
Image created in Canva
In Splinterlands, to be successful on the battlefield, we must learn several things, but one of the main ones, or I would say the most important one in my opinion, is to study everything related to the "Rules and/or Modifiers," because if you don't, you can't come up with a strategy, and if you don't create a combination that is familiar with those rules, you will surely lose most of the battles you play, since you will make mistakes.
But the good thing is that I'm here to educate you, and little by little I'll explain how to play each rule/modifier. So in this "Part 2," I'll explain how to play several of the most complicated rules in the game, which are (SuperSneak, Equal Opportunity, Back To Basics, Earthquake, and Noxious Fumes).
So, if you want to learn how to play with these modifiers, formerly known as rules, stick around until the end of this post. I assure you that you will gradually learn to become a better player by following my content closely.

Beware of the "Rear Guard" by learning about "SuperSneak"

Normally, battles in Splinterlands follow a predictable order, basically the tank in the first position absorbs the damage while the rear units attack with relative safety. However, certain rules give each monster an ability that changes the original or default target to attack a single target. These rules are known as killers, or at least that's what I call them, since they are all designed to attack together at a single point.
The two main rules/modifiers that achieve this are:

Super Sneak: This rule grants the "Sneak" ability to all units on our team, allowing them to attack the last monster in the enemy's combination. Furthermore, it doesn't matter what type of attack your combination has, you can still attack with this. this is a danger to "Support" units that are usually played in the last position. Those responsible for healing, providing defense, or giving a dangerous ability are the weakest in this type of context.
Equal Opportunity: This rule grants the "Opportunity" ability to all our allied units, causing them all to attack the enemy monsters with the "lowest health," in other words, the weakest ones in this regard. Furthermore, with this rule, the type of attack you use does not matter, since low-health support units, regardless of where they are located, will be the target. Ideally, you should place units that can attack twice, or failing that, at a distance, as this is more effective.
Under these rules, the traditional "Tank" role loses relevance, forcing players to form defensive compositions. Furthermore, as I mentioned earlier, instead of placing a single "Tank" at the front, the idea is to use units with high health and armor to counteract a possible Super Sneak, or distribute health more evenly throughout your team to mitigate Equal Opportunity, not to mention that you can also protect yourself with units that have "Repair, Triage, and/or Heal."

Back to Basics: A Battle of Raw Statistics (with a Twist)

The rule and/or modifier called "Back to Basics" causes units to lose all their abilities, converting or focusing the confrontation on three important things (attack, speed, and life). This means that there are no abilities that can change the game in your favor; it is basically a pure statistics duel. However, there is one crucial exception that changes everything, as the effects of the "Archons" (summoners) remain active. Therefore, one of the best strategies here is to use the right Archon.
This small exception is undoubtedly the key to victory; there is no other factor. Furthermore, since the monsters have no abilities, the overall improvements or disadvantages provided by your summoner become the most important strategic factor. This means that a summoner such as "Yodin Zaku" will continue to grant +1 ranged attack, which can give you an advantage that your opponent may not have taken into account.
Strategy
The strategy for this rule is very simple, and it's the one I always use when faced with this rule. All you have to do, if you have the opportunity, of course, is to focus your attack on the "Magic" type of attack, as these go directly to the life points. But that's not all, because the order of the lineup is very important. Place the most resistant cards first and the strongest in terms of attack last. This way, you will have greater resistance.
To summarize: Basically, in these three rules, what you need to do is the following:
SuperSneak: Here, it doesn't matter what type of attack you play, but what does matter are the units and their power, because the more power they have, the greater their impact will be, since you'll be able to wipe out your opponents very quickly, destroying the cards in your opponent's back row.
Equal Opportunity: The ideal strategy here is to play defensive cards (High Health) and offensive cards (High Power). This will prevent your opponent from breaking your support cards, while giving you resilience and allowing you to destroy your opponent's weaker cards in terms of health points.
Back To Basics: Here, as I mentioned earlier, play the magic attack type, place the strongest cards (Resistant) in terms of health points or shield in the first positions, and the strongest in terms of attack (Offensive) last, ensuring a correct balance on the field with a high probability of winning the battle.

Conclusion

That concludes this post, which I hope you enjoyed. Learning the rules is just as important as getting a good deck, because if you want to take the game seriously, this is where you need to start. So, you should follow me to learn all about this and much more in Splinterlands.
If you have any questions about these rules, now called "Modifiers," please feel free to leave a comment.
With nothing further to add, until next time, "Splinterlords."


I invite everyone to join Splinterlands, the best game based on chains of blocks, full of adventures, battles, and strategies where you will have fun and get rewards according to your league


Join the official Spanish community here Discord