The Splinterlands Battle Mage Secrets - Strong Essences Are Kept In Small Bottles

Greetings Splinterlands Mages! It's time to try brand new dynamic strategies, fueled by rage and sparks of rebellion. Let's enjoy the Little League ruleset, when only units and summoners with a mana cost of 4 or less may be used.

There is no restrictions for summoners so the focus should be on creating a good synergy between those cheap units. This battle-rule will make Battle Mage work not harder for victory... but smaller!

It's always hard to fill a team with critters and mana cap doesn't really matter. I play the Fire Splinter 99% of Little League games, with Tarsa boosting the melee and health of the cards.

Tarsa will boost even the smallest creepy crawler, like those ants from the core of the Earth. It's ants in the pants day! As the Little League battles are usually short... I prepared not one ... not two ... not three ... but four battles!

I went crazy on the Little League because I lost the first game and I wanted to show everyone that the Ant Miners and the Antoid Platoon are units made for this event!

According to the lore, the Ant Miners are better skilled diggers than all other miners. Most believed that Kobolds are the most skilled miners in the land, thanks to their small stature, inherent bravery and ability to use tools.

According to the lore, the Antoid Platoon typically consists of five to seven Fire Ants, each approximately the size of a man's fist. They are the Ant's fighters, very good to tank in Little League battles.

They are well armored, wield shields and spears that provide a formidable defense and offense against the antoid's foes. Operating through a shared hive mind, the Antoid Platoon is employed to defend Ant Miners, other workers, the colony, and its queen. The Shield ability makes them formidable tanks in small mana battles, and they can gain Scavenger if upgraded to level six.

Episode I - Mages and Ants Can't Live Together

Having 59 mana cap with a Little League battle-rule is silly, as it's impossible to go above 24 from unit selection. I went for coach Tarsa and her tiny team, and I faced an unexpected opponent.. .Thaddius!

Tarsa: +1 Health & +1 Melee Damage

Antoid Platoon: Tank with Shield

Clockwork Aide: Support with Swiftness

Uraeus: Melee with Sneak

Parasitic Growth: Melee with Opportunity

Serpentine Spy: Melee with Opportunity

Scavo Firebolt: Ranged

Thaddius reduced the health of my units by one and the opponents were casters! It was clear that I was going to be obliterated! The Moxian Rebel even grated casting power to the Riftwing and to the Clockwork!

The Antoid Platoon was the first to fell, but I took down the Moxian Rebel! It was clear that magic will top strenght! My Clockwork Aide got broken and Uraeus was skinned! I didn't even had the strenght to take down their tank, as the Xenith Monk was using prayers to hil himself! See the full battle here!

Episode II - The Ants Go Marching...

I got motivated by how little damage I've done the previous battle and went for the same team again! Little League battle-rule and another pointless mana cap, but at least no Thaddius this time

Tarsa: +1 Health & +1 Melee Damage

Antoid Platoon: Tank with Shield

Magma Troll: Melee with Reach

Ant Miners: Melee with Scavenger

Serpentine Spy: Melee with Opportunity

Uraeus: Melee with Sneak

Scavo Firebolt: Ranged

No Thaddius this time... but Obsidian and a magically infused Earth team. Not that bad anyway as only two casters were selected! Weird! The Serpentine Spy unleashed a furious attack and made the first victim, then a bite from Uraeus added another one on the list. The Antoid Platoon not only protected the team, but also got rid of the enemy's dino tank.

Just one round gone and the Ant Miners where already boosted at 6 health, while the opponents where reduced at only three monsters. Spoiler alert.. this battle didn't reach round three! See the full battle here!

Episode III - Ants in the pants!

Little League kept showing up so that was good to see. Usually I play dozens until the weekly challenge will turn up! Had to share more, as both fight so far were short... so here's ... another short one! Another ants bonanza for another Little League battle!

Tarsa: +1 Melee & +1 Health

Antoid Platoon: Tank with Shield

Magma Troll: Melee with Reach

Ant Miners: Melee with Scavenger

Serpentine Spy: Melee with Opportunity

Uraeus: Melee with Sneak

Scavo Firebolt: Ranged

You probably noticed I used the exact team set-up from the previous battle, hoping for another clear win. This time I was facing a more balanced team, with the little critters boosted by Kelya Frendul.

The first round was about destroying armor, and watching the Antoid Platoon's shield reducing two attacks to zero damage. Another battle and the Serpentine Spy made the first victim, one-shooting Uraeus.

The Xenith Monk was a hard nut to crack, being constantly healed by the Merdaali Guardian. However, managed to take him down by the end of the 3rd round with a power punch from the Magma Troll.

The Antoid Platoon did well against melee attacks, nullifying most of them, but couldn't handle the magic. Four rounds into the battle and I lost my first monster.

Just the Tide Biter and a River Nymph left to face my fiery army, with the Ant Miners already at eight health. Time to settle the score! See the full battle here!

Episode IV - Ants and Snipe ...

I am concluding the little league with a brawl battle. I choose to go without Gladiator units! It's pointless to have so much mana but at least a trio of good battle-rules!

Holy Protection plus Target Practice gave an extra twist to this duel. All monsters gain Divine Shield, while all Melee and Ranged will start the battle with the Snipe ability.

Tarsa: +1 Melee & +1 Health

Exploding Rats: Melee with Blast

Antoid Platoon: Melee with Shield

Uraeus: Melee with Sneak

Scavo Firebolt: Ranged

Pyrewatch Devil: Ranged with Life Leech

Venari Marksrat: Ranged with Martyr

Everyone had Snipe and will target the first Ranged or Caster that's not in the first position, and I realized that the Venari Marksrat should have been placed where the Scavo Firebolt started the battle. One mistake that may cost me the game.

My set up was weird at first sight, but the Explosive Rat as a tank was pure strategy. The other units will snipe around, hitting Divine Shields, while the Rats will blast around with efficiency. When the rats will be taken down, the Antoid Platoon will claim the tanking spot.

My enemy went for a similar strategy, with Tarsa boosting the melee monsters. Using the Antoid Platoon in the last position was a good move, as Uraeus sneak attack was reduced by the Shield. The Exploding Rats lived enough to hit twice, destroying the Divine Shield of the ranged units.

Took down the evil Scavo Firebolt, lost my tanking rats just before nuking the Xenith Archer, and the enemy retaliated by taking down my Scavo Firebolt. The battle was still undecided after the first two rounds, but having my Pyrowatch Devil at six health points was encouraging.

Took a visible advantage after my opponent lost his Xenith Monk, even if his Venari Spellsmith was boosted by the Marksrat Martyr. My Antoid Platoon stood strong, and the wrong placement of the Marksrat didn't influenced the outcome of the battle! See the full battle here!

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