SHARE YOUR BATTLE Weekly Challenge! MAGI NECROSI

in Splinterlandslast year

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A new week, a new Share Your Battle Challenge. This time we will get to revisit the Death Splinter and its denizens. I really enjoy playing the Death Splinter even though a lot of people would say that it is not that great at least as far as its Chaos Legion version goes. However, I do think playing Death is pretty fun, even more so for me now that I have the Astral Entity at my disposal in addition to Thaddius. But enough about the Splinter, let's talk about our protagonist this week - the Magi Necrosi. It is a pretty good Magic Attacker for the Death team, specifically due to the fact that it starts off with its two signature abilities - Camouflage and Snipe. It can often be a huge pain in the behinds of the enemy team if given enough time to do its covert business.

Now before we get into the stats discussion of the Magi Necrosi, let's have a sneak peek into its LORE.

It seems that the Magi Necrosi is one of the rare positive members of the Death Splinter as a bounty-hunter who is after creatures of nightmare seems as a somewhat good guy at least to me.

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Alright, we've got some idea of what an Magi Necrosi is, after glancing at its lore. Let us have a look at its stats and abilities at different key levels now.

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  • The Magi Necrosi is an Epic Monster. At level 1 it has 2 Magic Attack, 4 Speed, 0 Armor and 4 Health but most importantly it starts off with the Camouflage (This Monster cannot be targeted for attacks unless it's in the first position) and Snipe (Targets enemy Monsters with Ranged, Magic, or no attack that are not in the first position) abilities. Camouflage specifically is what makes the Magi Necrosi stand out among its caster peers.
  • At level 3 it gains an additional point in Magic Attack for a total of 3.
  • At level 4 it gains its third ability Oppress (Does double damage when attacking an enemy that has no attacks). It can be very useful in certain situations and totally useless in others as evident from the description of the ability.
  • Finally, maxed out at level 6 it has 3 attack, 4 speed, and 6 health, which is decent as far as damage goes. It also gains a 4th ability and it is nothing to scuff at either - Stun. Stun as its name suggests fully incapacitates the victim for 1 turn which is as good as it gets in terms of disabling an enemy Monster.
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    Now that we know what the card does (or doesn't do) at the different levels of play, let us have a look at the battle I have chosen to showcase.

<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>BATTLE<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>

  • The line-up of the Battle and the Ruleset:

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The rulesets for this battle are Briar Patch (All Monsters have the Thorns ability), Armored Up (All Monsters have 2 Armor in addition to their normal Armor stat), Equal Opportunity (All Monsters have the Opportunity ability). The mana budget is just 16 which is almost as low as it can get so it is far from allowing the player to choose whatever they want so efficient planning has to go into line-up. The available Splinters are: Water, Earth, and Death. I want to showcase the Magi Necrosi so Death it is.

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The "main tank" for a hit or two this battle will be none of than the... Corpse Fiend. That's an extravagant solution for sure but I have a plan, trust me.

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Following immediately after out friendly fiend is Riftwing. I have it in 2nd position so it can get fed at least a bit by the kind assistance of our make-shift "main tank" and Riftwing's Scavenger (Gains 1 max health each time any monster dies) ability. However, I am more interested in its other abilities which make it the king of evasive actions - Flying (Has an increased chance of evading Melee or Ranged attacks from Monsters who do not have the Flying ability) and Backfire (If an enemy misses this monster with an attack, the attacker takes 2 damage). Now imagine if it also happened to have Dodge (Has an increased chance of evading Melee or Ranged attacks). I wonder what would happen then...

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The 3rd spot is for our protagonist - the Magi Necrosi. I bet this is no surprise following our previous discussion that it is an undercover agent wannabe. My hope for the battle is that Riftwing keeps the enemies busy while our magician here does its magical wizardry. As you can see I only have it level 3 still because Chaos Legion epics are one of the hardest and most expensive cards to level but I think even the lack of Oppress/Stun won't hinder its performance.

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It is time for a quick round by round analysis:

  • The Summoner I am going with for the battle (as you might have already figured out by the clues I have previous given) is the Astral Entity. It is the most recently dropped Chaos Legion Legendary Summoner and I actually love using it when the Rulesets could be beneficial for its use. I this case I think they are as it counters very well Armored Up with its -2 Armor de-buff. It also has a Resurrect ability which will be obviously used up on our friendly Fiend in this case. This battle is from a Diamond-level tourney as you can see I am using a gold-level summoner and cards, my enemy (on the other hand) is using a maxed out line-up, headed by Kelya. Let's see if my plan for global domination succeeds.

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  • After 1 round of exchanging blows the Corpse Fiend is still on the field actually. It took a bit more beating thanks to the armor it got from the Ruleset and it also got resurrected by its friendly master. On the other hand our protagonist - the Magi Necrosi has been doing some work on the enemy Igor Darkspear.

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  • Round 3 - I have lost my Corpse fiend as expected while the enemy Igor Darkspear has also bitten the dust. You can tell by the state of the enemy team that Thorns and Backfire have also been doing some work in the meantime.

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  • Round 4 begins and it is obvious that the Riftwing is still hanging in there evading stuff left and right, however, it could not evade the Poison de-buff placed on it by the enemy Deeplurker.

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  • Round 5 is here my Riftwing will die before the Round begins due to the poison damage. The enemy Deeplurker also has no way out due to the melee nature of its attacks and it will die of Thorns damage as soon as it lands a hit.

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  • Round 6 - well obviously the Deeplurker missed our protagonist in Round 5 while the Magi Necrosi did land a hit on the enemy Chaos Agent.

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  • Round 7 - the Magi Necrosi actually missed last turn and took damage from the enemy Backfire. It's either it hitting the Chaos Agent once or missing 3 more times for a total 4 misses in a row and actually dying to that. I think you have already seen that the outcome is the former. I think this was actually a pretty fun battle for its budget of 16 mana.

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  • My victory seemed well-calculated throughout the battle, but let's see what Splintertools.io has to say about that. I actually had an 18% chance to win which did not seem to be the case while watching the battle. My Riftwing was being missed and backfiring with a lot of confidence I guess.

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The Magi Necrosi is a pretty good Magic Attacker for the Death Splinter. It can totally make a difference in any battle with its arsenal of abilities aimed at disrupting the enemy back-line. The Magi Necrosi is currently valued at $1.23 per BCX, which could seem a bit expensive but it's in the normal range for a Chaos Legion Epic Monster besides it comes with its two signature abilities at level 1, so even 1 BCX of it could be useful for sure.

Over and Out,
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Thanks for sharing! - @marianaemilia

Good strategy!