Hello there, Splinterlands community! š
I'm back with part three of my Splinterlands Social Media Challenge series, diving deeper into the new Rebellion Reward Cards! Last week, we covered the Epic Reward Cards, and the previous week, the Legendary Reward Cards. This time, Iāll be focusing on Common cards, analyzing each card's strengths and weaknesses to see how they fit in the current meta, especially in Modern format. āļøš„
In this series, I aim to provide an in-depth look at these new reward cards by rarity, guiding players toward better decisions when expanding their collections or exploring the Glint Shop šāØ.
My insights focus on higher-level gameplay, where I spend the bulk of my time, though I'll also cover how these cards might perform in Bronze and Silver š„š„. While not all my Common cards are fully maxed, most are close, with all reaching at least gold levelāenough experience, I believe, to provide a balanced assessment.
With that, letās dive in and explore the Common cards in Rebellion! šš„
Evaluating the Essentials: Common Cards in the Rebellion Reward Set šš
So far, weāve analyzed and discussed the Rebellion Reward Set, noting the disappointment with the Legendary cards and the strength and intrigue of the Epic cards. Some of the Epic cards proved to be essential, offering a definitive advantage in gameplay.
Now itās time to focus on the Common cards. The team released twelve Commons in the Rebellion Reward set, and as a hint, we can already confirm that a few are truly underwhelming, some are excellent, and others fall somewhere in between. It appears the team has struck a better balance in terms of power with these cards. šš„
An interesting point about Common cards is that theyāre likely the first ones players will fully max out and incorporate into daily use. Although I havenāt maxed any yet while playing at top levels (Diamond I & Champion III), Iām getting close and should be there within a few more seasons. I've already come across players who have maxed them out, as Iāve encountered these cards maxed in ranked matches.
With twelve cards to review, letās jump right in and evaluate each one to answer these questions. As before, Iāll be rating each card on a 1-10 scale. šÆš
Common Card Analysis for Splinterlands Rebellion Reward Cards
Drybone Hobgoblin: Rating: 5/10 āļø
Hobgoblin is a tricky card to rate. First, it comes with the Immunity ability, which is always useful, especially for Poison rulesets. Any card with Immunity finds its niche in Poison battles sooner or later!
Its stats are decent, though not outstanding: 7 health, 5 speed, and 3 damage for 4 mana. This makes it a decent, but not spectacular, option. However, as a Fire Splinter card, Hobgoblin faces limited opportunities to truly shine since Fireās usual strategies donāt typically favor it.
Another drawback is its lack of armor, leaving it vulnerable to heavy hits. In Little League rulesets, itās playable, though unlikely to turn the tide of a match; still, itās a handy option to keep in mind.
Overall, Hobgoblin is solid on paper but isnāt well-supported by the current meta, so it may not see much use for now. However, itās worth keeping around, as this could change once Chaos Legion rotates out of Modern. Long-term, this oneās a keeper. šāØ
Chaos Evoker: Rating: 2/10
The role of Chaos Evoker in a matchup is somewhat unclear. While it has Blast and Ambush, which are typically strong abilities, it only delivers 2 magic damage at a cost of 7 mana. Realistically, even with Blast, this cardās damage output is minimal, as 2 damage isnāt enough to make a significant impact. Considering that opponents will likely have Silence or Void on their team, Chaos Evoker may end up dealing just 1 or 0 damage.
The rest of its stats are also underwhelming: 7 mana for 7 health, 2 armor, and 4 speed doesnāt offer much value. Personally, I can only see using this card in an all-magic ruleset where Iām forced to play Fire and need a bit of extra durability up front. This card is really missing some sort of debuff to the enemy like Silence or Weaken.
Giant Alpine Skink: Rating: 5/10
Giant Alpine Skink is primarily a tank for the Water Splinter, equipped with Shield, Phase, and 5 speed. This combination is decent, especially since itās tricky to land magic attacks on a card with such high speed. Its defensive stats are solid too, with 3 armor and 9 health, and the Taunt ability adds extra value.
However, the card still feels like itās missing something. The main issue is the availability of stronger alternatives; cards like Baakjira, Oshanus, and Diemonshark offer more reliable options at similar mana costs. While Giant Alpine Skink isnāt bad on paper, itās often outclassed by these alternatives. This makes it situationally usefulāprimarily in matches with restrictive rulesets where any viable option is valuable.
Mar Toren Trader: Rating: 8/10
Mar Toren Trader earns a high score because it's one of the few low-mana cards with Headwinds. While niche, this ability makes it essential in certain situations, especially as a debuffer against ranged attackers. Weāll likely see this card in nearly every Water Splinter lineup for ranged-only matchups.
Although its attack stats arenāt impressive, thatās acceptable for a 3-mana card with a debuffing role. Weāre mainly looking for it to survive, and its 7 health makes it durable enough. Additionally, the Heal ability adds extra resilience, making it effective in Poison rulesets or simply keeping it alive longer. While it would be even better with Triage, similar to Angelic Mandarin, itās already a decent card as it is.
Halaran Huntress: Rating: 5/10
Halaran Huntress comes with a solid stat line: 4 attack, 4 speed, and 4 health, along with Charge, allowing her to attack from the backlineāa strong combination. At 4 mana, sheās also likely to see frequent use in Little League rulesets.
The downside, however, is that she doesnāt quite fit into the current meta. If she had been released a year ago, Huntress would have been highly effective, but with the prevalence of cards like Tofu, she now struggles to hold her ground. In most matches, sheāll likely get in about 3 attacks before being taken out.
That said, the meta could shift, and by itself, Huntress is still a solid card.
