UPDATE: Soul Bound Reward Card Nerfs

in #splinterlands2 years ago (edited)

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In my last post, Soul Bound Reward Cards First Look, I covered all 43 new reward cards with the caveat that some cards would likely be changed as testing progressed. Here are the 13 changes.


Again, keep in mind that because these cards are still in the "testing phase" we may still see some more changes. Personally, I think we're close enough to the January 31 release date that that's unlikely, but you never know.


Iidryi Fyre

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Changes: -1 Speed, -3 HP, Redemption replaced Magic Reflect

Thoughts: I was pretty bummed to see this change. Not so much about the speed and HP, but really bc I was hoping for a good Magic Reflect monster for Fire. Redemption isn't a bad replacement though.

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Kulu Mastermind

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Changes: Oppress replaced with Opportunity, Shield moved to higher level

Thoughts: I'm glad they got rid of Oppress. Opportunity is gonna make this card an absolute monster. This is going to be a fun card with Possibilus and Deeplurker.

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Thane Newsong

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Changes: Replaced Tank Heal with Headwinds

Thoughts: I don't play in Champion so I'm not as concerned about this change, but I think Headwinds is a good change. There's already plenty of Tank Heal options for Earth and this will helps to reign in some of the more nasty Ranged lineups.

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Terraceous Hulk

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Changes: Replaced Shield with Void Armor

Thoughts: I'm a little bummed to see Shield go away, but he still stays pretty strong with Void Armor. Pairing this one with Immortalis is still going to be a great option for shutting down those pesky Magic spams. You won't have the added protection from Shield, but there's plenty of Tank Heal options to keep things going.

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Imperial Knight

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Changes: Removed Heal

Thoughts: I'm sad to see Heal taken away, but I'd rather see that abiity go instead of Magic Reflect. Not the best change, but also not the worst.

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Aves Sturgis

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Changes: -1 HP, Camouflage replaced with Redemption

Thoughts: I liked Camo on this card but Redemption is a nice fit as well. 3 HP feels a little low but shouldn't be too much of a problem with a good Taunt monster.

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Iziar

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Changes: Removed Magic Reflect

Thoughts: I had a feeling this one was coming. Again, I'm sad to see Magic Reflect go, but this is still a top tier card and I can't wait to start using it.

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Wily Coyotian

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Changes: +1 Speed, -1 HP, Removed Dodge

Thoughts: This card is still a low mana beast. Losing Dodge kinda hurt but you can always use the new Legendary Death Summoner to regain it. I can't wait to see how this card does in Little League.

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Revenwood Warden

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Changes: Removed Camouflage

Thoughts: This one hurt but at least we still have Protect. Now you'll just have to put a little thought into protecting this card from Sneak attacks.

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Octavia Shadowmeld

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Changes: Replaced -1 Melee with -1 HP

Thoughts: I absolutely hate this change. This was the one summoner I was really looking forward too. It was basically a Modern Zintar Mortalis but now, it's half a Thaddius Brood with the ability to play a Gladius Card.

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Will-O-Wisp

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Changes: -1 Speed, -1 HP

Thoughts: I thought Will-O-Wisp was kind of a weird when I first reviewed it, but since they've released the new Legendary Death Summoner stats, I'm looking forward to it. Good luck hitting this one!

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Kra'ar Xoc

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Changes: +1 Speed, Removed Triage

Thoughts: I'm sad to see Triage go, but I think is still a pretty good card and of course, being a Dragon, you'll still have the chance to run double Weapons Training.

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Clockwork Aide

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Changes: Replaced Cleanse with Rust, Replaced Slow with Strengthen, Removed Inspire

Thoughts: This card was pretty nuts in its original form. It's definitely toned down a bit now, but still looks decent. I'm a fan of a 4 mana card with Swiftness and the new abilities are still very useful.

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Closing Thoughts

Overall, I think these are some pretty good changes. I may be sad to see some things go, but you have to remember to look at the set as a whole and how it interacts with the other sets. It's easy to get mad about a change to this card or a change to that card, but it's a lot more frustrating when something combos well enough to break the game (Yodin/Llamakron pre-Chaos Legion).

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It's always interesting to see the changes brought to new cards before final release. Some abilities added, some removed to avoid have too strong or too weak cards. Thanks for breaking it all down :-)


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