
In my last post, I discussed several proposals that could help us further evolve the game in the medium and long term. Of course, as I mentioned in the first part of this series, the fact that I’m presenting these proposals—or “ideas,” as they’re also called—doesn’t mean I want to change the way things work right now, although I do disagree with several aspects—such as the lack of use of older cards—I think the rest is excellent. However, we need to think about how the game should evolve, because technology is also advancing, and we must take the initiative to make that happen.
So in this post, I’ll be continuing from the first part with a few other ideas that have come to mind—though if you haven’t read the first one yet, I’ll include the link at the end of this introduction in a moment— But, to give you a sneak peek, I’ll be talking about the fabulous “Exemplars,” the spells that might come along with “Phase 3” of the lands, and something really cool related to events and some dynamic rules that could add an interesting twist to community participation in the game.
So, if you want to learn more about this, read this post all the way through, leave a comment, and show your support for this kind of content with your feedback. It's important that we interact and brainstorm ideas and improvements together so we can continue to support the team.


A little over a month ago, I explained how “Exemplars” work. They allow the player’s own “Avatar” to become an actual card that can be played in any battle you want to fight. The best part is that you can customize it however you like—setting both its stats and abilities—though to do so, you’ll need GLINT to access, or rather, pay for, all of this. If I’m not mistaken, our “Exemplars” can be used in tournaments, challenges, and ranked play—please correct me in the comments if that’s not the case—but we still can’t use them in “Guild Wars.”
So, the first idea I want to share and explain to you is how our own cards would function within the “Guilds” system, which would be quite interesting and would provide the necessary dynamism to continue fostering competition among the guilds and even among individual players. With that in mind, this system and the integration of the “Exemplars” would work as follows:

How it works: The idea here is to integrate and/or add a sort of “Slot” reserved exclusively for Exemplars in guild battles for the various “Skirmishes,” providing even more depth in analysis and strategy for this game mode.
The Problem It Solves: The idea is for each player in each of their guilds to have a unique identity—and what better way to do that than with the “Exemplars,” which, in my opinion, is part of the reason they were created? It would also give this mode the spark it needs to excite players even more, just as it did back when the powerful “Gladius” cards were first introduced.
NOTE: The way it would work is pretty simple: the idea is that, in order to use them, players must have their Exemplars at level 200, fully understand the abilities they possess, and be able to make the most of them in battle to help their guild win—nothing more than that. The best part is that, for example, I wouldn’t lock them out like “Gladius” units are—so anyone who wants to counter an Exemplar will need another one; it’s that simple.


Most of us already know how “Land Plots” work, and we should all be familiar with the different phases that have been implemented for this game mode—the lands. For example, Phase 2 is already active, and “Phase 3” won’t be far off. We even have a unique set of cards associated with the “Lineages” that work only on the lands. This means that, in order for them to work, we’ll need certain resources to cast specific spells, which we can then use in battle just once.
Here's how it would work:

How It Works: The idea here is to use all the resources you have available to create these spells, although different types of spells require different resources to be created. For example, you need “Cinder” and perhaps Iron for a type of spell that creates a sort of additional melee attack for a card on your field that lasts for the entire battle or at least for 1 or 2 turns.
Problem It Solves: While it isn't really a problem per se, it adds an extra layer of analysis and strategy for everyone in the game. The best part is that you make "pre-battle" decisions that could influence the outcome of a battle that was probably already lost until you cast your spell.
NOTE: While this isn't a new idea per se and has already been proposed, we can create and/or develop a certain number of spells as a community or contribute ideas, since this may be a difficult and complicated task. I'm presenting it for that sole purpose; in fact, I just had the idea to create spells and share them with the community.


I hope all these ideas help build a possible future for “Splinterlands.” Of course, there’s a lot more data or aspects that need to be added or fleshed out, but it’s a start. Among them, the ones I like the most are the “Spells”; the idea of adding “Exemplars” to the “Guild War” is pretty good, and I’d like to see them implemented. Although, as I said, I’m not sure if they can’t be played right now, but it would be interesting if they weren’t available yet.
If you have any questions, please leave a comment on this post, and I'll be happy to answer them.





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