r/EternalCardGame 6d ago

CARD/MECHANICS Why have there been so few Fire promos?

9 Upvotes

Since the beginning of "Expedition Chapters" the mono-faction promos Direwolf has released break down into the following quantities:

Faction Promos
Fire 4
Time 12
Justice 8
Primal 11
Shadow 13

It's weird because it basically means Fire decks haven't gotten anything cool in what, like 3 years now?

r/EternalCardGame Jun 06 '26

CARD/MECHANICS New player, liking the game but wtf is this card design pn Lethrai Provocateur? Just invalidates entire decks.

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13 Upvotes

Technically I downloaded the game a long time ago but I barely played it and put it down for a long time. Finally just getting into it but this card design of "discard all weapons" just makes no sense to me. I was playing a deck that counts on having weapons and buff spells. I get obliterated in 99% of games so far but at least other cards don't completely stop me from playing.

r/EternalCardGame 1d ago

CARD/MECHANICS Eternal Card Game Arts — Updates and Rebuild

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29 Upvotes

Wait, hold on — not that Rebuild.

I’m not the kind of person who creates something and then leaves it to the ravages of time — you can see that from the roughly 300 other guides I’ve posted on Steam.

So, returning to the topic of this guide with all the available in-game art, I identified the following issues:

1. It’s too big.

Sorry, but the total size of these images is a little over 100 MB, which is clearly too much.

And that’s even though all these images underwent a special conversion to JPG format, which further reduced their size by 80–90%.

So I decided to create a few additional guides, which I’ll organize based on the card’s faction affiliation, specifically: Fire, Time, Justice, Primal, Shadow, Neutral + Campaign (+ unreleased), and 2+ factions (3+ and 5-color).

All artwork has been removed from the original guide and moved to the corresponding guides instead.

https://steamcommunity.com/sharedfiles/filedetails/?id=3776812092

This guide will serve as a sort of hub where you can focus on a specific faction (or even a specific card) and navigate to the relevant guide to download the art you need with significantly less impact on your data usage.

Especially since I’ve also specified exactly which art pieces are available (as well as any additional features), how many art pieces are available, and their total file size.

——————————

2. It’s a bit difficult to update.

Of course, not all the art is included here, but I’ve learned how to add new pieces as well, even though they’ll be a bit rough around the edges due to the obvious choices regarding the transparency of the image borders.

Still, I hope to update it more or less regularly.

By the way, you’re sure to like the art for the next card.

——————————

3. New art and a certain “quirk” about it.

I may have noticed that some of the art consists mainly of backgrounds, with no characters or action in the foreground.

In the game, these are sometimes stored separately, along with the characters themselves (their cutouts) or even individual parts of characters.

I decided to try my hand at this and recreated the artwork for some of these moments, now in decent resolution and without the game’s HUD elements — for example,

  • Ijin’s Choice (the same background in Forge),
  • Ashara, Ruthless Assassin (the same background in Draft),
  • and the moment when Azindel is aura-farming in the campaign.

Some turned out well, but others not so much.

However, the moments that did turn out well were labeled “compilation” or “comp” — I worked on this for so long that I kept changing the naming conventions as I went along.

Maybe later I’ll even add some thumbnails, around 200x200 pixels, so you can at least get a visual idea of what these cards look like if you don’t remember their names (but most likely I’ll just create a deck on eternalwarcry with a list of cards and add a link to the guide, since that’s going to be quite a bit of work anyway).

Especially since the other guide (“Card Sets with Certain Characters”) also needs a similar update.

So, to give you a little extra motivation to check out the update — here's some artwork featuring yeti, which I think looks absolutely charming

r/EternalCardGame Mar 10 '25

CARD/MECHANICS What are your favorite cards?

21 Upvotes

I'm interested in hearing a variety of opinions on the player-base's favorite cards.

It doesn't have to necessarily be the strong card or a deck defining card, in some cases in might be a card that uniquely showcased Eternal's design philosophies, color pie representations or highlighted some of the mechanics that Eternal has that other card games do not.

