Eternal Card Game New Scion! |
- New Scion!
- New Promo Quest: Genetor Dovid I!
- Rhum Pyre Destroys Kerendon?! - Throne Game Play and Deck Tech
- 4 of
- The Five Best Monofaction Fire Cards
- Farming Eternal Ep84: Autotreading the Uncommons with Martial Efficiency
- Gems or Bundle?
- Sop wtf is with the broken ass belligerent yeti
Posted: 21 Jan 2021 09:01 AM PST | ||
New Promo Quest: Genetor Dovid I! Posted: 21 Jan 2021 01:33 PM PST
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Rhum Pyre Destroys Kerendon?! - Throne Game Play and Deck Tech Posted: 21 Jan 2021 01:10 PM PST
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Posted: 21 Jan 2021 01:03 PM PST
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The Five Best Monofaction Fire Cards Posted: 20 Jan 2021 08:57 PM PST What makes a card the best? That's a question that's very difficult to answer objectively. The word "best" is even harder to use subjectively, given how differently people feel about what makes something the "best", never mind the variety of opinions on the cards that could be best. However, we have nearly five years of cards behind us, so I've decided to take a shot at pulling out the five fire cards that I think are the best they've ever printed. When I say best card, I'm evaluating cards in their strongest possible balance state, ignoring unintended game breaking bugs. That means that if a card has been nerfed, I'm looking at the pre-nerf version, or at a post-buff version, etc, regardless of what the card looks like today. There's going to be some old cards here, so I'm including text descriptions as well as some (low quality) images of the card's I've chosen to help those who may not recall or even have seen their strongest possible state. Now how do I evaluate the best cards? I don't mean best card for the environment, ranked against its peers. I mean that the card would be one of the five strongest monofire cards if it was available today. Strongest is another subjective term, but I'm mostly looking for one of two things: a card so flexible and powerful it's basically an autoinclude in every deck of it's faction, or a card that's so powerful that almost all decks of that faction would be built around it. A card won't always fit these categories exactly, but sometimes you need to rank from the heart. Additionally, I'm mostly going to ignore market cards. Accessing the market is one of if not the strongest effect in Eternal. All of the cards that grant market access are extremely powerful and see widespread play, but the majority of the card power is in the market effect and there are many different options for decks to choose from, mostly preventing any one option from completely eclipsing the others. There will be a few market cards I felt deserved special mention due to their non-market effects on future lists (but not this one). I was never able to limit myself to talking about just five cards, so there will be several honorable mentions as well as many cards that could have made the list but didn't. This list is intended to be a serious ranking, but is by no means the last word on the subject. It's also extremely likely I've missed a key card or two, as I was constantly making adjustments as I was writing these lists. I look forward to reading your own personal top five lists in the comments, as well as to a fierce discussion of the proper way to rank them. Click here for an imgur album with the proper versions of the cards I've chosen. All the cards are on a single image, so beware of spoilers. Rankings will be listed in ascending order (5 to 1) with the honorable mentions first. Without further ado, let's get to the rankings! Honorable Mention: Jekk, Mercenary Hunter 3FFF 2/3 Unit. When Jekk hits the enemy player, create and draw a Treasure Trove. Summon: You may pay 1 and discard a card to deal 2 damage to two enemies. Jekk gets Double Damage if it's a Sigil. Four health was the magic survival number for a long, long time in Eternal. Jekk pushed it to five. With the flexibility to hit units, sites, and face, Jekk absolutely dominated its release format. Jekk always traded evenly on resources, but he was a huge tempo swing every time he killed one or even two units on turn 4. Definitely one of the strongest value units fire has, however his reign would be short lived. While he hasn't been nerfed, his supporting cast and effect lines up far worse against the modern format than it did in the early days of his dominance. Several cards were also printed specifically to address the value that Jekk can get out of his summon, with Just Desserts and Silverblade Intrusion as examples. While Jekk was a format king and still sees play today, he's by no means an autoinclude and so only merits an honorable mention. Honorable Mention: Edict of Shavka 1F Spell. Edict of Shavka can't be negated or stopped by Aegis. Deal 1 damage to an enemy. If it's J or P, deal 5 damage to it instead. One damage for one power has a lot more utility than you would expect in Eternal and Snowballs have been a staple since the beginning. As a member of the Edict cycle, Edict of Shavka is so much more. Ignoring Aegis gives control a single card answer to one of the strongest anti-control battle skills, and the color powered 5 damage lets it slice through units as costly as Medium Svetya (Lightbringer) or Icaria the Liberator. In addition to being a market staple for almost every fire deck, it saw maindeck play in control decks for its role in stopping aegis heavy decks like Hooru. Despite it's strengths against Hooru cards, I doubt it would see more than fringe maindeck play today unless a metagame really favored it so that limits its presence on this list to an Honorable Mention. 