Documenting my Splinterlands Knowledge - Rebellion Reward Cards Review: Legendary Part 3

in Splinterlands13 days ago

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Hello there.

In my last post I reviewed the Rebellion Fire, Water, and Earth Legendary reward cards. For this one, I will finish off the set by talking about the Life, Death, Neutral, and Dragon Legendary reward cards. After trying for a long time, I finally got my first legendary reward card this set, which is the Dragon monster. So this is the one where I have some experience with the card, but for the rest, I will be reviewing them from a hypothetical/theory standpoint. So let's get to it.

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Gallicus


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Gallicus is a 4 cost Life monster. It has Taunt at level 1, gets Shield at level 2, Strengthen at level 3, and Headwinds at max level. Its stats stay the same all through out and just gets the abilities as it levels. A 4 cost taunt is pretty nutty, and can easily be usable in a lot of different ways. Little League and low mana battles are definitely where it can be good. Being ranged, it can be available in battles where Iziar isn't. I can definitely see this working well with Ilthain in range only rulesets or no magic. All its abilities are very useful as well. Shield gives it the much needed survivability, Strengthen makes the whole team tankier, and the Headwinds on a range monster makes it almost always usable.

There are a lot of monsters that can work with this as well. Renova with the strengthen and triage is always good. Spirit Hoarder in low mana is another option. I think this enables more greedy glass canon strategies in the meta. Pelacor Arbalest is a bit safer against sneaks and opportunity with this around, and I have been seeing some resurgence of Sloan lately.


Death Ranger


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Death Ranger is a 4 cost Death monster. It has Void Armor at level 1, Close Range at level 2, gets to 2 attack at level 3, and Scavenger at max level. I'm a bit on the fence on this one. There are a lot of 4 cost range monsters, and a lot of them have the 2 attack early on. This one gets it at higher level, and the only thing it has going for it early on is the Void armor, but Fire doesn't have a lot of repair monsters. The Close Range and Scavenger makes it workable, but I don't see myself getting a max level of this anytime soon [I don't even have one copy]. In high level play where people have the max copy, I think it can be a serviceable tank with its stats. But that's basically it. It lacks damage, or support/debuff abilities. I can actually think of this as just a rare or epic monster instead of a legendary.

For a legendary monster it is pretty useless at level 1 without close range. Once it gets level 2, I can see it be an optional tank in little league. It can be a good sneak or snipe tank because of its armor, but again that is a bit lackluster. If this isn't max level, I don't think it is that usable outside of niche rulesets.


Syrenth


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Syrenth is a 9 cost Dragon monster. It has Taunt at level 1, Dodge at level 2, Return Fire at level 3, and Stun at max level. It having 4 damage even at level 1 is pretty huge. Being at 9 cost instead of 10 makes it evade Giant Killer too. This is the card I just got, and I think it's great. Being Dragon means all elements have a taunt option. Earth and Life has another option for a Taunt monster if magic monsters are not available. It might be a bit slow, but the Dodge helps in its survivability. Having Return Fire as a range monster means it always has a chance of working, and the Stun is just nice to have which is why I think level 3 is already great.

Agor Longtail is a Dragon Taunt monster, but its high cost makes it harder to use, and its melee attack mostly makes it a front tank monster anyways. Syrenth being in the backline makes splitting the opponent's damage for a lot of teams easier. If you have a similar strategy to me where you like using taunt monsters, then Syrenth is a really good card to have.


Chaos Battle Mage


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Chaos Battle Mage is an 8 cost Neutral monster. It has Piercing at level 1, Rebirth at level 2, Divine Shield at level 3, and Redemption at max level. I'm a bit surprised it has Rebirth, since I thought it was an ability exclusively for the Runi. Having 3 attack with pierce makes it pretty much require summoners that increase range damage like Prophet Rosa, Sloan, and the like. An 8 mana legendary with just 3 damage is a bit weak in itself so having pierce is not ideal. But what makes it worse are the other abilities. Range monsters can't attack from the front most of the time and is placed safely at the back. So having Rebirth and Redemption on a range monster where the monster have to die to make use of them is a big head scratcher. Outside of Close Range rulesets, this pretty much requires Fernheart to be useful. I guess Risqruel putting taunt on it is another option. But you can see how hard it is to use it.


Final Thoughts

I'm surprised at how many range legendary monsters we have for this set of reward cards. We have four here, and Sergeant Grauzral in the previous one for 5 range monsters. Personally, range monsters is my least favorite attack type to use because of their inability to attack in front. I really like Gallicus and Syrenth though because they have Taunt; I wouldn't have to worry about them going to the front since they will almost always die first. Death Ranger is mediocre even as a tank, and Chaos Battle Mage is very niche. We had OP legendary reward cards for CL especially those with Weapons Training, so getting these ones for Rebellion is a bit saddening.

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That is it for my Rebellion reward cards review. There have been a lot of changes happening lately and I'll probably discuss those in my next post. Don't hesitate to let me know what you think, and if you have suggestions for improvement.

And as always, these are Not Financial Advice, and Do Your Own Research.

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