Splinterlands S.M. - Epic Rebellion Analysis - Bronze/Silver

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Welcome!

Right now, thanks to the curation of these Splinterlands posts, I’m currently trying to build up my Rebellion set. For the moment, I’m a player limited to Silver level Monsters, so I always try to analyze cards up to that level.

And in this case, I’ll be analyzing the Epic cards from the Rebellion set, which are 14. As a player with limited resources, I have to focus on building wise lineups, usually compounded by Common and Rare cards that strengthen each other, but of course, sprinkling some Epics in your teams in a thoughtful way, could help improve your lineups a lot.

So, let’s see what the Epic Rebellions have to offer… remember… from a Bronze/Silver perspective…

Neutrals
  • Great Porcupine: even though this card is Neutral and can be used in every single lineup, I don’t find this card particularly useful. Not much to offer at level one or two and, even though it gets Thorns at level three, its low health, doesn’t make me appreciate that ability that much. I believe this card would work on an Equalizer rule with a low Mana limit, where you could position it as your tank, otherwise, not worthy of being purchased for its Bronze/Silver capabilities.

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  • Pallus: compensating for the Porcupine, Pallus is a Monster that I find quite useful from level one to its maxed version. Already at level one is a Melee card with a strong attack, able to strike from the second position. The fact that it can also Fly, makes it even better. It’s expensive to summon, but it has well-rounded stats; besides, at level three it gets the new Lookout ability, which considering the position Pallus has in the team, it’s very beneficial, since it necessarily protects the first ranged attacker from Snipe alongside with the tank, who can be a victim of Opportunity. In my opinion this card is a must buy at any level, especially considering that it is a Neutral Monster.

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Life
  • Karst Harpy: is weird that a card seems to get worse after levelling up, but this seems to be the case here, since the Harpy gets Scattershot when reaching level two, something that I definitely don’t appreciate from a Monster with such a low power. It has its pros, like a low Mana requirement, high evasion, thanks to its speed and ability to Fly, on top of a good deal of health, but still… I would only find this card particularly useful in an Explosive ruleset, or if I need to bypass a Taunt effect, but I don’t think is enough reason to get it for the Bronze/Silver player.

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  • Harbinger of Chaos: again, compensating for the Harpy, this card is worthy of being acquired, either at level one or three, since its three points of attack power makes it a card useful at any occasion; besides it also has the Divine Shield and, at level three it gets Immunity, making him ideal for Poison rulesets. It should be noted though, that this card is expensive to summon and doesn’t bring anything to the table in terms of association with other Monsters; its value relies on his Magic attack and defensive effects, but not much else.

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Death
  • Executioner Kraan: the good thing about this card is that its Void Armor allows some protection, since you can Repair his Armor, something positive for the Death Splinter, where there is little to no healing, especially at the lower levels. However, I don’t think you should get this card, unless you can summon it at level three, where it also gets Weaken, besides some stats improvement.
    This card’s Weaken effect, plus a health debuffing Summoner like Thaddius and the Will-o-wisp, can reduce a whole enemy team health by three points, which in rulesets like Poison or Explosive Weaponry can be a huge advantage. It’s not a great tank, but for some specific situations, his Silver version is worth having around.

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  • Avarisdeus: even though this Monster is cheap to summon and has a very desirable ability, which is Double Strike, its low speed, health and attack, alongside with the always uncomfortable Scattershot effect, makes it a card hard to include in any lineup, at least in the lower levels. So no, I wouldn’t recommend the purchase of this card to those players playing with a Bronze/Silver deck.
    At higher levels, the stats improve, plus it gets the Flying ability, improving its evasion quite a bit, however this post is not about Gold/Diamond cards.

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Fire
  • Dalthin Ironhood: this card, already from level one, has the Weapons Training ability, in this case, with Ranged attacks. Considering that the Fire Splinter is centered around Melee attacks, I don’t give this particular Weapon Training much importance. However, at level three, Dalthin gets Immunity, which is always a welcomed effect, since it can protect us against the effects of Poison.
    This Monster makes me indifferent, since I believe you have many other options of attack and defense, besides it’s kind of expensive to summon for a Ranged attacker, understandable though, considering its effects. I guess it’s a good card to have around, but only if you have money to spare. Immunity is a good reason to get a Monster, but I assume you already have the Forgotten One, which already has it at level one. Both of them together would be great in a Poison rule.

