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It's been a slow weeks so far, so, instead of Rebellion-related news, we'll look at one of the new Monsters in the set and how she is used in battle. The Monster is one which has quickly become one of my favorite Water Monsters despite the fact that she is a Kulu - Anasth Soothsayer.
Now before we get into the stats discussion of Anasth Soothsayer, let's have a sneak peek into her LORE.
So, Anasth Soothsayer is basically a fortuneteller traveling (swimming?) from town to town and predicting the future in return for coin. Does not sound like the most reliable sorceress in Praetoria but she might prove me wrong.
Alright, we've got some idea of who Anasth Soothsayer is, after glancing at her lore. Let us have a look at her stats and abilities at different key levels now.
- Anasth Soothsayer is a Rare Monster. At level 1 she has 1 Magic Attack, 4 Speed, 0 Armor and 6 Health and she starts with the Cleanse (Removes all negative effects on the Monster in the first position on the friendly team) ability. It is a pretty important ability so having access to it at level 1 is not bad at all.
- At level 2 she loses 1 Health for a total of 5, but she gains the Heal (Restores a portion of the Monster's health each round) ability.
- At level 4 she gains one of the new Rebellion Abilities - Lookout (Adjacent units receive 1 less damage from attackers with sneak, snipe, and opportunity. Additionally all units take half damage from ambushed as long as a unit with lookout is on your team). She also got back to 6 Health at level 3.
- At level 6 she gains her 4th ability - Dispel (When this unit hits an enemy, it clears all positive status effects on that enemy).
- Finally at level 8 she has 1 Magic Attack, 4 Speed, 0 Armor and 9 Health. She also gains her 5th and final ability - Dodge (Has an increased chance of evading melee or ranged attacks). As you can see she shapes up to be a powerhouse in terms of supporting her team mates. A really cool new addition to the Water element for sure.
Now that we know what the card does (or doesn't do) at the different levels of play, let us have a look at the battle I have chosen to showcase.
<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>BATTLE<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>
- The line-up of the Battle and the Ruleset:
The rulesets for this battle are Stampede (Trample (When a unit with trample hits and kills its target with a melee attack, it will perform another melee attack on the next unit on the enemy Team) will re-trigger infinitely as long as the trampling unit keeps killing other units.), Broken Arrows (Ranged attacks may be used in the first position in battles) and Cripple (All units receive the Cripple (Each time an enemy is hit by a unit with Cripple it loses one max health) ability at the start of the battle). The mana budget is 41 which is not a great amount of mana so it does not give me the ability to play whatever combinations of Monsters I want. The available Elements are Fire, Water, Death and Dragon. I have decided to give the Dragon Element a shot this time around. The battle I have chosen is a ladder battle from earlier today.
My Main tank for this battle is one of the two new Promo cards for the Rebellion Set - the Grimbardun Smith. He is a 6 Mana card with No Attack, 3 Armor and 10 Health. This definitely is quite telling for its purpose, and if you look at the set of abilities he has, you can definitely tell that he will be a pretty good support card with defensive functions. Not quite the level of Almo Cambio but having in mind Almo is going out of Modern, he might be a decent substitute. His skillset includes: Immunity (this monster is immune to negative status effects), Void (reduced damage from Magic attacks), Shield (reduced damage from Melee and Ranged attacks) and Repair (restores some armor to the friendly Monster whose armor has taken the most damage).
In the 3rd spot I have placed Daarg Deadblast. At level 1 he has 3 Magic Attack, 1 Speed, 0 Armor and 5 Health but most importantly he starts off with two very important abilities in the current meta - Weapons Training (Adjacent units with no attack gain this unit's attack, up to a maximum of 3) and Swiftness (All friendly Monsters have increased Speed). At level 2 he gains 1 Health for a total of 6, he also gains another fabulous ability - Triage (Heals the friendly back-line Monster that has taken the most damage). At level 3 he gains 2 more Health points for a total of 8 and also his final ability - Dodge (Has an increased chance of evading Melee or Ranged attacks). Finally, maxed out at level 4 he has 3 Magic Attack, 1 Speed, 0 Armor and 8 Health. That additional point in Magic Attack in fact is really, really crucial as he provides that additional point of attack to any adjacent No Attack Monsters.
The 3rd spot is for the Baakjira. This is a pretty unusual spot for this behemoth of a card but there's a reason for it, and the reason is that it will get trained how to use Magic specifically for this battle by our protagonist. Other than the 3 Magic attack it will gain it also has a great package of abilities - Void (Reduced damage from Magic attacks), Slow (Reduces the Speed of all enemy Monsters), Strengthen (All friendly Monsters have increased Health) and Heal (Restores a portion of the Monster's health each round). Since the ruleset is Noxious Fumes, Bakjeera is more than adequately equipped to tackle it despite not having Immunity as an ability.
Following immediately after Baakjira is Oshuur Constantia. I've got her here to support my front line Monster through her Tank Heal (Restores a portion of the unit in the first position's health each round) ability as long as possible. She can also take a hit or two if it gets to that, while healing herself in the meantime. What's important is that she has the Reflection Shield (This Monster doesn't take damage from Blast, Magic Reflect, Thorns, or Return Fire) ability so she does not suffer any damage when her Magic Attacks are reflected back to her. She also has Resurrect (When a friendly unit dies it is brought back to life with 1 Health. This ability can only trigger once per battle) which is definitely one of the other top tier abilities.
The 5th spot is reserved for the Merdaali Guardian. It's a great support Monster in various rulesets with its frankly Meta abilities - Tank Heal (restores a portion of the Monster in the first position's health each round), Repair (restores some armor to the friendly Monster whose armor has taken the most damage) and Strengthen (all friendly Monsters have increased Health). It can be very useful for sure but is often taken out early by enemy Monsters with Overpower so that's one of the drawbacks it has for sure.
Last but definitely not least is our protagonist - the Anasth Soothsayer. I expect her to do a lot of work with her great arsenal of abilities.
It is time for a quick round by round analysis:
- The Summoner I am going with for the battle is, as you have probably already guessed based on the way I have structured my team, is Lily. Lily is great paired with the Grimbardun Armorsmith and a bunch of support Monsters in the back because that makes the Smith really hard to kill. This strategy is mostly susceptible to Scatter Shot because Scatter Shot does hit Camouflaged Monsters but I do have 2 back-line Heals through Triage so I am also having a way to mitigate that sort of damage. My opponent is coming at me with a full GF team. They even have a GF Grimbardun Smith - that's pretty impressive considering its price. Let's see if their shiny team will look as pretty during the battle as it looks before it.
- After 1 round of exchanging blows you can tell this is going to be a loooong battle so I've decided to skip forward a bit to where it gets more interesting.
- Round 10 - as you can see I have managed to put enough pressure on the enemy Grimbardun Smith and I am about to kill it for the 2nd time during this round. On the other hand the enemy Chaos Dragon did manage to take down my Merdaali Guardian once by landing direct hits on her 3 rounds in a row - nice RNG. But she got resurrected and is now as good as new.
- Round 11 - the Smith is gone and now is the enemy Oshuur Constantia's turn.
- Round 12 - it is clear that I am going to win this battle momentarily.
- Round 13 - this is definitely and unlucky round for my opponent since their last Monster standing - the shiny GF Chaos Dragon is about to die. A bit longer battle but such are a lot of the battles nowadays.
Anasth Soothsayer is a very potent Rare Support Monster for the Water Element. She is currently being traded at $0.90 per bcx which makes her one of the more expensive rare cards of this set and that's definitely for a good reason.
Over and Out,
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