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* SaveScumming: the third campaign, "Dead Reckoning," ends up involving this trope. You play against an AI opponent with a pre-determined deck... while playing ''as'' a specific character, with a pre-determined deck. You, the player, cannot control the contents of your deck or even its Power curve; you can only h



* TacticalWithdrawal: There are spells and summon effects that will return units to their owner's hands, such as [[https://eternalwarcry.com/cards/details/1-100/praxis-displacer Praxis Displacer]] or [[https://eternalwarcry.com/cards/details/1-330/safe-return Safe Return]], used to neutralize an enemy unit and/or protect one of your own.

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* TacticalWithdrawal: There are spells and summon Summon effects that will return units to their owner's hands, such as [[https://eternalwarcry.com/cards/details/1-80/teleport Teleport]] or [[https://eternalwarcry.com/cards/details/1-100/praxis-displacer Praxis Displacer]] or Displacer]]; these can be used to neutralize an enemy unit ''or'' protect one of your own. Other versions are more specific; [[https://eternalwarcry.com/cards/details/1-330/safe-return Safe Return]], used to neutralize an enemy Return]] specifically makes the returned unit and/or protect one of your own.stronger, while [[https://eternalwarcry.com/cards/details/3-79/lost-in-the-mist Lost in the Mist]] makes it harder for the unit to be played a second time.
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* ThatOneBoss: Jekk, the FinalBoss of the "Jekk's Bounty" campaign. He starts the match equipped with [[RevolversAreJustBetter Jekk's Revolver]], a 2/8 weapon. Combined with the units he's playing, which you're desperately blocking, and which he's afterwards shooting with his revolver, this basically guarantees that you won't a board for a while. So now it's Turn 5 and you've finally had a unit survive its first turn... only for him to play a "Silence and Stun Every Unit My Opponent Controls" spell, for free, once his weapon finally breaks. Oh, and the weapon has Warcry, so he's guaranteed to have an absolute minimum of 4 Strength on the table, and probably a lot more. This boss is so annoying that people have published decks designed solely to beat him.

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* ThatOneBoss: Jekk, the FinalBoss of the "Jekk's Bounty" campaign. He starts the match equipped with [[RevolversAreJustBetter Jekk's Revolver]], a 2/8 2/6 weapon. Combined with the units he's playing, which you're desperately blocking, and which he's afterwards shooting with his revolver, this basically guarantees that you won't have a board for a while. So now it's Turn 5 and you've finally had a unit survive its first turn... destroyed his gun... only for him to play a "Silence and Stun Every Unit My Opponent Controls" spell, for free, once his weapon finally it breaks. Oh, and the weapon has Warcry, so he's guaranteed to have an absolute minimum of 4 Strength on the table, and probably a lot more. This boss is so annoying that people have published decks designed solely to beat him.
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''[[http://www.direwolfdigital.com/eternal/ Eternal]]'' is a digital CollectibleCardGame created by Dire Wolf Digital. The game touts itself as a middle ground between ''TabletopGame/MagicTheGathering'' and online [=CCGs=] like ''VideoGame/{{Hearthstone|HeroesOfWarcraft}}'', combining ''Magic'''s complexity and deckbuilding (complete with [[ColorCodedMagic five-color]] FactionCalculus) with a user-friendly interface and several mechanics that take full advantage of the game's digital format. The game has multiple modes, including a single-player campaign, a Gauntlet mode against AI opponents, Casual and Ranked matches against other players, a Puzzle mode that tests your knowledge of the game, and single-player and multi-player draft modes. It also has surprisingly deep world-building, following the adventures of the five Scions as they maneuver for political and military advantage against an explosive setting that infuses the WildWest with magic.

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''[[http://www.direwolfdigital.com/eternal/ Eternal]]'' is a digital CollectibleCardGame created by Dire Wolf Digital. The game touts itself as a middle ground between ''TabletopGame/MagicTheGathering'' and online [=CCGs=] like ''VideoGame/{{Hearthstone|HeroesOfWarcraft}}'', combining ''Magic'''s complexity and deckbuilding (complete with [[ColorCodedMagic five-color]] FactionCalculus) with a user-friendly interface and several mechanics that take full advantage of the game's digital format. The game has multiple modes, including a single-player campaign, a Gauntlet mode against AI opponents, Casual and Ranked matches against other players, a Puzzle mode that tests your knowledge of the game, and single-player and multi-player draft modes. It also has surprisingly deep world-building, following the adventures of the five Scions as they maneuver for political and military advantage against an explosive setting that infuses the WildWest with magic.
six-guns-with-sorcery setting.
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* SerialNumbersFiledOff: A number of Unit abilities are identical to those from ''Magic'', just with different names: Charge is Haste (as it is in ''Hearthstone''), Deadly is Deathtouch, Lifesteal is Lifelink, Overwhelm is Trample, Empower is Landfall, Exhaust is "tap" (but without the tilting, which is how the game avoids Creator/WizardsOfTheCoast's patent lawyers), and Ambush is (functionally) Flash.

