Seeking the Missing Pieces
Frontier Files: Dispatch #4 Seeking the Missing Pieces
To: The Family
From: Jolius Blast
Location: The Frontier-Werting center
Subject: Meta search

Hey fam, hope all is well!
Wow, it's been almost an entire month here at the frontier! Everything is moving so fast—I barely know what to stop and focus on first.
While missing you guys is an everyday challenge, the business I have to attend to over here keeps me fully occupied. Honestly, if it wasn't for all this busywork, I'd probably be heading back home already. But I can see a clear path now, and there is a specific task that needs to be addressed—and I'm the one who has to do it.
Well, let me get to work. I have some scouting to do today. I'd like to recruit some extra help out here, though I'm still figuring out exactly who we need on the squad. Stand by on that one.

Calling the Vanguard: What Does Frontier Mode Need Next?
I see everybody's having an absolute blast in Frontier Mode so far. I'm still getting adjusted to it myself! There are definitely some quirks here, and a few things that could use a touch of balancing. But with that being said, we know the best place to turn for answers is to the people in the trenches.
Where is the best place to find out what's missing from the Frontier Mode meta? Right here with you.
We are reaching out to the entire community to help us scout and recruit for the next leg of this journey. We want to know what you think is needed to round out the set and give new and veteran players alike the ultimate Splinterlands experience.
Community Call to Action & Contest Prompt
We want your feedback, ideas, and creative card concepts! Consider the following questions when drafting your response:
Missing Metas & Synergies: What core archetypes, team strategies, or synergy loops are currently missing in Frontier Mode?
Support & Utility: What support characters, tanks, or utility options would you add to help balance out the current roster?
Mechanics & Abilities: What key abilities currently in Ranked Mode need to be brought into Frontier Mode to give newer players a full taste of what Splinterlands has to offer?
Character Concepts: If you could recruit one new unit into the Frontier set right now, who are they, what are their stats/abilities, and how do they shift the battle dynamics?

How to Participate
Drop Your Ideas Below: Comment on this post with your detailed breakdown of the current Frontier meta, missing mechanics, or custom card designs.
Submit Your Custom Cards: If you have specific card stats, abilities, lore, or art concepts, share them with The Arena Vanguard committee.
Prizes: Arena Vanguard card of your choice for selected entries!! (No Archons)
Spread the Word: Share this post with your guildmates, streams, and fellow battle commanders!
Let’s build the future of the Frontier together. Stand by for more updates soon!
Best,
Blast

I am thinking a Drop Bear named Poppa DaFiz 😆
He is a vicious little bugger. So would have abilities to that effect.
So maybe Cripple, Demoralize, and Sneak (cause he drops from the top of the Eucalypt Tree when you least expect it).
Something like this...
We need fay summoner/(archon I can't believe I called it that lol) with last stand if I win I pick the buns card thank you in advance and much love splinter family
Need a great Phoenix unit in fire with rebirth 🔥
Repair would be a good ability that's missing from frontier too
Hmmm, I like this one! Who knows, maybe it enters the game ;)
Introducing the Arena Builder:
I believe Frontier is a good testing ground for new abilities/tactics without breaking anything in the other modes, and I have a cool idea specifically for a Frontier only card. How much leg work this will take for my full vision, I’ll let the masterminds and developers decide if the mechanics etc can be fully implemented. So here we go.
A neutral card won from content creators/giveaways etc, this is the Arena Builder (looks familiar, right?!)
At level 1-3, just a neutral archer card (stats can be adjusted for level up progression similar to that of the Arena Fanatic. Why ranged you ask...when up on the walls working... he can throw a stone at the battlers below), but once level 4 is reached (max level for Frontier mode) the fun begins.
The idea is that this card is staked to the account and over time his ability functions similarly to the Guild barracks surge ability/tactic. Future Lore/story line...you can tie this dude into unveiling guild brawls to help showcase this side of things to new players...maybe like he built something...looks like an arena for battles, but who will help fight in these arenas.... enter: guilds 😊
With this card, the more time it is staked (or can use the daily wheel active streak as a tracker if easier to implement...so many options here but promotes play/activity) the more additional mana your team (only in Frontier mode) can have in battles. This also starts to solve the issue where it is hard to use a full team (or that one additional card you can't use due to mana/card limitations in Frontier) in many of the frontier battles due to the higher card costs.
Example: Arena Builder card has been upgraded to level 4, once staked (or daily wheel streak counter) the timer starts. At incremental time steps (10 days/30 days/90 days etc) of daily play (one battle in Frontier or one wheel spin for example), 1 additional mana is added to the battle if this card is in the lineup, with a max of +2-3 mana with higher stake/daily wheel time for team creation.
Actual stats tbd, gold foundation icon not presented here.
Ability Icons:
Foundation – Ability is added to card once at level 4. This does nothing until the card is staked for specific durations
Frontier Lock Icon -Once staked, the lock Icon is added, and this card can not be played in any other mode. The highlight color of the Foundation Icon progresses from Grey (0 days staked/played) to green (10 days) to purple (30 days) to gold (90 days).
Mana – Add this amount of mana to team creation (just like the surge tactic in the Guild brawls barracks) when this card is played in the lineup. At 10day/30days/90days add 1/2/3 mana.
When the card is unstaked, or the streak is lost, the Foundation Icon goes back to non-highlighted, and the time starts over with daily activity/play.
A lot to chew here, but I thought at least new and exciting concept to help player activity,as well as build on Frontier this could be carried to ranked, but for now.. let the Arena Builder help build the next chapter of Frontier!
Wow what a post! Need some time to consume this, ill send out your prize now and review this later. Thanks
Its a lot to take in...but... I think it has some cool aspects that really promote key areas of the new player experience... and old :)
Also, because its just a concept.. and if +3 mana seems like too much... limit it to +1 mana to start off at 1 week activity for example.. a little less impact, but scalable if needed...stats/durations can be modified to dial it in for an exciting change! For this to be implemented and put more on the teams plate is another story...but some good food for thought!
no we need more lower mana cards
I would agree, but to be on par with the 4 mana existing non attacking/untrainable cards...somethings got to give stat-wise, otherwise you start a foundations power creep...depending on the vision for this mode of course. The better these cards are in foundations, the less players need in other modes...I have already used some of the new vanguard cards with success in modern champ mode, for example.
Apart from a new ability/tactic as in the Arena Builder concept, I think a high mana immunity tank in a splinter other than earth...possibly life, would help change up the play you see for poison battles where it is earth healer and cleanse guy all the time :)
I do not own a Chickadee.. so not sure if this would be too op in life splinter
how long is this going? im sick right now :(
since i play alot frontier i think some things are missing and could be (maybe) fun to have them.
first of all on low mana battles theres not much u can do and sometimes even just play like 1-2cards and when u have then only 1 or 2 different classes theres almost nothing u can play. it would be cool to have more low mana cards for all classes (of corse not op ones u can use far into modern mode) but at least some weak low mana cards so you have more options to play.
normal or higher mana cards with abilities like repair shield, protect, triage could be interessting for people to learn use them but im not smart enough to tell you in which classes or maybe neutral they make most sense to not make 1 class op. if we would have triage the new gorm cards ability Affliction would make more sense :D
a weapon training card could be also interessting in compination with new low mana cards where maybe 1 or so can be weapon trained.
take your time bud, get well. I got you...