Monsters
#Dread-Tafarian - taking the frontline due to its ability to hold the frontline for long. My tanky monsters with an Armor and heal ability. Being able to restore 1/3 health after every round. This is a great deal. It can hold the opponents for long and revive occasionally due to it heal ability.
#Great-Bear – Backup monster with magic damage with useful support ability of Melee.
#Time-Bandit – Speedy attacker, perfect for hitting backline threats. And good for such rulesets where the main enemy is not the opponent but the ruleset. The Earthquake ruleset is the real enemy so having a monster with a moderate number of health counts a lot.
#Kicking-Roc; a ranged monster with -3 damage and good health count of 5. A mana of 8 and good at the back for the reason of long-range attack ability.
Monsters
#Frank-Arsgard - Heavy melee tanky monster with armor. 7 Mana, and a health of 7. An earth monster.
#New-Beluroc - Second in line for the opponents’ team is an 8 monster with 3 Armor and 5 Health. Does -1 melee attack damage. Has the ability draw the attack of enemy units.
#Great-Bear - a monster on the opponent’s team that matches my magic support.
#Vengeful-Monk – attacking from the back with melee is this 7 Mana monster that attacks enemy units with the least health.
The first round started with the first attack from the opponents. It was a magic attack from Great Bear Druid straight at my frontliner Dread Tafarian. Followed by a melee attack from Vengeful causing a -2 damage but which broke the Armor. Then Frank Arsgard hit hard from the frontline. But dread was still standing tall and trying to hold himself together. My team member took gave a massive response of Magic attack on the opponent. Couple of exchanges but likely, Dread has restored 1/3 max of health at the end of round 1.
Then at the beginning of round 2, there was an earthquake causing -2 damage to everyone. But my team was standing strong with a reasonable amount of health even after the general attack. But again, the fire monsters with the upper hand kept the fast pace on ahead with a magic attack. And the rest of the attacks followed. Dread was badly wounded as at this point; it looked like my frontline has been destroyed just at the first round. Trust me, the fire monsters were supper fast. But just a response from my team brought done the New Beluroc Aegis.
There was a loophole in the opponents team now, Dread restored a number of life and did the attack which motivated the other monsters to rally behind. By this round it looked like another earthquake will cause serious damages to the opponents team by eliminating Monk and Frankarsgard since they both had just 2 health each. Which quickly did at round 3 causing the downfall of these monsters but before then my guys had eliminated their frontliner Frank.
At round 3, it was left with just Bear, but at that time I was still left with 3 of my monsters. By just some few seconds into the 3rd round, my team was victorious.
The Victory
Walking away with this win felt incredible. The lesson? Flying monsters aren’t always necessary to win Earthquake battles. With the right balance of magic, timing and sustainability, you can outlast even the strongest tank setups. Picking the slower monsters with higher health puts the team ahead since they can stand longer against the main opponent: #Earthquake. This victory reminded me that Splinterlands is as much about adaptability and strategy as it is about raw card power particularly on #Frontier-Mode since we don’t have flying monsters on here.
Have you ever pulled off a victory in Earthquake Ruleset? Without Flying monsters? Share your story and feeling with us. See you in the arena.
Battle link
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