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* SerialNumbersFiledOff: A number of Unit abilities are identical to those from ''Magic'', just with different names: Charge is Haste (as it is in ''Hearthstone''), Deadly is Deathtouch, Lifesteal is Lifelink, Overwhelm is Trample, Empower is Landfall, Exhaust is "tap" (but without the tilting, which is how the game avoids Creator/WizardsOfTheCoast's patent lawyers), and Ambush is (functionally) Flash.Flash, and the Strangers are Slivers.
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* HowWeGotHere: the Horus Traver campaign is a WholeEpisodeFlashback to the death of King Ciaphas.
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** While some of these rules can obviously be used to advantage, the final battle of the Horus Traver campaign is the first where a rule unambiguously benefits the player: at the start of each turn, you play a random Stranger. Your opponent ''does not'' get this benefit. Instead, he starts with 5 Power and 5 Influence of each color.

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* MyRulesAreNotYourRules: the single-player campaign "Jekk's Bounty" is all about this. Each of its 16 matches involves some sort of altered rule. Some of them apply to both players (Mission 2, "All units, when played, deal their Strength in damage to a random target"), some of them involve EquivalentExchange (Mission 1, "The opponent's units are all +1/+0, but you draw a card when you kill one"), some are particular challenges (Mission 3, "Get the opponent down to 3 Health or less and then defeat it using a specific spell which you are furnished with"). The kicker is, of course, the last one: you fight Jekk himself, who ''starts the match'' a 2/8 Warcry weapon, and gets a free "Stun and Silence Everyone" spell on Turn 8.

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* MyRulesAreNotYourRules: the single-player campaign "Jekk's Bounty" is all about this. Each of its 16 matches involves some sort of altered rule. Some of them apply to both players (Mission 2, "All units, when played, deal their Strength in damage to a random target"), some of them involve EquivalentExchange (Mission 1, "The opponent's units are all +1/+0, but you draw a card when you kill one"), some are particular challenges (Mission 3, "Get the opponent down to 3 Health or less and then defeat it using a specific spell which you are furnished with"). The kicker is, of course, the last one: you fight Jekk himself, who ''starts the match'' a 2/8 Warcry weapon, and gets a free "Stun and Silence Everyone" spell on Turn 8.several advantages.


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* ThatOneBoss: Jekk, the FinalBoss of the "Jekk's Bounty" campaign. He starts the match equipped with [[RevolversAreJustBetter Jekk's Revolver]], a 2/8 weapon. Combined with the units he's playing, which you're desperately blocking, and which he's afterwards shooting with his revolver, this basically guarantees that you won't a board for a while. So now it's Turn 5 and you've finally had a unit survive its first turn... only for him to play a "Silence and Stun Every Unit My Opponent Controls" spell, for free, once his weapon finally breaks. Oh, and the weapon has Warcry, so he's guaranteed to have an absolute minimum of 4 Strength on the table, and probably a lot more. This boss is so annoying that people have published decks designed solely to beat him.

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* AnyoneCanDie: Prominent characters integral to the initial plot die in the campaigns of Eternal.



* {{Cap}}: There are two of them related to the number of spells you can play per turn. "Power" is the amount of {{mana}} you can spend each turn. In general, it only goes up by one every turn, as you can only play one Sigil (what ''Magic'' would call a Land) per turn. "Influence" controls what ''colors'' of spells you can play. There are one- and two-color Sigils, the latter of which typically come into play "Depleted" unless you meet certain other conditions. If you play a Depleted Sigil, then your Power cap will go up but the ''available'' Power will not change. (Another way of thinking of it would be that a Depleted Sigil costs 1 mana to play.)
** This system results in a number of convolutions over the "tap a land for mana" system from ''Magic''. First off, you don't use up Sigils every turn; they're just a pass-fail check. If your hand is filled with (say) 1-mana red spells and you ''finally'' get a red Sigil, you can then dump ''all'' those red 1-drops in one turn, because all they require is that you have ''one'' red Sigil on the board. Additionally, the two-color Sigils add two Influence but only one Power, so they don't enable two-mana spells. Finally, there are some really interesting mana costs in the game, such as [[https://eternalwarcry.com/cards/details/1-64/sand-warrior Sand Warrior]], which doesn't cost ''any'' mana, but cannot be played (for free) unless you already control three yellow Sigils.



* {{Mana}}: Each "sigil" you play officially gives you +1 "Power" (what ''Hearthstone'' would call a Mana Crystal) but also "Influence" in that color. Note that the two are not related to each other. If your first sigil is one of the two-color [[https://eternalwarcry.com/cards?Query=seat&CardSet= Seats]], then you gain 1 Influence in each color, but also only 1 ''Power''; you're still limited to a 1-cost spell, it can just be of either color.
** This can lead to some really interesting mana costs. [[https://eternalwarcry.com/cards/details/1-64/sand-warrior Sand Warrior]] doesn't cost ''any'' mana, but cannot be played (for free) unless you already control three Time sigils.


