A pitch for splinterlands... The first super-expensive card.

Good day!

I have a pitch for the splinterlands game. What I want to see is the potential to pull a $1000+ card in a pack. Big ticket items and big ticket transactions always make waves. Waves are good for a game like this that is on the rise.

A while ago, I put an idea out into the maverick chat on discord. It was met with enthusiasm and criticism. Rightfully so. It was a big idea with a lot of ramifications on the market of the cards. Here is the idea and how it will NOT affect the market. This has changed from my original pitch.

First: The idea!

It is a "Diamond Foil" card. We have diamond league, and gold league... we have gold foil.... but no diamond foil. It seems natural to have a diamond foil card. They would have DEC bonuses to use and would likely be sought after by investors and collectors.

What I am pitching is that there are a very small amount of diamond foil cards. What I am thinking is this.

4 commons - at level 7 - combine all 4 to max it out.
3 rares - at level 6 - combine all 3 to max it out.
2 epics - at level 5 - combine both to max it out.
1 legendary - maxed out.

So, for each card in untamed, there will only be 1 max level diamond foil. Only 1!

There could also be a diamond foil and a champion foil... and in that case, I am talking about champion foil and diamond foils would be somewhere in between gold and champion foil cards.

Second: The concern!

The concern is that the market will get turned upside-down with the introduction of these cards. Let's look into this a bit further though. (I know that I am using current numbers and that there are airdrops coming... just keep reading). I also have a solution to keep the market a bit more stable with these cards introduced into the ecosystem.

24 commons ---> 96 diamond foils
24 rares ---> 72 diamond foils
12 epics ---> 24 diamond foils
14 legendary ---> 14 diamond foils

That looks like 206 diamond foils cards total... out of 7.5 million cards.

So, let's give these cards a crazy high value just to think about the affect that they will have. Let's say each one maxed out will go for an average of $1000 (which I doubt, but some legendaries might sell for more than that). That is (a high estimated)$74,000 in the market cap of untamed.

Looking at the peakmonsters $1.08 / pack numbers... we can multiply that by 1.5 million to see that the current market cap of the entire set (at this low) would be just over $1.6 million.

Doing this math and having a potential of 4.6% of the marketcap locked up in a few cards is absurd. I get that. I don't want that either.

What I DO want is for everyday people to have a chance of pulling a diamond foil Kron the Undying from an untamed pack. Splinterlands currently does not have the potential to pull a $1000 card. With these cards introduced, there would be a few legendary cards that would have that chance.

###How do we fix the concern?

I have been a hockey card collector for a while. The best rookie cards are called "young guns". They are a rare insert that fetch a pretty penny if you pull the McDavid or Matthews. Upper Deck (the maker of these cards) also have numbered young guns (exclusives are numbered to 100, and high gloss are numbered to 10).

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The McDavid Young Guns card will sell for $400 give or take.
The McDavid Exclusive /100 card will sell for $5000 +
The McDavid High Gloss / 10 card will sell for well over $10,000.

Why do these exclusive cards that have such a high value not effect the value of the regular card? Hobby packs. You pay a higher price for the chance to pull one of these big ticket cards. The regular card market is not effected because there is a price you pay to get into this new market.

The work around would be Diamond Potions. With these potions, you could pretty much set the value of the diamond card.

7.5 million charges would be the max available (the amount of cards in untamed) at 0.01 each charge... you have $75,000 (which was pretty much what we estimated the value of the diamond cards at). If we move it up to 0.03 / charge and assume not everyone will be buying them, the $75,000 cap would likely remain. It is cheap enough to throw down on and gives the game a new high priced element (pulled from packs) without turning the market upside-down.

There it is

I hope you enjoyed this pitch and feel like commenting and letting me know what you think about the idea.

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