Hello, there!
@saydie here, playing Splinterlands everyday!
Game Modifiers in Splinterlands change the conditions of every battle by limiting the cards that you can use, giving different abilities or debilitations, inflicting damage on units, and more. Depending on which rulesets are at play can dramatically influence what cards players will use, as they have to adapt their tactics on the fly so that they can win the battle. So, it is not an exaggeration to say that the Game Modifiers can sometimes pose more of a threat than your opponent.
In my last post, I wrote about how the team has silently removed one of the oldest rulesets in the game, Back To Basics. This time, I will write about a fairly recent addition to the game's modifiers, which was all of a sudden removed from the game. The Blood And Sunder ruleset, which, as you can see, was not a ruleset I could choose when making a Custom Challenge.
Blood And Sunder
Including the recently added game modifier, Splinterlands now has a total of 82 Game Modifiers. This is if we include all the seasonal rulesets as well as all the inactive ones. If I remember correctly, Blood and Sunder has just been added around the time that the Rebellion set was introduced, as it was a modifier that was based on a certain ability that was in the Rebellion set, so the ruleset might only have been available for a year, if not less, since no one aside from the team knows when the ruleset was removed.
Blood And Sunder
All units gain the Corrosive Ward ability.
*Corrosive Ward reduces the attacker's armor by -2 when they hit the target with a melee attack.
So, with Blood And Sunder ruleset active, all units will gain the Corrosive Ward ability, which will have its effect triggered when a unit is attacked with melee damage, including Armored Strike, resulting in the attacker losing 2 armor permanently for every time that it attacks. It's permanent since the armor that was lost can neither be repaired nor cleansed. Immunity also does not give protection to the effect of Corrosive Ward, and the armor the unit can lose will increase by 1 when Amplify is present. Only units with the Deflect ability are the ones that won't be affected by Corrosive Ward, and I could say that there are plenty of cards and Archons that have it in modern, including cards with the Deflection Shroud ability.
So, it is not as if having this modifier available in battle can be game-breaking, at least in my opinion, since you have plenty of options to counter it, and the majority of the melee units can't really attack in the first position in the first place, making them not the majority of the units used in most battles. And if it really comes to the point that you do not have melee units that won't be affected by this ruleset, there is also the option that you build your team with mostly range and magic units, so their armors remain intact even when they attack the opponent, unless they have Armored Strike.
Closing
So it remains a mystery to me why the team has removed the Blood And Sunder ruleset from the rotation. I believe it's not that game-breaking to warrant it being removed. Archons like Ellias Max Pruitt and Brave The Bull may become less effective when this ruleset was active, since they give Armored Strike ability, but there were available units for those Archons to utilize, so that they wouldn't be as much affected by the ruleset, including some good reward cards.
Thank you, and see you on the next post!
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