The Splinterlands Conflicts Are Burning With Rage

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The Splinterlands Conflicts are live and allow the players to deploy their Rebellion cards to support the war effort. The more Rebellion cards you deploy into War Wagons...  the greater your contribution to the cause. Want to use your cards for ranked play or tournaments? No problem! The cards deployed in wagons cannot be traded, rented, or sold, but they can still be used in normal gameplay! 

Here's some key points I noticed while reading through the Conflicts dynamics! The earned Contribution will determine how many chances you have to be awarded copies of the airdrop card for that Conflict, and this will be calculated when the Conflict is over. The new system rewards those that own the cards, not those that bought the most! 

The rebellion has begun. Praetoria trembles beneath the weight of destiny as colossal war wagons trundle across its territories. But these are no ordinary wagons... they are powerful summoning stations capable of sustaining the elemental manifestations wrought from cards.

The Riftwatchers and their rebel allies accompany them, using their power to fight against the legions of the Chaos Empire and break the chains in which it has bound Praetoria.

Now, the fate of the Splinterlands hangs in the balance. Prepare yourself for conflicts that will echo through the ages. Prepare yourself for the Rebellion.

You will need Mage Wagons to deploy your Rebellion cards, the summoning stations that will manifest your battle cards even when you’re not physically present. Each Mage Wagon increases the maximum allowable number of cards by 5 and total packs by 100. Please note that a new Conflict will begin immediately after the previous ends.

You can purchase up to 200 Mage Wagons at a time. Each costs either 50 vouchers, 10,000 DEC, or 10,000 Credits. The Mage Wagons cannot be transferred or sold, but they’ll remain in your account for all nine of the Rebellion Conflicts… and beyond! Maybe additional use cases will be added in the future... who knows?

There are 4,000 copies of Rage allocated for the first Conflict, and they will be airdropped to participating players based on their total Reward Chances when the Conflict ends.  The new system may push the total number of copies beyond 4,000 as there are additional cards to be given to every 200 Reward Chances earned by players. Each 200 chances accumulated will guarantee a Rage card so go fill those Mage Wagons!  

Each Conflict lasts about 30 days, and the cards from each Mage Wagons will continuously contribute to the war effort. The Contribution progress bar will indicate the progression to the next Reward Chance. Once it fills up, your Reward Chances increase by one, and the progress bar resets to zero.

The Battle Mages can increase their Contribution and earn more Reward Chances by deploy more cards into the Conflict. More wagons equal more chances. If your Chances don’t earn any copies of the Conflict’s airdrop card... it’s still possible to get them in card packs or on the market. All airdrop cards can be found in Rebellion card packs after their respective Conflict event has ended.

The long waited Conflicts started on the 23rd of January, with "A Call to Arms: the Interdiction of Icewall Bay". The first in a series of nine Conflicts that reveal the part that you’ll play as the rebellion against the Chaos Empire unfolded with grace, and the Battle Mages will rage to accumulate points and unlock... Rage!

Each copy that you redeem has a 2% chance to become a Gold Foil, but the odds can be raised to 4% with 20 Vouchers per car The players’ contribution will reset before the next Conflict begins, and any packs and cards deployed in Magic Wagons will continue to contribute to the war effort.

The rebels have begun disrupting the Chaos Empire’s supply lines around Icewall Bay. They’ve employed the wagons and elemental manifestations of battle mages in the Northern Highlands and Northeast Machair to oppose the legions. But Rage’s dragons of Mount Redwyrm control the skies. Given the chance, they’ll burn this uprising to ashes.

A Call To Arms: The Interdiction Of Icewall Bay! 

Dolfar Darkflak approached you in the dim tavern and asks for your support! Why should you raise arms against the Chaos Legion? Why now when the empire has even the ancient red wyrm, Rage, on its side. You weigh the odds. Make your choice, battle mage…

Rage has been the patriarch of his flight of red dragons for millennia. He was the leader of the Redwyrm Dragons long before the Splintering and long before even the Tai Kalayne! Over the centuries he has grown his brood and amassed a hoard of treasure to rival that of the wealthiest of kingdoms a hundred times over. 

Mantaroth offered Rage an alliance,  not just gold and gems, but artworks, artifacts, and divine relics the likes of which the Splinterlands has never seen, amassed from countless conquered realms. Rage accepted and his army of red dragons glides over the forests, plains, and moors of the Broken Lands, laying waste to any who would forsake their loyalty to the empire! 

I have the Redwyrm Hatchling in my deck, but this little dude needs a paternal figure to grow up as a legendary redwyrm. I want Rage in my army, as I've always been a dragon raider. For more information about the Redwyrm Dragons splinter, read their lore on Splinterlore

Having twelve dragons so far, and Rage will be the best addition to the scale army. The ones I can brag so far? The cute but deadly Redwyrm Hatchling, the Helios Matriarch upgraded to level three, the thorny Djinn Chwala, Larissa Kerato and mighty Desert Dragon! 