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* AnyoneCanDie: Prominent characters integral to the initial plot die in the campaigns of Eternal.

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** Having said that, the very first thing you get to do is choose between logging in to a pre-existing account or starting a new one (and thus experiencing the ForcedTutorial). This is a marked contrast to many other CellPhoneGames, where the ForcedTutorial comes ''before'' the chance to prove you didn't need it.

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** Having said that, the very first thing you get to do is choose between logging in to a pre-existing account or starting a new one (and thus experiencing the ForcedTutorial). This is a marked contrast to many other CellPhoneGames, {{Mobile Phone Game}}s, where the ForcedTutorial comes ''before'' the chance to prove you didn't need it.
* GameBreaker: [[https://eternalwarcry.com/cards/details/2-143/piercing-grief Piercing Grief]], at first, looks like a pretty bad unit: it's 3/1 for 2, and it has Charge... which is good, because it [[WeAreAsMayflies dies at the end of your turn]]. However, it also has Lifesteal... ''and'' Revenge, which makes it come BackFromTheDead, for free, once. At that point, it starts looking more like a spell: "You gain 3 life. Your opponent takes 3 damage. Your opponent may redirect this damage to a creature." And you can play this eight times, while your opponent can't do anything but [[AntiMagic counterspell]] it or sacrifice creatures to block it. The card advantage alone is absurd, before we contemplate the ''24 Health'' you gain from
it.
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* MyRulesAreNotYourRules: the single-player campaign "Jekk's Bounty" is all about this. Each of its 16 matches involves some sort of altered rule. Some of them apply to both players (Mission 2, "All units, when played, deal their Strength in damage to a random target"), some of them involve EquivalentExchange (Mission 1, "The opponent's units are all +1/+0, but you draw a card when you kill one"), some are particular challenges (Mission 3, "Get the opponent down to 3 Health or less and then defeat it using a specific spell which you are furnished with"). The kicker is, of course, the last one: you fight Jekk himself, who ''starts the match'' a 2/8 Warcry weapon, and gets a free "Stun and Silence Everyone" spell on Turn 8.
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* BreakableWeapons: all "relic weapons," which are deployed on your avatar (IE ''Hearthstone''[='s=] weapons), add Armor, and shatter when you have taken more-than-that damage.
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** This can lead to some really interesting mana costs. [[https://eternalwarcry.com/cards/details/1-64/sand-warrior Sand Warrior]] doesn't cost ''any'' mana, but cannot be played (for free) unless you already control three Time sigils.
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** The preconstructed Fire/Justice deck, [[http://eternalcardgame.wikia.com/wiki/Rakano_Glory Rakano Glory]], is the ''Eternal'' equivalent of ''[=MtG=]'s'' Boros. It's filled with Warcry, so you don't have to really think about your plays; you just AttackAttackAttack, knowing that even if you have a sub-optimal trades this turn, you'll inevitably draw something huge. Even at low levels of player skill, this deck will get you pretty far in Casual or Forge.
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''[[http://www.direwolfdigital.com/eternal/ Eternal]]'' is a digital CollectibleCardGame created by Dire Wolf Digital. The game touts itself as a middle ground between ''TabletopGame/MagicTheGathering'' and online [=CCGs=] like ''VideoGame/{{Hearthstone|HeroesOfWarcraft}}'', combining ''Magic'''s complexity and deckbuilding (complete with [[ColorCodedMagic five-color]] FactionCalculus) with a user-friendly interface and several mechanics that take full advantage of the game's digital format. The game has multiple modes, including a short campaign, a Gauntlet mode against AI opponents, Casual and Ranked matches against other players, and single-player and multi-player draft modes.

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''[[http://www.direwolfdigital.com/eternal/ Eternal]]'' is a digital CollectibleCardGame created by Dire Wolf Digital. The game touts itself as a middle ground between ''TabletopGame/MagicTheGathering'' and online [=CCGs=] like ''VideoGame/{{Hearthstone|HeroesOfWarcraft}}'', combining ''Magic'''s complexity and deckbuilding (complete with [[ColorCodedMagic five-color]] FactionCalculus) with a user-friendly interface and several mechanics that take full advantage of the game's digital format. The game has multiple modes, including a short single-player campaign, a Gauntlet mode against AI opponents, Casual and Ranked matches against other players, a Puzzle mode that tests your knowledge of the game, and single-player and multi-player draft modes.
modes. It also has surprisingly deep world-building, following the adventures of the five Scions as they maneuver for political and military advantage against an explosive setting that infuses the WildWest with magic.
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* SerialNumbersFiledOff: A number of Unit abilities are identical to those from ''Magic'', just with different names: Charge is Haste (as it is in ''Hearthstone''), Deadly is Deathtouch, Lifesteal is Lifelink, Overwhelm is Trample, Empower is Landfall, and Ambush is (functionally) Flash.

