Reward Cards Teasers: Speculation & Thoughts (Plus 2 Bonus Cards from the AMA!!!)

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With new Reward cards coming THIS MONDAY, and the change to the drop percentages so that Cards will drop 50% of the time out of chests, this next season should be an absolute blast for newcomers and oldtimers alike!

2 of these Reward cards were revealed in an official post you can check out here: which teases that there are 21 total reward cards coming, here, we'll check out the two that are revealed and do a small analysis on each!

2 Additional Reward cards were revealed during the AMA today as well, which will be shown at the bottom!

Lava Launcher

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Goblin engineers of the Burning Lands have outdone themselves with the latest model of the Lava Launcher, which unlike its predecessors, actually launches lava. The load chamber holds a fairly large amount of liquid magma, which is somehow balled up and launched toward enemies. Once it leaves the load chamber, the outside of the lava ball hardens instantly, making it land with highly destructive explosive power.

This weapon was developed by Azad goblin engineers under the employ of the Torch and being paid handsomely for their developments. Its creators were named Irv and Sterv Flanklin, a pair of twin brothers who specialize in weaponry and vehicular design. They’re happy to say that of the first 100 Lava Launchers made, more than 40 of them did not catch fire with the driver inside.

A Fire Ranged Attacker / Ranged Tank, you're gunna LAVA this.

Many seem to be overlooking this card, but Lava Launcher is the perfect answer for noobies to countering Mylor as Fire. While it requires high mana, it is essentially a Ranged Sandworm with higher tanking capabilities.

An easy pick, I plan to get mine to a bare minimum of Level 4, where it gains Stun. This will likely be the most efficient level to have it at, as it will remain under the Forcefield ability's damage requirement, and still be potent as a front line Ranged Tank OR as a backline Ranged Sniper that protects its allies.

Either way, I see this card becoming, dare I say, an absolute must pick in High Mana Fire rounds for me, especially with Pyre or Yodin. It will especially be potent with Yodin, becoming a literal nuke of a tank at max level.

Lava Launcher will likely take the place of Sandworm, or accompany Sandworm in many teams. It will also likely be one of the best Fire tanks to utilize when the Modifiers is No-Melee. There is not much competition in this department of course, but it still fills a very particular, much-needed niche for the Fire meta, and empowers nearly all Fire teams in handling their counters at least a little bit more than before.

Djinn Oshannus

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Dawn of the Djinn 3 of 4 - The Djinn are angry at the way they were tricked by the Planet, but also appreciative that they can now enjoy this limited freedom, each trapped by natural forces. The Djinn possess powerful ancient magic of their own, which is now charged into the force of one element for each of them. The ancient demons of war are an awkward bunch to be chosen as a planetary defensive force, but they are also impressively capable of the job. As long as they are bound by the Planet, they will do its bidding. Whatever their would-be choices and allegiances, they will fight against the Chaos Legion to protect the sixth mana gate.

An Anti-Magic Djinn of Horrors.

With 5 Speed, Void, Phase, and Forcefield, this card has the best of all worlds, with a huge health pool, decent magic damage, and the ability to dodge nearly any card in the game, he is very powerful even without Level 3 or 4.

With Forcefield, he now negates any damage over 5, converting it into 1 Damage. This will make him a very unique pick that will force players to utilize different attackers on him.

Many think this monster will be a direct counter to Llama Kron, but because of Void, ironically, I don't believe he will be a direct counter. See, Llama Kron hits for 5-6 Magic, but Void halves that damage to 3, meaning that Forcefield won't activate. This makes Djinn not as hard a counter as many people are likely thinking, however it DOES mean that Water will be an absolute terror to battle with Llama Kron when paired with Torhilo and other powerful cards like Axe Master.

As a legendary, it's almost a given that this card will be very powerful in the meta, there's no speculation here, this card is on everybody's list to snag for Water, giving them a very powerful no-melee tank specifically for anti-magic, something that Water is losing in the Rotation when Prismatic Energy leaves the Modern Format.

It's ironic that we have a Poseidon, but this is the most Poseidon looking card I've ever seen.

2 New Reward Cards from the AMA

We got a chance to see some approved previews of the new Reward cards, including 2 new legendaries below, which I will also be talking about!

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Djinn Renova

Life's new Support Magic Attacker

It looks like every Splinter might be getting one of these Djinns! This one is very typical of Life, acting as a sort of high mana fusion of Baby Unicorn and Divine Healer.

With 2 Magic, 2 Speed, and 6 Health at Level 1, and Strengthen, she acts as an offensive magic support. As she becomes leveled up further and further, she becomes a 3 magic, 3 speed, and 6 health Magic attacker at Level 4, where she gains Triage.

Interestingly, Level 5 is the only Level card I've ever seen that has zero growth on an Epic card with stats higher than 1. Fun Fact!

I think Renova will be a solid mid-high mana support, and she really rounds out Life's lack of significant magic attackers for high mana. Especially with the new format rotating out some significant magic attackers!

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Harklaw

My new favorite tank

8 Mana? Shield, Immunity, and Demoralize. Pair this guy with Zintar guys. Pair this guy with Octopider. Surprise, now you need to deal 5 Melee damage base in order to be able to damage him for 1. (5 - 3 = 2, 2/2 due to Shield = 1)

This is a very strong tank, with very low offensive capabilities compared to other tanks and other Death cards, but he really fits Death's theme well, debuffing enemies and surviving. It also totally changes Death's High Mana teams to favoring a war of attrition.

So far, this is the card I want, although I'm biased as I love Death.

Thanks for checking out this article, I hope you enjoyed it, if so, leave an upvote, consider following, etc!

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