Hey!
Welcome to another Battle Mage Secrets post, this time featuring the “Even Stevens” rule, where Monsters with only even Mana points can be used in battle.
Even Stevens
This rule, like some others, is one of those situations where you don’t need to follow a particular strategy, or assemble a particular lineup, since it doesn’t alter gameplay itself, it just limits your card options.
So, to create some content I’m just going to say you need a varied deck, from every single Splinter and remember you have them. I’m also going to make a list of key Common and Rare Modern Monsters from every element, with an even Mana value, to refresh your mind or give you more knowledge. I play with Silver level cards, so this list is going to be capped at the same level.
Neutral
- Supply Runner: from the Core Chaos set we have this card, which grants an extra point of Speed to every single Monster in your team. Its stats are quite decent, and the ability to boost your team’s Speed is quite valuable.
- Moxian Rebel: from the Rebellion set, this card has the Weapons Training effect, which grants an attack, in this case Magic, to those Monsters without one. This has a greater value, because the card is Neutral, so you can use it anytime, as long as the rules allow it. At level four it can Camouflage, making him invisible for enemy Monsters, unless he is in the first position.
Earth
- Goblin Psychic: a tank Healer from the Core Chaos set. Being a Healer is already a great reason to be considered an important card, but at level four the Goblin also has the chance of inflicting Affliction, disabling an enemy Monster’s capacity to heal.
- Lurking Puffer: although this Rebellion Monster doesn’t have an attack, its very cheap to summon, just two points, and at level five has the “Silence” effect, which reduces all enemy Magic attacks by one point.
Water
- Deeplurker: definitely one of the most used cards from the Water Splinter, although I do have to say that this element has a couple more interesting cards that you can use. The Deeplurker, however, seems to be an all time favorite, because of its decent Health and strong attack, which usually takes down key enemy cards, like Healers and Armor Repairers thanks to its Opportunity effect.
- Anasth Soothsayer: this Rare Rebellion Monster Cleanses and Tank Heals, nullifying Affliction, besides other negative status effects. At level four, it also gets “Lookout”, which further protects your team from Sneak, Snipe, Opportunity and Ambush. Its defensive capabilities are insane.
Fire
- Nimbledook Scout: Common Rebellion card, cheap to summon and with a high Speed, appropriate as a bait for Sneak or Sniping Monsters, because of its Backfire skill. At level five it grants an extra Melee point to every friendly Monster, thanks to its Inspire effect. Considering the Fire Splinter is centered in Melee attack, this is great.
- Chaos Orc: this card wouldn’t be my first option, since is not a tank with any sort of protection, however at level five, its three points of attack, combined with Piercing and Trample, could make him a very threatening Monster. If you combine that with Tarsa and the Nimbledook Scout at level five, you’ll get a very dangerous tank with the ability to kill with one hit. But it should only be used from level five and onwards.
Death
- Riftwing: another all time favorite, this Core Chaos set card can be used as a great protection from enemy cards in any position you choose, thanks to its evasive nature and thanks to its Scavenger effect. At level five, it also gets Backfire, punishing those who miss an attack on it.
- Ahna-Chei Botanist: in syntony with the Rifwing, this Common Rebellion card, at level five is able to Blind all the enemy Monsters, reducing by 15% their capacity to land physical attacks, raising your whole team’s evasiveness. It can also return Ranged attacks.
Life
- Venari Crystalsmith: as well as in the Earth Splinter, having the choice of using a Tank Healer is great when your options are limited. At level four, the Venari is a decent attacker, with a decent Speed and decent Health, besides the healing.
- Anachron Bolter: an expensive Mana Monster from the Rare Rebellion set. The eight points of Mana that you need to spend are justified, since it has the “Headwinds” skill, which reduces Ranged attacks by one point. Besides that, at level four, it becomes a fast card, with high Health and a piece of Armor, plus a mix of Ranged and Magic attacks, which guarantee you to always cause damage.
If you happen to use Dragons…
- Dhampir Infiltrator: dangerous Chaos Rare card, who Double Strikes the last card in the enemy team, so an interesting card to consider, and maybe combine… with the Nimbledook Scout’s Inspire effect to raise its attack.
- Naga Assassin: very weak attack, but quite fast and cheap to summon. This evasive Rare card also punish those cards who miss an attack against her, thanks to her Backfire effect.
Of course, all these cards are just some options, you have many others. These cards were chosen considering their value in syntony with others, which allow you to create teams with a particular intention.
Example with a 30 Mana cap and an Even Stevens rule:
Battles
Battle 1
Ruleset
Lineup & Analysis
This battle was done in the Modern Format and both of us, my opponent and I, had Silver level Monsters. Alongside with Even Stevens, we had “Up to Eleven”, which gives Amplify to every Monster. I was between using my Life and my Water deck, but I chose Life, because I have a much clearer tactic.
- Sloan as a Summoner, to boost my Ranged attack, which I’ll be using a lot.
- As a false tank, the Soul Fiend.
- As an evasive tank and to profit from the Amplify effect in case of a Magic attacker, the Pelacor Conjurer.
- To improve evasion, the Time Mage, in second position.
- In fourth position, my tank Healer, the Venari Crystalsmith.
- Then, the Pelacor Arbales, whose Double Strike Ranged attack, combined with Sloan’s buff, is quite deadly.
- At last, to further improve evasion, the Supply Runner.
Despite the fact that I assembled a fast and powerful team as a whole, the individual strengths of my enemy Monsters were better in this battle. In my opinion, the Enrage combined with the Trample effect of the Diemonshark was key for my opponent’s victory. Besides, my Pelacor didn’t dodge a single attack, and that is always a disappointment, especially considering the team was built to get a swift victory, without suffering significant casualties.
Battle 2
Ruleset
Lineup & Analysis
This other battle is also from the Modern Format, only this time my opponent is using almost Novice cards, so an unfair battle, but it still counts. Besides, these two were the only fights with the Even Stevens rule I was able to come by. No Legendaries were allowed here, and only the Death and Dragon Splinters were active.
- To save Mana and prevent high Magic attacks, Thaddius Brood, as a Summoner.
- The Cursed Windeku as a tank. Many points of Health, plus the Thorns effect.
- Then, the Venari Spellsmith, to Amplify the Windeku’s Thorns effect, from two to three points of damage.
- Then, the Revealer. Thanks to his Stun effect I was able to win many fights, by making my opponent’s attackers miss a couple of rounds.
- In fourth position, the Venari Bonesmith, whom I leveled up, up to four, where he has a chance to Poison the opponent.
- At last, Wily Coyotian, to protect the backline from possible Sneak attackers.
Because of my opponent’s low-level cards, it was an easy victory. However, I don’t think that was my opponent’s main problem, since in my opinion, he made a poor management of the Mana available, by using Monsters with a high summoning requirement, compromising his capacity of making a synergetic team. But I guess that if you don’t have higher level cards, you can’t do that very effectively in the lower levels.
Thank you for reading and…