One of the reasons that so many players are battling their hearts out daily in Splinterlands is for the incredible rewards. These rewards come in multiple forms, including Daily Quest rewards, Season rewards, Tournament winnings and League Leaderboard rewards. All that must be done by new players in order to unlock the ability to earn all these and more is to upgrade their accounts by purchasing the one-time upgrade of the Summoner's Spellbook for $10.
Daily Quest and Season rewards are distributed via Loot Chests. Depending on a player's League of play, different numbers of Loot Chests are awarded for completion of Daily Quests, and at the end of each Season of ranked play. Several different things can be found in these chests, including rarity enhancing Potions, Dark Energy Crystals, and most importantly... Reward Edition Cards.
Reward Edition Cards
This post is about the Reward cards, one of my favorite aspects of Splinterlands and one that keeps players coming back each day. For many players who do not purchase Booster Packs regularly, Reward cards are the main way that they are able to enhance their collections. Many of the Reward cards have become regarded as essential pieces to a winning Splinterlands deck, and many players have relied upon them to become consistent winners of various levels of play.
The Sea Monster and the Goblin Mech are two "out-of-print" Reward cards that have grown incredibly popular, especially following their print runs.
Each Reward card, like cards from Booster Packs, have total supply caps, to which many players refer as "print runs." Once the supply cap of a given Reward card has been reached, that card is no longer discovered in Loot Chests. This supply is of course based on rarity and foil. Once the print of a card has run out, it will only be available on the secondary market. Considering that the only way to level up Splinterlands cards is to combine them, the circulating supply of Reward cards starts decreasing immediately following their print runs. The circulating supply of each Reward card continues to decrease as time goes on, especially if that card was a highly used one.
Several cards from the Reward edition have recently reached the limit of their print runs and can now only be found through the secondary markets. The four most recent to leave the Loot Chests were Screeching Vulture, Gelatinous Cube, Baby Unicorn and Ettin Spearman. If you pay close attention to the supplies of any of these cards, you'll begin to notice the dwindling supply quite quickly, especially for the cards that are play with more often. For a handy reference of all Reward cards and the live progress of their print runs, check out THIS TOOL, created by a helpful community member, @KioKizz.
With the total number of different Reward cards being distributed through Loot Chests dropping gradually, it is time to release new cards for player Rewards. The eagerly anticipated announcement was made earlier today that ten new Reward cards will soon be released to fill the void left by these monsters. Some of them have new abilities, and all of them have stories to tell. They cannot wait to join your team, as I'm sure you cannot wait to add them all to your collection as rewards for your diligent and brave Splinterlands battling.
The New Cards
These cards will be available in all Loot Chests beginning on January 21st, so be ready!
Sharks are incredibly resilient in the wild of the Outer Ocean. Because of how recklessly and indiscriminately they throw themselves at prey, they are often marred and damaged by those they attack, who possess unseen (and often horrific) defenses. One of these creatures of prey that sharks continue to foolishly attack in the wild is called the edgefish, whose scales are sharp like blades of steel. Another is the genus Coelomomyces, a group of aquatic fungi creatures that when attacked, lay spores inside the brains of larger fish. Several weeks after the spores are laid, small, treelike fungus begins to grow from the sharks’ heads. This causes the sharks to completely lose control of themselves and fall into a perpetual blinding agony of rage. This is how the monsters known as Demented Sharks are born, and when they find their way into the inner sea of ΛZMΛRÉ, no Mer is safe.
The mysterious clan who call themselves Axemasters are perhaps the most peculiar group of people in the whole of ΛZMΛRÉ. They live under the moist ground in cave dwellings in the eastern thickets of the great Jungle, somewhere between the Palace of Eld and the treacherous tree known as Sligbough Oak. For many generations, they have protected the treasures of Eld from intruders, raiders, and even pirates who are unfamiliar with the legends of the curse. Some scholars claim that the Axemasters consider themselves the stewards and true owners of the treasures of Eld, but if you could get close enough to an Axemaster, they would tell you that they are merely protecting the people who would be foolish enough to touch the cursed treasure.
Genetically, Axemasters are a hybrid race called Meru that was created by merging Human and Mer (with a touch of Chaos magic) into amphibious creatures. Mer stories say that these demon offspring were ousted from Poseidar long ago, that they were not welcome anywhere under the water. As a result, they found the surface and made a home for their clan on the shores. In the years since, the clan has continued to migrate further and further from the water, where their Mer enemies are plentiful.
On the darkest nights in Mortis, the great Nightmare herd can be seen from a hundred miles away, lighting up the Death Splinter’s hazy sky as they burn for evermore. Their story is one of anguish and endless suffering, but also of hope and salvation. A Death sorcerer named Foglip Kraven who has long since passed to the Dark Eternity is the one who first discovered that living animals can be enlisted to the Death Splinter. Before his passing nearly 500 years ago, Kraven was responsible for the saving of the herd, one of the only heroic acts in all Dark Eternal history.
The 200 year period known as the Peaceful Crusades was not always peaceful. In fact, many of the bloodiest battles ever fought in the Splinterlands were fought during this time, as the Lord of Darkness tried desperately to bring great numbers of the living into the dark. One such battle in 275 A.S. has been remembered as the Battle for Lyveria’s soul. In this battle, the walls of Lyveria were almost brought to rubble, but the Dark Lord’s forces were ultimately held back until they retreated. The weapons Lyveria employed were especially savage; they catapulted huge masses of fuel and tar, which exploded in flame wherever they landed. Tragically, a herd of wild horses was caught on the hillside in the all-devouring flames. They did not die immediately but stampeded off toward the mountains, screaming in pain and flaming rage.
