Calling all Splinterlands brave adventurers! It's finally time to raise your banners and light up the digital realms with adventures and remarkable bounties!
The community engagement challenge aims to create a hivebrain that will share useful information about the new rebellion cards! The task is simple... choose a reward card and use it in battle... then write a review!
Dive deep into the card’s strengths, weaknesses, and optimal strategies. When does this card shine? Where does it struggle? How are you using it in your lineup? The most important aspect is to put the intel up there, and help other battle mages in their journey!
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!
I already collected few cards but my favorite so far is the Blackmoor Wild Elf, with her Camouflage ability! Why I like it so much? This little elf has two magical damage and goes stealth in battles!
According to the lore, 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.
But with the legions of Chaos encroaching on their borders and the dragons of Mount Redwyrm circling above, isolationism may no longer be an option. A lot of potential for the five mana required to play this card.
I used the Blackmoor Wild Elf many times since it landed in my deck, and when it got upgraded to level two ... she got stronger! My deadly elf got boosted with Up To Eleven, increasing Magic Reflect, Thornes, Corrosive Ward, Return Fire and Retaliate by 1.
Want to see my amazing new cards in action? Here's how overpowered they are! My army was ready for a brawl, and the Blackmoor Wild Elf was there to help!
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 giang 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!
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.
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!
The strategy worked well, as the Blackmoor Wild Elf kept hitting from the shadows. Obsidian is always interested in lethal casters that can boost her army, especially when they have camouflage!
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