpdbccxKCqvjG48MS1ScmNwW2AhBSBn9/deeplurker.png | https://img.inleo.io/DQmfYHMy6KDNLsCHKj68RBh1iHhAByqenbnz8nVgZwQWneZ/kulu.png |
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E a invocadora Kelya Frendul, utilizada para aumentar a velocidade dos aliados, além de fornecer uma proteção extra contra Meeles e Ranges, por conta dos 1 ponto de armadura fornecidos.
A principal diferença, é que eu estava mais preparado defensivamente. Coloquei o Baakjira na frente, e a Anasth Soothsayer para remover efeitos negativos e regenerar sua vida.
https://img.inleo.io/DQme2LhNEccpavARvT2CQDi6jKJJYVrfPj6CFmBztU2oxkw/baakjira%20a.png | https://img.inleo.io/DQmS9CBL4iUCMcWioc1HamR8jjPc1juEUjGyGe3nFGm4QBU/anasth.png |
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Enquanto isso, meu adversário colocou o Diemonshark na posição de tanker, e a River Nimph para remover os efeitos negativos.
https://img.inleo.io/DQmTtJSVbSxHxTnP4YXBsMHJ9VngVgVF4D9WCE1UDPyhUsa/diemonshark.png | https://img.inleo.io/DQma766qAFN1z3zAQefJFZ4kFFwLvRktGyfPkeqWUzCSpCN/river%20nimph.png |
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Ambas as combinações custam 12 pontos de mana, porém a minha possui uma grande capacidade de recuperar vida, enquanto a de meu oponente é bastante ofensiva.
Haviam também, outras 2 regras em que ambas causam 2 pontos de dano cada, sobre todas as cartas em campo. Desse modo, uma estratégia um pouco mais defensiva parecia ser a melhor ideia.
Este então, foi o posicionamento de ambos os times. Não dava pra saber quem seria o vencedor dessa batalha, pois ambas estratégias eram interessantes.
Por conta da diferença de velocidade, a River Nimph do oponente foi eliminada, antes mesmo de conseguir remover o efeito de Poison de seu tanker. Enquanto isso, meu Baakjira estava com uma grande quantidade de vida e livre do efeito negativo que reduziria 2 pontos de vida por rodada. A primeira rodada foi muito favorável para mim, e eu já estava com grandes chances de vencer o duelo.
Na terceira rodada, a vida dos atacantes estava próxima a zero. Meus aliados tinham vantagem na velocidade, e por isso atacam primeiro. Isso se deve ao Baakjira, que dentre as suas diversas habilidades, reduz tal atributo da equipe adversária em 1 ponto.
Na mesma rodada eu venço o duelo.
Clique aqui para ver a batalha completa!
Essa batalha mostrou a importância de ter um bom tanker na frente, além de combinar com as cartas certas, tendo ao menos um suporte para auxiliá-lo e o manter mais tempo vivo dentro de campo. Meu ataque era inferior, mas a defesa estava muito boa e bem equilibrada, fazendo com que meus aliados sobrevivessem por mais tempo.
Não só isso, como também demonstro a importância de ter vantagem na velocidade. Ao atacar primeiro, meu time conseguiu finalizar os monstros do adversário, que já estavam com uma quantidade de vida extremamente baixa.
Espero que você tenha aprendido algo que possa melhorar a sua gameplay em Splinterlands.
Se você leu este post até aqui, meu muito obrigado! Até mais!
Todas as imagens são do: @Splinterlands
Divisor do: @freeztag
Não joga Splinterlands ainda? Clique AQUI e venha jogar comigo!
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