For this week we have the Wands Out rule, I consider this one of the most limited rules in the game, but I like to play with it especially if I have a good number of options to play with, which is quite difficult ๐ , but without further ado let's get to the post, the match was made by the Silver league in the modern format.
Rule | Description |
---|---|
WANDS OUT | Only monsters with magic attack may be used in battles. |
Wands out only allows monsters with magic damage to enter the match, it can even have secondary damage of another type, but magic is mandatory, this rule is undoubtedly the one that most interferes with the abilities many become useless or ineffective due to the almost only type of damage that will appear, like any rule that limits your options a good amount of cards at your disposal will be of great help, some cards shine a lot in this rule as Djinn Oshanuss, Wave Brood, Quora, Immortalis, GrandMaster Rathe and Void Dragon.
My strategy for this type of match is to place a good front line, magic damage is powerful and can quickly melt your team, but they almost always focus on the tank, with this in mind I choose a very resistant unit preferably with protection against magic damage, I don't worry about other types of damage, as they hardly appear here, then I try to put as much support as I have at my disposal to leave the tank alive longer.
This rule interferes a lot with physical damage skills, almost all of which become practically useless here, as there are few units with mixed damage. Below I'll highlight some of the skills I use the most and those I avoid using.
Abilities | Nome | Description |
---|---|---|
Magic Reflect | Excellent in this match, it manages to return almost all attacks back to the attacker, as it is certain that there will be a unit with magical damage in the match. | |
Phase | A good option for dodging magical attacks, without it it is impossible, it looks great on Djinn Oshanuss. | |
Silence | It will practically affect the entire opposing team, drastically reducing the opponent's offensive capacity. | |
Void | Void or Void Armor, two excellent defensive skills for this rule, it's always good to have a way to defend yourself from this type of attack.. |
Abilities | Nome | Description |
---|---|---|
Blind | Practically useless, all units will have magic damage, so their attacks will always hit. | |
Demoralize | Few units with 2 types of damage (magic and melee) can appear, so it will affect few units, the biggest problem would be a Quora TowerShield. | |
Dodge | Magical damage always hits, making the dodge buff that this skill proposes almost useless. | |
Headwinds | Few units with 2 types of damage (magic and ranged) can appear, so it will affect few units. | |
Inspire | You won't have many options to buff with this skill, it's best to avoid placing it. | |
Piercing | It will hardly be used since magical damage goes through armor, it would only be useful against units with Void Armor, almost useless. | |
Protect | The damage goes through the armor, unless you can combine it with a unit with void armor, but it is very difficult to use. | |
Retaliate | Very unlikely to be functional, as there must be few melee units in the match for this ability to be useful. I think it's impossible for this skill to appear here. | |
Repair | This could even be useful, but it will depend on a unit with the void armor ability. | |
Return Fire | It will hardly be useful due to few units in the modern format with magic damage and ranged together. | |
Shield | Practically useless due to the magical barrage you will certainly face. | |
Thorns | Same thing as Return Fire, a unit with melee and magic damage together will hardly appear. | |
Trample | It's difficult to activate this ability in the modern format, I think only a combo of Captain Fellblade + Possibilus The Wise would make this move valid. | |
True Strike | All magical units always hit their attacks, few physical units will be able to be played under this rule and, in general, magical units have little speed and are very easy to hit. | |
Flank | I think it's difficult to play well with this ability here, only one card in the modern format has magic damage and this ability. |
Card | LineUP |
---|---|
Summoner :Simple summoner with a very weak debuff, but it allows you to put one of the strongest units in the modern format into play. | |
Tank : It's difficult to stop this unit, it has immunities to all debuffs, it can gain a lot of power during the match, it can heal itself, and it still attacks 2x per round, it's almost a one-woman army. | |
Suport : Good support that will heal my tank and also cut the healing of the opposing tank, I was unsure which position to put him in. | |
DPS: The Quoras killer TowerShead, if one appears in the match, he will obliterate it in the second round, very strong against expensive units. |
Analyzing the match: Almost a mirror match, my opponent also chose Quora as a tank, so my Suidae Shaman will be fundamental in the game, it will certainly be a hit kill in round 2 on this Quora, with this counter the game becomes very difficult for my opponent, because as soon as his Quora falls his other units won't be able to withstand much, as they are very fragile.
Round 1 - It was a very warm round, without any elimination, the two Quoras held their magical attacks well, in the next round my Suidae Shaman will attack.
Round 2 - Right after the Quoras attack, the Suidae Shaman deals an incredible 12 damage to the opposing Quora, taking this powerful threat out of the game, and the round ends with me having a good advantage in the game.
Round 3 - Almost in the middle of the round my Goblin Psychic manages to kill Queen Mycelia, the Suidae Shaman will attack in the next round.
Round 4 - And finally the victory arrived, right at the beginning of the round my Quora knocks out the opposing Goblin Pyschic and soon after the Suidae Shaman obliterates the Djinn Biljka.
My simple strategy worked very well, Quora is a very popular unit in this rule, in addition to its strong attacks and self-healing, it also has an incredible Immunity ability where no debuff can be applied, the best way to take it down is with strong and fast damage, so it's always good to have a unit with a Giant Killer like Suidade Shaman, my Goblin Psychic helped keep my Quora alive, and Suidae Shaman did his job to counter the giant units he applied a powerful hit of 12 damage eliminating the main threat of the opposing team.
As you'll see, this is a rule where most abilities don't work perfectly, the hardest part here is thinking of a unit to defend against magic attacks, as we have few options in the modern format that can enter this rule and perform this function.
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