Praetoria, Prepare for the Wrath of Rage!

in Splinterlands2 months ago (edited)

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Introduction


Hi! @saydie here playing Splinterlands everyday!

Since its launch, Rebellion has been changing the game's meta, building unorthodox strategies and card combinations and now, only few days from the creation of this post, there will be a new card that will be added to the Rebellion set. It is a card named Rage which will be the first Rebellion legendary airdrop card and will be the topic for todays post.

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Rage: The First Rebellion Legendary Airdrop Card

EditionRebellionElement6-Dragon.png Dragon
Mana Cost16RarityLegendary
AbilitiesLvl 1 - flying.png Flying
Lvl 1 - ability void.png Void
Lvl 2 - weapons training.png Weapons Training
Lvl 3 - life leech.png Life Leech
Lvl 4 - affliction.png Affliction
Max Stats5
5 00-magic.png
5
11
RF Burn Value500RF Est. PP/BCX68.2
GF Burn Value12500GF Est. PP/BCX1250

The first Legendary Airdrop card for Rebellion is a 16- mana Dragon splinter with the name of Rage. This card was an absolute behemoth and currently was the card with the highest amount of mana among all card sets.

At the first level, Rage will have 4 magic damage, 4 speed, 5 armor and 12 health and comes with the Flying ability which gives it 25% chance to evade melee and range attacks while Void reduces the damage it receives from magic attacks. Even on this level, this card will be already good card to use when Earthquake, Wands Out and Keep Your Distance are the active rulesets. Due to its huge mana cost, the immediate counter for this card would be monsters with Giant Killer.

Where I think this card becomes really valuable was when it reaches level 2 where it gains the Weapons Training ability where it can give cards with no damage its magic attack which are capped at 3. So now all of a sudden, from the 4 damage that this card inflict the cards next to it gets 3 damage each. I feel that this can be a really pain when it becomes a part of the Lily Shieldpaw- Grimbardum Smith combo where all the monster gets Camouflage ability so all you need to do was to use lots of monsters that have Heal while slowly chipping away your opponents health.

With Level 3, this card gets the Life Leech ability where its health increases each time it damages an enemy Monster's health in proportion to the damage dealt. So now, all of a sudden, it gets 2 health for every time it damage an opponent which makes it a decent card to use even when there is a Noxious Fumes ruleset. If you were playing on the highest league, I believed this level to be the most ideal for this card.

On max level, it will gain 1 additional magic turning its total damage to 5 but it loses 1 health, making its max health only 11. Also it gets Affliction which prevents the target from being healed. While 5 damage makes this card stronger, its damage can easily be countered with Forcefield which turns its damage to 1 and you really do not need 5 damage if all you want it to get the Weapons Training since the damage that they can give was capped at 3. For this reason is why I said I rather prefer it at level 3.

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New Airdrop System

Before to get an airdrop card, all we need to do was to buy packs and we will get airdrop and just wait for the airdrop card to be claimed regardless of whether we sell or hold the packs we bought but beginning with the Rebellion set, a new airdrop system was created called Conflicts. With this, we need to stake either cards or packs on the Mage Wagons for the duration of 30 days. When the Conflict is over, your Contribution will determine how many chances you have toward being awarded copies of the airdrop card for that Conflict.

In order to participate in the Conflicts, you need to first buy the Mage Wagons which cost for either 50 vouchers, 10,000 DEC or 10,000 credits. At this time vouchers was the most efficient way to buy them. Each account can buy a total of 200 Mage wagons where each one can staked a total of 5 cards and 100 Rebellion packs. The cards that was staked can still be used on ranked battles, brawls and tournaments but you can't delegate or sold them as long as the conflict is active although we can combine cards that are staked if we want to increase the amount of contribution we have that is determined by the total collection power of the cards and packs multiplied by the total duration of hours of the Conflict then divide it by 100,000.

As for me, I have bought a total of 5 Mage wagons with 14,030 contribution points per hour and by the end of the first conflict, I would have around 100 chances to get rage which is 100 chances short to get the guarantees but either way, I was used on hoping then getting hurt in the end so I can accept whatever the chances I have can get me.

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If I were able to get one, I probably would just sell it on the market since it could fetch good price due to low circulation then eventually buy it later when there are more cards in the market as more and more people get them in packs.

Final Thoughts


Rage is an absolute Behemoth of a card and with weapon's training, I can already imagine how this card could be part of the meta, specially with its Weapon's Training ability. The new airdrop system was also a good change that the team was made which incentivizes people on holding cards and packs rather than dumping them into the market which is good in keeping the value of cards from dropping.

That was all for this post and see you on the next one!

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All the image that I edited here belongs to Splinterlands.

Card abilities and rulesets from Splintercards.

All the battle links provided comes from my personal accounts and from the scholar account that I am using from Balthazar Guild.

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