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    Saturday, June 6, 2020

    Eternal Card Game So i guess I die? But to be honest how should you ever beat that forge deck with 1-2 rares?

    Eternal Card Game So i guess I die? But to be honest how should you ever beat that forge deck with 1-2 rares?


    So i guess I die? But to be honest how should you ever beat that forge deck with 1-2 rares?

    Posted: 06 Jun 2020 01:31 AM PDT

    Asking for direction

    Posted: 06 Jun 2020 02:36 AM PDT

    Hello, newbie here.

    I have played this game for about 2 weeks and done my research and reading. I have purchased several campaigns and the starter kit. I play a lot of drafts and participate in Seal Event.

    I end up with several legendary cards, so my collection fulfill the requirement of legendary cards in several popular throne decks but lacks the rare, uncommon or even common.

    For example, I have Jekk but I still need 20,150 stones to craft the below deck, since there are a lot of non-legendary cards which I need.

    https://eternalwarcry.com/decks/d/oTv1Sx4rb7s/sunyveils-decklist-1st

    I know it is general a bad practice to craft non-legendary cards. The problem is how can I get older sets in an efficient way. I have filled about 69% uncommon cards of the recent set. Most of them comes from drafting or opening packs. But you don't get older sets frequently.

    So, here is my problem. How can a new player fill their collection of common, uncommon and rare cards of older set in an efficient way ?

    submitted by /u/swapoer
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    Face Aegis - Alternatives?

    Posted: 06 Jun 2020 12:06 PM PDT

    Since the game is being crowded with increasingly more face burn/discard/transform effects, what do you guys think is a good alternative to combat them apart from playing Primal? (Justice kinda sucks at it currently)

    I propose the below but please provide your own ideas as well!

    My idea: Make Ambush units able to respond to and redirect face burn damage to them.

    (Worded to maybe: "Ambush: Can be played to block an enemy attack, block damage from spells and abilities to the player, or at the end of their turn" *Excludes relics*)

    I think this will open up a good way especially for Time to combat against cards like Menace. It also fits in well with how an ambush unit can protect its owner thematically. This should make them more attractive for most decks who do not run Face Aegis, what do you guys think? :)

    submitted by /u/Skyte87
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    Rank 1 Hooru Control

    Posted: 06 Jun 2020 09:38 AM PDT

    OldIronNuts Saturday Night Casual Tourney, 2nd Attempt: Crowds!

    Posted: 06 Jun 2020 01:09 AM PDT

    First of all sorry about last weekend folks! OIN's internet went out so this did not happen last time!

    Every Saturday night King OIN holds a casual tournament on his Twitch stream. Tonight we will be running decks with only Unit cards. All power cards can be used as well (including those that transform into non-unit cards). The stream starts at 9pm CDT and unless a lot of people show up early and ready to go, the tourney generally starts 1-2 hours after that. We have very long streams on Saturdays; at least 8 hours but usually 10 or even 12 hours. This means people from many time zones can drop in and play or watch and see if they get inspired to throw a deck together to play with us as long (or briefly) as they wish.

    These events are designed with special rules to make people think outside the meta and just have fun; there are no prizes other than bragging rights! Multiple champions can and often are declared when someone on the top of the heap has to leave the stream before it is over. So please do stop by OldIronNuts' Twitch stream tonight to watch our knights, lords and ladies battle it out, and if this sounds fun to you, all you have to do to enter is show up with a Throne deck that conforms to the above rules! We'll save a seat for you in the Great Hall!

    -Nethescurial

    submitted by /u/Animus777Mundi
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    The Witching Hour Shrine Deck Tech - Throne - Eternal

    Posted: 05 Jun 2020 06:51 PM PDT

    7 Deck Techs for Eternal Peasant Format

    Posted: 05 Jun 2020 07:09 PM PDT

    Store - 16 packs missing Dark Frontier & Flame of Xulta

    Posted: 06 Jun 2020 01:21 AM PDT

    It's been a while since the last store update and 16 packs for 72k are stuck at Defiance set...

    Would be nice to be able to catch up on Dark Frontier & Flame of Xulta packs

    Also Echoes of Eternity which has been out for a while, but not sure if DWB will ever plan to offer the 16 packs on the last set

    submitted by /u/Rhyniel
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    We need a big design update

    Posted: 05 Jun 2020 08:21 PM PDT

    I apologize in advance for such a long post, but as someone who has put hundreds of hours into Eternal, wants this game to grow and succeed, is slowly waning in interest after being unable to create, play, and tune the type of combo decks I love to play due to systemic problems instead of balance problems I felt the need to do what must be done, and generate this discussion for the good of the game.

    We need a big design update, not just a simple balance update. A design update is like a balance update, but it has different goals and usually a larger scope. A balance update's primary focus is on balancing the game to increase the number of viable strategies, while a design update is focused on improving the gameplay regardless of balance, usually through mechanical changes but it can also affect cards that create degenerate gameplay patterns. We've already had a few of these, as the removal of regular markets, the destiny changes and the third mulligan addition were all design updates, but we need something larger than those.

    Why do we need a design update and not a balance update?