The herd was intercepted by Foglip Kraven himself who swooped in on the back of his mighty battle drake. Moved by the suffering of the herd and not willing to let their souls perish without dark salvation, Foglip used the greatest of his dark magic power to enlist the soul of each and every horse in the herd. Then one by one, they fell dead to the ground. Moments later in faraway Mortis, a herd of flaming horses emerged kicking and neighing from the Tarpits of Creation. Since the birth of the Nightmares, their run across the Wastes of Mortis has never ceased.
The Dark Ferrymen of Mortis are well-known throughout the Splinterlands, for they carry on their ferries not only Dark Eternals, but the living as well. Ships are not able to approach the rocky shores of Mortis except at the port of Galzur, so ferries must take all passengers from boat to shore, even those of the living who simply wish to visit Beluroc. Those who have made the trip many times always advise first-time travelers to not look into the soothing and hypnotic eyes of the Ferrymen. It is tempting to do so, and great secrets can be learned, but in this case, there is a fine line between knowledge and madness. It is also known that the Ferrymen do not answer to the Lord of Darkness, and that they have powerful and strange skills of combat that are put to excellent use when they are summoned to tournament battle.
Chain Spinners of the Order never show their faces. They were only recently released from Cloudgard Castle, where they were specially trained to hunt down and bring to justice all members of the rebellious sect known as Peacebringers. Their chains, which were ordained as a sacred weapon by the words of a High Priest’s recent vision, represent the wrath of Khymia when her people have failed her for too long. They are currently marching through the Khymerian villages searching everywhere and paying little regard to those who have lived there peacefully for generations. Peacebringer propaganda can already be found blowing in the wind that paints these enforcers not as Khymian or Human, but as heartless creatures of evil Dragon crafting.
Only the most advanced Priests of the Silver Shield have earned the power to commune with the goddess Khymia in her great Temple in the clouds. They are never the strongest among Khymian warriors, nor do they carry the greatest magical powers, but their visions and messages from the goddess determine the direction of an entire people, and sometimes the fate of the whole Splinterlands. The Priests’ communions with Khymia take place through complex rituals of astral travel, and some of these Priests are able to relocate their physical bodies anywhere in the Splinterlands in a form of teleportation. High Temple Priests do not fight, but because essence combat is not forbidden by Khymia’s doctrines, many of them allow themselves to be summoned to tournament battle.
The Minotaurs of Charlok are friends of the Exploding Dwarves of the Burning Lands. Although Minotaurs and Dwarves come from very different genetic backgrounds, both Charlok races emerged from the wreckage following the underground fall of Prujic, the Dwarven city of greed. These Minotaurs of flame hail from the same molten origins of the deep as the Exploding Dwarves, which Ferexia scholars have recently named Charlok. It was so named because only creatures of pure fire could have survived in the superheated furnace of the Planet. Since Prujic’s fall, Dwarves and Minotaurs alike have continually emerged and found their way to the surface, where the greater levels of oxygen have only made their flames and powers grow. In the shadow of the highest Molten Mountain, they have built together the emblazoned camp, where the two races are seeming to consolidate their power in the Splinterlands. The Charlok Minotaurs can also be summoned to tournament battle, where they are happy to demonstrate their thirst for fiery destruction.
Efreet Elders carry a vast array of mystical secrets and spells that were gifted to them in ancient times by Mishna, Mitreyya’s steward who resides in the Burning Lands deep. The most impressive of these is called the envelation of flame. With this spell, which is simple for the Elders but endlessly complex for anyone who does not know the secrets, the castor is entirely enveloped in fire for a short time. This spell is strikingly similar to the natural skills of famed summoner Malric Inferno, who can convert any part of his body to fire, bringing out the part of him that summons with ease the most powerful monsters of flame.
While the Efreet Elders’ council is often sought by those wishing to learn some secrets of their sorcery, the secrets are only shared with the worthy and the old. It is becoming exceedingly rare to find anyone among the Efreet clans that possess both of these qualities.
Goblin contraptions almost always consist of gears, belts, oil and steam. This is why the infamous Goblin inventor called Protax Funklyborg took to a hideout in the foothills of the Seed Mountains to develop his strange monstrosities that have become known as Harvesters. Little is known about how the mad scientist was able to create machines that look and behave like monsters with no upkeep required. What is known is that Protax makes frequent treks beyond the Great Pit, to the Swamps of the Living Moss. If you asked the Swamp Thing the true purpose of the Harvesters, he would eye you with suspicious worry, then perhaps simply kill you for asking too many questions.
Several dozen Harvesters have already been created, and most of them are currently wandering about the Giant Grasslands of Primordia. What are they harvesting? Perhaps the Splinterlands will never know, but they can be summoned to tournament battle, where they present a formidable attack and defense.
Those are all ten of the new Reward cards, coming out on the 21st of January to join you in battle. Be sure to collect as many as you can, because like all Reward edition cards, they won't last long. You may have noticed some new abilities in the above images. Very astute observation! You'll find a few words about each of these new abilities in THIS POST from the Splinterlands HIVE blog.
The Splinterlands community is abuzz with excitement as old Reward cards retire and new ones prepare to take their places. Releases of new cards are times in which the Splinterlands community can come together in celebration of not only where we are headed, but how far we have come! Rejoice, Splinterlanders, for the best times are still ahead of us!