Documenting my Splinterlands Knowledge - Rebellion Reward Cards Review: Legendary Part 1

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Hello there.

In my last post I reviewed the Rebellion Epic reward cards. For this one, I will be talking about the Legendary reward cards. Legendary monsters are usually the best monsters in the set. They have the lowest chances to appear [although you can use potions to increase those chances], and they can be game changing and meta defining.

For the Rebellion legendary reward cards, we have 2 legendary monsters in the 5 regular elements and 1 for Dragon and Neutral. The 5 elements each get their own 1 cost monster, which is what I will be focusing on in this post. We actually had 1 cost legendary monsters in the Dice set before, so I will be comparing these cards to those, just for fun.

Before going into it, I will have to say that I don't have any of the Legendary reward cards yet. So my views and thoughts on them are purely on a theoretical standpoint. With that out of the way, let's get to it.

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Surly Drunk


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Surly Drunk is a Fire monster with Opportunity. Fire got another low cost Melee monster that can attack the backline. It will very easy to use with Tarsa, and can be an easy slot in for that 1 last mana. With Halfling Refugee, there are a lot of strong low mana teams available. It can definitely shine in the Little League and Equalizer rulesets, but just having one additional monster that can attack from the back for cheap is already good. This card can definitely help the strong Fire sneak/opportunity teams that are already good.


Endless Gibbon


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Endless Gibbon is a Water monster with Reach. This one is a bit of a head scratcher for me. I feel like Water already has a lot of low cost good reach monsters. The Pirate of Eight for offense, and Tide Biter for defense. Flying Squid is good for higher mana, and Possibilus gives everyone Reach. I think it is a bit redundant and the two cheap monsters I mentioned earlier are better options because of the other abilities they have. I can see this only being useful in the lowest mana battle, and you have it maxed.

I sometimes mention powercreep in my posts, but comparing this to a similar card, Aganju, this is a worse card because it is slower by 2 speed and is the same in other stats. I know there are some considerations with the element and whatnot, and that this is only a reward card, but I can't help but see the glaring difference in stats. I guess if you look at it from a different angle, a reward card almost having the same stats as a regular legendary card can be a sign of a powercreep.


Blackmoor Jinx


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Blackmoor Jinx is an Earth monster with Snipe. I feel like the team is slowly trying to pivot Earth into a range heavy element. With summoners like Fernheart and a range weapons training, the number of options keep on increasing. I honestly think it should have been a magic monster, but that might have been too OP with Obsidian and their already strong lineup. I think it can be a good filler card, although I might have preferred Sneak over Snipe so that it can work well with Iza. But with Snipe I guess it can work with Gobson Sniper and Hunter Jarx to focus their attacks on a single target.


Frigid Wolf


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Frigid Wolf is a Life monster with Charge. Some players like to call this Mini Venka because of Charge. Being able to attack from the back line as a melee monster is good, and being able to do that from any position makes it better than Gibbon. Charge being able to attack in Fog of War makes it better than Opportunity and Sneak in that ruleset. Sadly, this versatility is hindered by the lack of really strong summoners to partner with it apart from Elias, and it is countered by Tofu.


Grifzi


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Grifzi is a Death monster with Sneak. Death really is turning into the new Fire. Death has gotten so much Melee sneak/opportunity monsters that it is ready to replace Fire as the leader in that strategy. The only thing holding Death back is a cheaper option than Lorkus for the attack buff. At one mana, it can definitely make the existing sneak teams better.


Final Thoughts

The Legendary Rebellion 1 cost reward cards aren't anything special. They pretty much have a standard set of stats [1 cost, 1-2 damage, 2-3 speed, and 2-3 HP] with varying abilities. The best part in their kit is that they are 1 cost, which makes them a good fill monster, and they can attack from the backline. But comparing them to the Dice 1 cost legendary monsters, the Rebellion cards seem so much weaker. The Rebellion cards focus on offense with their 2 damage and being able to attack from the backline. But it is obvious that the Dice's abilities are so much more useful [excluding Aganju].


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Lensmaster's Blind affects all enemies, and its Shatter is very useful from the backline. Theorosa's Triage is one of the few healing abilities available to Death. Two Gun Pete's Redemption can proc divine shields in the Holy Protection ruleset. Stun at 1 cost is very strong at disrupting opponents as well, and a cheap way to activate Knock Out. Even though Epona doesn't have any attacks [which actually makes it OP when partnered with weapons training], its Strengthen and Repair makes it a very powerful and cheap support monster.

But I'm not putting down these Rebellion Legendary cards. I for one don't have the Dice 1 cost legendary cards, nor the CL 0 cost legendary fiends. So being able to get a 1 cost legendary as a reward card is already a big win in my book. I'm looking forward to seeing that 1-2 damage from these cards get me that clutch win.

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That is it for my review of the Rebellion 1 cost legendary monsters. I will review the other legendary monsters in my next post. Don't hesitate to let me know what you think, and if you have suggestions for improvement.

And as always, these are Not Financial Advice, and Do Your Own Research.

If you want to start playing Splinterlands, you can use my link:
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