• Breaking News

    Tuesday, July 14, 2020

    Eternal Card Game New brew: Friends combo with Milos, Unwavering Idealist

    Eternal Card Game New brew: Friends combo with Milos, Unwavering Idealist


    New brew: Friends combo with Milos, Unwavering Idealist

    Posted: 14 Jul 2020 09:18 AM PDT

    So this is why they call it *ETERNAL* card game

    Posted: 14 Jul 2020 09:02 AM PDT

    The Eternal Card Art Tournament - Round #7 and #8

    Posted: 14 Jul 2020 09:12 AM PDT

    Welcome to round 7 and 8! Fixed a few kinks here and there with the Google Forms, but it seems to be the best format, so I'm sticking with it! It only took four tries but we've made it :)

    Bracket Link

    —————

    Round #7 and #8 Poll

    —————

    If you missed Rounds 5 and 6, here's the link.

    submitted by /u/SirDuckingtonV
    [link] [comments]

    The Misplay - #46 - You Can Read Minds?

    Posted: 14 Jul 2020 09:00 AM PDT

    Soapyelo is back by popular demand. (Well, one person was like "Soap was cool.")

    https://themisplay.com/episode/you-can-read-minds/

    Nate and Mark debut "Own It or Stone It" a user's guide to which cards are safe to get rid of to make room for all the shiny Legendaries in the new set.

    We have the conclusion of Moniker Madness tournament and are ready to crown the Best Username in Eternal.*

    Recorded ahead of ECQ Dead or Alive, Mark challenges Nate to an ECQ bet to see if he can level up for his next showdown with Jason and Nate shares a misplay.

    Finally, Nate and Mark discuss strategies for reading your opponent's mind. They just need you to hold out your palm.

    *According to The Misplay Discord. All rights reserved. Not liable for libel. Prize eligibility varies.

    For more information:

    Patreon | Twitter | iTunes | Twitch | Discord | Website

    submitted by /u/themisplay
    [link] [comments]

    Since Corey/BK said they wouldn't trade me for the world and loved reading my hot takes, here are some post ECQ hot takes from me =P

    Posted: 13 Jul 2020 06:31 PM PDT

    So, stream of consciousness once again...

    First: I don't remember the exact patch notes when Rizahn got nerfed, but the reasoning was something along the lines of DWD wanting it to be a bit more difficult to just casually undo an aggro player's progress. Easy access to such huge amounts of lifesteal (among other things) probably pushed a bit too hard. Furthermore, double-dipping on it with extra copies of Ruffian via press-gang, and extra casts of curtain call via revenge seems like absolutely unnecessary power.

    Secondly, I do believe we need to have some sort of standard for power budget for cards. That is, in throne, when looking back at some nerfs, does it make any sense that rapid shot and curtain call cost the same amount of power? If Rizahn/baby Vara/AP smuggler were nerfed for being too good at lifestealing, what are we doing with Ruffian and Curtain Call? And look, I understand the need for new cards to be exciting, but when two cards are 75% of top 64, and 100% of top 16, that's...problematic. And as far as throne goes, I don't want to say "influence is a non-issue", but as far as throne goes, influence just basically says how many decks can play a card, as opposed to whether or not they'll have trouble casting the card. Of course, I say that as my deck crapped out on me in the finals for Ubsat yesterday, but it was functioning the whole way through yesterday up to that point.

    Furthermore, speaking of Ubsat, lately, we've seen a rash of pushed X-for-1 disruption effects. Between royal decree, turn to seed, and now Ubsat along with equalize, I think we need to address something about disruption. IMO, disruption is interesting when it provides decisions. Systematically and subtly picking apart bits and pieces of an opponent's plan? Cool! However, using disruption as a card advantage mechanism feels a bit miserable. "Oops, you have to discard your whole hand to my equalize" or "oops, I 3-for-1'd you with TTS" or "oops, I silenced several of your units with Ubsat" just makes things feel like "why did I play this game again? What was the point of me queuing up?" Again, cheap 1-for-1 disruption? Cool. More expensive disruption that potentially ends games? Not cool.

