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    Saturday, December 4, 2021

    Eternal Card Game FETL Playoffs start this Sunday, 10am Pacific!

    Eternal Card Game FETL Playoffs start this Sunday, 10am Pacific!


    FETL Playoffs start this Sunday, 10am Pacific!

    Posted: 03 Dec 2021 08:05 PM PST

    Hello Reddit! The first round of the FETL playoffs will be this Sunday at 10am Pacific. Team Invoke Lethal (4th seed) squares off against Team Snowfort (3rd seed) in a battle to see who will advance to the semifinals against Team Rankstar and be guaranteed $100.

    Lineups:

    TIL (5-3-1) vs. TSF (6-2-1)
    L BYE THRONE BYE W
    Applechips EXPEDITION theovermaster
    AP Control Hooru Heroes
    Applechips THRONE GT100
    Moon Room Praxis Storm
    KillerKing EXPEDITION Frafa
    Skycrag Aggro SS Aggro
    JNL THRONE Mail
    Skycrag Aggro Sylscar
    Karnage EXPEDITION Mail
    AP Control SS Control
    ACE THRONE ACE
    0 Total ------------------ Total 1

    All games will be broadcast on www.twitch.tv/Sunyveil

    Interested in playing? Signups for next season will begin immediately after the Grand Finals!

    submitted by /u/Sunyveil
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    Praxis Charge

    Posted: 03 Dec 2021 05:16 PM PST

    https://eternalwarcry.com/decks/d/9LQT3MLK3Ng/praxis-charge-wip

    This is a new deck I am experimenting with. It's focused on playing units with charge, but with a higher unit cost than the usual Praxis aggro deck to maximize the impact of Divining Rod. I don't have Solux yet and am out of shiftstone to craft more cards right now, but want to try it as well. I welcome any thoughts on which way I should work toward balancing it or cards I may have overlooked.

    submitted by /u/neonharvest
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    The Misplay Meta - Week of 11/25

    Posted: 03 Dec 2021 11:00 AM PST

    WE NEED JUSTICE (for Holiday Promo)

    Posted: 03 Dec 2021 08:22 AM PST

    All the Promo's currently in expedition are other Colors or mixed.

    For Christmas can we get a Justice Promo? Preferably an Elf that lets us create and draw 1 or more treasure troves or Invokes Justice.

    submitted by /u/SpaceDuckz1984
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    Day 1 master's evenhanded Feln deck -- now go and make throne ladder a golem-infested toxic sewer, my golem-abusing minions =P

    Posted: 03 Dec 2021 09:41 PM PST

    How would you improve this gauntlet burn/control deck?

    Posted: 03 Dec 2021 01:13 PM PST

    https://eternalwarcry.com/decks/d/_50g9mJrLqY/chirganth-burn-control

    It's doing well so far, but I'm no expert deck builder; I'm sure someone can hop in here and improve it.

    Cheers!

    submitted by /u/Ehrahbass
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    AP Reanimator

    Posted: 03 Dec 2021 01:07 PM PST

    It's like taunting a child with cake they can't have...

    Posted: 02 Dec 2021 11:13 PM PST

    Draft Decks Savable / Playable Against Friends?

    Posted: 02 Dec 2021 05:01 PM PST

    I pretty much exclusively play limited game modes in card games. The one thing that's stopping me from peddling Eternal to my friends is that we can't draft individually and then play our decks against one another to my knowledge. Just wanted to post saying that I'd love to have this feature. Wanted to make sure it didn't exist and put the suggestion out there to see if it would gain any traction. It would make me a happy man.

    submitted by /u/SildricStormwind
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    Are we gonna nerf XULTAN AMBASSADOR before the ECQ?

    Posted: 03 Dec 2021 09:22 AM PST

    Make it cost 3.

    You can ignore the rest of the post.

    Please don't start with the: WOWOWOW, do you KNOW IT HAS COUNTERPLAY? Messages.

    Yeah, I also know that a 999/999 dies to a 1/1 deadly. That doesn't justify creating a 1 cost 999/999.

    Heroes aren't bad units, you can usually win without the ambassador, but if you draw one you just go bananas since you have infinite value.

    We know eternal has very limited card draw, and most draws are a one-way use that gives you bad tempo (Except for the Odd-Footed-golem we all love to see in every tournament of course), or they cost a lot.

    There are a lot of posible decks to build or beat if we remove this guy, otherwise we will be seeing a lot of decks with the ambassador and decks losing to other stuff cuz they try to beat the ambassador.

    I wouldn't like to see a stall ECQ when we have soooo much stuff to try if it didn't exist.

    submitted by /u/darkrevengerIsTaken
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    Salty Balance Patch (Not real).

    Posted: 02 Dec 2021 05:59 PM PST

    I would usually do a can we fix it video, but I wanted to try to do a fake balance patch instead like Ilyak1986 did. These are just my opinion and if you disagree with them then that's fine, but please be polite about it. Always here they are:

    Nerfs:

    Autotread – now cost 2F and 2/2 (Was cost 1F and 1/1). As well active effect cost 2. (Was 1 cost).

