You can make your cards!
Your Own Cards!
From the days I started played trading card game, I always wish I can create my own cards. I wanted my cards will be unique, and it can't be obtained from store. When Splinterlands announced land in 2020, there was a vision of items and spells to be created on land, and then one can produce their own cards. This concept in revolutionary in TCG, as centralized TCG companies like MTG or Pokemon never wanted control of their own assets to players. Splinterlands was and continue to be different. It has always allowed significant control by players, especially in the governance.
Yet, 5 years later and counting, that initial promise remain elusive. Based on the current land whitepaper flowchart, most players believe, this workflow is multiple years away. So we always wondered and pushed for utility that can shortcut this long development process and bring something tangible to players. We have them! Here are the first concept of the land cards. Not quite unique yet, but we have to start somewhere.
@cryptomancer revealed the following during an update.
Began work on what I'm calling the Land card abilities project. This will be the next "big thing" with Land. Full details to come later, but for now the high level overview is this will initially be a new set of 4 special craftable cards (one of each rarity) that are only useable on Land and Mage Wagons. These cards will not have traditional gameplay stats or abilities (so they will not be playable in battles). Instead, they will have new Land specific abilities that will benefit your plots. Like regular cards, the abilities will change and become more impactful as you level the card up.
So these are exclusive Land cards and can't be played in battles. My personal speculation is this is about 2 months away. We will see if that works or not in terms of time line.
Why do we need land cards?
Land is considered a sink for overprinted and old cards. So there can be a concern that any new exclusive land only card will be less optimal. However, this concern in unfounded. Let me explain in a few bullets. All plots will be from this page https://next-land.spl-stats.com/.
- Under-utilization of land: We started collecting data from land utilization thanks to @beaker007 from March this year. The plot below shows, although this year we have done a lot of development geared towards land, the utilization remained pegged between 31% - 32%. This is an extremely narrow range for the last 4 months, with a lot of development and new products.
No Card Liquidity: Card liquidity for older cards have dried up completely. That is usually good for price but only to certain extent. People wont buy a $100 card, that doesn't give substantial return on land resources. There is a PP limit, beyond which, buying cards at higher prices are not profitable and therefore sales volume dries up.
Low resource prices: We always use the Grain factor plot to look at resource prices. Prices of land resources like Wood, Stone and Iron struggled to stay above fair value for majority of the time. This is simply because, there aren't enough utility for them. We have created new utility like Aura and uses like midnight potion and wagons. However, both of those products remained time bound, meaning, you only need them for a small period of time.
- Oversupply: We have a massive stash of Grain in Praetoria (10.15B), and not enough uses for it. We are running a 14M grain deficit every day, but at this rate, it will take 725 days or about 2 years to burn through that grain. Obviously that is not acceptable. We must increase utility which required grain consumption, and only then the demand will increase, supply will decrease and price will rally.
- Not enough utility for Wood-Stone-Iron: At least the grain consumption is higher than production so we are running a deficit, which is good. However, the other resources are continuously getting added to the stockpile.
Take wood for example, We are currently producing 5M wood as a surplus, and the rate is increasing.
We are quite a ways away from below 1M net surplus a day during the height of aura production during mid-May. To do a proper price spike, I think we need to make all these daily resources as a deficit.
How do Land Cards Help?
Well if they require Aura to construct, and they are desirable, they will consume all resources. It is as simple as that. If we make them desirable enough and that desire becomes a need, then people will be happy to produce them. That will help create an uptick in resource prices, and an uptick in land utilization. More land utilization will help with the flywheel and that is great for the economy.
Land completes the entire Splinterlands Economy.
It can be incorporated and utilised by every other part of Splinterlands.
I love that we can get to a stage where we have our Guild Buildings upon Praetoria locations and all Game Assets are generated, produced and woven.
The Supply and Demand for Resources, Items and Spells, even Cards and Packs, will be determined by the very Players themselves!
Yes! That's my dream!
Interesting, my first thinking was with land cards boosting grain, we would have even more grain, but there's more to it!
Yes, but to create that card we will consume 10X grain.
The other end of the resource sink see-saw that card production may create is, the boosts to resource production they provide. As the card will presumably have an "infinite" lifespan, at some point the resource cost will be recouped and they will contribute to production inflation, thus exacerbating the issue eventually.
The benefit will be that, depending on the "payback time" we will buy ourselves a window of time to weave in additional sinks for resources while these cards work off their resource debt.
Another angle is that each card will not boost all resources, so some resources will remain locked up in the card production. Then again, I am going to presume that eventually we have a full suite of land cards that boost all resources, so that will in time bring us back to resource production inflation. Again it will give breathing room.
I fully accept that this is step 1, and I'm happy to see it taken.
Final aspect, all these workers will need grain, so there is a universal sink there, and I'm guessing only one of the "set" will boost grain production.
All in all I like the idea, but like all things in an interwoven economy, it's a game of 4-D chess. This is always a headache for devs and only becomes more so as the economy elaborates and proliferates, resulting in the likelihood of unforeseen consequences popping up several orders removed from the original tweak. We saw this repeatedly in WoW with patches and expansions throwing unpredictable spanners in the supply/demand economy in an increasing and interdependent ecosystem.
But hey!, isn't that the fun, isn't that the game here, get your thinking cap on and immerse yourself in the beautiful ecosystem that is evolving before our eyes.
Can't wait..want more!!!
I agree. We want more utilization of land. However, at also means more production. To balance that we need more resource sinks. In fact we need more sinks to begin with because we have a lot of surplus.
It's a delicate economy and a balance is critical.
One of my favorite stats is the active land percentage—and you're right, it's currently very narrow. We’re seeing a bit of an incline now, but nothing too significant yet.
Also, just a note for others: with Aura, there's currently no consumption data available. That means it always appears to be in surplus, even though it is being consumed. It's just not possible (yet) to determine exactly how much.
I’ve been thinking about ways to show that more accurately. One idea is to estimate consumption by comparing previous day's supply with the current day's—basically:
Estimated Consumption = (Yesterday’s Total + Production) - Today’s Total
But that would always be a day behind. Still, might be better than showing nothing at all!
Yes, and after all the updates this year it's amazing that utilization stayed flat. I know I have brought in 300 plots online this year, so someone out there must have taken similar number of plots offline.
We can try that method for Aura. Yes it's not perfect but it's something. I don't think aura is getting consumed a lot. There isn't enough demand for midnight potions or wagons. Not yet anyways.
This is the kind of innovation we’ve been waiting for, Land cards might finally be the missing link between unused resources and real gameplay value.
Where in Praetoria are you at?
I am following and interested in the matter and gathering experience. I have not started yet due to my lack of experience, but I am looking forward to it.
This is exciting! I'm wondering how much PP will these have, though.
Conclave Arcana border, so do these cards follow the same PP multiplier which is 0.5x?
Don’t know obviously. I think team is going to work it out.
i wanna make a card with the art in which, @galenkp sucking your tiny cock
aah oooh aah aah... hahahahahah
Ahah that was funny. Looks like azirCON makes a lot of enemies.
olaf sir,
azirCONDOM deserve it because he is supporting evil act. And poking his nose unnecessarily.
I know! I used to post on hive everyday, contributing to Splinterlands with great posts that many loved. Apparently the self entitled ambassador, azirCONDOM (love that new name for him), doesn't like my posts and now I can't get rewards anymore. He's done this to many people. And it all comes from people not sucking up to him on the Splinterlands discord and disagreeing with him even if people are not rude.
That bald ugly man (azirCONDOM) 🤢 thinks that he so cool so smart. But in reality, he is a joker.
The lamp flutters a lot before it goes out.