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Splinters: Fire vs Water
Rule Set: 60 Mana Cap, Odd Cards Only, No Death or Life Splinters
My Summoner (Level & Ability): Yodin Zaku (Lvl. 1, Blast for All Friendly, Friendly Healthy Boost, & Friendly Range Boost)
My Line Up (Level & Ability): Grum Flameblade (Lvl. 1, Bloodlust, Void Armor), Caladuum (Lvl. 1, Void), Djinn Inferni (Lvl. 2, Giant Killer), Zafran Efreet (Lvl. 1, Life Leech), Sandworm (Lvl. 1, Sneak), Lava Launcher (Lvl. 1, Short Range)
My Total Abilities: 16
My Team Stats: 7 Melee, 8 Magic, 4 Ranged, 10 Speed, 14 Armor, 42 Health
Enemy Summoner: Kelya Frendul (Lvl. 4, Friendly Armor & Speed Boost)
Enemy Lineup (Level & Ability): Disintegrator (Lvl. 5, Gold-foil, Demoralize, Trample), Flying Squid (Lvl. 5, Gold-foil, Reach), Nerissa Tridawn (Lvl. 3, Gold-foil), River Hellondale (Lvl. 1, Resurrect), Angelic Mandarin (Lvl. 4, Gold-foil, Triage), Venari Wavesmith (Lvl. 3, Protect)
Enemy Total Abilities: 8
Enemy Team Stats: 5 Melee, 6 Magic, 1 Range, 23 Speed, 21 Armor, 39 Health
Team Stat Advantage: Melee (Me), Magic (Me), Range (Me), Speed (Them), Armor (Them), Health (Me)
Team Advantage Results: 4 for Me, 3 for Them
Round 1 ends with neither theirs or my monsters going down.
Round 2 ends with my Grum Flameblade, and their Disintegrator and Flying Squid going down, making it 2 to 1 in my favor.
Round 3 ends with their Nerissa Tridawn, Angelic Mandarin, and Venari Wavesmith going down, making it 6 to 1 for my victory.
I think I won because Grum's an aboslutely great front-line tank and combining magic with blast can be almost unfair unless your enemy has some anti-magic strategy going.
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