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* SerialNumbersFiledOff: A number of Unit abilities are identical to those from ''Magic'', just with different names: Charge is Haste (as it is in ''Hearthstone''), Deadly is Deathtouch, Lifesteal is Lifelink, Overwhelm is Trample, Empower is Landfall, Exhaust is "tap" (but without the tilting, which is how the game avoids Creator/WizardsOfTheCoast's patent lawyers), and Ambush is (functionally) Flash.

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** '''Shadow''': strong removal, units that grant bonuses once they hit the opponent, LifeDrain, BackFromTheDead, etc. Very specialized counterplay, meaning it can be high and dry if it doesn't draw exactly what it needs.

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** '''Shadow''': strong removal, units that grant bonuses once they hit the opponent, LifeDrain, BackFromTheDead, etc. Very specialized counterplay, meaning it can be high and dry if it doesn't draw exactly what it needs.



* {{Mana}}: Each "sigil" you play officially gives you +1 "Power" (what ''Hearthstone'' would call a Mana Crystal) but also "Influence" in that color. Note that the two are not related to each other. If your first sigil is one of the two-color [[https://eternalwarcry.com/cards?Query=seat&CardSet= Seats]], then you gain 1 Influence in each color, but also only 1 ''Power''; you're still limited to a 1-cost spell, it can just be of either color.



* SerialNumbersFiledOff: A number of Unit abilities are identical to those from ''Magic'', just with different names: Charge is Haste (as it is in ''Hearthstone''), Deadly is Deathtouch, Lifesteal is Lifelink, Overwhelm is Trample, Empower is Landfall, and Ambush is (functionally) Flash.



* SerialNumbersFiledOff: A number of Unit abilities are identical to those from ''Magic'', just with different names: Charge is Haste (as it is in ''Hearthstone''), Deadly is Deathtouch, Lifesteal is Lifelink, Overwhelm is Trample, Empower is Landfall, and Ambush is (functionally) Flash.

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* SingleUseShield: "Aegis" gives one that protects a Unit (or player) against a single spell. It does ''not'' work on damage.



* SingleUseShield: "Aegis" gives one that protects a Unit (or player) against a single spell. It does ''not'' work on damage.
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* SingleUseShield: "Aegis" gives one that protects a Unit (or player) against a single spell. It does ''not'' work on damage.
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* SerialNumbersFiledOff: A number of Unit abilities are identical to those from ''Magic'', just with different names: Charge is Haste (as it is in ''Hearthstone''), Deadly is Deathtouch, Lifesteal is Lifelink, Overwhelm is Trample, Empower is Landfall, and Ambush is (functionally) Flash.
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* FactionCalculus:
** '''Fire''': PlayingWithFire, {{Blood Knight}}s, ZergRush, small creatures, most of the AttackAttackAttack keywords, a lot of "Relic Weapons" which go on your hero. No card draw, no ways to deal with really big creatures, no ability to play from behind.
** '''Time''': DishingOutDirt, BadassArmy, MagikarpPower, {{Mana}} ramping, health gain, [[TacticalWithdrawal bounce]]. No Relic Weapons, little direct damage outside of the "Killer" keyword which lets a unit, only once, attack an enemy Unit directly the way they can in ''Hearthstone''.
** '''Justice''': RedshirtArmy, buffs, control spells, the only [[KillEmAll board-wipe]] in the game, "Endurance" (vigilance). A weird hybrid color that shifts from an early-game aggro strategy to later-game control.
** '''Primal''': card drawing, {{Flight}}, direct damage, lots of spells, AntiMagic. Weak, mana-inefficient creatures, and difficulty dealing with opposing fatties.
** '''Shadow''': strong removal, units that grant bonuses once they hit the opponent, LifeDrain, BackFromTheDead, etc. Very specialized counterplay, meaning it can be high and dry if it doesn't draw exactly what it needs.


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** Having said that, the very first thing you get to do is choose between logging in to a pre-existing account or starting a new one (and thus experiencing the ForcedTutorial). This is a marked contrast to many other CellPhoneGames, where the ForcedTutorial comes ''before'' the chance to prove you didn't need it.
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** [[spoiler:The final Encounters of the "Empty Throne"-Campaign and "The Tale of Horus Traver" are the same, except you play the other side]]


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* KilledOffForReal: [[spoiler: Icaria and Rolant in Dead Reckoning]]
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* AnyoneCanDie: Prominent characters integral to the initial plot die in the campaigns of Eternal.

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* FastballSpecial: Based on cards like [[https://eternalwarcry.com/cards/details/1002-11/yetipult Yetipult]] and [[https://eternalwarcry.com/cards/details/3-188/jotun-punter Jotun Punter]], the general strategy of the yeti is "if you can't throw rocks or snowballs at it, throw ''other yeti'' at it".