    There are three interconnected reasons why we need a design update:

    • There isn't enough meaningful choice
    • Synergies are not properly supported
    • Decks are too expensive

    In regards to meaningful choice, players should have the choice of which cards to play, ranging from their removal, card draw, win conditions, power base, market, and anything else that advances your deck's game plan, based on your deck's strategy and the strategies you think your opponents are playing. However, most of the time you have to pick what good options you have because the alternatives don't offer meaningful tradeoffs relative to said cards.

    In particular, there is too much draft fodder, there are too many poorly pushed cards, and there isn't enough support for synergies. Some draft fodder is fine and pushed cards as a whole are healthy for gameplay, but draft fodder should not be a majority of your commons and uncommons (especially when they have effects that beg for constructed usage) and pushed cards should not be overstatted with strict upside (and instead, should have their card effects push them over instead of their stats).

    Synergies are the lifeblood of card games because they create experiences that can't be found in any other card game. Without them, games devolve into simply playing the best cards, which creates a lot of repetitive game states and (when the best cards are at the highest rarities) a large number of overly expensive decks. Support means there's enough infrastructure in the game to both make synergies consistent (so players can play around with them) and make finding the counters consistent (as both a balance mechanism and a way to test the skills of both players). This is also the primary reason why a balance update won't work: synergies not working is a systemic problem with overly large deck sizes, not a card-level balance problem.

    Because synergies are not supported well and there's a lack of meaningful choice (particularly with how cards tend to be pushed) decks become too expensive due to having too many rares and legendaries relative to other cards. It's perfectly fine for competitive decks to be expensive, but there should be reasonably effective budget variants and other competitive decks that are less expensive (not necessarily pauper-level cheap, but definitely not "chuck every legendary into a deck" expensive like Praxis Mid was with Teacher, Tocas, SST, Worldbearer, HotV, and Kairos, none of which have effective budget options).

    What should go into this design update?

    The ultimate goal is to fix the above problems. More specifically:

    • Change the core game mechanics (particular deck sizes) to support synergies better
    • Rebalance a large number of cards to support meaningful choices and reduce deck costs
    • Further change the core game mechanics to keep the quality of games high and add choices where needed

    In regards to balance changes within this design update, we're likely looking at enough changes to constitute the work of a major set release, which would be much, much more than a set release because the art is most of the work and is already done. As a result, we'd probably see around 400 cards get changed in this design update.

    What might this design update look like?

    I came up with some changes of what I think would improve the game. There are (EDIT) three things to note before we begin:

    • This list is not exhaustive. In the interest of time and space, I'm only putting a fraction of the changes I would make in the interest of getting my point across, so format balance as a whole (especially in limited formats) will look worse than it would ideally be
    • This list is not a list of what must 100% always must be done to achieve the above design goals. With a few exceptions, everything I write here is an example of what could be done, not changes that absolutely have to be done, especially since game balance is so hard to achieve
    • EDIT: I put the changes in the comments below in the interest of making this post more readable. Please read them, I spent like 8 hours and am losing my sanity. Send help.

    Conclusion

    What do you think of these ideas and the ideas in the comments below? Does the game need to be changed this much? Are there any cards you particularly want to see changed (outside of current balance concerns like Jekk, Turn to Seed, and Silverblade Menace, which are better talked about in other discussions)?

    submitted by /u/TheIncomprehensible
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    TTT p. 2 Test the Deck Eternal: Nightmare Blade (Expedition)

    Posted: 05 Jun 2020 10:37 PM PDT

    To watch how Minotaur ttibal can help make the deck better, go here:

    https://youtu.be/D_vzTzW_rXA

    TTT is a 3 part series where we Try the Deck, Test the Deck, and Tech the Deck. The Test part of the series involves taking lessons learned from our Try the Deck and putting them into action!

    For this week's brew I was inspired to build this Expedition deck by Calebovitsch's Spectral Gates deck, check out his deck tech here: https://youtu.be/4V2ncr8dYQg

    For my decklist, check out Eternal Warcry: https://eternalwarcry.com/decks/d/dhXS6jwjbsU/ttt-p-2-test-the-deck-eternal-nightmare-blade-expedition-eternal-card-game

    submitted by /u/ProbablyRedEternal
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    Gameplay Tips from Two Worlds 2020 Competitors: FECast Ep 30: Maximizing Your Chances feat. Collecter

    Posted: 05 Jun 2020 06:15 PM PDT

    Warcry and Nintendo

    Posted: 05 Jun 2020 04:19 PM PDT

    Is it possible to export my collection from eternal on my Switch to Warcry? If so, how?

    submitted by /u/NewYorkGiantPandas
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    Small gripe about the deck editor

    Posted: 05 Jun 2020 02:02 PM PDT

    So if I'm making a deck and I pick one influence the cards they show start on the far right of the pool which includes the multi-faction cards. Now I have to scroll way over to get to the 1 cost single-faction cards.

    I would love it if it started on the left with the single faction card pool only, if I want the multi-faction card I could then scroll over or select the other color to better show them...

    Unless I'm doing it in the wrong way, can this be changed?

    submitted by /u/MurkLurker
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