You know when you assemble a team and think that everything will go wrong, but in the end, your team fights well and you win? I would like to present to you another one of those glorious moments where the imperfect strategy becomes the most perfect possible.
Firstly, the battle rules are presented below.
Counterspell: All monsters in the game have the ability MAGIC REFLECT, which returns damage to attackers with the magic attack type. | |
Unprotected: Monsters have no armor and also do not gain armor points, either through skills or summoners. | |
Wands Out: Only monsters with the magic attack type can be scaled. |
In addition, we had the maximum capacity of 20 mana and the elements fire, water, earth and death. The strategy I started to think about would be to use the death element and thereby remove 1 from the opponent's magic attack, so that my monsters would have more chances to survive and my opponent would continue to receive damage.
Ok, but even so, I still remembered something interesting, despite taking payback and everything, I imagined a very risky strategy and with it a big surprise in the lineup that often surprises: using a monster with the AMPLIFY skill .
Amplify: Increases damage returned by skills MAGIC REFLECT, RETURN FIRE and THORNS at one point. |
This could come as a surprise, after all, all monsters cast would be Magic-type, with that, everyone would receive return damage. Surprising my opponent who would be playing around minimal damage could be super efficient!
Following these ideas and assumptions, the water element would be my chosen one and the lineup of my team would be coldly calculated.
DJINN OSHANNUS: Although there is a return of magical damage, his skill VOID which reduces the received magical damage by 1 point, also serves to protect against return damage. Usually when there is the possibility of having many units with this type of attack, he is always a good option to hold this offensive well.
Allied with its PHASE, where there is the calculation of dodge for magic attacks, it becomes the perfect option in a battle that only has monsters with this type of attack, and it is possible to dodge and if it is hit , has reduced damage and still deals damage on return.
SPIRIT HOARDER: Scaled in the second position, its main objective was to leave my monster scaled in the third position alive, that is, recovering its life with the skill TRIAGE. Why? You will soon understand, when I explain the next summons.
About the card itself, nothing special regarding damage or life, it was just a risky choice, which made me wonder if it was really the right one, where only at the time of battle would I find out if it was a good choice or not.
RIVER NYMPH: And here's my secret weapon. With its first skill CLEANSE, it would be possible to remove any negative attribute on the first position monster.
And with its second skill, which I explained in the topic above, AMPLIFY, it would do a lot of damage, returning the magic damage added by 1 more damage point. So an opposing monster that would normally receive 1 point of return damage would receive 2, which could greatly facilitate its defeat.
Being in the third position, SPIRIT HOARDER would have the mission of recovering his life, because that skill was essential for my victory!
Starting the battle phase, my opponent surprised me!
Obviously he surprised in a positive way (for me at least), because his choice was disastrous, simply increasing the magic damage, the return would already be high and added to AMPLIFY it would be a real massacre for him.
That's why I say that the impossible strategy ended up becoming possible, because, in my opinion, it was an error by my opponent that facilitated the victory.
Below I will exemplify four points of my strategy, which, in practice, worked, so that you can visualize what I had thought.
1 - Protection with the skill VOID on damage return
2 - The return of damage plus 1 more skill AMPLIFY
3 - RIVER NYMPH receiving return damage and being healed by SPIRIT HOARDER
4 - The skill PHASE being used to dodge the magic attack
Therefore, the game would be conducted this way, since there would be no SNEAK, my source of AMPLIFY would be safe for a few turns, receiving the heal. In this way, the amplified return itself would already do all the damage.
Coming to the end, just a card with 2 life that wouldn't have the slightest chance and as unlikely as it was, my cards stood on the battlefield.
The link to the battle and all its details can be seen HERE.
So what do you think of this strategy? I confess that I really didn't put much faith that it would work, but, when my opponent chose the earth element and the increase in magic damage, that became more than enough to guarantee my victory.
That is all! Thank you all and until the next post!
Sabe quando você monta uma equipe e pensa que tudo dará errado, mas, no fim das contas, sua equipe luta bem e você conquista a vitória? Gostaria de apresentar para vocês mais um desses momentos gloriosos onde a estratégia imperfeita se torna a mais perfeita possível.
Primeiramente as regras de batalhas são as apresentadas abaixo.
Counterspell: Todos os monstros da partida possuem a habilidade MAGIC REFLECT, que retorna dano aos atacantes com o tipo de ataque mágico. | |
Unprotected: Os monstros não possuem armadura e também não ganham pontos de armadura, seja por meio de habilidades ou de invocadores. | |
Wands Out: Apenas monstros com o tipo de ataque mágico podem ser escalados. |
Além disso, tínhamos a capacidade máxima de 20 de mana e os elementos fogo, água, terra e morte. A estratégia que comecei a pensar seria usar o elemento morte e com isso remover 1 de ataque mágico do oponente, pois assim, teria mais chances de meus monstros sobreviverem e o meu adversário continuaria recebendo dano.
