In Blast We Blast

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And we return with a week full of many battles, because in the world of Splinterlands the ways in which these types of techniques are shared can be given to see how each one is changeable.
There are endless strategies and a way to provide respond to the cards, as each of them depending on their evolution or level take us to an endless number of places where we can be part of something quite powerful.

The rules become much more important when choosing the cards, as they lead to a particular victory, and now with the introduction that we cannot know what our opponent is, it is a little more difficult to know what strategy to use.

In this battle I want to present you how this way we can organize ourselves high to such an extent that we manage to overcome the expectations of the cards that we usually have and that in some way or another have become old for the combat depending on how we see the battle.

Blast is one of those broken abilities that not all monsters have and only one summoner brings by default, it is also included as one of the new rules in the battles and we know that it is one of those that are quite powerful if used against you.

The monsters that stand out the most in stability are:

Attacks anywhereMagic attack so...Blast on your team.

Well this plus, the combination of another ability make these cards are not only valuable in the market, but also quite powerful when used in battle.

It should be noted that making it quite powerful has certain limitations, as the monsters that possess it usually do not have a lot of life because making it so destructive tends to cause damage as if a single card were two in my opinion.

In this battle I show you how a combination of strategy and rule make it very, very convenient to have monsters of cards that do not exist, because here certain characteristics of the monsters are changed to have more time in battle, of course this is according to the rule.

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To the Battlefield

This battle shows great power on both sides, as it is a battle of fire against fire where summoners at the same level and monsters at a considerable level fight each other to see who gives more in the battle.

In the first instance you can see that the monsters of each side can intimidate each other.

Here we see a great Marlic Inferno versus Tarsa.

One by simply adding one more point of melee attack, while Tarsa adds two statuses, which are one point of melee attack and one point of life.

This is undoubtedly one of the things that could be said to bring the new era of chaos as they are even more powerful summoner cards, but that does not mean that they cannot be defeated.

The Rules

EqualizerMelee Mayhem

When looking at a combination of rules you have to see how and in what way they can benefit your team, because when looking at this rule I decided to use two monsters that have a low level of life plus one that has a somewhat considerable level of life and you can also measure how much mana the team has.

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These two rules combined are a good example in fact where I decided to use two monsters with one life point but with high attack level and thus I can achieve a significant arsenal that can change the fate of all my cards.

In a kind of an umbrella way it is as if instead of using 6 monsters I used at least eight, because this changed the rules of the game in a way.

In this instance of battle you can see that my monsters were received in a strategic way, where most of them are melee attack monsters, because I decided to give potential with summoner, which does not happen with the opposing team, because using only four monsters of the six I do not see much potential even though it added a point of life to all of them.

In this battle you can easily see a combination of two great attackers with blast, which are exploding dwarf and exploding rats but this time with a potential of features thanks to the rule, this undoubtedly gave me a breakthrough as exploding dwarf has other abilities that enhance is with the ability to retiliate, which more than once was able to retaliate against the enemy team thus understanding the great power of this type of cards.

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Sometimes we do not know how powerful cards are the ones we have in our teams, but we must understand that all of them have some depending on the rule we are This is even directed from the hen that has zero mana point, but it is very used because a single movement can change everything in the rules of the game so it happens with that type of cards that despite having very little level of life are capable in certain rules or even without needing them to give everything to have a victorious battle.

At the moment we have in the game the fire element of Splinterlands with quite a high level, but what I think is that the cards need a lot of development to be able to give that potential to be more exploited, because they have certain limitations although they are quite good in melee attack, but in turn this makes them very interesting and important when we are going to select a team.

In my case I have most of the summoners that boost some status making it possible to differentiate the melee attack with magical attacks for example, because we must have some monster that helps to combat these and I think that with Blast you can reduce the life indirectly in with enemies against.

So Exploding dawrf is a dwarf, one of the songs he sings is this one.

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