Blackmoor Wild Elf: Rating: 2/10
Blackmoor Wild Elf is another card with relatively high mana (5) and low attack (2 magic). Similar to Chaos Evoker, this card struggles to do significant damage, as opponents will likely counter with Silence or Void. It has Camouflage, Amplify, and Cripple, though Camouflage and Cripple are usually of limited use. The only real benefit this card offers is Amplify, making it an option if you need Amplify and have exactly 5 mana left to spend.
Aside from that, this card doesnāt offer much. Its speed, attack, health, and armor are all low, and it lacks impactful abilities, making it fairly underwhelming.
Nimbledook Explorer: Rating: 9/10
Nimbledook Explorer is arguably the best Common card in the Rebellion Reward Card set. For just 4 mana (making it viable in Little League), it offers Protect, Armored Strike, and Heal. Honestly, Protect alone justifies the 4-mana cost, as itās such a valuable ability on a low-mana card.
Interestingly, its lack of attack works in its favor, allowing it to pair perfectly with Weapons Training. This means that, for very little mana, you could add up to 3 magic attack to this card, making it highly versatile.
One common issue with similar cards is Magic Reflect on the opposing team, but this card counters that with Heal, enabling it to recover some of the reflected damage it takes. On top of this synergistic set of abilities, Armored Strike is a nice bonus, helping Nimbledook deal some damage either from the front or backline. While not game-breaking, itās a fantastic addition to an already amazing kit.
Luceheim Demon: Rating: 4/10
Luceheim Demon initially seems underwhelming, with its 7-mana cost, 3 ranged damage, and 1 speed. This means it often wonāt deliver significant damage, even in reverse-speed rulesets, where 3 damage for 7 mana is still low. For comparison, cards like Goblin Tower bring 5 damage with Blast and similar speed at a lower cost.
However, Luceheim Demonās strengths lie in its defensive stats and utility abilities. With 9 health and 4 armor, it has decent survivability. The card's abilitiesāSnipe, Cleanse, and Triageāare particularly valuable, especially in Life Splinter matches where Tofu is prevalent. With Triage on both Luceheim and Tofu, your backline can be quite durable.
Overall, while this card requires very specific conditions to be effective and may not see frequent use, it does have situational value.
Broken Earth Thug 6/10
Broken Earth Thug is a simple yet solid card. For 3 mana, it brings 3 melee attack, some armor, 5 health, and 4 speed for the Death Splinter, making it quite decent stat-wise.
Its abilities arenāt extraordinary, but Opportunity is always helpful, and it can synergize well with other cards. This card will see a lot of use as a dependable filler when you have an extra 3 mana left. While itās not a card to build a strategy around, itās definitely one of the better options for its cost.
Ujurak Brave: Rating: 3/10
Ujurak Brave is another card with Immunity, which is usually useful, but itās less impactful here. For 6 mana, it offers 3 melee attack, which is underwhelming offensively, though its 9 health and 4 armor do make it reasonably tanky.
The cardās main drawback is its lack of defensive abilities beyond Immunity, meaning it doesnāt hold up as a primary tank in standard rulesets. Additionally, it lacks effective offensive abilities, as its melee attack canāt be used from the backline.
Its Silence ability also feels situational and doesnāt add much unless you're stacking Silence effects. Overall, while Immunity is useful, it doesnāt provide enough value on its own for this card.
Tokatag Conscript: Rating: 1/10
Tokatag Conscript is a 6-mana card with just 2 ranged attack, 9 health, 3 speed, and no armor. Its abilitiesāThorns, Sneak, and Backfireāfeel mismatched.
Firstly, a card with Backfire at low speed is ineffective, as Backfire relies on the opponent missing attacks, which isnāt likely without major team buffs or debuffs, which can be costly. Secondly, as a ranged Sneak attacker, 2 damage is far too low to justify targeting the backline.
Thorns is perhaps the only reason to use Tokatag Conscript, as it could repel enemy Sneak attacks if placed in the backline. However, there are better cards for this, like Dumacke Orc, which outclass it in utility.
Being a Neutral card, Tokatag Conscript might occasionally fill a spot in certain lineups, but its impact remains minimal, making it one you donāt necessarily need maxed out.
Conclusion
The Common cards in the Rebellion reward set offer a balanced mix of value and situational utility, though theyāre less universally impactful than the Epic cards. Averaging around 4/10 overall, many of these Commons bring specific strengths without overwhelming power, making them more useful in particular contexts rather than as general standouts. Cards like Mar Toren Trader and Nimbledook Explorer shine as versatile low-mana options, providing essential support roles that can tilt a match in your favor, especially in niche rulesets.
On the other hand, some Commons, such as Tokatag Conscript and Chaos Evoker, struggle to find a strong place in the meta, offering limited synergy or impact. These cards may work in highly specific matchups, but are unlikely to become staples in most lineups. Still, there are unique aspects within this setāImmunity, Protect, and debuffs like Headwinds and Silenceāthat add tactical flexibility.
In summary, while Commons lack the raw power of higher rarities like Epics, theyāre easy to collect and offer specialized tools that will prove helpful in certain battles. For newer players, these cards can quickly become reliable assets, and for experienced players, they add options for lower-mana or restricted-ruleset matches.
What are your thoughts on the Common Rebellion cards? Which ones have become your go-tos? Share your experiences below! šš„
Also if you want to check out my latest post you can by clicking the images:
| SPLINTERLANDS.COM - Referral Link | SPLINTERSHARDS (SPS) | BLOG | DISCORD | TELEGRAM |
#splinterlands #play2earn #challenge