I recently got hooked on D&D in youtube like Legend of Avantris, Critical Role and some Warhammer 40k campaigns so the creative part of my brain is a bit active right now. I want to share some ideas I got from those shows and games that I think would be good in Splinterlands. It's not a copy but rather the idea and concept on some of the games.
The more I think about it, Splinterlands modifiers are kind of like dungeon masters behind the scenes. They quietly control the rules of the world for that specific battle. One modifier can make tanks less useful. Another can suddenly make low-mana units overpowered. That’s why I started imagining, "What if the modifiers were even more extreme? What if they forced players out of their comfort zones instead of just slightly adjusting strategies? I think adding more creative, more chaotic modifiers could make battles feel more enjoyable with each one more like unpredictable campaign encounters.

Modifier 1: All Things Must Die
Every round, if no unit dies in this round, the unit with the lowest health dies.

In this battle, abilities that stacks health like Life Leech and Scavenger are clearly an advantage. Abilities that restores health like Heal and Tank Heal also benefits the team. You can force some of your units that have effects when they die so you gain benefit when no one dies during the round. Since there would be healing and other things, this modifier can be very unpredictable.
Modifier 2: Elder Gawd Made Flesh
At the start of battle, all units except Human Bloodline changes Bloodline to Divine Constructs. All units with Divine Constructs Bloodline takes +1 bonus damage when attacked by units with Human Bloodline.

Added lore: "Divine constructs are artificial beings created by gods and godesses, each imbued with a divine power that reflects the nature of its creator. Their purpose, appearance, and abilities vary depending on the will of the god who created them. Divine constructs typically require no sustenance, sleep, or air, and they possess unwavering loyalty to the deity who created them."
In this modifier, while you can pick the units still using your own archon with Bloodline Dominion, the units won't be able to use the Bloodline Dominion ability at the battle. There are also not a lot of units with Human Bloodline so this gives more chances of them being used. Since the damage is also per attack, units with Human Bloodline and Double Strike or multiple attacks can become extremely strong in this modifier.
Modifier 3: That Drink From Pierre
At the start of battle, all units positioned randomly.

If you think about it, it doesn't look bad especially if you use magic units since your units can attack from any position. This can be chaotic because some abilities like Flank may not work if they never stayed in the front. The target for the Sneak may also change unless you have a Taunt unit. A lot of factors are tied in to position so making that random at the battle is just pure chaos.
Modifier 4: Feel No Pain
If the unit has at least 3 armor, they take no damage to their health except for Fatigue.

This one is a tricky modifier to play in. If you used a full magic team without thinking, then pray that you can defeat them in the fatigue after round 20. This also saves your team against poison and other abilities that deal damage to health. Protect, which gives your team +2 armor, can be strong depending on the units. On the other hand, abilities like Corrosive Ward can shine as it permanently remove other's armor. Rust can also be a good ability to have and make your life a lot easier.
Posted Using INLEO