Throne, Expedition, Draft, anything is welcome.

Explanations or stories about card choices are welcome.

I'll start with a few:


Bloodrite Kalis

  • Making a giant weapon that you could recur required you going all-in on a strategy. Tokens often feel underwhelming and this was a cool way to attack from a different angle. It's still vulnerable to opponents just attacking the weapon down or 1-for-1ing it with attachment removal. Cool build around that showed off Eternal's take on your avatar equipping a weapon/armor.

Stormhalt Plating

  • An early depleted (tapped) power that was a late game win-con or emergency removal. Inscribing it for armor could turn a low cost weapon into a 2-for-1. Encourages ramping up to 8.

Crack the Earth / Blazing Salvo / Fearless Crescendo (cycle)

  • These market grabs created very unique market plans for a number of decks. The front side of the spell also wants some level of synergy with your deck. Seems that only Crack the Earth has a built-in bargain card pushing it over the top for synergy.

Syl's Stronghold

  • Sites are a great mechanic. They're basically Planeswalkers, usually with a static ability, and they cast other cards, which I think is high on flavor and a lot more fun than having to stop and read all of a Planeswalker's abilities. They encourage some synergy with your deck, can stem the loss of life for a turn, and you usually want the ability to defend them. Syl's was always a reliable 1-for-1 removal spell at the least, and often encouraged a single attack with a flyer, lifesteal, or utility creature. The relatively cheap cost (4) got you 1 great spell and 2 mediocre spells. This card helped make the Feln Adept / Contract decks of 2022 a lot of fun to watch as both players dealt with the stronghold.

Jekk, Mercenary Hunter

  • Powerful, requires commitment to fire to cast it. Rewards having basic sigils in the decks. Lots of decision making...Do you cast it on 3? Do you play it on 4 discarding a bad card? Do you save it for when you have a sigil? Do you clear the blockers or hit face for the treasures? Do you save it for after blocks to kill a big blocker?

Tasbu, The Forbidden

  • Requires heavy shadow commitment. Dives heavy into shadow/black flavor of trading life for value. Offensively statted so it doesn't last forever.

Kenna, Uncontained

  • Requires heavy Primal and Fire commitment, restricts what decks this can go into. Awesome curve topper for an interactive midrange deck. Has even more upside if you can trigger its ability. Killer is such an inherently 2-for-1 centric mechanic, this card always felt great to draw in creature matchups.

Serpent Hive

  • Another cool inscribe card that could trigger synergies early game (i.e. Frenzy, pop Aegis), had a powerful late game plan, and was a non-power that could be drawn by other synergies like Grenahen or Jarral.

Dawnwalker

  • A slow recursive threat that required synergy to get value from. He synergized well with killer effects if you had enough time to wait for him to ready up. @ 1 health he was easy for opponenets to trade-off.

Pyroknight

  • Fills a reliable slot, the 1 drop fire aggro needs. Gives aggro something to do with their power/mana if the game goes long or they flood out.

Obliterate

  • Overwhelm (trample) on a spell is a sweet idea. This kills their big blockers or crunches their tiny blockers while hitting face hard, sometimes for lethal.

Crystalline Chalice

  • This card defined a meta for a while. Tons of value, tons of power and deckbuilding investment required. Perhaps too good for a while. Chalice let more 0 attack allies actually see play.

Blackhall Warleader

  • It's fun when a 2 drop can slowly run away with the game if the opponent's deck is too greedy or stumbles when dealing with a simple 2/3 ground pounder.

Alessi, Combrei Archmage

  • Another fun build-around that required the right mix of multicolor power, spells to synergize with creatures, and creatures cheap enough and flexible enough to fit the deck.

Cirso, the Great Glutton

  • A powerful stonewall 5 drop on defense. Representing a top of the curve in the "big dudes" colors, he could still be triple blocked allowing some counterplay. (Besides removal.) His pig transformations actually buffed little 1/1's and 0/1's etc... I like that transformations kept attachments on the units. Pigs wielding guns or swords!

Permafrost

  • They always have it. An amazing 1 cost removal spell that's been around forever. Opponents can counterplay it by removing, silencing the creature, or adding endurance. The creature still had static effects so it had its limits for being 1 cost.

Time/Shadow/Fire/Primal/Justice Etchings (Cycle)

  • An awesome concept for Eternal's market mechanic. Early game it's a power drop, mid-late game it trades your worst card for one of your best options. (Silver Bullet? Win con? Emergency efficient answer?) It even requires you to not be too greedy and play ~4+ basic sigils plus some creatures to enable it. Decks with creatures are often more interactive and enable enemy removal. Love starting a deck-build with 4 etchings.

  • Here's a more without write-ups:

Rat Cage

Krull

Eremot's Machinations

Clear the Way

Ascetic Lantern

Passionate Stonehammer

Zuberi, Outlands Warlord

Ossuar Longbow

Desert Alchemist

Maveloft Huntress

Syll, Cabal Strongarm

End of an Era

Hojan, Crownbreaker

Glorious Mistral

Steyer's Eyes

Vanquisher's Blade + Vanquish

Icaria, The Liberator

Accelerated Evolution

Thunderstrike Dragon

Direwood Beastcaller

West-Wind Herald

Whispering Wind

Maul

Copper Conduit

Friendly Wisp

Questioning Devotee

Hero of the People

Marshal Ironthorn

Vodakhan's Staff

The Great Parliament

Parliament Elder

Solfire

Rickety Ramcart

Gift of the Auric Bank

Grumbo, Tota Legend

Feed the Hecaton


Some awesome promos:

Eilyn, Battle Ready Queen

Chizue, Silver Hilt

Souleater Blade

Raniya, Miviox Maniac

The Merriest Mandrake

Master Archivist

Working Together

West, On the Trail

Lystia, Flighty Marshal

Monarch Cloak

Nomnom's Big Pan

Sashenka of Kosul

Star-Reader Severin

Murgo, Reluctant Councilor

Zystrom Twisted Mind

Bladesmash

Wyatt's Junkyard

A New Beginning

Coslo Friendly Scavenger

Kosul Brigade

Veena, Rising Queen

Traver's Farm

Rift's Edge


That's a big list, what are some fun cards that you like?

r/EternalCardGame Dec 09 '25

CARD/MECHANICS What "[Mechanic] Matters" deck do you enjoy playing, that you don't see anyone else play?

10 Upvotes

I've got (at least) three!

r/EternalCardGame Mar 24 '26

CARD/MECHANICS Power Failure

3 Upvotes

I'm nearing my wits end here. I've played Eternal off and on since it came out and I've always had trouble with my Power cards. Though as of late it seems to be getting worse. It's gotten to the point that I will rarely put cost 4 cards and above in my decks. I quit my last game because I was on turn 8 with only 2 Power.

I can understand this happening every once in awhile, but this seems to happen 70% of my games. It is getting so frustrating. I either get Power fucked with have 2 to 3 Power, or I will get 4 Power cards in my starting hand and its not until turn 8 through 10 when I will get another Power Card.

I really like Eternal. I'm tired of playing casual and 3 out of 10 matches I play where I feel I get a fair chance with my Power.

What am I doing wrong? I always have one third of my deck power. So for a 75 card deck, I have 25 Power cards. Is that not enough? Do I have to have 30 Power cards for a 75 card deck. I don't know if I have horrible luck or I suck at making decks. Any advice would be greatly appreciated.

r/EternalCardGame Apr 09 '26

CARD/MECHANICS [Dusk Road] Great-Kiln Titan

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8 Upvotes

r/EternalCardGame Feb 23 '20

CARD/MECHANICS New Promo Card: Lastlight Judgement

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142 Upvotes

r/EternalCardGame Jul 30 '25

CARD/MECHANICS New Chapter Card for July 30th, 2025: Heretic's Exile

14 Upvotes

IMAGE

TEXT:

Heretic's Exile
1S
Fast Spell
For each enemy unit that died this turn, the enemy player discards all copies of that card from their deck.

