
Greetings everyone. I'm a bit late with this week's posts probably because this month has been extremely tight on time (work, work, and more work). So I've had very little time for Splinterlands or any game that demands even a few minutes of attention.
But this time, I managed to take a better look at the new #Free2Play format in Splinterlands.

This new mode feels like a "mini-league", where you're only allowed to use cards that you unlock through the campaign mode (initially just the tutorial cards meant to teach you how to play...). No rentals, no old cards, nothing from current collections. Everything you can use comes from the campaign, which currently belongs to what's called the FOUNDATION SET.
I'll admit, when I first heard about this, I was excited.
I've always been a fan of fairer gameplay, leveling the field especially for those who are just starting out and don't want (or can't afford) to invest heavily from the get-go. In theory, this new mode is perfect for that.
But then came reality... and with it, disappointment.

The biggest issue for me is the lack of card variety. Yes, you start with a handful of units and unlock more as you progress through the campaign. But progress is slow, and even after completing several stages, your deck options remain very limited. This directly impacts players like me who enjoy experimenting with new combos and building creative strategies which is honestly one of the things I love most about Splinterlands.

At first, everything feels fresh and exciting. But it only takes a few hours to realize you're stuck in a loop. Same monsters, same magic, same rules. And the worst part: because the card pool is so small, strategies quickly become predictable.
In no time, everyone is playing in the exact same way.
You know that feeling when you start a match and can already guess what your opponent is going to do? Yeah... itās kind of like that.
Of course, this isn't entirely the playersā fault.
With limited choices, we're naturally pushed toward what's effective.
And when all paths lead to just one or two viable formations, the game becomes less about who builds the best strategy and more about who makes fewer mistakes. Creativity which should be the heart of any card game gets pushed aside.
In the battle screenshot below, I actually thought I had won... maybe some bug had occurred.
But when I looked againā¦

Another thing that left me a bit disheartened was the lack of meaningful progression. Even when winning matches, you donāt feel like youāre really growing. The new cards you unlock donāt really change the dynamics of the game much, so gameplay quickly becomes stale.
Iām not saying this mode is useless, far from it I truly believe it has huge potential, especially for new players.
But as it stands today, itās more of a turnoff than an invitation.
Now, so I donāt sound like Iām just whining, let me say this: there are positive sides too.
The biggest one is that this mode works as a gateway for new players.
Starting in Splinterlands used to be almost impossible without spending money. But now, with the campaign and Free to Play mode, you can actually learn the game mechanics, get a feel for battles, understand mana rules and Splinters, without spending a single cent. And that's a big deal for the community's long-term growth.
Top Players:

On top of that, if the dev team's promise to expand the FOUNDATION SET comes true with new cards, new campaign stages, and more variety in battles then this mode has real potential to become a solid and fun part of the game.
But until then... it still feels more like an extended demo than a truly competitive mode.
In the end, I'm still playing but with cautious optimism.
Hoping the team behind Splinterlands is listening to the community feedback, and that this idea of creating a more accessible ecosystem actually evolves. Because honestly, I really want this to work.
But for now... weāll need to be patient.
Very patient.
