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Untamed and Chaos Legion fits very well together and it's very balanced. When Rebellion is released next month, Untamed will no longer be playable in Modern Format. I don't like this change.
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I understand that it was made and decided to somehow promote the use of Rebellion but even if they don't apply that, I think Rebellion will be prioritized over other cards due to the new rules of the game. Still, they decided to do this so instead of abiding to the new rules, I would be focusing on Wild Format instead of the Modern Format.
This doesn't mean I will not be using Rebellion cards in the future but I just don't want to try and find new working combos only to make it unusable in the future. I will tell you about this more as we go on in this blog.
| One big disadvantage (or advantage) with Wild Format are the bots. Bots are allowed in Wild Format, in which, I don't really mind. My focus is to better my own game and strategy and that doesn't change whether I play against humans or bots. What I like about Wild Format though is the flexibility and sustainability. With Wild Format, I am free to use any cards that I like. Right now, I am discovering new better combinations like The Kraken that is becoming one of my most favorite cards. Due to more types of cards, it also became a lot easier to play lower mana battles. One of my go-to cards is Cerberus, a fire unit that has Heal. Heal is not something common you can find in both Fire and Death elements. This is also a reason why I find it hard to play with these elements on Modern Format. There are Heal and Tank Heal units in Fire and Death elements in higher rank but I'm just a humble Bronze player (now Silver) so playing Modern Format with Death and Fire is a big hurdle for me. In Wild Format, you can use Cerberus for Fire and Haunted Spirit for Death. Both are melee units with Heal that is very strong in low mana battles. |
| Modern Format is very limiting. Also, like I said, I don't want to form strategies only to be removed after a few months when a new set is released. By next month, the Snipe Yodin Zaku and Scarred Llama Mage, Kron the Undying builds will become unusable because most of these are Untamed cards. A lot of my other components are also affected which I am unsure of how I will play the Modern Format. On the other hand, going with Wild, I don't have to think about this. Whether there are new cards, I would be happy because I can add it to my builds without ever removing of any of my previous builds. With Wild, I can just add and improve my current strategies and not remove it completely. I just felt that being in Modern Format would made me constantly think about the future and will give me anxiety knowing each of my builds will be unusable and I will need to invent new ones to make up of what I lost. |
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| When I started playing, I never took interest in Beta and Alpha set. I thought that I would never use it since I am playing Modern Format only. I dislike the bots at first thinking it was unfair for me to be playing while others just automate it. But once Rebellion was released and I read that news, my thoughts changed. I don't like change too much especially since I'm just casually playing Splinterlands. I play in my own time when I have free time and not competing with anyone for the leaderboards. So, I came to conclusion that bots aren't that bad. At least it's better than waiting for a lot of minutes just to play a game. I consider that a feature of Splinterlands instead of a disadvantage. The first Beta card that took my attention was Wood Nymph. I like mages in splinterlands because of the benefits of using magic damage units. It's also the reason why I like Kron the Undying in the first place, except for his high price of renting every time I play. Wood Nymph is like Goblin Psychic but Wood Nymph can be played in Little League. She only needs 4 mana and while she has lower damage, Wood Nymph also has Tank Heal. I use her along with Goblin Psychic to make Mycellic Slipspawn and Unicorn Mustang virtually unkillable. This is an example of my current Earth build in Wild Format. --- The next unit that took my attention is The Kraken. The Kraken is a monster, both literally and in the game. He has very high mana cost of 12 but his 14 health, 4 damage and 4 speed makes up for it. I can't express enough how scarily strong is this unit especially when all your attacks redirects at him via his Taunt ability. In support of that, I have another Beta unit called Crustacean King. He's just another Merdaali Guardian and is used for the Tank Heal but renting a level 3 allows you to make him a range unit with 1 damage as well. Not that good but at least it removes a Kelya Frendul armor on another unit once in a while. Tank Heal's heal depends on the monster's max health. Put Possibilus the Wise in the mix and you have a 16 health tank unit with 4 damage 4 speed, attracts all opponent's attacks while healing 10 health per round. Imagine trying to overcome that in a battle. |
| There are many more that I've discovered that I won't probably tell for now. I can tease though. There's a lot of units with Tank Heal, Repair and Triage in the Beta set. Abusing these with Taunt gives you an easier life when you don't know what to play. That's my current builds for Wild that is proving to be exceedingly good. Of course, the good ol' pure mages are always good in every fight as long as the rule set will not be a problem. |
| In this post, Splinterlands revealed some new rules and abilities that will be added in the game for next month after Rebellion is released. I'll probably talk about the rules, "Summoner Tactics", in another post since I want to focus on the abilities. In total, there were 4 new abilities: |
Armored Strike |
In the Splinterlands blog, as I understood, the Summoner Tactics would act like an initial tease of what would be a main mechanic of Splinterlands in the future. So, these gauntlets, shields, helmets might be talking about the items that will be added in the game in the future especially the spikes, hard shells since it was mentioned as "weapons". I think this is already underway and is simply a teaser for the future.
Now, for the Armored Strike ability, I think it would only be a percentage of the armor like the mechanics for Blast. Maybe, for every 3 armor, the unit can get an extra 1 melee damage. If so, Protect would be really strong and Wild Format has a lot of units with Protect. I also think that only units with melee damage will have this ability since it would be confusing if they add this to magic damage and range, although, not impossible.
Corrosive Ward |
This would be a funny combo with Mylor Crowling. You add Thorns in here that inflicts 2 damage, add Corrosive Ward for another extra 2 damage for the armor, and then Amplify it to increase both damage to 3. I think Amplify ability would be revamped and updated with Corrosive Ward added since it fits the same condition as Thorns. Thorns damage is increased by 1 when there's Amplify and I think it will be the same with Corrosive Ward.
Flank |
I'm curious as to how useful Flank will be in an actual battle. My problem with this ability is that it's very limiting. This requires that the unit with Flank is in first position in order for it to activate. If this new unit will not have Shield, Void, or high health, which are all required to be a great tank, then this ability is close to being useless. I hope that instead of Reach ability, it instead gives the Sneak ability instead. That way, you can use Flank to add an extra Sneak in your build.
Lookout |
I hope that the unit with this Lookout ability is a mage. If it's a magic damage unit, I'll certainly add it in my team behind Djinn Oshannus to combo it with the Void ability in Target Practice rule set. I can make Djinn Oshannus on behind the front line so all the range and magic damage will be blocked by Djinn Oshannus, any magic damage is halved and then if it's 1 magic damage, it would be blocked with Lookout. I do hope there's no limit here like Inspire or Silence ability that if the unit affected has 1 damage, it loses its effect.
The addition of Rebellion cards are a good thing. Since I have more flexibility in Wild Format now, I expect my builds to get stronger as new cards are released.
I hope Splinterlands do something about cards with no effects like Hill Giant. Since they added abilities such as Weapons Training for units with no attack, I hope the new Rebellion rule sets would have something like, "If the unit has no abilities, increase its stats by 50%." This would give players a reason of using and buying units without any abilities.
I do like these themed posts in Social Media Challenge as it promotes the new set but instead of having a themed post used for probably a month, using one post as a reference, I think it would be better if they teased it little by little or add new information every week to give everyone more things that they can use for each week's themed post.
Next week, if it's still a themed post, I'll talk about dual element summoners and Summoner Tactics and how these two can be used to go around the current rule sets. I think these two are big as you can use the advantage for these two mechanics in order to use it for your advantage depending on the rule sets given to you on that battle.
I did not include these in this week's blog as I want to focus on these two in more detail in another blog.
If you have suggested combos or questions, feel free to comment it down below.
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