Second Wind scales, and queue your next Monster

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Second Wind scales, and queue your next Monster

Second Wind now looks at how far ahead your opponent was when you were wiped, and you can queue your next Monster while you wait for the round to end. Two Rules now hit each Monster once instead of every round, Anemic is Discontinued, and the Deck Builder got easier to use. Here is everything since the last update.

Second Wind scales with the board that wiped you

Second Wind is the comeback rule: lose every Monster on the board during the placement rounds and the battles pause while you rebuild, your opponent's board holds at 3 Monsters, and your new Monsters can arrive with protective buffs.

Until now all 3 of your new Monsters got those buffs, however close the fight was. Now it depends on how many Monsters your opponent had standing when the wipe happened:

Your opponent had standingYour new Monsters with the buffs
3 or fewernone: both sides rebuild to 3, an even fight
41 of 3
52 of 3
6 or moreall 3, as before

When only 1 or 2 are buffed, they are picked at random from the Monsters you placed during the pause, as battles resume. When all 3 are buffed, each one gets its buffs as you place it. Every wipe still moves you up the buff ladder, even one that buffed nobody, so the next one starts stronger.

Most wipes happen against a board of 6 or more, so most Second Winds play exactly as before. The change is for the close ones: a wipe by a side that was barely ahead is now a fresh 3-against-3 fight rather than a buffed comeback. The Second Wind rework post has the rest of the rule, with today's change marked.

Queue your next Monster

Each round you have five seconds to deploy. Once your Monster for the round was in, your Hand locked until the round ended, and you had to wait for the next window to make your next choice.

Now, once your Monster is in, you can queue your next one. Pick a card and a Lane as usual and it waits, marked in teal with the Lane's name. It deploys the moment the next round opens, if it still fits there. If it doesn't, you get the reason and the card stays picked so you can place it yourself. The ✕ on the card cancels the queue.

While a battle round plays you can already deploy for the next round, which was always true. The clock now says so.

Clearer reasons when a card won't go in

A card refused by a Lane now says why, whether you tapped the Lane, dropped the card on it, or queued it:

  • Not enough Mana, with the card's cost and what the Lane has.
  • The Lane's Archon can't field that element, naming the elements it takes.
  • The Lane is full, one Gladiator at a time, or Second Wind is holding your board.

While you aim a card, each Lane that would refuse it shows a short tag, like "wrong element" or "needs 9". Dropping a card on such a Lane used to just bounce it back. Now it tells you why.

Noxious Fumes and Global Warming hit each Monster once

Noxious Fumes poisons every Monster in its Lane, and Global Warming sets them Burning. Both used to apply again in every battle round. Leaving the Lane cured them, and a Cleanse there was undone the next round.

Now each Monster takes them once, the first time it fights under the Rule. The Poison or Burning then stays with that Monster wherever it fights, and a Cleanse removes it for good. This is the same once-per-Monster rule Holy Protection got last update.

Anemic is Discontinued

No new Talisman will carry Anemic. Like Equalizer, it reshapes the cards themselves rather than how a Lane fights, and it doesn't fit the format. Every Anemic Talisman already out there keeps working exactly as before, and its Discontinued badge marks it as a rarer piece.

Deck Builder: Talisman icons, and no lost changes

The Talisman picker in the Deck Builder now shows each Talisman the way your Talismans page does: its Rules Mod icon, its Mods, and how many copies you own.

Battles always use the saved version of a Deck, so a change you forgot to save was easy to lose. The Deck Builder now marks Unsaved changes beside Save deck, and asks first if you try to leave with changes you haven't saved.

Fixes

  • Full Ranks Daily Challenge: a Monster that had not fought yet, such as one placed after your opponent's side of the Lane was already empty, could count as fallen. Every Monster on the board now counts. A player reported a win with 3 or more in each Lane that didn't complete the challenge; thanks for the report.
  • Round 25 read as a death round: while round 25's battle played, the header already said death round, so the two Monsters placed in round 25 looked like they had joined the death battle. Round 25 now reads as round 25, and the death round counter counts up as each death round plays.

New to Splinterlanes? How to play Splinterlanes has the full rules, Second Wind included. Sign in with Hive Keychain at splinterlanes.com to play, and come say hello on Discord.

Second Wind scales, and queue your next Monster | Ecency