Remarkable Splinterlands Cards: Battle-Testing Non-Legendary Rebellion Cards

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Calling all Splinterlands brave adventurers! It's finally time to raise your banners and light up the digital realms with adventures and remarkable bounties! Have you heard the remarkable news? New cards, new abilities and new battle dynamics! 

The Order of the Scale, the enigmatic organization that runs the Arena Games, released a brand new set of reward cards to accompany the Rebellion set! Truly remarkable units that will tip the scale on the battlefield! Are you ready to go into uncharted territories? Are you primed and ready to make waves in the Splinterlands world?

The Chaos Legion soulbound reward cards will go out of print and no longer be available in the Reward Shop. Instead, you'll now be able to UNBIND them. The cards that have been fully unbound may be purchased, sold, rented, traded, delegated, or even used as workers on land.

Let's agree on this... the legendary cards are game changers! I don't own many but I like to use them whenever it's possible. Legendary cards are like gems ... you use them to show that your are upper class! However... today we explore the common Rebellion reward cards!

My remarkable plan is the win, climb the ranks and splash the Glint for cards! I am only a casual player so all I had at the start of the season was 10,000 Glint to spend on the new cards! The season is underway and I am heading towards the forecasted 10k Glint as season's end loot! 

While the Glint earned throughout the season will be spent on common card drops, the final reward will be used for Rare Reward Chests. This way I will gamble for rare, epic or legendary cards! All I wish now is to hit the Diamond III rank in the few days left from the actual season! 

My current Glint Boost is at 1.27, and being at GOLD I each win is adding 53 Glint to my balance. The hustle never stops, as the perpetual hard-work moves from a season to another. OMG... I will need Vouchers for the Wild Pass again and again! 

The Rebellion's reward card expansion will be the same size as Chaos Legion's: 12 common cards, 12 rare cards, 7 epic cards, and 12 Legendary cards! The new 43 cards are quite bad-ass, and some come with four new abilities sure to shake up the meta. Are you ready for Mimic, Corrupted Healing, Execute and Wingbreak?

  • Mimic: At the beginning of round 2 and each following round, gain a random ability from the enemy team. 25% chance to gain a random ability from an attacker when hit.

  • Corrupted Healing: Each round, restore 1/3 of max health to allied units, rounded down. Each time a unit is healed, its max health is reduced by 1.

  • Execute: If the target has 2 or less health after a successful attack, perform another attack against the same unit.

  • Wingbreak: Always targets enemy units with Flying first regardless of abilities or rulesets. +2 damage if the target has Flying.

The new Rebellion reward cards set also introduced Debilitations, which damage or inflict negative status effects on allies instead of enemies. Cards with Debilitations generally have higher stats for their mana cost; you'll have decide if the drawback is worth the extra punch they pack.

  • Incendiary: Reapplies Burning at the beginning of each round. Burning has a 33% chance to spread to adjacent units at the beginning of each round, then all Burning units lose 2 health. Burning can be cleansed.

  • Electrified: Deals 1 damage to all allied units at the beginning of each round.

  • Weary: Each round, Weary units have a 10% chance to become Exhausted. This chance increases by 10% every round, up to a maximum of 80%. Exhausted units skip their turn and cannot Retaliate.

My strategy is simple... earn Glint and sort out the common cards first! Why? Because I want to have most cards and to use them in battles! So far I pulled three gold foil units: the Halaran Huntress, the Drybone Hobgoblin, and Razorhound!

The perpetual earn Glint - spend Glint helped me to get 16 of the 43 new rewards card in my deck! Most of them are starting to be leveled up, and the top achiever so far is the Lucheim Demon. This remarkable ranged unit has Cleanse now on top of his Snipe! 

Want to see this amazing new cards in action? Here's how overpowered they are! My army was ready for battle, and the Blackmoor Wild Elf was summoned to lead the charge! 

The wild elves of Blackmoor Basin are a reclusive and insular lot, preferring the company of fey and beasts over that of the more “civilized” splinters. With legions of Chaos encroaching on their borders and the dragons of Mount Redwyrm circling above, isolationism may no longer be an option.

Hard to decide on a proper team, when a deadly trio of battlerules was selected for this fight! Odd Ones Out halved the available cards, while Up To Eleven and Healed Out created an ... odd synergy!