    Next: evenhanded golem. Once again, this is a recurring problem. While Curtain Call itself is problematic, we constantly see a recurring pattern of "oh hey, we gave golem a slight tap, maybe that'll push it out of tier 1 meta contention and have it be an alternative vs. the default style to play". Well, thanks to Beri, golem decks just lost one of the critical disadvantageous distinctions that set them apart--namely that once you play a golem deck, you don't get to use market toolboxes. Oops, Beri decided to create a custom card just to undo that deliberate point of balance. So, now, I think it's time we put the card out to pasture. 4 cost 2/2. No more "2 power and a golem, snap keep" to allow it to fix power problems. Helio at 5 power drawing 2 nobody complains about. Move golem to 4 power and it'll still be a versatile draw 2 that provides a body, but would contest the 4 slot and not fix power problems. Furthermore, can we please downsize wastelands broker? Why does a zero-influence unit that provides market access to an archetype balanced around lacking it get to be as large as units that require 2 or more influences? I personally am of the opinion that cards that require no faction commitments should be markedly worse than other cards of the same cost on body size. And being as large as Torgov out of the box just feels incorrect. 3/4 or 3/3 would be nice here.

    Moving on: can we please get some sort of better indication of when lock effects (reinforcements, Svetya 1, Svetya 3) expire? Being able to see when we have a lock on our opponents, and for our opponents to know when they can play units, feels like it should be something the UI takes care of (EG reinforcements locking spells). Sv3tya not having any sort of lock indicator screwed up Batteriez' play against me in the top 4, and I would probably take a couple of different lines as well.

    As for buffs, well, it wouldn't be an ilyaK post without requests for them, so here's my take on that:

    For skycrag, it feels like you either have to play hard-to-the-face aggro, which is a strategy that got destroyed between nerfs directly (snowcrust yeti), nerfs by release of cards that destroy aggro (blightmoth, prideleader, curtain call, ruffian), or you have to play spellcrag, which again, got brutalized by nerfs both direct (loss of fast torch, garden nerf), and by proxy (curtain call, release of lots more ambush units from time-based decks). For a game that encourages playing units, skycrag feels like it just has very few options in terms of playing a solid, unit-based strategy. And it isn't like there's a ton that needs to happen. For instance, Acedonis going to 3FFPP for a 4/4 flyer (aka getting the midnight gale treatment) would go a long way into enabling skycrag to play similarly to Feln in a way (t2 mother of skies, t3 Acedonis, t4 Kenna). Though it doesn't necessarily have to be Acedonis, but any multifaction 4/4 flyer for 3FFPP would be great for anyone hoping to bridge from mother of skies to Kenna.

    For Kerendon/TJS, I would like to see Dizo's racket come down to 3 power, so I can fetch it with the fearless crescendo I put on Alessi =P. Yes, I brewed a Dark Alessi deck, but it was too inconsistent. It just died whenever it didn't draw Alessi, and the balance between buff spells and threats was too painful to get correct. Kerendon has always been a sort of unloved faction, and maybe Dizo's racket to 3 might open up some interesting brews.

    One last thing...let's talk tourneys. First off, I really wish we had a high-level community tourney going again. Right now, the meta just moves too quickly. As it stands, there is literally one ECQ per format per card pool. That is, new set comes out, throne -> expedition (maybe with a balance patch) -> expansion -> throne -> expedition -> new set -> etc. It feels like there's never any time to let things stabilize, and the only way things remain stable is if a new set doesn't monumentally shake throne, so that old decks still remain good. When the ETS was in session, we at least had multiple tourneys per format so it felt like mastery was rewarded. Nowadays? One tourney, then onto the next format/set of cards. Would be nice to get something like the ETS back.

    submitted by /u/Ilyak1986
    [link] [comments]

    ECQ: Dead or Alive Top 16 Decklists

    Posted: 14 Jul 2020 10:56 AM PDT

    Daily Deck Tech: Curtain Call Combo

    Posted: 14 Jul 2020 11:48 AM PDT

    End of turn hand size bug?

    Posted: 14 Jul 2020 06:12 AM PDT

    End of turn hand size bug?

    Playing the old LSV weapons deck and discarding tons of cards because I had a bunch of Quartermasters out, but when I ended my turn, I did not discard down (I had 12 cards) Wasn't there a different between how many cards I could have in my hand versus how many I could have after I end my turn?

    https://preview.redd.it/b559axlkota51.png?width=1024&format=png&auto=webp&s=33e40b755c10f9ea1ab4bbe5f4be51fe989ed22d

    submitted by /u/Karenzi
    [link] [comments]

    Argent Depths Community Draft Set Review Survey Results

    Posted: 13 Jul 2020 07:38 PM PDT

    Hello again Eternal players!