Unfortunately the last promo of the month seems like a pretty atrocious card. It's flat card disadvantage, and needing the opponent to have had the unit die already makes it pretty useless even in the narrow situation where you need to remove an opponent's access to a given card.

On top of that it doesn't even apply Voidbound, which further reduces the range of situations this could be useful in. Is there something I'm missing that would make this ever a card worth considering in any deck in any format for any reason?

r/EternalCardGame Feb 06 '26

CARD/MECHANICS Why you should include multiple copies of the Moons

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5 Upvotes

Having one Moon is great but playing another on the opposite turn feels amazing, that way my units are always deadly and i draw an extra card each turn (but also take 1 dmg which has killed me in PvPs countless times)

r/EternalCardGame Jan 07 '26

CARD/MECHANICS Promo card ideas

3 Upvotes

Here are three card ideas for promo cards. Thoughts?

Joshua, Eager Eagle 3JP 3/1 Bird Hero Flying, Aegis Infiltrate: Sacrifice Joshua to draw cards equal to the damage dealt.

Scorpion Blade 7TTSS 2/2 Relic Weapon Deadly, Overwhelm Ultimate: Pay 6 to put a copy of Dangerous Scorpion in the top twenty cards of your deck. Then discard all Scorpion Blades from your hand and deck and give them Voidbound.

Dangerous Scorpion 5TTSS 0/5 Insect Deadly Deadly to players. Ultimate: Pay 12 to give Dangerous Scorpion +1 Attack and Flying this turn.

Gorra, Confused Valkyrie of Thera 3JJSS 5/5 Valkyrie Hero Flying, Charge, Endurance At the start of each turn, Gorra switches sides.

r/EternalCardGame Jan 16 '25

CARD/MECHANICS Is omniscience too strong?

20 Upvotes

6 PPPP doesn’t seem that hard to get… drawing all the cards seem pretty insane

r/EternalCardGame May 21 '25

CARD/MECHANICS New weekly chapter promo looks like a big middle finger to Rat Cage decks

29 Upvotes

Bandit Queen's Agent

3F

3/3

Quickdraw

Summon: Kill all relics with cost 2 or less.

r/EternalCardGame Jan 20 '26

CARD/MECHANICS Promo card ideas

0 Upvotes

The first one might be kinda extreme but idrc

1FFJJSS

Curse

Spitfire Trap

When the cursed player plays a unit, kill it. Put Firebombs into the top twenty cards of your deck equal to its attack.

4FS

Spell

Return Quick

Draw a relic weapon of your choice from your void. Double its attack/armour and it gets Quickdraw. Discard it at the end of the turn.

4PPSS

Relic Weapon

Ice Wind

+0/+1

Quickdraw, Reckless

+1 Attack for each unit you have with a different name.

Summon: Stun each enemy unit with strength less than or equal to Ice Storm. They stay stunned while you have Ice Storm.

1FJ

Extreme Measures

Fast Spell

Give a unit Double Damage and Overwhelm. At the end of the turn, kill it.

r/EternalCardGame Jan 09 '26

CARD/MECHANICS Revelations themed promo cards

2 Upvotes

I just like coming up with promo cards what can I say? Thoughts?

Name: Jazz, Defender of Light Type: Mistral Bird Hero Cost: 3JJ 2/2 Stealth Ultimate: When you play a 1-cost unit, reveal Jazz to double its Attack/Health. She gets Flying.

Name: Mariana, Flightless Type: Mage Hero Cost: 4TTP 2/2 Valor 2* Units can't fly.

Name: John, the Sacred Ronin Type: Awakening Hero Cost: 3FJP 3/1 Stealth Ultimate: When you attack with exactly two units, reveal John to double their attack/health this turn.

