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" Healing is a matter of time, but it is sometimes also a matter of opportunity. "
- Hippocrates
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You might ask, "Why do you keep talking about these new Rebellion cards instead of making posts about the buying leaderboards or the effect of Rebellion Cards to DEC and SPS?"
Card leaks might not be a big deal. It would just be looking at cards before the release however, just like how Guillaume Matignon won the Magic: The Gathering 2010 World Championship, the reason why he won wasn't in the cards but in preparation.
Guillaume Matignon is one of Magic The Gathering (MTG) pro player who, at that time, wrote articles in Lotus Noir, a gaming magazine. He received special privilege to see a list of yet to be released cards so when the world series comes, he was more than prepared to use the new cards while others scramble on knowing their effects and the best combos for them.
Same with Rebellion, since we have more peek on soon to be released cards now, it would be a good time to look on what cards would be good and I am eyeing on this new support, Anasth Soothsayer.
For full lore of this card, visit this website:
@splinterlands/rebellion-sneak-peaks
| Rebellion will be released on December 5. You can get yours by chance when you buy Rebellion packs here: https://next.splinterlands.com/shop/packs |
| Finally, the last key for my build. The missing ingredient to make my build unstoppable. The final key I am looking for to make The Kraken deck impossible to defeat. That is my reaction when I first saw Anasth Soothsayer. With her high health, she is perfect to be at the back of The Kraken. With her Tank Heal, I now have three Tank Heals for The Kraken. I will tell you how absurd that later. Her other abilities are also perfect. She is, in my opinion, the ultimate support that can even double as a front line if needed to. |
Cleanse |
One of a Taunt tank weakness is Affliction. You put one main tank with Taunt then supports him with Tank Heals, and Repairs then withstand the opponent's attacks until you outheal the damage.
If the opponent has Affliction, then you're screwed as your tank won't be able to recover. With Cleanse, this defeats that counter strategy making your life a lot better.
Tank Heal |
The portion restored is about a third. This means if you have three Tank Heals, you can basically heal up your tank unit to max health every round. So, in order for the enemy to kill your tank, they must do it in one turn and mostly, before your heals.
Lookout |
To me, this can be explained as a mini Shield-Void ability. The effect is very simple. It reduces the attack damage by 1. I'm pretty sure it would work but I still wanted to see if it actually does if the opponent's attack gets Taunted. I do wonder if the game would consider it an attack from Sneak or a different one altogether.
Dispel |
Dispel is one of the abilities that slowly got my attention recently. Before, Martyr is a really good ability, until I realized that it can be dispelled. Any increase in your opponent's stats can be dispelled so this ability can certainly help you if your opponent keeps increasing their damage or health with the help of other Units.
Dodge |
Dodge would help if your main tank fails to function. Like I said, this unit can double as a tank. Tank Heal heals the unit in the front and this can apply to itself if Anasth Soothsayer is the one in the front.<br><br> If you were to use this unit as a tank, then Dodge would be really good as it decreases the opponent's chance to kill this card by them missing their attacks.
| Anasth Soothsayer is a very good support. The combination of Tank Heal and Cleanse makes it sure that this Unit can heal your front line without the threat of affliction. The Lookout is also a good combination with Taunt. You can decrease the opponent's attack while making sure everyone is protected. |
| Some of the key weakness I discovered is the low damage. While Anasth Soothsayer has Tank heal, the damage is still a measly 1 magic damage. This means you might need a bit of firepower in order to not fall off the damage. There are also some rule sets that completely screws up this unit as it completely negates what some of her abilities can do. |
Target Practice |
Regardless if your opponent's Snipe is range or magic, Lookout reduces damage from them by 1. Just make sure that you have a fall guy in the front of Anasth Sootsayer to take the Snipe attacks since Anasth Soothsayer itself isn't protected by Lookout and only the one beside her.
Super Sneak |
Same with Target Practice, regardless of your opponent's type of damage, Lookout reduces the damage by 1. This would be best if you combine the one beside Anasth Soothsayer with Shield reducing the damage further.
Equal Opportunity |
Due to Anasth Soothsayer's high health, she would probably be the last to be attacked. That means you can bait your opponents by adding units with lesser health than Anasth Soothsayer beside her and be the targets for the Opportunity. The Lookout will reduce the damage taken from opportunity by 1 making sure the bait lives long allowing you to safely attack your opponents.
Counterspell |
Lookout does not reduce damage to itself. Since Anasth Soothsayer has magic damage, she would take the magic damage back which, while is not that bad due to her high health, is still destructive in a long fight.
Healed Out |
Healed out is different than affliction. Affliction makes units unaffected by heal while Healed out removes any healing abilities completely. You can Cleanse Affliction but you cannot Cleanse Healed Out.
Fog of War |
Lookout reduces damage from Sneak Snipe and Opportunity. This rule set completely negates the Lookout ability that you can use to reduce the opponent's attack if used properly.
Since there's no battle available yet since the cards are not available as of now, here's a lineup that I think would work best with this unit.
Possibilus The Wise Lv 2
Any summoner that increases health is the best one for The Kraken due to his max health. An increase in health is already an increase in Tank Heal amount.
The Kraken Lv 2
The Kraken's Taunt protects the whole team and his overwhelming support on the back. This makes sure the Tank Heals survive and even makes sure the Lookout activates properly.
Anasth Soothsayer Lv 4
Anasth Soothsayer is a Taunt unit's dream. You have Tank Heal and Cleanse at one unit and have an extra damage reduction with Lookout.
Crustacean King Lv 5
Another Tank Heal unit and an extra 1 range damage to slightly help.
Merdaali Guardian Lv 4
The third Tank Heal unit. A must in this build.
Swamp Spitter Lv 5
With 2 range damage and Repair, the only problem is the high 7 mana cost but everything is very worth to pick him up as an extra support.
Each and every card is packed and kind of overpowered. I am thinking how much would the game change in a few years.
We've already seen a unit with 8 health and Tank Heal so it makes me wonder what more can they do after this?
If you have suggested combos or questions, feel free to comment it down below.
If you are planning to play and is inspired by my post, please consider using my referral link: https://splinterlands.com?ref=kpgamingch
I do not own any of the photos in this post. All credits goes to: