๐Ÿง™ Conclave Arcana Conflicts: Prepare for Battle!

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(Edited)

๐Ÿง™ Conclave Arcana Conflicts: Prepare for Battle!

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The battle lines are being drawn once again. Welcome to the first-ever Conclave Arcana Conflict (CA Conflict) โ€” a 30-day event where players can stake cards and packs, earn points, and receive exclusive airdropped rewards!

If you're familiar with Rebellion Conflicts, you'll feel right at home โ€” but with new mechanics, card types, and strategic depth, this is a fresh battlefield.


โš”๏ธ How CA Conflicts Work

Stake your cards and packs to Battle Wagons over a 30-day period.
Earn points based on what you stake.
At the end, receive airdrop rewards based on your total points.
A brand new Conclave Arcana card(s) will be airdropped to participants!


๐Ÿ›ก๏ธ Battle Wagons: The Front Line of War

All Mage Wagons, both existing and newly crafted, are eligible
Each wagon can carry:
Up to 5 cards
Up to 100 packs (Any Rebellion or CA Pack)

๐Ÿงฎ Points Breakdown

  • CA Cards = Full collection power in points
  • Rebellion Cards = Half collection power in points
  • Packs:

-Rebellion: 50 points
-CA Standard: 100 points
-CA Alchemy: 300 points
-CA Legendary: 600 points


๐Ÿ› ๏ธ Wagon Crafting & Repairs

Want more wagons? Youโ€™ve got two options:

1. Craft a Wagon Kit in the Artisan Quarter

  • 40,000 Wood
  • 10,000 Stone
  • 4,000 Iron
  • 2,500 Aura

These kits will be tradeable and sellable on the non-card market.

2. Buy with DEC or Credits

Purchases work just like older editions: the system uses DEC behind the scenes to acquire a Wagon Kit from the market.

โš ๏ธ Repairs

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Each time you receive an airdropped card, one of your wagons is damaged and must be repaired (same resource cost) before it can be used again.
One wagon will become damaged for each airdropped card you receive, whether or not you used the wagon for this conflict. For example, if you have 100 wagons, 30 filled with cards accumulating points, and earn 40 cards as airdrops, you will have 40 of your 100 wagons damaged.


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๐ŸŽ Rewards System

  • Every 100,000 points earns you 1 entry toward the Conflict airdrop.
  • Each entry has a 0.125% chance to receive the Conflict card.
  • A guaranteed drop is awarded after 800 entries.
  • For every 25 cards received in one Conflict, you are guaranteed 1 Gold Foil version.
  • If you use alchemy potions to boost all of your chances it will be reduced to:
    For every 13 cards received in one Conflict, you are guaranteed 1 Gold Foil version.

๐Ÿ’ซ Boost Your Chances with Potions
When claiming rewards, you can use potions to increase foil odds:

Potion TypeBoostCost Per Card
AlchemyGold Foil chance 4% โ†’ 8%50 potions
MidnightBlack Foil chance 0.1% โ†’ 0.2%50 potions

๐ŸŽ‰ Jackpot Additions

At the end of each Conflict:
1 Black Foil Arcane and 5 Gold Foil Arcane cards will be added to the Conclave Arcana Jackpot prizes, which means they will be discoverable through in-game pack purchases.


๐Ÿ” Preparation Phase

In between each conflict, we have added a preparation phase to give players time to repair/adjust their wagons before the next conflict starts.


๐Ÿ“Š First Conflict Numbers

Hereโ€™s the full breakdown for the first Conflict:

ItemValue
Base Gold Foil Chance4.00%
Boosted Gold Foil Chance8.00%
Alchemy Potions Per Chance50
Base Black Foil Chance0.10%
Boosted Black Foil Chance0.20%
Midnight Potions Per Chance50
Points Per Entry100,000
Airdrop Chance Per Entry0.125%
Entries for Guaranteed Airdrop800
Airdrops for Guaranteed Gold Foil25

๐Ÿš€ Ready to Rumble?