* HPToOne: Most debuffs reduce a unit's health by a fixed amount, but the [[https://eternalwarcry.com/cards/details/1-368/withering-witch Withering Witch]] will ''always'' set enemy units' health to 1 regardless of existing buffs or debuffs (and if a unit has already taken damage that turn, said damage will carry over, causing it to drop dead on the spot), making her one of the most potent tools in Feln's arsenal.



* NotQuiteDead: [[https://eternalwarcry.com/cards/details/3-218/sleeping-draught Sleeping Draught]] resummons a unit that died on that turn.



* ALoadOfBull: The Auric and Copperhall minotaurs run the largest treasury in Argenport, making them one of the wealthiest and most influential factions in the city.

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* ALoadOfBull: The Auric and Copperhall minotaurs run the largest treasury in Argenport, making them one of the wealthiest and most influential factions in the city.city. They settle legal disputes with unarmed ("horn-to-horn") combat.



* BattleCouple: [[https://eternalwarcry.com/cards/details/3-254/whirling-duo Whirling Duo]].



* BigfootSasquatchAndYeti: Yeti are mischievous, but their idea of "mischief" often proves fatal to travelers.

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* BigfootSasquatchAndYeti: Yeti are mischievous, but their idea of "mischief" often proves fatal to travelers. Their larger kin, the jotun, can be equally dangerous.



* FantasyGunControl: Averted, ''Eternal'''s setting is described with "swords, [[RevolversAreJustBetter six-guns]] and sorcery". [[https://eternalwarcry.com/cards/details/1-174/marshal-ironthorn Marshal Ironthorn]] boasts a particularly impressive [[ShotgunsAreJustBetter shotgun]].

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* FantasyGunControl: Averted, ''Eternal'''s setting is described with "swords, [[RevolversAreJustBetter six-guns]] and sorcery". [[https://eternalwarcry.com/cards/details/1-174/marshal-ironthorn Marshal Ironthorn]] boasts a particularly impressive [[ShotgunsAreJustBetter shotgun]]. Gun''powder'', on the other hand, is a somewhat rare commodity, being made from [[AppliedPhlebotinum ground-up shiftstone]].



* LostTechnology: Sentinels, great titans of stone and metal. The Praxis have managed to wake up some long-dormant sentinels, and have even started to figure out [[https://eternalwarcry.com/cards/details/2-185/moment-of-creation how to create new ones]].



* PerspectiveFlip: The art for [[https://eternalwarcry.com/cards/details/2-243/rolants-choice Rolant's Choice]] and [[https://eternalwarcry.com/cards/details/2-253/spirit-of-resistance Spirit of Resistance]] depict the same scene, from different angles.

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* PerspectiveFlip: PerspectiveFlip:
**
The art for [[https://eternalwarcry.com/cards/details/2-243/rolants-choice Rolant's Choice]] and [[https://eternalwarcry.com/cards/details/2-253/spirit-of-resistance Spirit of Resistance]] depict the same scene, from different angles.angles.
** Comparing [[https://eternalwarcry.com/cards/details/3-17/first-shot-rioter First-Shot Rioter]] and [[https://eternalwarcry.com/cards/details/3-229/final-shot-rioter Final-Shot Rioter]] reveals them to be BackToBackBadasses.



* {{Precursors}}: An unknown civilization that created the now-dormant Sentinels. Talir and the Praxis Arcanum seek to uncover their secrets.

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* {{Precursors}}: An unknown civilization that created the now-dormant Waystones and Sentinels. Talir and the Praxis Arcanum seek to uncover their secrets.



* TheSyndicate: The Cabal controls most of the Argenport underground. As the war rages on and resources become scarce, more and more civilians come to rely on the Cabal for survival.

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* TheSyndicate: The Cabal controls most of the Argenport underground. As the war rages on and resources become scarce, more and more civilians come to rely on the Cabal for survival. Eventually, Rolant himself is forced to [[EnemyMine strike a deal]] for their help in keeping the city running, [[spoiler:placing them in a position to [[https://eternalwarcry.com/cards/details/3-243/solitude overthrow and imprison him]] at the first opportunity]].



* CloningBlues: Kaleb journeyed down into the Sunken Tower and found... [[https://eternalwarcry.com/cards/details/3-270/failed-reflection something]]. [[spoiler:Taking Marisen's cryptic message into account ("The acorn seeks a second tree..."), it's implied that Kaleb himself is a clone of Caiphus]].



* TyrantTakesTheHelm: Rolant, as head of the Crownwatch, became the ''de facto'' ruler of Argenport following Caiphus' death. His attempts to maintain order within the city created an oppressive regime, which galvanized an existing resistance movement into a full-on rebellion.
* YouCantGoHomeAgain: Eilyn left her clan when she married Caiphus. Many years later, she decided to pay them a visit, only to find out that the clan (in particular, her brother Vadius) had long since rejected her.