    Here are the first round of results from the responses to the Argent Depths Community Draft Set Review Survey: https://docs.google.com/spreadsheets/d/1j35b-pWpoYyddyF5CwNAATgrx7XQhfQEL3wHMqBhc4k/edit?usp=sharing

    I've updated the Eternal Warcy article with the results link as well for future reference: https://eternalwarcry.com/articles/d/oaTjcc0uEhM/argent-depths-community-draft-set-review

    21 responses to the survey is so awesome!

    Thank you so much for your help with this and I will keep updating the spreadsheet with new responses as they come in.

    submitted by /u/jedthehomarid
    [link] [comments]

    A perhaps slightly suboptimal response to my Gnash by the AI

    Posted: 13 Jul 2020 07:25 PM PDT

    The Xenan Apocalypse

    Posted: 13 Jul 2020 02:50 PM PDT

    So apparently Xenan is the only deck on ladder now. I just played 20 games this morning. Every last one was against Xenan. The entire game is now just a race to see who can get Ubsat out first. Of those 20 games, only 1 went beyond turn 4. This is absolutely ridiculous. In my last post I wasn't really serious about quitting the game, but I didn't realize how bad it was. I will not be playing again until Ubsat is gone. Which makes me very sad. This is by far the worst meta I've ever experienced in any card game, and I've been playing this since set 2, played HS for 3-4 years, and played MtG since '93-'94. Not to mention brief stints in Gwent, Mythgard, and the Bethesda one that I'm blanking on the name of, and a couple other small mobile games

    submitted by /u/TesticularArsonist
    [link] [comments]

    List of good removal and control in Expedition.

    Posted: 13 Jul 2020 05:54 PM PDT

    So when I'm brewing, I often waste quite a bit of time figuring out what are my option for removal to complete my deck. Searching "Kill" will often miss a lot of cards that will transform, nerf or send to the deck. So I'm making this list for future reference. I'm mostly including permanent effects so no stun and bounce to hand.

    Fire

    • Char 1F, Fast Spell, 2 damage. Baseline for the 1 cost burn in Fire.
    • Blazing Salvo 1F, Fast Spell, 2 damage. + Market access. - Only target units. - Self damage.
    • Chemical Rounds 1F, Spell, 2 damage. Slow but Decay making it more versatile to put big units in trade range or shut down recursion.
    • Furyblade 1F, Relic Weapon, 2/1. Effectively a slow Char that deals damage to you but is also a threat on an empty board.
    • Ruin 1F, Fast Spell, kill attachment. Cheap, fast and work Relic, weapons or curses.
    • Grenarender 2F, Grenadin. Pay 1 to sacrifice and kill attachement. Basically a slow and transparent way to have Ruin but isn't a dead card if there are no targets.
    • Ankle Cutter 2F, Oni. Not a remover by himself but turns any ping (Char, Snowballs, Vara's Favor) into a kill on Endurance or Lifesteal units.
    • Piercing Shot 2F, Spell. Slow Char but hit both a unit and face. Good to race your opponent.
    • Sear 2F, Fast Spell, 3 damage. Baseline 2 cost burn.
    • Rampage 2F, Fast Spell, +3/+1. Combat trick. Unlikely to save your unit but it will create a trade and likely push some damage through.
    • Jekk, Mercenary Hunter 3FFF, Gunslinger, 2/3. Most likely played for 4 to deal 2 or 4 damage twice.
    • Pillage 3F, Fast Spell, 3 damage, twice against Endurance or Lifesteal. Overall a worse Sear but 6 damage for 3 can be quite surprising for Fire. Also scales x2 with spell damage if you hit the Double Damage. Notable Kills are Sandstorm Titan, Party Pair and Rolant, Iron Tyrant.
    • Burn Out 4F, Fast Spell, sacrifice to deal 5 damage. Overall a bad card considering the alternative but maybe that's just what you need in a token deck.
    • Furnace Mage 4FF, Mage, 4/3, kill attachment on summon. That's Ruin AND a unit compare to Grenarender which was one OR the other.
    • Flash Fire 5F, Spell, damage equal to Fire influence. Very good with the influence matters them of this set. Build a deck around this will give Fire a lot more reach than it used to have. It also doubles as a win condition, especially with Touch of Force.