Larissa Kerato is one of the legends of Splinterlands, he only remaining member of a proud waning race known as the chamens. Her race resemble humans in every way except for pointed ears and curved horns that protrude from their foreheads. 

Larisa costs seven mana, and brings rage on the battlefield. Not Rage the dragon... rage the feeling! She starts with Bloodust and Double Strike, gaining Void, Dispel and Blast when upgraded! The two magic damage per round and the Bloodlust ability creates a synergy that creates more rage as the battle goes on! 

Dragons are scary... think about Smaug, the Targaryan drakes, and so one! Larissa is not scary... but she's deadly! There's no better support for her than the gentle touch of the Legendary Matriarch!

The damage Larissa can do escalates as the mana cap gets bigger. This 99 mana cap was insane, and the dynamics excluded the ranged monsters due to the Return Fire battle-rule. All I wanted to shout was ... DRAAAKAAARIS! 

Helios Matriarch: +1 Speed and +1 Gladiator card

Djinn Chwala: Tank with Thorns

Fineas Rage: Melee with Reach

Sand Worm: Melee with Sneak

Larissa Kerato: Caster with Double-Strike and Bloodlust

Djinn Inferni: Caster with Giant Killer

Djinn Apprentice: Caster

The synergy of this team was build on ... RAGE! Both melee and casters will have the chance to hit before the enemy due to the higher speed, thanks to the Helios Matriarch blessing! Djinn Chwala is one of the best tanks in the game and had one job... to hold the line and let the other create chaos.

I was facing a battle mage that went for a melee team powered by the Tarsa, and chose to reduced my melee damage with the Disintegrator. Tarsa is cool... Tarsa has Rage! 

The Living Lava was supposed to be a hard nut to crack, but the Shield ability had no use against rage... and magic. Larissa had deadly accuracy and the tank was down. She tasted the first bloodlust, and survived another round thanks to that gained health points.

My advice is to never leave a Brute lead an army! The radiated brute hit Djinn Chwala so hard that ... killed himeslf! Kamikaze style! Another double-strike from Larissa, another bloodlust boost for the dragon fighter! The mix of abilities is making this gladiator lethal, and stronger with each round that goes.

Lost the Djinn Apprentice but was funny to see the Disintegrator having the same fate as the Radiated Brute. The monster hit Djinn Chwala with maximum strength and then died from the Thorns damage.

I was expecting a legendary battle, with drama and twists ... but it ended in three rounds. Fineas Rage delivered the final blow, and the Helios Matriarch was pleased! See the full battle here!

Before Rage will land on top the castle's tower and melt them like Deathwing in Cataclysm... I will keep using Chwala and the Desert Dragon! Chwala is one of my favorite tanks, with  beefy health points, a lot of armor and the Thorns ability!

This beast will gain Enrage and True Strike when upgraded, staking up some rage levels! Will she fell in love with Rage and give birth to pinkish redwyrms or chromatic drakes?

For this battle I wanted to try something different, a lethal combo of dragon wrath. I paired Djinn Chwala with the Desert Dragon! This beasts where long forgotten for millennia, until the dirty Venari started dug their tunnels and burrows.

This legendary beast has decent health points, huge melee damage and Trample! Will gain Piercing, Retaliate and even Giant Killer ability when it grows even bigger! Even one small upgrade to level two will make a difference, adding one more melee damage. Will he become bro-bro with Rage?

The Melee Mayhem battle-rule and 30 mana cap made me go for over-powered close combat. All melee monsters were able to hit from anywhere on the battlefield, and I could go for Djinn Chwala, the Desert Dragon and even Grund and his two battle-axes! 

Drake of Arnak: +1 armor to all friendly monsters

Djinn Chwala: Tank with Roots

Desert Dragon: Legendary with Traple

Grund: Melee with Double Strike

Mycelic Morphoid: Melee with Thorns

The main focus for over-powered melee combat to hit the target, but both the Desert Dragon and Djinn Chwala missed their attacks on the Serpent of Eld. This elusive creature is so annoying that made me panic and think I will lose the battle!

The Mycelic Morphoid was a good decoy and had a glorious death, dealing some thorns damage to the Deeplurker and the Pelacor Bandit. Luckily the Serpent of Eld couldn't doge Grund's hammer, as my hulking reptile delivered two deadly blows.

One dragon got lucky, the others didn't! Misfortune strikes in combo, with the Desert Dragon and Djinn Chwala missing the blows on the Pelacor Bandit. I missed more attacks than I landed, and I was feeling the win slipping away but.... Grund came to the rescue with a perfectly balanced double-strike!

The Desert Dragon was roaring in rage, biting chunks of flash from the an enemy. The annoying Scavo Hireling kept repairing the armor, so he had to be taken down ASAP. The rage towards the Hireling was what led to his demise! 

Was game over in five rounds! I noticed that Double-Strike and Thorns are mixing well, like a lethal cocktail. More dragon power as the opponents are struggling to survive! See the full battle here!

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