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* TyrantTakesTheHelm: TyrantTakesTheHelm:
**
Rolant, as head of the Crownwatch, became the ''de facto'' ruler of Argenport following Caiphus' death. His attempts to maintain order within the city created an oppressive regime, which galvanized an existing resistance movement into a full-on rebellion.
** As a consequence of the above, Makto is placed in charge of the valkyrie after Icaria's defection.
* YouCantGoHomeAgain: Eilyn left her clan when she married Caiphus. Many years later, she decided to pay them a visit, only to find out that the clan (in particular, her brother Vadius) Vadius, who had risen up to lead the clans in her absence) had long since rejected her.her. However, she regains her position as leader by [[AsskickingEqualsAuthority defeating Vadius in combat]].

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* HeroicSecondWind: The first time a unit with Revenge dies, it's shuffled back into its owner's deck and gains the Destiny skill, which means it'll be instantly returned to play when drawn. Certain Revenge units gain a bonus on the second pass, such as [[https://eternalwarcry.com/cards/details/1002-9/watchwing-conscript Watchwing Conscript]].



* AllYourPowersCombined: If you have an [[https://eternalwarcry.com/cards/details/1-201/east-wind-herald East-]], [[https://eternalwarcry.com/cards/details/1-240/north-wind-herald North-]], [[https://eternalwarcry.com/cards/details/1-231/west-wind-herald West-]], and [[https://eternalwarcry.com/cards/details/1002-10/south-wind-herald South-Wind Herald]] in play, they merge to form the almighty [[https://eternalwarcry.com/cards/details/i1FOO47afMo/avatar-of-winds Avatar of Winds]].



* GlamourFailure: The [[https://eternalwarcry.com/cards/details/1-356/false-prince False Prince]] has some strong stats for his power cost, but if either player targets him with a spell, the "illusion" breaks and he turns back into a Frog.
-->'''False Prince:''' What gave it away?



* MysteriousStranger: An enigmatic faction of present through nearly all of Myria, carrying [[TheCorruption the influence of the Shadowlands]]. Every Stranger bears [[RedRightHand a purple tattoo over their left eye]], and they're implied to function as a HiveMind, with each new Stranger adding their skills to the collective.

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* MysteriousStranger: An enigmatic faction of present through nearly all of Myria, carrying [[TheCorruption the influence of the Shadowlands]]. Every Stranger bears [[https://eternalwarcry.com/cards/details/1002-22/strangers-mark a pink crescent mark]] [[RedRightHand a purple tattoo over their left eye]], and they're implied to they function in-game as a HiveMind, with each new Stranger adding their skills to the collective.



* AnotherSideAnotherStory: The last portion of "The Tale of Horus Traver" retraces segments of the Empty Throne campaign, particularly Talir's story and [[spoiler:Caiphus' last stand in the throne room, with the player in control of the Strangers instead]].



* DeathSeeker: Upon losing his family, Horus wandered into the Shadowlands to die. [[spoiler:Azindel]] found him first.



* EvilChancellor: Caiphus' vizier [[spoiler:brought the Stranger horde to his doorstep, to bait him into tapping into the power of the Throne]].
* FramingDevice: The starting campaign is narrated by Jekk, recounting each of the Scions' tales before his execution by the Crownwatch. At the end, it's implied that [[spoiler:Icaria]] comes to his rescue.

to:

* EvilChancellor: Caiphus' vizier [[spoiler:brought the Stranger horde to his doorstep, to bait [[spoiler:baited him into tapping into the power of the Throne]].
Eternal Throne]], knowing damn well what the consequences would be.
* FramingDevice: FramingDevice:
**
The starting campaign is narrated by Jekk, recounting each of the Scions' tales before his execution by the Crownwatch. At the end, it's implied that [[spoiler:Icaria]] comes to his rescue.rescue.
** "The Tale of Horus Traver" is narrated by a future version of Talir, [[spoiler:who also serves as the penultimate opponent, reaching back through time in an attempt to stop Horus and save her brother]].



* StartOfDarkness: "The Tale of Horus Traver" chronicles [[spoiler:Horus' descent from [[https://eternalwarcry.com/cards/details/1002-23/horus-traver ordinary homesteader]] to [[https://eternalwarcry.com/cards/details/1002-21/triumphant-stranger Stranger boss]].]]



* TyrantTakesTheHelm: Rolant, as head of the Crownwatch, became the ''de facto'' ruler of Argenport following Caiphus' death. His attempts to maintain order within the city created an oppressive regime, which sparked a rebellion.
* YouCantGoHomeAgain: Eilyn traveled north to visit her tribe, only for them to reject her.

to:

* TyrantTakesTheHelm: Rolant, as head of the Crownwatch, became the ''de facto'' ruler of Argenport following Caiphus' death. His attempts to maintain order within the city created an oppressive regime, which sparked galvanized an existing resistance movement into a full-on rebellion.
* YouCantGoHomeAgain: Eilyn traveled north to visit left her tribe, clan when she married Caiphus. Many years later, she decided to pay them a visit, only for them to reject find out that the clan (in particular, her brother Vadius) had long since rejected her.
Is there an issue? Send a MessageReason:
added example to Continuity Nod

Added DiffLines:

** Same with [[https://eternalwarcry.com/cards/details/1-287/steward-of-the-past Steward of the Past]] and [[https://eternalwarcry.com/cards/details/1-97/steward-of-prophecy Steward of Prophecy]]:
---> '''Steward of the Past''': Here is what was...\\
'''Steward of Prophecy''': ...And what has yet to be.
Is there an issue? Send a MessageReason:
(Friggin' á.)