Ok, mas, mesmo assim, ainda me lembrei de algo interessante, apesar de tomar retorno e tudo mais, imaginei uma estratégia bem arriscada e com ela uma grande surpresa na escalação que muitas vezes surpreende: utilizar algum monstro com a habilidade AMPLIFY.
Amplify: Aumenta o dano retornado pelas habilidades MAGIC REFLECT, RETURN FIRE e THORNS em um ponto. |
Isso poderia surpreender, afinal, todos os monstros escalados seriam obrigatoriamente do tipo mágico, com isso, todos iriam receber o dano de retorno. Surpreender o meu adversário que estaria jogando em volta do dano mínimo poderia ser super eficiente!
Seguindo essas ideias e suposições, o elemento água seria o meu escolhido e a escalação do meu time seria friamente calculada.
DJINN OSHANNUS: Apesar de haver o retorno de dano mágico, sua habilidade VOID que reduz o dano mágico recebido em 1 ponto, também serve para proteger do dano de retorno. Geralmente quando tem a possiblidade de haver muitas unidades com este tipo de ataque, ele é sempre uma boa opção para segurar bem essa ofensiva.
Aliado com a sua PHASE, onde existe o cálculo de esquiva para ataques mágicos, ele se torna a opção perfeita em uma batalha que tem apenas monstros com esse tipo de ataque, sendo que é possível desviar e se for acertado, tem o dano reduzido e ainda causa dano com o retorno.
SPIRIT HOARDER: Escalado na segunda posição, seu maior objetivo era deixar o meu monstro escalado na terceira posição vivo, ou seja, recuperando a sua vida com a habilidade TRIAGE. O porquê disso? Vocês logo irão entender, quando for explicar a próxima convocação.
Sobre a carta em si, nada em especial em relação ao dano ou vida, apenas foi uma escolha arriscada, que me fez perguntar se era realmente o certo, onde apenas no momento da batalha iria descobrir se foi uma boa escolha ou não.
RIVER NYMPH: E aqui está a minha arma secreta. Com a sua primeira habilidade CLEANSE, seria possível remover qualquer atributo negativo no monstro da primeira posição.
E com a sua segunda habilidade, que expliquei no tópico acima, AMPLIFY, realizaria um grande estrago, retornando o dano mágico adicionado de mais 1 ponto de dano. Então um monstro adversário que normalmente receberia 1 ponto de dano de retorno, receberia 2, o que poderia facilitar e muito a sua derrota.
Estando na terceira posição, SPIRIT HOARDER teria a missão de ir recuperando a sua vida, pois essa habilidade era essencial para a minha vitória!
Iniciando a fase da batalha, o meu adversário me surpreendeu!
Obviamente surpreendeu de uma forma positiva (para mim pelo menos), pois a sua escolha foi desastrosa, simplesmente aumentando o dano mágico, o retorno já seria alto e somado ao AMPLIFY seria um verdadeiro massacre para ele.
Por isso digo que a estratégia impossível acabou se tornando possível, pois, a meu ver, foi um erro do meu adversário que facilitou a vitória.
Abaixo exemplificarei quatro pontos da minha estratégia, que, na prática, deu certo, para que vocês possam visualizar o que havia pensado.
1 - A proteção com a habilidade VOID no retorno de dano
2 - O retorno de dano somado com mais 1 da habilidade AMPLIFY
3 - RIVER NYMPH recebendo o dano de retorno e sendo curada pelo SPIRIT HOARDER
4 - A habilidade PHASE sendo utilizada para o desvio do ataque mágico
Sendo assim, a partida seria conduzida dessa forma, como não haveria algum SNEAK, a minha fonte de AMPLIFY ficaria segura por alguns turnos, recebendo a cura. Desta forma, o próprio retorno amplificado já faria todo o estrago.
Chegando no final, apenas uma carta com 2 de vida que não teria a menor chance e por mais improvável que fosse, minhas cartas ficaram de pé no campo de batalha.
O link com a batalha e todos os seus detalhes pode ser vista AQUI.
E então, o que acharam dessa estratégia? Confesso que realmente não coloquei muita fé que daria certo, mas, no momento em que meu adversário escolheu o elemento terra e o aumento do dano mágico, isso se tornou mais que suficiente para garantir a minha vitória.
Isso é tudo! Obrigado a todos e até a próxima postagem!
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Pensa na minha alegria quando descobri essa habilidade Phase. Eu comprei meu primeiro Oshannus quando entrei no jogo, achava o máximo jogar com Alric e Oshannus. Só fui conhecer a habilidade recentemente, adorei! Já está em level 2 meu Djin querido.
Se tem elemento agua e terra, eu ja pego o agua e o djin kkkk, poe uma curinha e ja era, o bixo vai desviar e sobreviver kkkk.
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