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    Friday, May 28, 2021

    Eternal Card Game The Misplay Meta - Week of 5/20/21

    Eternal Card Game The Misplay Meta - Week of 5/20/21


    The Misplay Meta - Week of 5/20/21

    Posted: 28 May 2021 08:48 AM PDT

    MTPW - Javan, the Steel Crest

    Posted: 28 May 2021 07:17 AM PDT

    Javan, the Steel Crest fills a role that is rare in the Expedition format. He's got a good body for his cost, he gives you card advantage or board presence every turn, and he buffs your units. To fill these varied roles, there's no better place for him in Expedition than Praxis. Believe me, I tried very hard to make it work in other colors. Combrei got the closest, but without decent ramp options there's no way to capitalize on it quickly enough to be reliable.

    I digress. This list is basic lay 'em down and turn 'em sideways aggro, with a little bit of ramp thrown in to help when the gas starts to stall. D'Angolo Houndmaster is a very impressive unit that mitigates his own restriction quite nicely, and it's rare to have many cards in your hand, even with all the cards we're drawing from Javan and Reliquary Raider, so you shouldn't have any problem releasing the hounds. Our ramp option is Kanya, Ironthorn Envoy. It's not likely the game will run long enough to activate her ability, or that of Praxis Heirloom, but having the option in long games is nice.

    In the market, we're running Privilege of Nobility to keep us safe from Stonescar and Dredge, and Onoris Roa to help buy time against mono-fire.

    Strengths:

    Good synergy.
    Plunder and ramp options keep the gas going.
    Versatile market.

    Weaknesses:

    Struggles in the midgame.

    Decklist

    submitted by /u/JaxxisR
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    What? How?

    Posted: 28 May 2021 07:49 AM PDT

    What? How?

    Valiant Guardian is not working, totally not playable!

    Edit:

    The Valiant Guardian on my board was summoned by Stirring Sand. The add-cost effect does not seem to work.

    Later on, I played my second Valiant Guardian from hand, and its add-cost effect worked fine. Weird..

    https://i.redd.it/cwtyxn2ziv171.gif

    submitted by /u/fw4h
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    Help! I’ve crafted Horde Plunderer and I can’t get up!

    Posted: 28 May 2021 06:24 AM PDT

    Here are two decent decks using HP:

    1. https://eternalwarcry.com/decks/d/jBtdB0pUcos/horde-plunderer-2-electric-boogaloo

    Ixtun colors, based around Inoa, Elevator Overseer as HP #5-8.

    1. https://eternalwarcry.com/decks/d/VlZAyWUluGE/mustercraft

    Elysian, based around Muster using some newer cards.

    Note: Neither of these decks are meta-breakers. I mean....it's Horde Plunderer.

    submitted by /u/LateNightCartunes
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    Why Stealth will die with Revelations

    Posted: 28 May 2021 09:23 AM PDT

    Right now units are semi predictable, but always a gamble. As you add more stealth units, the power of the stealth battle skill increases because units can bluff as other units. This works both ways. A weak unit can bluff as a strong one to prevent attacks or encourage a strong removal. A strong unit can bluff as a weak unit to encourage attacks or discourage removal. Imagine a deck made completely of stealth, especially with a lot of those units stacked into the same power cost.

    It feels like stealth is OK if the current units are kept or several more added, but the skill can't go on for long. It's not something like Valor or warcry that really don't break throne. This is probably the reason you don't see much revenge added because enough revenge could be exploited.

    I'm not a fan of these battle skills just come into the light and then die. I don't think it's good for the game.

    submitted by /u/lod254
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    Mainboarding 2x Furnace Mage in Expedition: Have I gone too far or not far enough?

    Posted: 28 May 2021 11:15 AM PDT

    I found I wasn't very happy with Shoal Custodian, so I swapped them. So, have I gone too far? Should I lay off the moon-sugar?

    submitted by /u/Wrexial_and_Friends
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    The Core Reasons for Eternal's New Player Problems

    Posted: 27 May 2021 08:53 PM PDT

    While Eternal has a passionate community, it's not a secret that Eternal has a problem with growth. Granted, it's a smaller game and a relatively new IP that won't attract too many players the way some of the other big card games have, but a game this good and with a playerbase as passionate as ours, you would expect it to grow steadily over time. However, that playerbase largely hasn't grown.

    A lot of people have come up with suggestions with how to attract new players and/or get players to enjoy the game more. While most of these suggestions are good, I think they fail to address some core issues of why there is no growth.

    While a lack of advertising might be a problem in why more players don't play, I think the problem itself is based around player retention. Even if we do find more players from an advertising campaign, I think Eternal has two issues that push them away that need to be solved before Eternal sees any sort of growth.

    Problem 1: The Power System

    When designing a card game, the designers have 3 main problems that need to be solved: how to solve first turn advantage, how to balance cards against each other, and how to keep players from playing all of the game's best cards in one deck. The power system is a genius system because it not only solves 2 of these 3 problems at once but also turns it into a player driven risk/reward system where you have to choose between a consistent deck with few colors or an inconsistent deck with a better selection of cards. This doesn't include the problems produced by having to choose the specific power cards you should be adding.

    However, other card game developers have moved away from this type of system for 2 very good reasons: power cards are not very exciting and (more importantly) the experiences of power flood and power screw feel really bad. Flood and screw are dealbreakers for many players that turn many players away from the game, and while we have mechanics like pledge, decimate, and plunder that can help mitigate their impact new players should not be forced to learn mechanics like these just to enjoy the game. While power flood and screw should exist in some capacity, it shouldn't be so severe that it turns new players away from the game.