    My experience facing this card has always been a stress full one. If this card isn't dealt with right away it can really put you in a hard spot especially if it an aggro deck. It pay 1 effect doesn't seem like much at first, but it combos too well with D'Angolo Houndmaster and League Explorer Depth Charge. But let forget about those two Autotread effect it too good with killing off low health unit and dealing damage to you. If you had no units on the field that is a guarantee 2 extra damage to the face (1 from the deal 1 effect and the other from the +1/+1 effect). With it stat increasing almost ever turn depending what kind of deck you are playing it might be to late to stop it.

    Battlefront Dasher – now 1/1 (was 2/1).

    I don't think taking 3-6 damage by your second turn is really fair. BF Dasher contract is always cast on it self and never on any other units. If you are going second and they happen to play this card on their first turn then you know you are going to have a hard time surviving since they already have the lead on you by 3-6 damage.

    D'Angolo Houndmaster – now a 1/1 (was 2/1) and has reckless.

    I find having Quickdraw and Valor is just to much. Blocking it early will guarantee it being a 3/2 and killing it's blocker most of the time. You are force to use at least 2 blockers to stop it (which might not even be enough to stop it) and at the same time it passive effect could of generated a 4/1 Magma hound which also needs to be blocked so you have to decided if you want to stop the current hound or stop the card that i generating them. Either way you will be taking 2 or 4 damage. By giving it reckless it you are always force to have it attack in order to trigger it passive effect. You still will be able to play 3-4 hounds, but that's only if you play the other houndmasters and happen to have enough mana to trigger their effect. Next turn though they will be force to attack and if there are 3-4 houndmasters on the field their passive effect is now disable since they are force to attack.

    Depth Charge – now deals 1 damage (was two).

    These thing can stack upon you too easily it seem and it isn't hard for an aggro deck empty their hand. Unless they drew nothing but power.

    League Explorer – now 1/1 (was 2/2). Now plays a Depth Charge when hits the enemy player as well.

    League Explorer is a must in ever aggro deck. It deal 2 to the face and can deal 2 or more later on in the future even when the card is no longer on the field. I found it annoying that it no mater what it will always be able to give you a Depth Charge if you don't have Aegis. I would prefer that the effect to play Depth Charge would only trigger if it hits you, but if Depth Charge damage is reduce to 1 then it only fair to keep it trigger effect when it attacks as well. If Depth Charge damage doesn't get reduce then they should change it to "when it hits the enemy player" only.

    Sindain's Bracers – now cost 4TT and gives +2 Max Power (was 3T and gave +1Max Power).

    There has been a lot of Elysian hero decks going around in expedition mainly due to this card and Xultan Ambassador. I've been using this card a lot of a few hero decks it feel so easy to keep gaining max power power with this cards and in expedition most players don't have any relic hate cards in their deck. I think it would be more fair if this card was play later on turn four like Mask of Torment.

    Helena, Skyguide – now 2/4 and has "Contract 3: Give another unit +1/+2, Flying, and Endurance this turn." (was 3/4 and contract gave +3/+4).

    The cards right now is too good at being aggressive and defensive. It stats alone is crazy alone, but it's even crazier that it can gives those stat to another unit for 1 turn. It like playing two copies. Sure Contract is suppose to be the downsize for that effect, but it isn't really. Early game that is a guarantee X+3 damage to the face.

    Orene's Scepter – now has "The first time you a unit, it gets Aegis. If it already has Aegis, it gets +1/+1. Ultimate: Pay 12 and the enemy player can never play spells again." (Was when you play a unit, it gets Aegis. If it already has Aegis, it gets +1/+1. Ultimate: Pay 9).

    With the heavy control decks out there it pretty easy to reach the goal of using the ultimate and unlike Scourge of Frosthome if the relic was remove or silence the ultimate effect will still be active. As well i don't like the idea of having every unit you play in that turn getting Ageis. Sure in expedition it a great counter towards those wipes decks, but i think it too much.

    Xultan Ambassador – now cost 3PP and 1/1 (was 2P and 1/1).

    This is the card that makes Elysian hero decks so good right now. Every time i see this card i just know I'm going to have a hard time. Sure with it having 1 health it not that hard to get rid of, but you might not always have that card to get rid of it and your opponent might already have drawn 2 or more cards by then when you do. This card is a better version of Gear Master since there are so many more hero then sentinels and is cheaper to play. If this card does get nerf it will ruin this Endra deck I've been working on, but I'm OK with that.

    Velise, Bear Rider – now 4/3 and not longer gives Overwhelm (Was 4/4).

    Even before Elysian hero became a thing this card has always been strong. I never like the idea of having units attack getting +1/+1 and Overwhelm. It combo too well with Jufi, Sprite Seer. Where Jufi will get additional +1/+1 from drawing and discarding effect. Jufi will probably have 10 or more attack at this point and giving her Overwhelm will mean at least half of that damage will hit you.

