
Hi splinternerds,
Welcome to my blog for another entry into the splinterlands battle mage contest. As usual, we have a different Ruleset every week and this week we have a new Ruleset to write on. Last week we dissected a Ruleset to the core, the concentration was on how we could get the best lineup and summoner when one gets this type of Ruleset.
This week the Ruleset on display is
Maneuvers
What this Ruleset means is that units with melee attacks gain the reach ability.
With the reach ability, it means your melee card can attack from the second position. You know regular melee only attacks from the first position unless that card has a reach or opportunity ability. What this Ruleset does is to allow the player to attack with a melee card from the second position.
Now with this type of Ruleset, I mostly advise that your first card should be a strong melee card with a lot of shield. With the second card, you can put a melee card which is strong but then doesn’t have a shield as it can’t be directly attacked in the first position. With this, you can either filter in a healer card to help keep your melee cards longer in battle or go with the flow and hope your opponent doesn’t bring in a healer into battle.
Being in the gold league means that I get two other rulesets in addition to this. The other Rulesets for this battle were
unprotected - Monsters do not have any armour and do not get amor from abilities or summoner buffs.
noxious fumes - All monsters start the battle poisoned.
With all these other Rulesets I need to consider I couldn’t go with the normal lineup that I would have wished to go with in this game but anyways I could still come up with something.
My summoner of choice was quix the devious.
I mostly go with Quix the Devious when I don’t know which summoner to use. With quix you get the chance to have dragon monsters added to the element that you choose. In this case, I chose the fire element.
Quix also subtracts one range attacker from the opponent and also one speed.
My first card was djinn chwala. An 8 mana card with 4 melee attack, 3 speed, 10 health and 6 shield. It has the thorns ability, enrage ability and true strike ability.
The next card is xenith monk. It’s a 4 mana card with 2 melee, 4 speed and 8 health. It has the void magic ability, magic respect ability and healing ability.
The next card is the venator kinjo. A card I mostly select not for its attacking abilities but because of its immunity abilities. It’s a 2 mana card with 1 melee attack, 2 speed and 3 health. It has the reflection shield ability, camouflage ability, slow ability and amplify ability. Such a low mana card with a lot of special abilities.
The last card is a range card which has 6 mana, 3 range attack, 2 speed and 10 health. It has the close range ability, reduces the melee attack of opponent cards and also reduces the health of the opponent's card.
Let’s rumble.
Round one was a formality as usual. With buffs and de-buffs happening here and there. A few attacks from the opponent's cards on my card but had close to no effect.

In round 2, I was helped out by the poison ability as 2 of my opponent's cards died due to that. Up came his forgotten one into the first position. With an attack from my djinn, xenith and molten ash golem it was killed in an instant.
The range card coming into the first position meant that I had won. This is because this range card had no close-range abilities so it was a simple shoot-to-kill for my cards lol.

For me, I think it was a matter of strategy rather than strength of cards that won me this game. My opponent's first position card was a mistake in my opinion. This is because since his forgotten one had the immunity ability it should have been the first card, it also had a lot of shield so it could have taken this hit which his first card took in the first round which weakened it.

Anyway if he had done that I would have lost so am glad he didn’t.
This is my battle link here
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