Splinterlands Quidditch[A 12 Mana Game]: 12 Mana Battles Always Hang in Balance

in BDCommunity4 years ago (edited)

Evening Splinterlands Folks

Here we are, thanks to Splinterlands Quidditch [Year 1] by @bdcommunity. The contest is solely meant to encourage Splinterlands Loving Folks into writing about their go on the Slinterlands Topic at hand.


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So, The Current Topic is:

How Do You Win On a 12 Mana Battle Using Any Splinter Of Your Choice?

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My Views About 12 Mana Battles

Well, when I first saw the topic I was a bit perplexed and surprised. The first problem was finding 12 mana battle and the second is winning it. But then, I thought that it is a contest so it would't have to be that easy.

If you ask me, I would say 12 mana battles are a quite unpredictable. With as low mana as 12, the numbers of moves/choices are limited and margin of error is very little. The whole battle depends upon predicting the enemy moves/choices and effectively countering them. One wrong move and even a weaker foe can take you out.

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Demonstration

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Battle Link

There were two battle rules; one Back to Basics and second Up Close & Personal. And only two splinters were allowed Fire and Water.

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My Strategy

In low mana battles, I prefer using heavy tanks, preferably with healing. There were two parts to my strategy:

1. Choice of Summoner and Monsters

The battle rules dictated that only melee attack monsters were to be used and monsters had no abilities what so ever. So, I choose Fire Splinter with MALRIC INFERNO summoner to give my melee attack monsters +1 attack boost.

Since there was no abilities and magic attack around to play with so, I choose the best tank in my arsenal, CHAIN GOLEM.

2. Placement and Timing the Turns

Next came the placement of monsters in conjuncture with timing of the moves/attack each round.

Assuming the worst case scenario, with enemy having 1st turn, I placed zero mana monster FURIOUS CHICKEN upfront to be the scapegoat.

Then, I placed CREEPING OOZE to take his turn and do its small bidding.

And finally came the CHAIN GOLEM which easily took out the enemy tank. The placement of FURIOUS CHICKEN and CREEPING OOZE upfront made sure that the enemy GOBLIN MECH's shield is down a bit and turns are perfectly timed.

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Battle Analysis

The enemy choice to battle tanks was poor. Goblin Mech's 10 mana cost bound his hands, forcing him to use TALIA FIRESTORM summoner and fight without any summoner attribute.

Secondly, the enemy didn't use zero mana FURIOUS CHICKEN and exposed his tank straight away.

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That will be all for today.
Take very good care of yourself and people close to you..
Until next time...
👋Adios👋

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Thanks for sharing! - @mango-juice

Didn't know you are a hard Quidditch fan man! I really enjoyed reading your post! A 12 Mana Game can be exhausting sometimes if your favourite summoner/monsters get blocked by the ruleset. But you have chosen a great deck here. keep writing good stuff!