Journeying into the Unknown: A Spell Discovery Series
Welcome to "Spell Discovery," a blog series dedicated to exploring new spells and abilities that could potentially come to Splinterlands. As a passionate player of the game, I often find myself thinking about new ways to improve my gameplay experience. Sometimes, I can't stop thinking about
Splinterlands and the possibilities of what new features and updates the developers might introduce. Through this series, I'll be sharing my thoughts and speculations on what exciting new spells and abilities could be coming to the game in the future. So whenever i got some new ideas coming to mind, i will let you guys know, and we can dive into them together.Kick Off for this Episode
During the last Splinterlands Townhall, "Weird Beard" teased the upcoming promo card that promises to bring new features and gameplay mechanics to the game. As soon as I heard this announcement, I knew it was time to share some of the ability or spell concepts that have been brewing in my mind for some time now. In this post, I'll talk about two of my recent ideas that could potentially enhance the gameplay experience in Splinterlands. So, without further ado, let's dive into the world of spell discovery and see what my brain has to offer!
Can you control your mind?
I will start with controlling your mind, and give you some information to work with, before i come up with my concepts. Mind control spells are a concept that has been explored in many popular card games such as "Magic the Gathering," "Yu-Gi-Oh," and "Hearthstone."
These spells allow players to take temporary or permanent control of an opponent's card and use it to their advantage. In "Magic the Gathering," for example, the spell "Mind Control" allows players to take control of an enemy creature and use it for themselves. Similarly, in "Yu-Gi-Oh," the "Mind Control" spell allows players to take control of an opponent's monster and use it for one turn. In "Hearthstone," the "Mind Control Tech" card allows players to take control of a random enemy minion if the enemy has at least four minions on the board.
Mind control spells are a powerful tool in these games, and they can create exciting and unique gameplay scenarios that add new layers of strategy to the game.
But how can this work in splinterlands?
While mind control spells have been popular in other card games, their implementation in Splinterlands could be challenging. The fast-paced nature of Splinterlands battles and the random selection of cards makes it difficult to predict which cards would be targeted by a mind control spell. The current game mechanics of Splinterlands don't support the type of live interaction that would be necessary. However, this does not mean that the concept of mind control is completely out of the question for Splinterlands. In the future, with the introduction of new game modes or mechanics that allow for more live interaction, it may be possible to explore the idea of mind control spells and their potential in the game.
Welcome to the Darkside
I haven't figured out how to implement "Mind Control" in the game yet, but i have some other dark abilities and the concept of them, that i can show you. These may fit in our current game.
Curse
How would this ability work?
to the "cursed" card would also become "cursed" and stunned.
to the "Master" would become stunned as well.
This may be countered with "Immunity".
Should it be a "stun"? Thats the question is ask myself, since it can be used as a combo, and might be to strong in the end. What are your thoughts?
As i said, i got two ideas for today. Another potential ability that could be added to Splinterlands is the "Rot" ability. Similar to "Curse" but totally different.
Rot
How would this ability work?
causing it to gradually lose its abilities over time.
making it easier to defeat and maybe break synergies or tactics.
This may be countered with "Immunity".
It's important to note that the "Rot" ability is a very powerful one, and would need to be balanced accordingly. Cards with the "Rot" ability could have a high mana cost, which would limit their usage and make them a strategic choice rather than an automatic inclusion in every deck. This would force players to consider the potential risks and rewards of using the "Rot" ability, as well as carefully strategize the timing and placement of their cards.
Should it be somehow "cleanse-able"? Thats my ongoing thought here.
Looking Forward to What's Next
In conclusion, the potential for new and exciting abilities in Splinterlands is limitless, and the introduction of abilities like "Curse" and "Rot" could create new gameplay dynamics and challenges for players. While the implementation of these abilities would need to be carefully balanced, the addition of new abilities could help keep the game fresh and engaging for both new and experienced players alike. As we look forward to the future of Splinterlands (craftable spells on land/ upcoming promo card) it will be exciting to see what new abilities and gameplay features are introduced, and how they will change the game we know and love.
I have to ask again.
What do you think?
Can these abilities work in the current game?
Is there a chance for "Mind Control"?
just leave a comment.
and want to check it out yourself?
Play and earn.
and i will gladly help you with your first steps in the game.