Melee Mayhem and Up to Eleven ruleset combo - Outsmart the opponent to claim victory

(edited)

Hello Splinter nerds.

Rule sets are part of the things that make battle more interesting, complicated, and twisted. It makes players think more before coming up with their desired team to counter and win against the opponent team.

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We have some less complicated rules and just need you to come with your strong attackers and speedy monster, and hope that what you set is better than your opponent's, but some rulesets will mess with your mind, and the fact that you still need to predict the opponent's moves makes it complicated.

A good example is the ruleset combo I will be writing about below.


Melee Mayhem: This is a rule that indicates that all melee monsters can attack from any position. It's one of my favorite rule sets because I get to use melee monsters in rear position, knowing they can launch their attack from any position.

Aside from the summoners and monsters' debuff, which could affect using only melee monsters, like the opponent using Eternal Tofu with the thorn stat or using monsters with thorn ability, some other rule combo can also make things complicate and such is the second rules that comes with the melee mayhem in this particular battle.

Up to eleven: This rule is a destroyer. It gives the amplify ability to all monsters, and this ability increases the damage done to monsters. If a melee monster attacks a monster with thorns, with the amplify ability, the damage done is doubled.

Now here is where the twist comes, simply because the rules state that melee can attack from any position, does not mean I will come up with melee tactics, because the opponent will expect that and try to counter it.

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battle link

As expected, the opponent came with Eternal Tofu a summoner with thorn to counter the melee mayhem rule and also utilize the second ruleset to which is amplify. We used the same summoner for the same reason but with different monsters.

Below is the reason behind my formation.

Halfling Refuge was my tank, a one mana card with high health, which makes it the most suitable monster for the position if I want to manage the mana, the opponent also used it as his tank... Our second monster was similar; we both used Albahoo Forester, but the opponent used a weapon training monster to give it a magic attack, while my own was just there without any attack. My main reason for using it is to delay the opponent from reaching my main attackers in time.

My third monster was a zero mana card called, and it is the famous Elanor Bravefoot, and its purpose was to cause delay.

Meriput Magician and Venka the Vile were my two last monsters. Also, my attacking monsters, especially Venka, one big mistake the opponent did was using the Divine shield and corrosive ward abilities, it reduces his chance of winning more because even if he use the triage and scavenger he would still lose and that is because of the healer I used who also has a shield which makes it very difficult to defeat.

I knew victory was mine the moment I saw his team and realized he didn't use Meriput Magician.

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All pictures are obtained from Splinterlands lore and game

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6 comments

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Your life healer looked like it had "corrupted healing" how is this so?

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nope no corrupted healing, but i gave it eternal tofu stats [ triage and scavenger]

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Thanks for sharing! - @lenonmc21

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