
I had a great weekend. It was pretty chill at home and I was able to play the Rise of The Champion tournament. I will be sharing my battle mage secrets today. The theme for this week is Keep Your Distance. For this ruleset, melee units can't be used. I will be sharing a battle from my tournament that I ended up 48th place which got me 6k dec and 1 rebellion pack. It was a bit sad because if I won 1 more battle I would've probably gotten 1k dec more and 1 more rebellion pack.


There are a few key strategies for keep your distance. Firstly, you have to plan to focus on three different team compositions. One lineup would be focused more towards magic and another would be range. The last lineup would be something mixed with both. Personally, I like to play the mix of both magic and range units because sometimes the opponent will try to play some return fire or counter spell so it's good to have a balance of the damage. For example, the opponent might play void and silence so having ranged damage is great in that kind of situation.
My two main summoners I play in this ruleset are Quix and Immortalis. They are super strong in this ruleset because one counters magic and the other counters range. If I play Immortalis I will use goblin psychic to silence and heal. If I play Quix, I will look at playing void dragon and chaos dragon depending on the mana.

The battle link can be found here. I had this battle on my own account that was KYCD for the Rise of the Champion tournament by Splinterlands. I loved playing in this tournament and it was pretty hard to choose what card to play sometimes because of all the choices! Anyways this battle was in wild format with all cards available at max level. The rulesets for this battle was taking sides, five alive and keep your distance. It was a 23 mana cap battle with only life and death elements available.


Summoner , Ilthain - Immortalis and Quix weren't available so my go to in this situation would be Ilthain for the return fire.
First Position, Pelacor Conjurer - Pelacor Conjurer was the best choice to tank for low mana and the counter spell. With the counterspell I covered both types of damage to reflect back at the enemy.
Second Position, Meriput Magician - I chose Meriput Magician mainly to heal my conjurer. I also liked that it had shield so in the case my conjurer died it could halve any ranged damage.
Third Position, Dax Paragon - This card was used for the amplify. I wanted that extra +1 damage for reflecting any magic or range attack from my conjurer.
Fourth Position, Djinn Renova - Djinn Renova was one of my Big dps on this team. It also gave triage which can help heal back any snipe or any reflect damage.
Last Position, Karst Harphy - Karst Harphy was for the scattershot. I was worried for some reason that there might be some low hp carries in the back so I thought this could randomly have a chance at knocking one out.

My opponent tried to cheese with Captain Katie. This is exactly why I played Djinn Renova for the triage. Aside from that the counterspell with amplify carried my battle. The opponent basically killed themselves in this battle. I was surprised that he didn't play any ranged units though so it kind of made my Ilthain useless except for the speed buff. I'm still not sure if my team was the best lineup for this ruleset but I got the win so I can't complain right. It's just hard to say that this was the best lineup since there were so many cards to choose from.

If you made it here, thank you so much for reading all the way to the end. I appreciate the support and I hope you learned something new! I hope what I shared today helps you win your battles for keep your distance!
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