Splinterlands Social Media Challenge: Power Plays with Portly Cannoneer and melee monsters


Every week there is a Splinterlands challenge that can be found in this week's post. I also encourage Splinterlands players to partake in the challenge because they get to learn about the game. In this week's challenge, we talk about a good combination in fights.

Featured cards

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Portly Cannoneer is a fire splinter that costs 4 mana. This splinter starts with the inspire ability. It learns return fire at level 5 and fury at level 9. I think this is a fairly good card because it only costs 4 mana and it already has inspire. If you combine it with melee cards, then you can have some powerful cards. I think this card gets better at level 2 when it has 2 ranged attack instead of 1, but I only have this card at level 1.

Rule Set, Battle, and Plan

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The ruleset this time is Weak Magic. This means that magic monsters will have to go through armor first. There is also 24 mana available, and I can use fire, water, or death splinter.

SplinterMana CostPositionReason
Fithe Bladestone4Summoner+2 armor, void, and bloodline
Halfling Refugee11stWeary
Pallus82ndFlying and Reach
Gobalano Soldier33rdAmbush and Sneak
Surly Drunk14thOpportunity
Portly Cannoneer45thInspire
Flame Mephit26thFlying
Total Mana:23

I use Fithe Bladestone as my summoner because it gives +2 armor to all of my monsters. Halfling Refugee is my tank because I wanted something with low mana costs but good stats up front. Pallus is my backup tank with flying and reach. Gobalano Soldier is my 3rd damage dealer with ambush and sneak. Surly Drunk is my 4th melee monster with opportunity. Portly Cannoneer is 5th monster because of inspire, and my last monster is Flame Mephit with flying.

My strategy is to use my first two monsters as my tanks while the rest of my monsters deal damage. My entire lineup has 4 monsters so I will be able to use Portly Cannoneer's inspire ability, and one of them has ambush so it will be able to get an extra attack in. My last monster is more or less something to take a few hits if my opponent has any sneak monsters.

Round 1

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At first glance, I think that this match will depend on whether or not I can land my hits. I do think that I have the damage advantage so I should win once that taunt monster is down. I am glad that my summoner will give +2 armor as it is useful under this ruleset.

Round 3

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My opponent one monster and only my first tank has taken some damage. At this point, I don't think there is anything my opponent can do as I outdamage him quite a bit.

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I ended up winning this match later that round as I expected.

Conclusion

The battle this time did play out as I expected. I focused on a melee setup, and it worked out well with those low mana melee monsters filling up my lineup after setting up some decent tanks. The +2 armor from my summoner in this fight worked out well, and I learned that the void ability only affects bloodline monsters. I didn't realize that the secondary effect didn't apply to all monsters. On the new bloodline summoners, the top line goes to all monsters, and the second line goes to all bloodline monsters. My damage was too much for my opponent to overcome, and I was a bit worried when I saw both a taunt monster and a corrupted healer. In the end, I was able to outdamage them and win the match. Portly Cannoneer added 4 damage per turn to my lineup, and that was one of the major reasons why it was so easy to kill my opponent's monsters.

You can see my entire match here.

What did you think of my match? Was there anything you would have done differently? I think it is quite interesting to see how different players use the same card.

Posted Using INLEO



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7 comments
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Full melee and it placed a bit behind is the way to go, good with not too much mana battles

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Yea. It's a good setup for low mana matches.

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I think this game worked perfectly because you had a lot of sneak cards. They kept attacking the taunt monster of the opponent, and the corrupted healing couldn't do much. Great win

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I only had 1 sneak monster, but I do think that my increased melee damage got rid of the monsters without the healer doing too much.

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