ZALLIN - BATTLE MAGE SECRETS - RISE OF THE COMMONS

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Let's go to this week's post for the Battle Mage Secrets event, today's rule is the Rise of Commons, this is another one of the rules that I'm behind πŸ˜…, I'm struggling to readapt to this modern format and I'm still stuck in the silver league, but I'm going to play hard next season I've already tested almost all the cards in the new collection 😍.

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🌟 RISE OF THE COMMONS 🌟


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RuleDescription
RISE OF THE COMMONSOnly commun and rare monsters may be used in battles.

The favorite rule of poor players like me, it's even better than "Lost Legendaries" in this regard, because only Commons and Rare units can take part in combat. Rise of the commons is another rule that limits your choice and makes you look for simpler plays than putting powerful Epic and Legendary units on the table.

I don't have a special play for this rule, but I like to abuse magic damage when it appears, as I face few units with resistance to magic among the common and rare cards, the more hard-hitting ones like Djinn Oshanuss, Djinn Muirat and Legionnaire Alvar will be out, as they are legendary, the biggest villain of my strategy is the summoner Immortalis (my biggest tormentor this summoner πŸ˜‚) due to its protection against magic applied to the entire team, another strategy that I like is to focus the damage on the opposing back line, because there are excellent options now for this type of play.

Since it's a rule that only limits your card choices, I don't have any favorite abilities and I still avoid the Scattershot ability

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βš”οΈ My Team βš”οΈ

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A match with 42 mana and the rules Rise of Communs and Healed Out, plenty of mana to spend and follow my strategy of attacking the opponent's backline, from the preview before the match I saw that my opponent liked to attack with sneak and opportunity, so I chose the green element with the new summoner and prepared a good defense against this type of attack, drawing all the damage to the last position and placing a unit with Lockout to reduce this type of damage, I didn't place a heal, because the Healed Out rule was active on the field, then I placed two units with opportunity that can be buffed by the summoner after analyzing the match, I placed a resistant tank and one more unit to try to reduce the opponent's melee damage as an off-tank.
CardLineUP
image.pngSummoner :One of the best summoners in this collection, it has two excellent skills to be used after revealing the teams, my focus will be on the 2+ damage, however the poison can be useful if there is a strong and fragile unit on his field.
image.pngTank : A simple tank with a lot of HP that can gain even more value during the game, it is also a good target for my summoner's buff.
image.pngOff-Tank: I risked this unit again in this position, the idea is to reduce the opponent's damage a little and hold out on the front line.
image.pngDPS: Simple card with opportunity, a great candidate to receive the summoner's buff, it is actually quite robust compared to other units with this same ability.
image.pngDPS : Cheap unit with good damage and the opportunity ability, it's another good target for my summoner's buff.
image.pngSuport: One of the best units to contain damage from abilities that attack the backline, I have to use it at higher lvls, I always forget to rent it and end up playing with it at lvl 1 πŸ˜‚.
image.pngSuport: Tough unit and has the taunt ability, will pull almost all attacks towards it, and will receive some help from Ujurak Mystic against sneak and opportunity attacks.

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🀜The Battle πŸ€›

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Analyzing the match: I chose to buff my units with +2 damage, as it would be a long battle and poison would hardly help, my protection against sneak and opportunity will be barely used, as there is only one card with these abilities, the Disintegrator debuff was very effective and affected 4 opposing units, my opponent has more damage on the table, but my hunters can balance this in the first rounds if they hit their attacks.

Round 1 - I put the +2 damage buff on the hunters, it was a very turbulent start but as expected it will be a long game, none of the units were killed in the first round.


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Round 2 - Right at the start the ant army is knocked out by my Slipspawn, shortly afterwards it also leaves the game due to an attack from the Tenyii Striker, my hunters find the Gargoya Devil and kill it, the round ends with me having a slight advantage.


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Round 3 - The round starts with Radiated Brute being eliminated by the gorilla, but nothing else different happened.


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Round 4 - The gorilla knocked out Tenyii Striker early on, now I have a good advantage in the match.


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Round 5 - My tank was finally knocked out, but my opponent only has two units on the field.


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Round 6 - Ferox Defender finally leaves the game, taking away the shield bonus that was on all the opposing units, and victory is very close.


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Round 7 - Finally, victory arrived, it was very difficult for the opponent to win the match at this point, the final blow was applied by the Venari Scout.

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🎊 Conclusion 🎊

My strategy worked, and I managed to greatly reduce the melee damage of the opponent, the LockOut skill was not so effective, but it helped in 2 hits of the Tenyii Striker, dividing the damage also worked well since it helped my tank to gain more value with the kills before he became the main target of the opposing team, my hunters were perfect annihilated almost all the opposing units with the super bonus of the summoner UnderBoss Fabino this buff turns any weak unit into a killing machine 🀣.

This rule is almost the same as Lost Legendaries, the main strategy remains, but you must find some weaker units to compose them, when in doubt a strong attack with sneak and opportunity with the UnderBoss or a classic massive magic attack can solve the problem.

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Game Link: Splinterlands

Battle Link: ZALLIN Vs. SERGE100








Image sources: https://splinterlands.com/ and Splinterlads Free divider by freeztag

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4 comments

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