I have managed to play very little Splinterlands so far this season; the numbers are quite low—I’ve played only 45 battles in Frontier and just 78 in Modern, with the season ending in a mere three days. I had to travel out of town twice for personal reasons—returning after three days on one of those trips—so, all in all, I didn't have much time to enjoy the game. Still, whenever I get even a little spare time, I come back to enjoy it. Today, I dedicated my time to the Frontier mode, playing whenever I could, and managed to complete all three of my daily missions. It wasn't a streak of consecutive wins—there were some losses mixed in—but I got it done and reached very close to the Tier 3 of the Silver League.
For those who aren't aware, Frontier Mode is essentially designed for new players; it features a distinct card set known as "Foundations," which consists primarily of basic cards. Instead of earning Glint or SPS, playing here offers fun, learning, and experience. You also receive rewards for every five battles won—specifically, two cards and a chest containing entries for a weekly draw where you can win even better prizes. You can claim these daily rewards (earned per five wins) up to three times a day; this means that if you win 15 battles, you receive six random cards (2 cards × 3 claims) along with three entries. Using Legendary and Alchemy potions when opening these entries doubles the default probability of pulling Gold or Legendary cards. That is why I used these potions every single time—though, admittedly, I didn't manage to pull a single Legendary or Gold Foil card.
The cards received are actually quite good, and let me explain why. In the screenshot above, you can see a melee attack card with 1 attack power and no special abilities that would allow it to attack from anywhere in the lineup; this means that if you want to use it offensively, it must be placed on the front line. However, a key advantage here is that the default free cards usually lack the health and armor required to serve as a solid tank, whereas this Water-element 'Port Guardian' could be an excellent option for that role. Next is another melee card from the Death element; like the previous one, it lacks abilities—such as Opportunity, Sneak, Charge, or Snipe—that would grant the freedom to attack from any position in the lineup. Nevertheless, it possesses all the qualities of a good tank, along with the 'Void' ability, which provides 50% protection against magic attacks.
Similarly, the card shown in the screenshot above offers better-than-basic ranged attack power; however, its low health makes it a prime target for enemies with the 'Opportunity' ability. Still, it is better than having limited options, as it allows me to experiment with different strategies. The card with the 'Thorns' ability—designed to deal return damage to melee attackers—was already part of my deck, but acquiring more copies will likely improve its health in the next level. Additionally, both cards shown in the screenshot below are quite good. The first acts as an excellent tank with a 'Heal' ability, providing cover for the rest of the team to launch stealthy attacks. The second is a Life-element card featuring 2 ranged attack power at a moderate mana cost; while its stats are decent, they could be better, though hopefully, it will become stronger at the next level.
Note:
English is not my first language. So sometimes I use 'Google Translate'. Please don't think that anything I have written in this blog has been copied from somewhere or is AI-generated.
Paragraph Dividers and all the photos are from #Splinterlands.
All the other content images and words are mine unless otherwise stated.
Have a Happy and Blessed day!