
Yes, my deck now features some incredible heavy attackers from the Escalation set; however, most of them carry a maximum Mana cost, meaning you cannot realistically deploy them in every battle—even if you wanted to—because the limited Mana cap requires you to include other cards in your lineup as well. Now, today's battle—which commenced under the Equalizer and Heavy Metal rulesets—featured a 40-Mana cap. Consequently, I initially intended to pair my heavy attackers with some lower-cost cards to balance out the Mana expenditure. However, due to a lack of viable options within my deck, I immediately shifted my strategy and decided to select the heaviest and most powerful cards available. Thus, leading my small, three-card team was the Doomshield Warden—one of the most expensive cards in the Escalation set in terms of Mana cost. Its Flank ability granted the Reach ability to the card positioned in the second slot, while its own Relentless ability empowered it to deal +1 additional damage against targets whose attack would otherwise be reduced by Void, Shield or Forcefield. Additionally, another great feature of this card is its a lot of armour. Next, I deployed another melee card in the second position—one whose Enrage ability had impressed me—and finally, I placed a powerful card boasting a range attack power of 5.

By the start of the second round, my team had knocked out the enemy's most powerful card along with another one; so, at this point, it seemed like I might actually win this battle. However, the major problem was that I didn't have a single magic attacker—because if I had, I could have bypassed the enemy's armour to target their health directly. But now, facing so many enemy cards—all of them equipped with armour—this was certainly not going to be easy. Because amidst all this, my tank, too, was critically injured, while all of the enemy's remaining cards were at full health.

Now, observe the scene above at this specific juncture: just as the enemy's remaining three cards were still in perfect health, another one of my cards was knocked out. At this point, I am left with only a single card—and a slightly injured one at that—while the enemy still possesses three cards that are fully healthy and equipped with their armor. Anyone would assume that winning this battle would be an incredibly difficult feat—and I was thinking exactly the same thing. However, there is a catch here: two of the enemy's remaining three cards are ranged attackers, and one of them, in particular, lacks the "Close Range" ability. This implies that, technically speaking, my card only needs to knock out two of the enemy's cards before it gets knocked out itself; the third card, left all alone, would be completely incapable of posing any further threat.🔥

Although my opponent was formidable right from the start of this battle, their strength lay in their health rather than their attack power. Conversely—and despite being fewer in number—my cards were heavily armed; consequently, the impact of their attacks was comparatively far greater. Just as I had anticipated, I was bound to win the battle if the enemy's final card was left standing alone; being a ranged attacker, it possessed no special ability to launch an offensive from the front position. Thus, even if it were the sole survivor of its team—no matter how strong or powerful it might be—it would be rendered completely helpless. And that is exactly what transpired. Although my card was teetering on the brink—clinging to life with just a single point of health remaining—I managed a narrow escape and emerged victorious in the battle.🔥

Note:
English is not my first language. So sometimes I use 'Google Translate'. Please don't think that anything I have written in this blog has been copied from somewhere or is AI-generated.
Paragraph Dividers and all the photos are from #Splinterlands.
All the other content images and words are mine unless otherwise stated.
Have a Happy and Blessed day!
