Showing posts with label Eternal Card Game. Show all posts
Showing posts with label Eternal Card Game. Show all posts

Tuesday, June 4, 2019

Eternal Analysis 017—Shift


Shift is Eternal's suspend mechanic, simplified in some ways and… weird in others. Introduced in the sixth full set, Dark Frontier, along with Onslaught, and Twist.

Friday, February 1, 2019

Eternal Analysis 016—Spark


Spark is Eternal's bloodthirst/spectacle mechanic, opened up to do anything when your opponent has taken damage. What it does most often is suck.

Tuesday, January 29, 2019

Eternal Analysis 015—Endurance & Stun


Endurance is Eternal's vigilance, and stun is its super-tap, but their implementation and relationship are worth talking about.

Wednesday, January 16, 2019

Eternal Analysis 014—Ambush and fast spells


Eternal avoided making Magic's mistake of taxonomically dividing sorceries and instants: They're all spells, but some are fast and some aren't. Then they dropped the ball.

Monday, December 17, 2018

Thursday, December 13, 2018

Eternal Analysis 012—Renown


Eternal just previewed a new keyword from the impending 5th set: Renown. It has nothing to do with Magic's renown, because it's too busy being Magic's heroic.

Monday, December 10, 2018

Eternal Analysis 011—The Must-Play Kill Spells


I'm a huge sucker for cycles and so is Dire Wolf (and so is Wizards). Most often, cycles exist to demonstrate the nature of the set by viewing it through the lens of each color/faction (and to demonstrate the nature of each color/faction through the lens of the set). Sometimes, though, they exist purely to support a number of archetypes. This is particularly the case with 2+color cycles like dual lands and the 10 Eternal cards we're looking at today.

Friday, December 7, 2018

Eternal Analysis 010—Sites


Eternal just previewed another exciting keyword from the upcoming set: Amplify. It's a novel new mechanic that… just kidding. It's multikicker. It's literally multikicker. (I mean, it looks fun. Multickicker's a good mechanic. It's just old news.)

The big reveal is actually Sites. They're a lot like planeswalkers, but with a touch of sagas and some uniquely Eternal stuff. Let's take a look.

Monday, December 3, 2018

Eternal Analysis 009—Pledge


Eternal recently previewed a new keyword from the impending 5th set: Pledge. On your first turn, a card with Pledge can be played as a Sigil. Great, it's a smoothing mechanic and high-variance games like CCGs need smoothing mechanics.

Thursday, November 15, 2018

Eternal Analysis 008—Nightfall


Nightfall is a different kind of Eternal keyword: It's not a skill, modifying how a card works, but an event (or a keyword action in Magic terms). When night falls, it lasts through the next round, and when your turn begins at night, you take 1 damage and draw a card.

Tuesday, November 6, 2018

Eternal Analysis 007—Echo


Echo is another excellent Eternal keyword. When you draw a card with echo, you draw an extra copy.

Wednesday, October 31, 2018

Eternal Analysis 006—Inspire


Inspire is one of my very favorite mechanics. When you draw a unit while you control an inspire ability, that unit becomes permanently enhanced.

Friday, October 26, 2018

Eternal Analysis 005—Tribute


Tribute is one of Eternal's poorer keywords, which is a shame because it's so close to being morbid.

Thursday, October 25, 2018

Eternal Analysis 004—Merchants


Eternal doesn't have sideboarding per se, but in June, the fourth set introduced the Market meant to act as a sort of live sideboard, via a cycle of five merchants.

Monday, October 22, 2018

Eternal Analysis 003—Warcry


Warcry is my pick for the most fun and distinctive mechanic in Eternal. Whenever a creature with warcry attacks, the top unit of your deck gets +1/+1. That's so simple, and so compelling!

Monday, October 15, 2018

Eternal Analysis 002—Power Cards


Sigils are power cards that work exactly like basic lands. There are also three cycles of dual power cards in all ten faction pairs, three cycles of mono-colored power cards, and a few unaffiliated power cards.

Friday, October 12, 2018

Eternal Analysis 001—Warp


Back in July, I gave a comparative introduction to Eternal Card Game, and a very high-level analysis. I've been playing the game compulsively since then, even to the exclusion of Magic Online and Arena, which feel frankly prehistoric to me now. I have a ton of deeper thoughts about Eternal, so I'm going to start sharing them with you.

Let's start with one of my least favorite mechanics: Warp.

Friday, July 13, 2018

Weekend Design Challenge 071318—Eternal

Click through to see the requirements for your design test, due Monday morning. Every submission warrants feedback, which you may use to revise your submission any number of times. I will aim to review the most recent submission from each designer.