A big day of updates, most of them straight from your feedback. Here's everything that just went live at splinterlanes.com.
✋ New: the Mulligan
Don't like your opening Hand? Return all 5 cards and draw 5 fresh ones — free, once per match, any time before your first Monster is placed. Taking it never costs you clock time, and your opponent only learns that you redrew, never what.
Three rare new Talisman mods sweeten it: Pauper's Call (a lowest-Mana Monster is always among your fresh cards), Clean Slate (the cards you returned can't come back), and Second Thoughts (Mulligan twice).
⚔ New: Auto-battle
Playing a session? Tick the new Auto-battle box on the Ranked tile and you'll rejoin the queue by yourself after every match — a 10-second countdown on the result lets you untick it before the next battle fires. Idling with a Deck built to play itself is a real style; a player at the wheel may find an edge against it. That's the design.
🏆 A fairer, clearer Ranked queue
The first 30 seconds of every search are reserved for a human opponent — the house's sparring partners only step in after that window, so two players searching around the same time will always find each other first. Nobody waits longer than those 30 seconds, and cancelling-and-retrying doesn't speed anything up.
Fixed a nasty one: waiting in the queue a couple of minutes could silently disconnect you, leaving a Searching screen that never resolved. Connections now stay warm and the game reconnects itself the moment anything drops.
Those sparring partners also got real Decks: one now fights in White and Red, the other in Blue and Black — higher-level cards throughout. Beating them should feel like facing two different opponents, not the same one twice.
🎟 Tickets: exact and fast
Top-ups now credit exactly what the button says — a tiny exchange-rate move between clicking Buy and the chain credit can no longer shave a ticket off your purchase. (Thanks @clayboyn for the catch!)
They land fast: most credits now show up in well under a minute.
🃏 Battles read better
Pick up a card and the Lanes answer: ones that can't take it dim out, legal ones glow — no more guessing where a Bloodline Archon's kin can go.
The battle clock names its phase — Deploy a Monster, Pick your Archon, Locked in, Battle round playing.
The pre-battle countdown spells out the golden rule: every choice runs on a 5-second clock (10 in Slow Mode), and if you sit one out a random legal play is made for you.
Dragon and Lux Vega pairing colours are easier to spot in the Deck Builder and on the Archon pick, and the end-of-battle banner now sits in tidy rows instead of crowding the board.
🛠 Ability fixes
Ambush now truly takes its bonus opening strike on the round the Monster is deployed — it silently never fired before.
Weary now tires a Monster by its own time in battle, not the match clock — late deploys no longer arrive already exhausted. Weary cards are viable again.
And one small thing: prizes settle the moment a match ends — any single Ranked win can hit the pool's top prize. Nothing waits for Season end; Seasons only reset Ratings.
New here? The full guide lives at How to Play Splinterlanes, and every battle costs a single $0.01 ticket with 98% of revenue flowing back as prizes.
See you in the Lanes — and keep the reports coming. Today proves how fast they turn into fixes.
"Today in Splinterlanes: the Mulligan, Auto-battle, and a smoother ... | Ecency
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