Obsidian: +1 Spell Power

Terraceous Hulk: Melee with Taunt and Void Armor

Mycelic Slipspawn: Caster with Taunt

Regal Peryton: Caster with Flying

Blackmoor Wild Elf: Caster with Camouflage

Scavo Technomancer: Caster with Blast

Uloth Dhampir: Ranged with Stun

I decided to go full magic, with a strong pair of tanks with taunt. It looked as a hard mission, as my opponents were boosted with Void ans Shatter! My Terracous Hulk lost his armor upon first damage!

I lost the Hulk at the end of the first round, and the only positive thing was that no Bloodlust was triggered by Palidon Rakk! The giant gladiator was stunned by the Uloth Dhampir, while my army took care of the opponent Mycelic Slipspawn. Game on! Palidon demise was swift, and Junker followed his mate! I lost the second taunting tank, as the Mycelic Slipspawn was disintegrated by the Disintegrator.

The Blackmoor Wild Elf is feral... raw magic! It quickly turned into a 4v2 as my the spell power was proved stronger than melee damage! Only flying units left for my enemy, and I was expecting some missed attacks! I am looking forward to integrate the new cards into stronger teams! 

My Regal Peryton dodged one attack, while the Uloth Dhampir arrow missed a deadly blow! At least the Blackmoor Wild Elf didn't missed, and the Gargoya Devil was the last stand. Remarkable elven creature! 

The stone creature managed to get rid of my Peryton, but it wasn't strong enough for fae magic. The wild elf conjured a thorns storm and shattered the Gargoya into thousands of pieces! See the full battle here!

Using all the Glint to pull common cards means that I will have no legendary units until I will open expensive reward chests. It feels like the Lost Legendary battle-rule, but without the battle rule! Drawing common cards has no chances for better outcomes! No more than one card either!

It was time for a rumble in the jungle, with two boosting battle-rules on top of the legendary card restriction. All monsters to have upgraded health due to Equalizer, and Trample whenever an enemy is killed!

Mother Khala: +1 Health

Grimbardun Fighter: Melee with Shield

Time Meddler: Caster with Dodge

Venari Crystalsmith: Ranged with Heal

Meriput Magician: Caster with Heal

Djinn Renova: Caster with Strengthen

Anachron Bolter: Caster/Ranger with Headwinds

The plan was to keep the Grimbardun Fighter and the Time Meddler alive longer with the heal from two units, and the double health boost to increase their survival.

I was fighting against a strong melee team, and had to overcome the armor curse from Eternan Burne. It looked even before it started! I was dealing a lot of damage to Iidri Fyre, while my dwarf fighter was holding well!

Iidri was down, and the Grimbardun was kept at high health by the two healers. The enemies were targeting the backline, and the Bolter's demise came at the end of the second round!

The Dumake Orc fell quickly from my spells, but the Grimbardun Fighter had the same fate. My consolation was that he was taken down by Djinn Inferni and not by Chimney, avoiding a bloodlust infusion.

Djinn Renova followed, as the glass-cannon Sand Worm made another victim. Two more rounds passed and I could see the victory slipping away!

Then I felt like being back in the game, as I got rid of the Chimney threat and the Time Meddler dodged an attack from the Lava Launcher. But it was only a glimmer of hope, as the Meriput Magician was devoured by the Sand Worm.

The Time Meddler dodge ability got broken, and he got hit by all other attacks. The Venari was healing in vain, as the damage taken was beyond the holistic ability. Game Over! I was hoping to impress you with a win... but the tactic didn't worked as planned! See the full battle here!

What about Conflicts? Same pattern.... they come and go, while I still wait to earn a card! Feels like a waste of vouchers and time, as my chances are to low to matter. Fairies and firebombs now live and my forecast is 56 chances! Still low! This is the less remarkable part of my story! 

The reward card for the newest conflict is Elias Max Pruitt, the Rebellion Life/Water legendary Tactics summoner. He's got teamwide +1 Melee and +1 Armor buffs that are formidable alone. But pair them with his Tactics, and it takes things to whole new level. Maybe this time I get lucky! 

Elias Max Pruitt grew up on the streets of Mox City, surviving by his wits and charm. He mastered the art of deception at an early age and earned a reputation as a cunning con man who could talk his way out of anything. But his luck eventually ran out when he crossed a powerful necromancer.

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