    Exploit – now cost 3SSS and is a fast spell (was 2S and not fast).

    Many people including my self has been asking to card to be nerf. It's too strong for it cost. It can ruin players entire game especially if it was play on turn turn. As well not only they get to discard one of your card they can plunder one of there cards as well. If it didn't have plunder maybe it could of still be a 2 cost, but no. This deck makes shadow Evenhanded Golem deck too strong as well. Ever time i see this card play it just boils my blood big time.

    Sinister Rumors – Third mode now "The enemy player discards two copy of a spell of your choice from their deck" (was each copy).

    At lost people on discord say that the third mode isn't that strong, but i would disagree. If you are playing a combo deck they pretty much ruin your combo. They may also remove the only remove spell you have in your deck.

    Waning Moon – now has "At the start of your turn, draw a card and take 2 damage" (was 1 damage before).

    Waxing Moon – now has "Your units have Deadly, but they can't have Lifesteal" Didn't remove life steal before).

    I find the moon relic to be a bit too strong and very annoying in throne. Before it was rotated out of Expedition it was one of the most played deck and i had to take a break from playing eternal cause of the card. Taking 1 damage and drawing a card isn't that big of a down size cause shadow all about healing. The damage really needs to be increased and if they don't increase the damage they should at least remove units from having Lifesteal so unit like Black-Sky Harbinger won't counteract the down size of taking damage.

    Vine Grafter – Ultimate now gives Lifesteal (was Regen).

    Now that grafters are rotated out of Expedition i think finally time to nerf this card. Out of all the grafter this one is too strong. Giving Regen is almost like giving Aegis to a unit in your hand. The justice nor Primal Grafter didn't even do that it. If they did i would say maybe giving Regen would of been maybe fair. What most players would do is use grafter in a Evenhanded deck and grab Champion of Cunning and give it Regen. So now you have a unit with before Aegis, Regen, and flying which really hard to remove. As well it Champion Cunning will gives units bonus attack each turn which is never fun.

    Mindbreaker's Staff – now takes 5 turns (was 3 turns).

    This card is insane more in expedition though since most players don't play a lot of relic hate. I also don't enjoy the fact that we take damage and they gain heath end of each turn as well. I had a game where the enemy player played my strongest card before i had a chance to remove the relic. 3 turns can go by very fast.

    Sling of the Chi – now has "At the end of your turn, if you played a unit with 6 Health or more, draw a card." (Was "If you had a unit").

    Sling has always been a problem of a card where it had it cost and it transforming effect nerf, but the thing that DWD seem to ignore the most was the drawing engine that the card has. I don't think it fair they get to draw an extra card for just having a 6+ health unit. The deal damage effect only trigger once when you play a 6+ attack unit so i think the same should apply for 6+ health units.

    Buffs:

    Transpose - Deal 2 damage to the enemy player or gain give yourself Aegis (Was only deal 2 damage).

    I hated Transpose so much before it was nerf and being able to pop an aegis and giving your self one was too strong, but now that it gaining Aegis was remove and has it cost increase to 2 i feel like that card is now useless. Having it cost increase to 2 was the right call, but not sure about the Aegis effect. I think it would be better if you could choose between dealing damage or gaining Aegis.

    <Insert Name> Cylix – now Depleted unless you already have XX or YY. XXXYYY: create and draw a Treasure Trove.

    I don't know why DWD didn't just do the nerf this way. The probem with this wasn't the power being played undepleted or not it was getting a treasure trove. The Cylix factions are having a hard time now compare to the others cause they have Paining and tomes which are more likely to be played undepleted.

    Ijin, Mithril Daimyo – Now as Warcry and contract cost 2 (was 4).

    I feel like Ijin is just a filler card and it contract isn't really worth playing. Playing a two 1 cost 1/2 onis for 4 doesn't seem like a good trade off. On turn five they will be most like be use use as defenders and if you do attack with them don't expect them to be survive thus never getting Ijin +4/+4 weapon equip to them. As well Ijin can't attack what so ever if you want to use her passive on another unit.

    Ghodan Cold-Heart – Contract now deals 3 damage for each spell discarded (was 2 damage).

    I know her contract it mean to be use in situations where you have like 1-2 cards in hand then you can discard them for 3 cards instead and the dealing damage was a bonus, but i feel like that bonus should be more rewarding for having to discard spells. I tried making decks around discard a lot of spells in my hand and trying to deal a lot of damage to the face. I've tried brewing decks where i generate spells in my hand and most i was able have was around 8-10 and that's only 16-20 damage. My opponent might have more health then that. As well in normal decks you usually wouldn't have that many spells in hand.

    Alessi, High Arcanist – Contract now cost 3 and gain 4 armour and play a spell that cost 5 or less in your hand (was 2 cost, 3 armor, and spell cost 3 or less).

    I feel like this card will never see any real play. I tried crafting 2 more copies of this card and seeing if could make it work, but sadly i couldn't. Most 3 cost spell aren't really worth to play, but that is my opinion.

    submitted by /u/WhyISalty
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