    Time

    • Entrancer 1T, Wisp, 1/1. Silence a unit with cost 3 or less from the hand. One of the only card to silence before a Summon effect but the range is limited.
    • Forget 1T, Fast Spell, Silence and Revenge. Baseline silence card.
    • Silence 1T, Spell. Overall worse Forget but it can target your own units. This is may be good with some niche cards but it will also silence curses played on your units.
    • From Below 1T, Fast Spell, Kill relic. Worse Ruin, most likely to be played for the Transmute.
    • Precision Plunge 1T, Spell, give a flying unit killer and deadly. Trade any of your flying unit for an enemy's.
    • Predator's Instinct 1T, Spell, Killer. Baseline card to get Killer. Requires a bigger unit than what you want to remove.
    • Touch of Battle 2T, Fast Spell, Deadly. Combat Trick, turn any fight into a kill.
    • Desert Alchemist 2T, Mage, 2/1, Deadly and Ambush. Scorpion Wasp that doesn't fly but fixes.
    • Scorpion Wasp 3T, Scorpion, 1/1, Flying, Deadly, Ambush. Kill any attacking unit that doesn't have Quickdraw.
    • Swirl the Sands 3T, Fast Spell, send relic, curse or flyer under the deck. Multitool card, takes 1 market spot to counter multiple things. Doesn't trigger entomb. Don't play this on Marionette Cross.
    • Rectifier 3TT, Cultist, 1/1, Silence on Summon. Up to 2 silence hits with the Corrupted 2.
    • Silent Hysteria 5TT, Fast Spell, silence board and void. Good against Void shenanigans but overall expensive.
    • Striking Snake Formation 5TT, Spell, Give Killer to everyone. Very expensive but likely to break a stale board.
    • Disappear 6TTTT, Fast Spell, send unit to bottom of deck. Very expensive but it's the only unit removal in Time (that doesn't send back to the hand). Upside: Doesn't trigger entomb, doesn't enable recursion.
    • Predatory Carnosaur 6TTT, Dinosaur, 5/6, Killer. 5 is not reaching very high but it comes on a big boy so it's a decent package deal.

    Justice

    • Bring to Justice 0JJJ, Spell. Kill if you have aegis, only stun otherwise. Requires to be built around but the payoff is a 0 cost kill.
    • Deafening Word 1J, Fast Spell. Pretty much cheaper Sush but only on card with cost 3 or less. Good to disrupt a combo piece.
    • Defiance 1J, Fast Spell, Kill attacking unit with cost 3 or less. Stable anti-agro card.
    • Ensnare 1J, Fast Spell, Kill attacking flyer. It's Defiance for Flyers but it's a dead card if it doesn't have a target.
    • Finest Hour 1J, Fast Spell, +3/+3. Staple combat trick. Will turn a chump block into a kill and likely save your unit too.
    • From Anguish 1J, Spell, Kill unit with at least 5 Str. This is the Vanquish of the format. Quite a bit of stuff goes under it but there are plenty of big boys that will be killed by this.
    • Rebuke 2J, Spell, Silence and Stun. If you want a Silence in Justice.
    • Equalize 3JJJJ, Spell. Can serve as a board wipe but if you hold on too many cards, you may have to discard a lot of them. A lot of potential but use with caution.
    • Master's Blade 3J, Weapon, Spellcraft 1 to play Fall short. This is a fine card if you can only use one of it's functions but it's quite a bomb if you can active it all. Fall Short's relevance will depend on the meta.
    • Wind Conjuring 3JJ, Fast Spell, +4/+4 and Endurance. Sightly expensive combat trick but enables you to block with an exhausted unit which can be surprising. Will also break Permafrost. Maybe you can even use it to break off your own Imbue if they are no longer useful.
    • Purgedriver 4JJJ, Paladin, 3/2, kill multifaction unit, Corrupted 5. Up to 2 kills on a unit is a lot of potential but it will exclusively hit multifaction. It's relevance will depend on the meta.
    • Challenge by Law 6JJ, Spell, Kill a unit, silence the rest. Very expensive but the only unconditional Kill in Justice and comes with a mass silence attached.
    • Massive Greatsword 7JJ, Relic Weapon, 7/7. This is a Sword of the Sky King on Rare. I usually don't include Relic Weapons because of their low attack for their price. They are mostly useful in themed decks. However, 7 reaches quite high and you're very likely to get 2 kills with this.