Gather your gear, rally your allies, and stake your claim in the legendary chronicles of Arcana.
The Conclave Arcana Conflicts have begun โ€” and only the bold will rise to glory.
๐Ÿ•› Points start accumulating on July 16, 2025, at 12 PM EST / 4 PM UTC.



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24 comments
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(Edited)

Each time you receive an airdropped card, one of your wagons is damaged and must be repaired (same resource cost) before it can be used again.
One wagon will become damaged for each airdropped card you receive, whether or not you used the wagon for this conflict. For example, if you have 100 wagons, 30 filled with cards accumulating points, and earn 40 cards as airdrops, you will have 40 of your 100 wagons damaged.

Can you confirm: if someone has only 30 wagons and their contribution points would have earned 40 cards, does the system only give 30 cards since it can only damage 30 wagons?

I think we want to avoid min-max scenarios where traders wagons are intentionally multi accounting their wagons to avoid wagon damage costs

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Hey Oaaguy,see the clip below from @beelzael. It goes by account, you will get all the drops you earned in each account, whether or not you have the wagons for them. The damage is done to the wagons you own.

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A guaranteed drop is awarded after 800 entries.

How will this change with the following airdrop cards? Last time this number went up with each new conflict.

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We don't know yet, we want to see how many more packs are opened and how many legends are being printed at that time. It should be similar though, since a lot of packs have been opened relative to the daily rate being purchased. To be safe we will probably wait a bit to get that data first.

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Not a good look honestly. Before Rebellion, airdrops used to be based on packs purchased, which was bad because people could sell them and still get airdrops while players who purchased cards couldn't get any.

The Wagons system is better. However, it didn't need to be a tax. In Rebellion it started as a one time tax with the upside of allowing us to use vouchers to purchase with a discount. It was still unnecessary but ok. However, it became much worse now. Wagons need to get repaired and they made it so that they will cost between $4 and $5. That's an insane tax. Repairing is the same as building a new wagon so yeah that doesn't matter. Wagons should have always had a symbolic cost of 1 DEC that would get burned.

On top of that, we went from 200 points in the first Rebellion airdrops to 800 points. That's 4x, which is insane.

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Land owners have been clamoring for things to buy from their land for years, so basically any time new items need to be crafted, SPL will look to get land involved. So it is...

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Yes but also this was never what land was for.

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Fully agree. I'm not much of a land guy at all. I prefer the strategy of battle and the journey of collecting!

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On the 200 points to the 800 points, that is due to the increase in CP. Nothing else changed. The process is the same in trying to match what is currently outstanding in the market, but what changed was the amount of CP. This is due to the BFs and also due to the inclusion of Rebellion, both added a lot of CP to the set.

Its still distributed as a % of your total relative to everyone else, so everyone received the same cut in the number of cards they get for the CP they have. I know it feels to some people like someone is getting something at their expense, that's simply not too. All players' CP is counted the same and all players only get their CP by buying cards or pulling cards from packs.

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But the CP didn't increase 4x and Rebellion is only value at half. Also, due to the crazy high costs of wagons, including them getting destroyed, it becomes too expensive to include some cards. There's no reason to pay about $5 to include 5 Rebellion maxed commons or rares, and even CA is not really worth it. In the end, the amount of CP that will go unused is insane.

Furthermore, available CP is not the only relevant aspect. People bought more of CA than Rebellion so the number of cards should be increased. It doesn't make sense to remain the same.

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Are you sure about 4% base chance for GF Cards and 8% for boosted? This leeds to a distribution of 1 maxed GF every 4 maxed RF.
Is there also a guaranteed GF of Airdrops amount when using Alchemy potions? 12.5?

