
Rulesets I Don't Like To See In Survival

Hello there! **@saydie** here, playing **Splinterlands** everyday!

As much as I complain about my experience when playing Survival Mode, I do not hate the mode. Instead, these complaints come from someone who wants the mode to succeed, so I talk about the things that I believe were holding back Survival Mode from becoming a good alternative to playing Modern, Wild, or even Frontier Mode. Even though it's not really a game format made for me, as I do not have a huge collection of cards.
Anyway, today's post will be about the rulesets that, for various reasons, I do not like to encounter when playing survival mode.

Rulesets I don't Like To See In Survival

One of the things that brings depth to the strategic gameplay of Splinterlands are its modifiers. They are a set of rules that change the winning condition of every battle. Sometimes, it will bring bonuses that could strengthen both teams, while on other occasions, it will bring debilitations that will weaken both of them. Under certain situations, it will even restrict what type of cards each player can use and will even disable some or all of the cards' abilities. So it is not an exaggeration to say that modifiers are sometimes something that a player should be more cautious of, rather than the opponent they were facing.
This is why they have much more impact in Survival, where defeated cards become unusable for a certain time. And among those rulesets, the following are the ones that I do not like to see during my Survival match.

Units lose all abilities.
The reason that I do not like encountering this ruleset is that it disables all of the abilities that a unit originally had, which in turn has caused it to be mostly a battle of attrition between teams, where the usual strategy is to select the beefiest cards with the fastest speed and the highest attack, much better if it was a magic unit, so it can attack even at the first position and hope that they would last enough for you to win the battle. But because it was a battle of raw stats, without any abilities, it will always be guaranteed that a card will be defeated, even for the winning side, and those defeated cards may have played a more significant role in the future matches, not only because of its stats, but more on its abilities and the synergies it can have with other cards.

All units have Reckless.
Reckless - Each successful attack also deals 1 damage to adjacent allied units.
On the other hand, I do not like to see Collateral Damage in my battle because it unnecessarily inflicts damage on my cards when they inflict damage on the opponent units, whether it's only in their armor or directly to their health, and sometimes that could even lead to the defeat of my own units and put them into cooldown. There are some cards that could benefit from it, like the cards with Painforge, since they gain additional stats, but at the same time, that also doubles the risk of them getting defeated.
You can say that rulesets like Earthquake and Noxious Fumes do also inflict damage to cards, but there are ways to prevent or mitigate them, like using Flying units or using units with Shield during Earthquake, and there were even more options with Noxious Fumes like using cards with Immunity, Heal, Clease, Life Leech, and so on.

Units start the battle in a random order.
Whereas, among all the rulesets, the one that I do not like to see the most was Pandemonium, not only when playing Survival, but even when playing Modern, since it randomizes the position of the cards. This means that the melee unit that you choose to be your main tank could be placed at the very back of your lineup, while your strongest range unit can be placed at the very front position, making them both unable to attack, and that could easily lead your team to lose the match, even when you can originally overwhelm your opponent if your team was positioned as you wished it to be. Aside from that, you also can't properly place tactics on your card during Pandemonium, even though you visually designate them on cards. This is because tactics are really placed not on the cards but on the card slots.
With the previous two rulesets, there are some ways to turn the situation in your favor. Like using Yodin Zaku to give your units Blast during Back To Basics or having units with Martyr and Bloodline Tribute during Collateral Damage. But with Pandemonium, any semblance of having a proper strategy is lost.

Closing
And those were my least favorite rulesets to encounter when playing Survival Mode. I do not think that those rulesets really add up anything to make the mode more fun, but rather make it more frustrating, especially when you encounter liquidity bots, which have an infinite amount of cards to play, while you inevitably lose key cards just because you face them with those rulesets active.
Thank you, and see you on the next post!

Splinterlands Free Assets


Previous Post
@saydie/abilities-that-were-no-longer-used-in-modern-format" target="_blank" rel="noopener noreferrer">![]() |
@saydie/escalation-water-units" target="_blank" rel="noopener noreferrer">![]() |
@saydie/eggcelerating-survival-match" target="_blank" rel="noopener noreferrer">![]() |
All the image that I edited here belongs to Splinterlands.
If you find the game through my post and register through my Referral Link, just comment on any of my posts and I will provide you with some cards and SPS delegations to help you get started to the game.
Thank you for reading my post. If you're interested in playing Splinterlands, you can join by clicking the images below and following me on Twitter and 3Speak for timely Splinterlands updates.
| Game | 3Speak | |
|---|---|---|
![]() |
![]() |
![]() |

Estimated Payout
$3.88
Discussion
No comments yet. Be the first!





