The end of the last Splinterlands season was packed with new developments, including plenty of Glint rewards from the End of Season (EOS) and the survival mode event designed to test the bracket system. The total haul exceeded 350,000 Glint, and the action isn't over yet; the Ascension Tournament is coming up, offering a minimum prize of around 30,000 Glint, with the top spot potentially earning up to 300,000.
Having such a large amount of Glint brings up the question of how best to spend it. I’ve noticed that players who amass huge quantities often hoard millions of this in-game token; however, for intermediate players with decks still under development, the key is to focus on the "Draws," which offer the best card return in the Glint Shop.
The logic is simple: as you improve your deck—regardless of whether your initial choices were perfect—you will eventually climb the rankings. Since matches involve specific rules, mana caps, and elemental limitations, having a wider range of options is a major advantage. You might look at certain cards initially and think they lack utility, but as you gain a deeper understanding of the game, you start identifying the exact situations where they would be the perfect fit.
That’s why I decided to spend my Glint on Draws. There were so many upgrades that I haven't been able to cover them all yet. I’ve already discussed the three new Legendary cards and some Common card upgrades—though Commons are becoming less of a priority since they appear so frequently in rank-up chests and Glint Shop chests. That leaves the various Rare cards I leveled up and the Epic cards that also saw improvements.
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Splinterlands EOS & Survival - Remaining Upgrades
After collecting Glint from the End of Season (EOS) rewards, an event, or a tournament, the first step is to analyze your deck to help decide how to allocate your resources. Using one of the reward payouts, my first choice was to get some Rare Draws to upgrade three cards that were close to leveling up; this allowed me to upgrade the Anchor-Hex Adept, the Mindless Thrall, and the Dragonfang Lancer.
Interestingly, upon leveling up, all these cards gained extra defensive stats. For the Anchor-Hex Adept and the Mindless Thrall, reaching level 5 granted them +1 HP, bringing both to a total of 6 health. As for the Dragonfang Lancer, the improvement was to its armor, increasing from 3 to 4.
Next, aiming to improve higher-rarity cards and level up Joraki Venshiro—which needed just one more BCX for the Regular Foil version—I decided to get three Epic Draws. Luckily, those three packs yielded two Joraki Venshiro cards and one Wailsworn Specter.
Upon reaching level 2, Joraki gained a very strong ability: Blind, which gives melee and ranged attacks a 15% chance to miss. At the next level, with Pierce and damage increased to 4, your attack will deal massive damage. Now that I have a Gold Foil Joraki, I can sell it and buy other cards to improve my win rate.
As for the Wailsworn Specter, it’s interesting that it’s now the only Epic card not yet at level 2; I’m missing just one more BCX. However, leveling it up from here will require more than double the amount of cards I’ve collected so far.
Regarding the second reward—aside from the Legendaries I already mentioned—I used my Glint on Rare Draws again because I needed just 1 BCX for the Careless Badger and 4 BCX for the Pixie-Knife to level up and gain better stats. That’s why I bought 40 Rare Draws in one go, to secure the missing copies.
Somehow, even after opening a good number of Rare Draws, I was still 1 BCX short of leveling up the Pixie-Knife. This prompted me to grab the remaining 30 Rare Draws from the first batch. Now, I have several Rare cards that are 4 to 6 BCX away from leveling up. But picking up extra Rare cards isn't a problem; one reason to focus on upgrading them is that Rare cards are among the best and most frequently used cards in matches.
These upgrades weren't all that amazing, since the Pixie-Knife Hurler only gained 1 shield; however, at the next level, it will gain the Enfeeble ability, which reduces melee attack by 1. As for the Careless Badger, it gained +1 HP—which actually makes a bit of a difference, given it only had 1 HP to start with—but it won't truly see use until it reaches level 8 and gains the Scavenger ability.