Thoughts On Rebellion SB Reward New Abilities!

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Introduction

About two days, Splinterlands has dropped the ball on us regarding the new soulbound reward cards. The new set of soulbound reward cards will be under rebellion. They will be released on August 15th and it will feature 12 common, 12 rare, 7 epic and 12 legendary cards. In addition to that, the current soulbound cards will have the option to be unbound and tradable but only for 180 days. Today, I will be mostly focusing my thoughts on the seven new abilities.

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Mimic

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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. Dispel removes one mimicked ability in the order they were gained. Debilitations, Targeting abilities, Ambush, Weapons Training, Flank, Reach, Charge, and Taunt cannot be mimicked.

Honestly, mimic seems busted. If you play a taunt unit, the card with mimic will be able to go to round 2 easily. By then it can start ramping up on abilities until it's pretty much a beast with the most abilities on one card in the game. It will be interesting to see how it goes because it could create new strategies. I feel there's a chance that they might remove the 25% chance to gain a random ability. This is the part where I feel will make this ability a bit overpowered. I assume that the cards with mimic probably won't have any additional abilities with it otherwise the card would be too strong in my opinion.

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Corrupted Healing


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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.

Corrupted healing is an interesting ability because the healing comes with a cost off reducing health by 1. It's just a nerfed tank heal so I assume that this card will come with better stats or another ability that will make it good. I don't see this ability being meta changing but I could see it coming into play for the death element since the death element is lacking a way to heal frontline tanks.

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Execute


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If the target has 2 or less health after a successful attack, perform another attack against the same unit.

Execute can be a game changing ability as well. I would love to see this on a unit that also has opportunity. If not, I don't think the ability could be used so easily and it would make the ability quite niche. Another way this ability could come in handy is during the equal opportunity ruleset which gives all units opportunity.

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Wingbreak


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Always targets enemy units with Flying first regardless of abilities or rulesets. +2 damage if the target has Flying.

Wingbreak is an interesting ability because it can help focus down units with flying. The thing I'm wondering about this ability is if it guarantees the attack to hit no matter what because snare attacks will 100% hit flying units so will this be similar. If the attack isn't guaranteed, I think the ability might not be that good because flying units have a 25% chance to dodge attacks. I guess this ability could be ok with a magic unit since it would just 1 shot any low health flying units and ignore armor. Another thing I'm interested in is who will it target if there is more than one flying unit; I assume it will target based on whichever is more front in the lineup.

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Incendiary


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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.

Now I like the idea of having cards with strong abilities have debuffs on them. Incendiary will allow for some interesting ideas because maybe you can put a burning unit in the first position with an immune on the second position. I assume the immune would prevent the burn. The card could also be good in 1v1s since the burning only applies to adjacent units but this would depend on the stats of the card as well.

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Electrified


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Deals 1 damage to all allied units at the beginning of each round.

Honestly, I'm looking forward to using this ability in an enrage ruleset. This will be crazy because you could start the battle with enraged melee units and to add jacek on top of that, it would be a guarantee to have all units on the team attack first.

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Weary


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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.

I don't know how I feel about this ability. It seems kind of risky to use since it's playing with RNG on the exhausted part. I could see it being good if the card has good stats but if not, I don't think it's worth the chance to skip a turn. Based on the text, the percentage doesn't reset either when skipping a turn so there's a chance someone could skip every round without even attacking once.

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Thank You

Thank you for reading and supporting me. What are your thoughts on the new abilities? For me, I'm ready to have a nice changeup in the meta. It will be fun and help keep the game fresh.

Referral Link
If you are interested in trying Splinterlands please use this link here. If you did use my referral link, let me know in the comment section, I will do my best to help whether that be delegating you cards, sending you cards and teaching you how to play. Once again, thank you so much.

Posted Using InLeo Alpha



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5 comments
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New abilities are cool but the cost of unbinding cards is insane.

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o.o well that can be changed people discussing now. i think 5x is reasonable instead of 10x

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