Ruleset strategy / analysis: Rise of the Commons

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Introduction

This week battle mage secret: Rise of the Commons. When i started playing splinterlands I loved this ruleset because i did not own many epic an legendary units. A lot has changed and my modern deck is well equipped.
With this ruleset skill matter more because you have less powerful units to choose from.

Ruleset

Only common and rare units may be used in battles.

Summoners are unaffected by this rule.

Official ruleset information from splinterlands: List-of-In-Game-Rulesets

Abilities Synergies / Strategies

Life Leech - Because of the low level units i like unit the gain health in this rule set.
Poison - the change on low health units are greater so poison can become quickly very interesting in dealing some extra damage.
Swiftness/Slow - General rule is you strike first and kill units before it an strike you wins the most battles.

My most played units:
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My most played summoners:

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Avoid

Not an direct avoid but I would less likely select units with
Giant killer the chance of units with an cost higher than 10 mana are very slim with only common and rare units I only got 5 of those:

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Then there is Forcefield also here again the chance of unit with higher than 5 damage is less with only common and rare units.

Example battle

Strategy

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Medium mana cap battle. at the current state of the game is will almost always pick water over fire. because often these teams are faster.

Rulesets

Keep Your Distance:
No melee units are allowed. So Tarse with fire is directly of the table.

Heavy Hitters:
All units will gain the Knock Out ability meaning all units will do double damage against stunned units.

Rise of the Commons:
The week rule set of the week only common and rare units may be selected.

The Lineup

Summoner

CardReason
There she is again because of the extra speed and as mentioned above I want to play water this is just a bit better than Kelya Frendul with the +1 health extra

Monsters Lineup

#1#2#3#4#5#6

Chaos Agent (lvl 8)
Meat shield in the front the extra speed and the dodge will have already a base miss change of 25% including the phase it will also count with magic attackers. This is very useful when the rule set keep your distance is in the mix


Angelic Mandarin (lvl 6)
Extra healer on board. with decent health. when it get in the front it cannot attack but stil has 6 health the will also be health by Merdaali Guardian then.


Merdaali Guardian (lvl 6)
Second important healer to keep the front alive.


Merdhampir (lvl 8)
Here is one of my favorites when rise of the commons is in play because of the life leech.


Kulu Swimhunter (lvl 8)
With 3 damage an decent damage dealer in the back


Supply Runner (lvl 8)
Important for the swiftness. When you can kill you opponent units before i can hit you, you will win often the battle.

The Battle

Reference

Link to the battle:
Link to battle

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Rounds


Start :

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The battle lineup. Also a nice choice of my opponent with the magic play in combination with the extra shields.
As long as I can get some missed in this might be my match. When my ranged units get in the front to quickly it will be game over for me.


Round 1:

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Only one miss that will not be enough. Still I may strike first with all of my units so the is an huge benefit.


Round 2:

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His Riverboat Captain has been boosted by martyr now dealing 3 damage is hurting a lot.
Unfortunately no misses this round. Still because of the speed difference I will win this battle i may heal first and strike first. Killing the Riverboat Captain before it can be healed by his Merdaali Guardian.


Round 3:

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My front is keeping up with my opponent attackers. So this will be an win.


Round 4:

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Every round i can kill one of his units before it can strike, this is major and as of writing this keeps me reminding myself how important speed is in the game.


Round 5:

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No attackers left so one more round.


Round 6:

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Victory!


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Conclusion

Again a reminder to myself how important speed is in this game. also with rise of the commons there are plenty good common and rare units. Even with the extra restriction of no melee units this was a nice team selection also of my opponent that went with an more magic play.

Previous ruleset strategy posts

The list of written rule set post is growing. I think we have had almost every rule set what will then be the weekly battle challenge units again or ability strategies?

The series continues, below you will find references to the other ruleset strategies / analysis posts.

RulesetPost
Briar patchRuleset post: Briar patch
StandardRuleset post: Standard
Aim TrueRuleset post: True aim
AimlessRuleset post: Aimless
Up to ElevenRuleset post: Up to Eleven
Armored UpRuleset post: Armored Up
Back to BasicsRuleset post: Back to Basics
Broken ArrowsRuleset post: Broken Arrows
Close RangeRuleset post: Close Range
CounterspellRuleset post: Counterspell
EarthquakeRuleset post: Earthquake
EqualizerRuleset post: Equalizer
Equal Opportunity Ruleset post: Equal Opportunity
Even StevensRuleset post: Even Stevens
Explosive WeaponryRuleset post: Explosive Weaponry
Fire & RegretRuleset post: Fire & Regret
Fog of WarRuleset post: Fog of War
FerocityRuleset post: Ferocity
Going the DistanceRuleset post: Going the Distance
Healed OutRuleset post: Healed Out
Heavy HittersRuleset post: Heavy Hitters
Holy ProtectionRuleset post: Holy Protection
Keep Your DistanceRuleset post: Keep Your Distance
Little LeagueRuleset post: Little League
Lost LegendariesRuleset post: Lost Legendaries
Lost MagicRuleset post: Lost Magic
Melee MayhemRuleset post: Melee Mayhem
Noxious FumesRuleset post: Noxious Fumes
Odd Ones OutRuleset post: Odd Ones Out
Reverse SpeedRuleset post: Reverse Speed
Rise of the Commons

That's all for this week hope you enjoyed reading this ruleset strategy/analysis. See you all on the battlefield.

Do you also want to be part of this amazing play to earn game consider using my refferal link.

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