    Primal

    • From Elements 1P, Fast Spell, 3 damage to attacking enemy.
    • Lightning Strike 2P, Fast Spell, 4 damage to attacking enemy.
    • Biting Winds 3P, Fast Spell, 6 damage to attacking enemy. These three are basically the same but with different reaches and tempo. Pick the one you need to buy time.
    • Permafrost 1P, Curse, permanently stun a unit. Staple Primal removal. Remove any non-endurance body from the game but the text remains.
    • Savagery 1PPP, Spell, Killer and Overwhelm. Predator's Instinct but deeper into Primal and can push damage.
    • Shatter 1P, Fast Spell, kill Stunned unit. Probably not a good build around but this might be a counter to Imbue cards you could pull from your market.
    • Ice Bolt 2P, Fast Spell. Deal 7 damage but ramp and fix your opponent. Very high reach for little mana.
    • Lightning Storm 2P, Spell, 2 damage to every unit. Anti-aggro. Also cleans up the little seeds if necessary.
    • Maveloft Huntress 2PP, Elf, 2/1, Killer, Imbue, Plunder. A killer unit that scales with your other units and fixes your hand. Very good unless you play very few or small units.
    • Steam Blast 2PP. Spell, Deal damage to a unit equal to your number of units. Has potential as a buildaround since Primal can generate a lot of tokens with cards like Mobilization.
    • Aerial Battle 3PP, Fast Spell, 7 damage to each unit with flying. Good counter to a lot of flying cards if you don't play any yourself or play around it like a Harsh Rule.
    • Ice Sprite 3P, Sprite, 1/2, permastun a unit. Permafrost but with a unit. However, it's easier to remove a unit than a Curse.
    • Natural Order 3P, Spell, give Killer, Revenge. Predator's Instinct but with a second hit later.
    • Polymorph 3P, Spell, transform into a frog. Transform is a very good removal since it shuts down recursion and only leaves a small frog behind. A little worse if the unit had big weapons.
    • Turn to Seed 3PP, Spell, transform a unit and all copies. Staple Primal removal, shuts down a very good unit or a combo piece but leaves a little seed instead. However, dead seed is kind of a dead draw in the opponent's deck.
    • Rain of Frogs 4P, Spell, Turn to Seed but hit any card type. However it doesn't hit units on the board and does not create dead draw. Also a bad card later in the game when the opponent's hand is empty.
    • Stealth Strike 4P, Fast Spell. Kill with revenge but only if you have SSSSSS.
    • Solar Blast 7PPPP, Fast Spell, Deal 7 to all units and sites. Primal's expensive board wipe and it hits site!

    Shadow

    • Suffocate 1S, Spell, Kill unit with 3 Str or less. Anti-aggro.
    • Annihilate 2S, Fast Spell, Kill single faction unit. Restricted kill but most deck will run a big portion of single faction units so it's pretty reliable.
    • Blightmoth 2SS, Qirin, give a unit and every sharing a type -1/-1. Small disruption of a unit or a whole tribe. Up to two hits with Corrupted 3.
    • Defile 2S, Fast Spell, kill unit with cost 3 or less. Good anti-aggro. Somewhat equivalent to a fast Suffocate. As a bonus, shuts down recursion and enable you to do it.
    • Infused Strike 2S, Fast Spell, +3/+1 Lifesteal. Rampage but Shadow. More defensive since it has Lifesteal instead of Overwhelm
    • At Any Cost 3SSSS, Fast Spell, deal 3 damage, decay, lifesteal. Somewhat slow spell compared to Fire options but Decay makes it quite versatile. It also comes with a huge win condition.
    • Devouring Shadow 3S, Spell, -1/-1 for each Shadow influence. Flash Fire but Shadow. However it has a vastly different use since it doesn't hit face and unlike other Shadow kills, it will shut down recursion.
    • Grisly Contest 3SS, Fast Spell, Sacrifice to kill, Revenge. Burn Out but Shadow. Gives a lot of value but only if you build around to have units available to sacrifice.
    • Deathstrike 4SS, Fast Spell, Kill. A little expensive but it works.
    • Malediction 4SS, Spell, -3/-3 to everyone. Mostly anti-aggro to wipe your opponent's board.

    Praxis

    • Strange Gladiator 3FT, Stranger, 3/3, pay4 and exhaust to kill a relic. Very specific but you can kill all the relics you want as long as it's alive.

    Rakano

    • Marley, Heroic Marshal 4FFFFJJ, Gunslinger, 4/4, silence unit or kill relic. Versatile summon effect on a solid aggro unit.
    • Hammer of Glory 5FFJJ, Relic Weapon, 4/5. Can kill sites. silences units it attacks. One of the most versatile relic weapon.