* TheBard: [[https://eternalwarcry.com/cards/details/2-179/diogo-m%C3%A1laga Diogo Málaga]] and his ''electric guitar''.

to:

* TheBard: [[https://eternalwarcry.com/cards/details/2-179/diogo-m%C3%A1laga com/cards/details/2-179 Diogo Málaga]] and his ''electric guitar''.

Added: 11549

Changed: 8620

Removed: 1460

Is there an issue? Send a MessageReason:
Putting in some Wiki Magic.


Eternal Card Game is a CollectibleCardGame, currently in Early Access created by Dire Wolf Digital. The game includes a short campaign, a single-player Gauntlet mode that has you fight progressively tougher AI battles until you lose, topped off with unique "boss" encounters, a single-player draft mode called Forge, online ranked battles, and an online draft mode. Both draft modes require gold to enter, which is earned through playing the game. Every mode has cards as rewards, and players keep the cards they draft in Forge and Draft, allowing players to build a collection without spending any money (although players can just buy Gems to buy packs if they so wish). Finally, there is Shiftstone, which is also earned through playing, and can be used to craft specific cards.

The basic gameplay is similar to TabletopGame/MagicTheGathering: there are five factions (Time, Primal, Shadow, Fire, and Justice) that can compose your deck. You play cards by spending Power, and most cards that give you Power will also give you Influence with one or more factions. Each card has an Influence requirement in addition to its Power cost. Many game mechanics are similar to Magic, but the game fully exploits its digital medium with effects like Warcry, which buffs the top unit of your library, or Silence, which removes all text from another card.

to:

->''For the first time in centuries, the Eternal Card Game Throne sits empty. Many futures lie before you...''

The realm of Myria is in turmoil. [[DeathByOriginStory King Caiphus is dead]]; his remaining relatives (Kaleb, Vara, Talir, Eilyn, Rolant), powerful Scions in their own right, all have claim to his title, but each has his or her own personal agenda to pursue. The capital city of Argenport is overrun by civil war, and the frontier is all but lawless. All the while, strange and supernatural threats are emerging from the {{Shadowland}}s. Build your armies, defeat your opponents, and fight to claim the Eternal Throne!

''[[http://www.direwolfdigital.com/eternal/ Eternal]]''
is a CollectibleCardGame, currently in Early Access digital CollectibleCardGame created by Dire Wolf Digital. The game includes touts itself as a middle ground between ''TabletopGame/MagicTheGathering'' and online [=CCGs=] like ''VideoGame/{{Hearthstone|HeroesOfWarcraft}}'', combining ''Magic'''s complexity and deckbuilding (complete with [[ColorCodedMagic five-color]] FactionCalculus) with a user-friendly interface and several mechanics that take full advantage of the game's digital format. The game has multiple modes, including a short campaign, a Gauntlet mode against AI opponents, Casual and Ranked matches against other players, and single-player Gauntlet mode that has you fight progressively tougher AI battles until you lose, topped off with unique "boss" encounters, a single-player and multi-player draft mode called Forge, online ranked battles, and an online draft mode. Both draft modes require gold to enter, which is earned through playing the game. Every mode has cards as rewards, and players keep the cards they draft in Forge and Draft, allowing players to build a collection without spending any money (although players can just buy Gems to buy packs if they so wish). Finally, there is Shiftstone, which is also earned through playing, and can be used to craft specific cards.

The basic gameplay is similar to TabletopGame/MagicTheGathering: there are five factions (Time, Primal, Shadow, Fire, and Justice) that can compose your deck. You play cards by spending Power, and most cards that give you Power will also give you Influence with one or more factions. Each card has an Influence requirement in addition to its Power cost. Many game mechanics are similar to Magic, but the game fully exploits its digital medium with effects like Warcry, which buffs the top unit of your library, or Silence, which removes all text from another card.
modes.