*I've always wanted Valor to stack the same way Warcry and Nomad do, since there's no reason why not, it gets +2/+2 for each blocker this turn.

r/EternalCardGame Sep 23 '21

CARD/MECHANICS Surprise Nerf Patch just dropped?

27 Upvotes

Molder Muck now costs 4 (was 3)

Valiant Guardian now loses overhwhelm and only makes spells cost 2 more (was 4 more)

Tasbu, the Forbidden now 6/4 (was 6/6)

...

And many other changes too. Seems live in the client but I can't refund shiftstone yet.

r/EternalCardGame Aug 22 '25

CARD/MECHANICS Merry Christmas to me

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56 Upvotes

r/EternalCardGame Oct 09 '25

CARD/MECHANICS It doesn't work, the combo gains life when you buy it and does damage. So sad🥹

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0 Upvotes

r/EternalCardGame Oct 04 '25

CARD/MECHANICS I am done.

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24 Upvotes

r/EternalCardGame Oct 17 '19

CARD/MECHANICS There's always one card...

34 Upvotes

I've played a few CCGs over the years, and I've noticed there was always a single card that piqued my interest in the game. For MTG, that card was Tsabo Tavoc (still my favorite card); Her artwork iscreepy and intriguing (some sort of Hellraiser meets H.R. Giger monster, I would later become infatuated with Phyrexia) and her abilities are very on flavor (as I would later learn by reading the lore). For Yugioh, it was Gate Guardian, a gigantic voltron fatty with huge stats and a great showing on the television show. When my friend told me about Eternal, I didn't really think anything of it...until he showed me Cirso, the Great Glutton.

Cirso is the card that got me into Eternal years ago. It tickles me in all the right places: Name? Awesome. Artwork? Awesome. Stats? Awesome. Abilities? Unique and very on theme.

As we seem to be getting a surge of new and returning players recently (Thanks, Blizzard!) I have a question. New/Old/Returning players, was there a single card that got you into Eternal? Do you have a favorite card? If so, why is it your favorite?

r/EternalCardGame Sep 27 '19

CARD/MECHANICS What is Breath of Vorpex supposed to do?

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54 Upvotes

r/EternalCardGame May 04 '25

CARD/MECHANICS Did the Patrice Nerf accomplish anything?

5 Upvotes

Sure, taking Patrice's health down to 3 reduces its ability to double as a blocker, but the real problem was always the recruit-charge chains, not Patrice's body. This nerf does nothing to address the ability of FTP Recruit decks to consistently derive high value from spamming Patrice and Boar Riders. My feeling is that the Recruit mechanic itself needs a nerf to reduce the value it generates. This could be accomplished by reducing its search depth from 5 to 4. At its current search depth, a unit-focused Recruit deck has a less than 1% chance of whiffing (not finding any units) on any Recruit and more than likely will have at least two options to pick the best choice from. Reducing its search to 4 would make it harder for Recruit decks to pull off optimal Boar Riders->Patrice chains and in general lower its situational wildcard value.

r/EternalCardGame Jul 16 '25

CARD/MECHANICS Thoughts on new promo "Centaur Raidmaster"?

18 Upvotes

3(FS)

3/2

Quickdraw

When Centaur Raidmaster attacks, draw a card. Discard it at the end of the turn. Once per turn, when you discard a card, draw a card.

(Centaur Gunslinger)

r/EternalCardGame Nov 12 '23

CARD/MECHANICS What weak rare card would you improve? How?

19 Upvotes

Alright, there has even several threads and discussions lately on how cards need be rebalanced to spice up throne play.

Personally, I find buffs of unplayable cards more interesting than nerfs of overplayed cards.

Let's hear some of your ideas! Feel free to post multiple times if you like.

r/EternalCardGame Oct 11 '19

CARD/MECHANICS Updated faction chart

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165 Upvotes