New Domineer Cards in Splinterlands

In this video I answer the call from @thepeoplesguild who created a contest on Hive inviting community generated ideas for new abilities in Splinterlands, #TPGCHALLENGE. Not just new abilities, but seven, one for each element, all that are thematically appropriate and team oriented. These new abilities will form the basis of new cards which may one day replace Gladiator cards in this amazing blockchain based videogame. Let's discuss it!

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For those who want to listen to my video explaining these new abilities and the contest itself, go to my YouTube by following this link:

For those who prefer to read, my seven new abilities are as follows:

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Water | "Slippery"

25% chance to avoid physical attack, IF your opponent is not also "slippery". Available for one round, until Domineer unit becomes "dry".

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Earth | "Deep Roots"

After you lose all HP, you have one turn to act, in that turn you can attack or be healed, if healed, you will not die, if no heal, you will die completely.

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Fire | "Scorched Earth"

1st round 10% chance to scorch earth, 1 dmg to ALL monsters (ally & enemy), if doesn’t activate, 10% greater chance each turn, until it does activate, then back to 10%.

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Death | "Corpse Explosion"

When a monster with "corpse explosion" dies, apply poison to the attacker, AND “heal” any adjacent ally.

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Life | "Hedge of Protection"

Divine shield applied to the adjacent unit(s), destroyed after one hit.

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Dragon | "Golden Trinkets"

The first ever tactics monster, which can apply “trinkets” from its golden dragon treasure hoard, applying one minor stat buff to a neighboring monster, of your choosing.

  • Could be a minor global stat buff, OR better yet, "Dragonscale armor", which would provide immunity to Incendiary damage.

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Neutral | "Copycat"

This domineer has VERY low stats, but at the beginning of the match, in phase 0, you can "copy" another monster, BUT only a neutral. The stats are 25% worse than the original, so 10hp turns to 7.5 (rounding down to 7), and 4 damage becomes 3.

  • This approach would be powerful and broadly synergistic with other neutrals. Better yet, its not OP since it’s a stat reduction, but presumably you would spend fewer mana on this card then the original real card.
  • Also since neutral cards are usually lower stat, this would seem lore appropriate within Neutral.

For more information on this amazing community driven contest, visit the People's Guild on Hive, here is the link to their blog post:
@thepeoplesguild/the-episode-challenge-dominion-pt-1

As always, thank you for your time and attention, have an amazing day and God bless.

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