I listend to the Town Hall and you said that you want to be free to adjust the Entries for Guaranteed Airdrop. I fully understand the good intention behind. But on the other side, players want to plan their conflicts and want to be prepaid. The biggest problem Dave mentioned would be, if there are way less than 3000 Airdrop Cards, because a lot players could let their BF cards work on land insteed of participate on conflicts. So it is more a problem to the downside.
Here a suggestion. Why not making a pool of 3,000 Cards? If at the end of the conflict there are less than 3000 guaranteed Airdrops, the chance to get a Card will be increased from 0.125% to a value that fits to the 3,000 cards? e.g.: only 2,000 garanteed airdrop cards: the chance increases to 1.875%.
If we are short on conflict contribution, the higher chances give players an incentive to use their land workers or buy more cards -> win-win
If there are way more than 3,000 airdrops, its a sign that there is a big participation in Conflicts. If you say someone who ownes 111,111 CP has deserved one CC of all airdrop cards, the 800 could be flat until the end. At the current prices this is at least 550$ with the cheapest off-meta cards. That gives planning security. -> win-win.
What do you think about fixed pool + adjustable chance and 800 entries flat over the whole conflict season?

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One additional thought:
In the next months you are aiming for a lot of new player. They are the customers to buy CA Packs and cards. Since they miss the first conflicts, their "cashback" will be lower with every conflict they missed. By taking the threshould higher every conflict this could disincentivize new players.
Even if it might be a bargain to older players with 800 Entries, the perspective of new players (4x-5x Dave said at the TH as his aim) should be consididert the highest when it comes to the base products, the CA packs and cards.

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I agree that aiming for the new player is definitely our major push. Not too many new players could participate in that process though, considering there are so few cards to give out. Of course there might be a few new players that want to jump in, but our ability to attract and retain new people is based on dynamics other than conflicts. Remember there are only 3000 cards and if even if every new player got one, that is still only 3000 players. My goal is many times that number.

I like how you think though Markus! Both points are great and well thought out! :)

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The fixed pool option was considered and in the end it was decided to go with the way we did last time with Rebellion. There are pros and cons to both ways, but you are right that is a very valid way to do things.

Also, the GF odds you stated are right. You did a great job on the math and the implications. We were trying to do our best to create conditions that mirrored current distribution.

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Dunno, I just feel bad that my CP is not quite enough to pull a maxed card so I will have to pay at least twice as much money after each airdrop than what I paid for RB cause then I also usually pulled about 6-7 cards per airdrop and immediately bought the rest of the copies. Now I have a lot more CP but still enough for 8.5 cards (for the first one) but now in addition to having to buy 3 more cards at a price probably higher than $20 per bcx (considering the additional wagon cost), I will also have to pay $40 to "repair" the wagons. So... yeah, I kinda feel more punished than rewarded. I don't get why "repairing" costs as much as brand new wagon. Might as well call it - destroyed... :D

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I know you are disappointed Ghost, and I will take the blame for not doing a better job on communication on how conflicts work and how the decisions are made. I will do a better job in the future at explaining so that expectations are inline with the process.

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I know there has to be a balancing with the introduction of black foil and arcane cards, but since I wasn't lucky enough to pull one of those the high chance requirements to get a card just feels like it's punishment to players with smaller collections like me. Yet another shift in the game that makes things further out of reach for players with smaller collections...
I'm not sure what the answer is, but it's disappointing to see this trend continuing.

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I understand DrStealth.. I have heard your sentiment and just wanted to acknowledge it. I think the reason people feel like things are a "shift" in the game is because the expectations were off. I didn't realize that was the case, so I will do a better job in the future.

The cards given out in each airdrop will be roughly the same as the total cards issued at the point (Note: its an estimation, not a perfect science). So with roughly 3000 cards, it simply works out to about 1 on average for each 111k in CP. Some will get lucky and beat those odds, so of course there will be more given out as well. But for the guarantee, it is important not to overprint the cards.

The process didn't change, but you are right with the BF cards and the addition of the Rebellion set, it certainly upped the CP a lot and thus it seems like a "shift". In reality the process of how to distribute the airdrops stayed the same, but the amount of CP increased.

Regarding the "punishment" comment, just realize that the team is still making these for the community that bought and opened the packs. We are not trying to punish anyone and we are not selling these at all, or use them in a way that would hurt or benefit anyone directly.

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Would love to see guarantees for BF too, no matter how absurdly large they may be!

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I didn't really participate in the last airdrops because I was opposed to the wagon idea. Now the wagon idea is even worse. I'll probably put a few cards on in the beginning until the wagons I have are destroyed (if I'm lucky, I guess) and then give up on it again.

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