
✦ The big one: your cards don't sit on the board anymore — they stand up and fight. Your Monsters and Archons now battle as living figures cut from the original Splinterlands artwork, battles run half as many rounds at a tighter Mana economy, and Gold Foils finally gleam like they should.
New here? Splinterlanes is three-lane battles for your real Splinterlands collection: tickets cost $0.01, winners roll real cards, delivered on-chain. How to play · Battle now
Battles have come alive. When you deploy a Monster, its art rises off the card and stands in the Lane — and when its turn comes, it acts: charging its target, loosing real arrows, hurling glowing spell-orbs, flaring when an Ability fires, and falling when it dies. Every effect is drawn in colours taken from that card's own artwork, so a Fire charge burns and a Water bolt glows cold.
The Archons stand too — each one a living figure at its Lane's end, a head taller than the troops, with its buff printed clearly beneath. Nearly every card in the game has its figure, cut from the original Splinterlands art, on desktop and phone alike.
Rounds now pace themselves to the show, so a battle plays out in about five minutes — and replays play the same way, so your past victories got the upgrade retroactively.
Gold Foil and Black Foil were invisible once a card hit the Lanes. No longer:
Monsters and Archons alike. Bring your shiniest.
Battles are now 25 deployment rounds instead of 50, with the Mana economy tightened to match: Lane Mana still grows +2 a round, so a Lane sees 62 Mana over a match. Lighter armies, every placement counting for more. The death battle starts after round 25 — and Decks are still 50 Monsters, so a match sees at most half of them: the draw and the Mulligan matter more than ever.
Seen something odd, or have an idea? Comment below — player reports shaped this batch too (the Engrave fix and all three fixes above came from you), and we read every one. ⚔️