Melee-attacking units cannot be employed. this is somewhat a bit annoying if you do not have cards a lot on range attack, the good thing here is that you can use magic attacks, I first thought that if I encountered this kind of rule set I could not play magic, but it turns out my late realization failed me many times in battle. but as of this year, I was able to acknowledge the true power of this Keep your distance abilities. The good news is that you can use magic attacks in this situation. Previously, I believed that if I encountered this type of rule set, I could not use magic, but it turns out that my delayed realization had failed me numerous times in battle. Melee-attacking units cannot be used, which is a little annoying if you do not have many cards for range attacks. However, I was able to realize this year just how powerful these keeping your distance qualities really are.
According to the regulations, as a defensive tactic, I can utilize Phase, Void, and Void Armor in this combat. fortunately, I can also apply protection and defensive resistance on my squad to use summoners that have the capacity to reflect magic, and I can also make use of the ability to return fire. These two skills will enable players to capitalize on the opening stages of the game or the latter stages of a skirmish.
Units with two types of melee attacks cannot be activated. The sample monster unit in this case scenario is Agor Longtail, who has a magic attack that normally fits on Keep your distance, but because he has a melee attack of 3 damage, he cannot be placed on the battlefield. He has been forbidden, thus you cannot use this card with double attack stats that include melee attack.
If this card is used, it will produce too much havoc in the battle; the high mana, powerful card agor longtail is scarier to confront in the match. Fortunately, he is constrained due to fight conditions such as keeping your distance.
I take advantage of using Ilthain to shift the power of return damage, as I expected in the battle that my opponent would use some range attackers, and I did not expect that he would use magic prowess to defeat me in the battle, with the Thadius brood combination, he reduced my magic attack by two and lowered my health by one to all of my units. Unexpectedly, my decision to use Iziar as my tank proved to be an excellent choice for defending my soldiers against magic attacks in the early stages of the encounter. The void armor is quite useful during the opening stages of the fight.
as the middle of the fight is fast approaching, i have 4 cards on the field which i assume that i got way more advantage against 2 monster against my opponent, actually my enemy was clever, for incorporating weapons training to his 2 monster that with out attack, i have more on physical damage and he was able to plan well for magic attacks. despite of the return damage for Ilthain but that ability is quite useless in terms of magic attacks. Skok Duskblight buffiing magic damage towards adjacent monster which is Will O Wisp & Riftwing. On the other hand my goal was giving more physical damage and more preparation for magic attacks. Even though Ilthain receives return damage, that ability is quite ineffective against magical strikes.
As far as everyone knows, range attackers are unable to launch an attack when positioned first position. I was really concerned that my cards would gradually succumb due to RiftWing's high health due to his useless scavenge ability, Ilthain Return Damage is no use, and the fact that I had no defense against magic attack. My heart started beating faster because I thought I would fail to win the match, but then Henchling Enforcer saved the day. I was panicking because I had no idea that he had reduced RiftWing's magic power to just one, which helped my squad survive for a brief period of time and eliminate RiftWing in the closing moments of the match. That battle was quite intense! Almost its over for me but it turns a comeback game.
Keep Your Distance!
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