    The freedom of the power system should also be more pronounced for new players. The strength of the power system is the freedom to play a wide variety of decklists while having tradeoffs for doing so in the power system itself, but many new players won't get to interact with the strengths of this system. While this will mostly be limited by a new player's collection, the new players themselves shouldn't be limited by the cost of power cards if they want to experiment with the game's systems, because encouraging experimentation will encourage players to stay.

    I think there are 3 things that would better highlight the strengths of the power system for new players and convince them that the power system is worth the occasional flood and screw:

    1. Reduce the rarity of Crests and Cylices (yes, that's the plural of Cylix) from rare to uncommon, buff Tokens to be constructed playable. Power bases are the core of what allow players to run multifaction decks, and removing the prohibitive cost of running Crests and Cylices would help new players at least explore the ideas behind running multifaction decks, while improving Tokens would allow new players to have a better starting point if they want to experiment with tri-faction decks.

    2. Change the starting hands to have at least 2 power cards and 2 non-power cards on each draw (from at least 1 of each for the first draw and at least 2 power cards and 3 non-power cards for the mulligan; backup mulligan is unchanged). By restricting the number of starting hands to disallow extremely large or small amounts of power, new players no longer have to deal with non-choices of keeping hands with overly small or overly large amounts of power. This means they won't get flooded or screwed as often, and they get to improve at mulligans more quickly due to having more playable hands during the mulligan.

    3. Adjust the shuffle algorithm to restrict the number of exceptionally long chains of power cards and non-power cards. As I said before, playing a game where you get flooded/screwed isn't very fun, but are fine in small quantities. Creating an algorithm that inhibits flood/screw from going beyond 8-10 cards may be difficult, but would greatly improve the game for new players because they would find fewer extreme cases of flood and screw without hurting the game for experienced players.

    Problem 2: Rarity Bias

    Rarity bias sounds like a derogatory term for pushed cards (at one point, before I understood card game design, I used these terms somewhat interchangeably), but I'm not using it as a negative label for all pushed cards. When done well, pushing has a very positive impact on the game, players, and developers. However, there are two instances where pushing has a negative impact: when the card was pushed too hard and it warped the game around a strategy built around the card (think Elding as a recent example), and when the card was pushed in ways that offered a lot of generalized power such that it removes depth from the card pool (think Sandstorm Titan as a historic example). Rarity bias is related to the latter of these two definitions, but should be given a more proper definition. For completeness, I'll also define pushing so we're all on the same page.

    • Pushing is the act of making certain cards better than others for the benefit of the game, players, and developers

    • Rarity bias is the act of pushing cards for the detriment of the game, players, and developers

    Rarity bias produces a lot of problems for a lot of different groups, but for new players specifically it inhibits their ability to have fun playing the game, especially if it feels like they didn't get to interact with the systems the game provided them. Losing because you didn't feel like you got to fairly interact with the opponent is a fairly common sentiment in card games, but when that frustration comes from playing against a "fair" midrange deck playing overstatted fatties like Sandstorm Titan and Geminon, the Double Helix it's much less acceptable. Sure, they have answers, but the reasonably playable answers at low rarities are few and far between (so new players may not have them), the decks that play these cards run redundancy for these threats so they have them more often and run out the removal the new player already had, and these overstatted cards undermine the unit-based combat systems that the game is trying to promote.

    Frankly, Dire Wolf has learned a lot, and now biased rares and legendaries are comparatively rare to find in recent sets, but we can do a lot better to allow new players to enjoy the game so that they want to spend money on it rather than spending because they feel they have to in order to have a chance at winning. The only way to fix this issue is to do a massive balance patch that brings the power level across rarities together, either by nerfing several high rarity cards to be closer to low rarity cards (which is easier, but it feels bad for most players) or by buffing a large majority of the lower rarity cards up to the higher rarity cards (which is much harder, but feels better for a majority of players). The balance doesn't have to be perfect, but it shouldn't feel like there's a significant gap between the power level of lower-rarity cards, and even if there is there should be some sort of logic that new players can see as to why the card could afford to be a bit stronger.

    submitted by /u/TheIncomprehensible
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    I feel like amplify just replaced spellcraft

    Posted: 27 May 2021 08:36 PM PDT

    There are attachments that have amplify X play a spell. As well with amplify you can use he effect more then once when played unlike spellcraft. Like what the point of spellcraft at this point. It be better if they reworked those spellcraft cards as amplify.

    Sure those cards were design to use the spell only once so they aren't going to change them.

    submitted by /u/WhyISalty
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    If exploit is so needed, then why aren't there other cards like it? And why is it shadow?

    Posted: 27 May 2021 07:45 PM PDT

    I've come from reading some of the past discussions on this card, and while people talk about its cost, whether it should plunder or not, its necessity in the game to counter certain decks, etc... it occurs to me that my issue is with it being shadow.

    Looking at eternalwarcry, it's at the top of practically every category it appears in, and I've come to expect it to appear in almost every random opponent I've faced. It's become a tedious presence. But if it was time would it be as tedious? What makes it shadow essentially? There's gonna be some balancing soon, but I'd be curious to know if people think it would be less tedious or more so if it were a different influence, or if there were other versions of it in different influences. Maybe it's just that shadow is real popular now, but that's my gripe with it.

    submitted by /u/ficus_deltoidea
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