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  • Infernal Firestorm: as well as the previous card, my feelings with this card are the same… its not bad, but is not an urgent necessity in my opinion. It has plenty of hit points in the form of health and armor, but it lacks any kind of protection, like Shield or Void, so its quite vulnerable anyways and, considering the amount of power we can now generate, this card could fall quite easily. Besides it’s quite expensive to summon, making it vulnerable to a possible Giant Killer effect.
    The fact that it has the new Flank effect is good and at level three it has three points of Magic attack. This card could work great in one of those rulesets where Magic is the only form of attack allowed, but in a regular battle I think that you should draw the attention away from this tank by using a Monster with Taunt, like Iidri Fyre.

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Water
  • Thanalorian Scion: as harmless and slow as a Monster could be, I recommend getting this card for Bronze/Silver players for a couple of reasons; In a Reverse Speed rule, this woman is going to be the fastest, most of the times. Even though her health is as low as it can be, her armor stat is impressive and considering that she has Void Armor, Magic attacks have to go through it, so she would only be weak against Monsters with Shatter. She also has the new Corrosive Ward skill, but that hasn’t changed my life yet.
    Anyways, this card can profit a lot from a rule like Equalizer and again, Reverse Speed, so her value could skyrocket depending on the ruleset. The best part is that she can bring all this value for five Mana points, so it’s a card that I strongly recommend for Bronze/Silver players or anyone actually. Her attack of course, is not that great, but she’s meant for defensive purposes.

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  • Captain Fellblade: well… definitely the most over-powered card from the Epic section. Everything about this card is great; nice deal of health points, high speed, mixed Magic and Melee attacks that target the last unit in the enemy team, because of her Sneak effect. Even though her summoning requires eight Mana points, which I already consider a sensitive number depending on the Mana limit for the battle, she delivers a lot of value at any level. At level three she also gets to improve the whole team's health by one point, thanks to her Strengthen effect.
    I would recommend though, that you don’t let her do all the work on her own, which is a mistake, I believe, in many players. Her offensive capabilities are amazing, but I think she should be supported, by at least another Monster, like the Pelacor Assassin. Definitely a must buy at any level you want, but you should try to get her at level two, where she improves her speed and health by one point.

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Earth
  • Croire: I consider this to be a good enough card, under certain circumstances. It has Flank and Weapon Training, so it seems like it was specifically made to be use with Thane Newsong, who improves attack, but doesn’t have one on his own. Considering all the other attack options that we have in Earth this card is a little bit superfluous, even though it has that great association with Thane.
    Cheap to summon for a tank, lots of health points, but no further protection, so it needs to be healed, or at least it needs you to draw attention away from him with a Monster with Taunt. Good to have around, but not crucial for Bronze/Silver players.

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  • Satha Toledo: being a Tank Healer, already at level one, this card is valuable from the start. Her constitution is not that great, but she has a piece of armor, which always come in handy during battles, besides she has four points of speed, which is already high.
    This card doesn’t stand out of course, for its offensive capabilities, but because of her defensive ones, since at level two gets the Lookout effect, which turns her into a great associate, not only for the tank, but also for the rest of the team. You can get her at any level you want, but of course, I would try to profit from that Lookout effect, which she gets at two. Must buy.

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Dragon
  • Redwyrm Hatchling: probably, one of the first things that caught my attention, when I first saw this card, was its single point of speed, which by the way, stays the same all along the Monster’s levels. But even though it has one point of speed, this Dragon, already at level one has the True Strike ability, allowing it to land every single hit. Besides, it also has Dodge, also at level one. The rest of the stats are quite nice, decent attack and very good constitution, thanks to it six points of health and three points of armor.
    So of course, you’re not going to use this card on a regular basis, since it is slow and with a mild attack in exchange for seven mana points, however if you find yourself in a Reverse Speed ruleset, this card is one of the best you can position, covering your backline against Sneak attackers. So, I always like it when a Monster has a very specific use and, in the case of the Redwyrm Hatchling, his use is very evident.

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  • Redwyrm Dragon: at last, the other Dragon, one of my favorite Epics. This card has a couple of very interesting aspects; from level one, it already has Immunity, which makes him a great option to withstand tricky rulesets which include Poison and also Earthquake, since it can also Fly.
    Talking about stats, its constitution is quite high and they improve at every level. Its speed however, at level one is quite slow, but from level two onwards, this dragon improves it speed by one point per level, ending up with six points of speed, making it one of the most evasive cards. The only downside is its magic two points of magic power attack, which stays the same. Expensive to summon, but in the right ruleset, totally worth it.

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At last, this tier list, which summarizes my overall point of view, regarding these cards. Remember that my point of view comes from analyzing them as Silver level cards and also understanding that certain Chaos Legion cards could be more suitable than these ones, under certain circumstances.

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This is it, thank you for reading!

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