Fates Certainty: Another Modifier Idea That Becomes A Reality

Hello there! @saydie here, playing Splinterlands everyday!

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.
And as we go to the second season of the month, one of the recent game updates that the team has deployed into the game was an all-new modifier, further evolving the game. But a few months ago, this new modifier was nothing but just one of the ideas that I had in mind.
In this post, I want to talk about the Fates Certainty modifier.

Fates Certainty

With the addition of the new modifiers, we now have a total of 81 Modifiers, and during each battle, there can be up to 3 active modifiers in play, depending on which league a player is currently competing in. Actually, there were two Modifiers that were recently added to the game. With Hunt and Fates Certainty. But I want to focus on the latter, which has the following description.

Affliction, Poison, Poison Burst, and Stun have a 100% chance to trigger.
Usually, the abilities above have a varying % chance to be inflicted on the target, and there are times that it will take a few rounds before those abilities trigger, if not at all, resulting in a player losing a match that is winnable or sometimes winning a battle that you thought you would lose, just because the ability trigger 100% of the time.
But with this modifier active, those abilities will trigger 100% of the time, removing the RNG factor from them. That said, this modifier only applies to those abilities, not to your unit's hit rate. So, before you could activate those abilities and debilitate your opponent's units, you still needed to hit them, or in some cases, be hit by them.
The reason that I have some attachment to this ruleset is because about 7 months ago, I made a post about Some Ruleset Ideas That I like To Share, and among those rulesets include something that is very similar to Fates Certainty.

Of course, I can't say that I was the first person to come up with the idea, and for all I know, the team has already got the concept of the modifier in mind and just waiting for the best opportunity to deploy it. But as you can see, not only does it almost have a similar description, but it also almost shares the same name.

Cards That Are Must-Haves For This Ruleset
- Affliction Archon And Units
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- Poison Archon And Units
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- Poison Burst Units
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- Stun Units
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These cards will have the said abilities to have 100% chance to be triggered, so long as they hit their target, and the only way you can remove those debilitations that were inflicted on your units is either you have units with Cleanse and Cleanse Rearguard, or be resurrected by Resurrect, Rebirth, and Resurgence.
Another option you can have is also to have units that have the Immunity ability, so that they will not be infected with the following abilities.

Closing
And that was the new modifier Fates Certainty, removing the luck factor when triggering some abilities. The team has left some abilities, such as Expose, not included in this modifier, but I guess that will make the ability too OP when it comes to the Archon Cryptic. I don't see the reason, though, why they won't include Retaliate to the effects of this modifier.
Thank you, and see you on the next post!

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