    Skycrag

    • Kaleb's Choice 2FP, Fast Spell, negate single faction spell or kill single faction attachment. Weirdly restrictive but also versatile. Not very good but may have a rise in some weird meta.
    • Kenna, Uncontained 4FFPPPP, Dragon Shaman, 4/5 Flying Killer. Fine Killer range for the price but the best part is how likely Kenna is to stay alive after the attack.

    Stonescar

    • Combust 1FS, Spell, Sacrifice to kill. The vanilla version of Grisly Contest.
    • Open Contract 1FS, Spell, Kill unit with cost 4 or less. reduce the cost of each unit in it's owner's deck by 1. Probably not good but it's a fun design so I'm putting it here to remind you it exists.
    • Cremate 4FFSS, Fast Spell, Kill unit or site and give voidbound. Pretty much a better Deathstrike if you're in the right factions.

    Combrei

    • Desert Marshal 2TJ, Gunslinger, 2/2, ambush and silence. Very good versatile unit.
    • Shush 2TJ, Fast Spell, silence unit and all copies. Cheap way to shut down an opponent's combo piece.
    • Strange Duelist 3TJ, Stranger, 3/2. Strange Gladiator but unlimited silences instead of relic kills.
    • Shen-Ra Speaks 5TTJJ, Spell, kill all units. The best board wipe in the format and has an option to silence to to shut down recursion.

    Elysian

    • Cirso's Choice 4TP, Fast Spell, 2 damage to all units or aegis and 6 hp. Lightning Storm but with an aegis option if you need it.

    Xenan

    Not much actually.

    Hooru

    • Eilyn's Choice 3JP, Fast Spell, negate spell costing 4 or more OR kill attacking unit with 4 Str or more. Lightning Strike but with a counterspell option.
    • Roshi the Entrancer 4JJPPPP, Mage, 1/1, Can imbue an enemy unit. Basically an Ice Sprite but you steal the unit's stats.

    Argenport

    • Unseen Execution 6JJSS, Spell, Kill each unit with fewer than 2 battle skills. Not so good board wipe but it has potential if you can make all your unit imune to it.

    Feln

    • Essence Feast 2PS, Spell, Board wipe if there are 20 or more cards in the enemy void. Difficult to active but huge payoff.
    • Rindra's Choice 2PS, Fast Spell, Kill multifaction unit or negate multifaction spell.
    • Feeding Time 4PS, Spell, Transform and kill a unit. Polymorph but actually removes the unit from the board.

    More

    • Display of Destruction 3FTS, Fast Spell, Has a 3 damage option.
    • Display of Menace 3FPS, Fast Spell, Has a kill relic option.
    • Display of Tradition 3TJP, Fast Spell, Has a Killer Option.
    • Display of Purpose 3JPS, Fast Spell, Has a 7 damage to unit played this turn option, has a steal relic with cost 3 or less option.
    • Disrupt 3, Spell, Kill relic or silence unit. Can give you what you factions don't have and has versatility.

    Oh my god this was longer than expected. Good night everyone.

    submitted by /u/E-308
    [link] [comments]

    I WILL NOT DISAPOINT YOU!

    Posted: 14 Jul 2020 02:33 AM PDT

    When you try out Master Conjurer for the first time and are very unsure if it will be worth it... (The situation somehow made it hillarious.)

    submitted by /u/Gjando
    [link] [comments]

    Obligatory Luck Post

    Posted: 14 Jul 2020 01:25 AM PDT

    Eternal Money Brew - Site Ya Lada!

    Posted: 13 Jul 2020 03:47 PM PDT

    Eternal League Dead or Alive Week 2

    Posted: 13 Jul 2020 11:05 PM PDT

    To see how week 2 is treating Stonescar in league, go here:

    https://youtu.be/jW2MWXGjwDQ

    Let's open up 2 more packs and get some edits in! Right after that we hop into a gauntlet of 14 games (1 game got lost in the nether, but enjoy nevertheless.)

    submitted by /u/ProbablyRedEternal
    [link] [comments]

    Yushkov, the Usurper + Ch. 25: Defiance | Eternal Lore Along

    Posted: 13 Jul 2020 04:41 PM PDT

    To begin listening to Defiance's set lore, go here:

    https://youtu.be/0PHdJRrLr0o

    This week in the Eternal Lore we view the past from Yushkov's perspective and learn of the Defiance storyline's beginnings.

    submitted by /u/ProbablyRedEternal
    [link] [comments]

    No comments:

    Post a Comment