5. Bore 1F Spell. Kill an enemy attachment. Create and draw a copy of Bore, then discard it at the end of the turn. While this card is relegated to the market, it's pretty much the end of the subject on attachment destruction. The price and flexibility are what set it apart from other options, as Bore clears a single card as easily as a full house of relics. Other maindeck cards to deal with relics do exist, but if decks that present multiple targets are a real metagame consideration you won't see any fire markets without Bore. Except Blazing Salvo, of course, which ruined my whole writeup but Salvo markets would totally play Bore if they could. 4. Kato, Arena Herald 2F 2/1 Unit. Summon: Play a 0/1 Totemite. If you have ten or more units in your void, play an 8/8 Giant instead. Corrupted 1 There's an unspoken rule in Eternal - if a card makes multiple units, somebody is interested (and its usually TheBoxer). Cheap cards that make multiple units are a mainstay in sacrifice and go-wide decks alike, and Kato is one of the best. Like all the best synergy cards, he plays both enabler and payoff. He offers 3 bodies to fuel sacrifice effects (four in the void!) and once you've filled your void up, it's Oops All Giants. Even in his modern nerfed state, Kato is a lynchpin of sacrifice decks and unlikely to go anywhere anytime soon. While he doesn't go into every fire deck, he does go into every Sacrifice deck and many Rally decks as well, earning him his place on this list. 3. Grenadin Drone 1F 1/1 Unit. Summon: Play a 1/1 Grenadin. Meanwhile, this card DOES go into every fire deck. If you want multiple units, it's hard to go wrong with 2 units for one power. This goes in sacrifice, rally, Grenadins, Kenadins, Tesseract, whatever camat0 was doing with Shared Vision... It's cheap, it's flexible, it goes clank. We played this in 2016 and we play it today. That's a staple. 2. Xo, of the Endless Horde 7FFF 6/6 Unit. Flying. Fate: Create and draw a Treasure Trove. Ultimate: When Xo attacks, for every 2 you spend, he deals 1 damage to an enemy and you draw a Treasure Trove. There's another unspoken rule in Eternal - if a card is multiple cards in hand and one of them does something, everybody is interested. It can't be reiterated enough - Markets are so very strong, and cards that fuel them are absolutely worth playing. There were lots of decks in Xo's heyday that just moved Xo between zones to draw treasure troves and cycle through cards. As we've learned and relearned through the years, cards in hand are a resource even if you're never going to cast them. The nerfs to Xo do have some impact on his playability, but a bigger hit is more likely the other powerful cards that have been printed. You have less time to chain Xos nowadays, wider access to Treasure Troves from Plunder and Cylixes, and some market cards no longer need cards in hand - Etchings fuel themselves and Wasteland Broker doesn't trade cards, flavor fail! Xo has had his own period of dominance, but a metagame shift to fire based control decks or new market cards being printed could bring him right back into the forefront. After all, Petition for Cylix is a real play. 1. Torch 1F Fast Spell. Deal 3 damage. Not a surprise, to be sure, but a welcome addition to this list. I don't think there's a lot that I need to say here. Torch is good and was even better, an autoinclude in nearly ever fire deck from 2016 up to the nerf. If you consider the card to be able to hit sites before they specifically changed it (sites didn't exist before the ruling update) it gets even better than the autoinclude it was. So yeah, I think this one makes the list. And that's all we have for today! I'm not expecting much argument about #1 but the rest is all up for debate. How would you rank them? What cards did I miss? What cards have no business being here? I look forward to reading your thoughts in the comments, and I hope you enjoyed this article. I've already prepared lists for the other four monofactions as well as colorless cards, then I'll move on to multifaction cards. Until next time! [link] [comments] | ||
Farming Eternal Ep84: Autotreading the Uncommons with Martial Efficiency Posted: 20 Jan 2021 03:56 PM PST Welcome to Ep. 84 of Farming Eternal. Last week Patrick and HatsonLamps talked commons. This week it is the uncommons. They go over every uncommon and are happy to first pick and how they stack up against the top commons. If this is your first-time hearing about the podcast, you can send your 7-win deck lists by email to farmingeternal@gmail.com or post them in the discord. (link to join the discord is below). Thank you to all the players for submitting your decks this past week. Farming Eternal Ep.84 https://soundcloud.com/farming-eternal/farming-eternal-ep84-autotreading-the-uncommons-with-martial-efficiency You can find our faction by faction breakdown of all our 7 win ( Set 10 ) deck lists here: https://docs.google.com/spreadsheets/d/1G9UfwKbZR9n0oqWCD6C544GoFcutc3FCVBBqvh1Dp4A/edit#gid=1169127952 We also have a very active discord. Come join us, it's an awesome discord and we talk a lot of draft https://discordapp.com/invite/2Z2GxjQ Check out the website too. http://farmingeternal.azurewebsites.net/ [link] [comments] | ||
Posted: 20 Jan 2021 10:15 PM PST Simple question, returning player from defiance. Have the following campaigns:
Currently running this deck: https://eternalwarcry.com/decks/d/gOCRk-Crt5o/praying-for-hooru-fliers And have about 20k gold , 800 gems and 2k Shiftstone. Planning to use the gold to get Trials of Grodov. The question is should I get the Awakening bundle or just spend that money on gems to buy the rest of the campaigns? [link] [comments] | ||
Sop wtf is with the broken ass belligerent yeti Posted: 20 Jan 2021 06:33 PM PST I'm pretty sure that's the name of the card the belligerent Yeti it says Pay 0 and twist in deal 1 damage to an enemy well I just watched a player kill all of my 1u1 rustlings which was my only defense really against the large creature they had because they were able to twist him until it was at -7 health I thought the creature was supposed to immediately die up on reaching zero Health how is he able to keep twisting him and keep doing 1 damage it doesn't make any sense [link] [comments] |
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