!! Tropes appearing in Eternal Card Game:
* ALoadOfBull: Minotaurs exist in Time and Justice. And they're ''banker'' minotaurs.
* AnAxeToGrind: The [[ExactlyWhatItSaysOnTheTin Heavy Axe]].
* AntiMagic: There are a few counterspells in the game.
** Silencing a card removes all text from a card. Notably, this stays even when the card moves to other zones. Cards that transform units also basically do this.
** The aegis ability also blocks the first spell or ability used on a unit.
* AttackAttackAttack: Generally the strategy for Warcry decks, who get rewarded for attacking by making their other units stronger.
** Reckless cards also have this flavor, since they have to attack each turn.
* AwesomeButImpractical: The Last Word, a Relic Weapon that can instantly kill the enemy player. However, it costs 9 power to play, costs ''another'' 9 power to activate, and only gives you one armor.
** Most 8+ power cards fall into this, in general.
* BalefulPolymorph: Available in frog or pig form. A very useful way of getting around units that come back from the void.

to:

!! Tropes appearing in Eternal Card Game:

!Gameplay tropes:

* ALoadOfBull: Minotaurs exist in Time and Justice. And they're ''banker'' minotaurs.
* AnAxeToGrind: The [[ExactlyWhatItSaysOnTheTin Heavy Axe]].
* AntiMagic: There are a few counterspells in the game.
AntiMagic:
** Silencing a card unit removes all text from a card. Notably, this stays even when the card moves to other zones. Cards that transform units also basically do this.
of its abilities.
** The aegis ability also Aegis skill blocks the first spell or ability used on a unit.
unit or player.
* AttackAttackAttack: Generally the strategy for Keywords like Warcry decks, who get rewarded for attacking by making their other units stronger.
** Reckless cards also have
(when this flavor, since they have to attack each turn.
* AwesomeButImpractical: The Last Word, a Relic Weapon that can instantly kill
unit attacks, the top unit or weapon of your deck gains +1/+1) and Spark (if the enemy player. However, it costs 9 power to play, costs ''another'' 9 power to activate, and only gives you one armor.
** Most 8+ power cards fall into
player has taken damage that turn, this card has an additional effect when played) encourage this, in general.
while Reckless (this unit ''must'' attack if possible) enforces it.
* BalefulPolymorph: Available in frog or pig form. A very useful way to permanently remove a unit's abilities is to transform it into a Frog ([[https://eternalwarcry.com/cards/details/1-211/polymorph Polymorph]], [[https://eternalwarcry.com/cards/details/1-221/rain-of-frogs Rain of getting around units that come back from Frogs]]) or a Pig ([[https://eternalwarcry.com/cards/details/1-381/feeding-time Feeding Time]], [[https://eternalwarcry.com/cards/details/1-362/cirso-the-great-glutton Cirso, the void. Great Glutton]]).



* {{BFS}}: The Sword of the Sky King, a monstrous 8/8 Relic Weapon.
* BigfootSasquatchAndYeti: Yeti exist in Primal. They're mischievous, but their idea of mischief can lead to dead travelers.
* BoringButPractical: Several very basic effects, like dealing 3 damage, permanently locking down an enemy unit, or even just drawing two cards, are nonetheless very well-used cards.

to:

* {{BFS}}: The Sword of the Sky King, a monstrous 8/8 Relic Weapon.
* BigfootSasquatchAndYeti: Yeti exist in Primal. They're mischievous, but their idea of mischief can lead to dead travelers.
* BoringButPractical: Several very basic effects, like [[https://eternalwarcry.com/cards/details/1-8/torch dealing 3 damage, damage]], [[https://eternalwarcry.com/cards/details/1-193/permafrost permanently locking down an enemy unit, unit]], or even just [[https://eternalwarcry.com/cards/details/1-218/wisdom-of-the-elders drawing two cards, cards]], are nonetheless very well-used cards.well-used.



* BribingYourWayToVictory: Since it's a CollectibleCardGame, this comes with the territory. However, players can earn packs through playing, you keep cards you draft in Forge or Draft, and new players also get a "theme deck" each week, which comes with many new cards.
* CarryABigStick: There are a few maces in the game.
* CastFromHitPoints: Impending Doom deals 1 damage to you each turn, in exchange for being a powerful, yet cheap card.
* ColorCodedItemTiers: There are 5 tiers: common (grey), uncommon (green), rare (blue), legendary (yellow), and promo (purple). Promo cards can be obtained by playing the game during their time frame, then can only be crafted afterwards.
* {{Combos}}: One deck archetype, and there are quite a few combos out there.
* {{Counterattack}}: Primal and Shadow have a few cards that punish an opponent for attacking, whether it's dealing damage to an attacking unit or destroying an exhausted unit.

to:

* BribingYourWayToVictory: Since it's a CollectibleCardGame, this comes with the territory. territory: most in-game purchases accept either Gold (earned in-game) or Gems (bought with real money). However, players can earn the game is generous with gold and card packs earned through playing, and you can keep all of the cards you draft obtain in Forge or Draft, and new players also get a "theme deck" each week, which comes with many new cards.
* CarryABigStick: There are a few maces in the game.
Draft.
* CastFromHitPoints: [[https://eternalwarcry.com/cards/details/1-286/impending-doom Impending Doom Doom]] deals 1 damage to you each turn, in exchange for being a powerful, yet cheap card.
* ColorCodedForYourConvenience: The game's five "factions", similar (but not identical) to ''Magic: the Gathering''[='=]s color pie: '''Fire''' (red), '''Time''' (yellow), '''Justice''' (green) '''Primal''' (blue), and '''Shadow''' (purple). Multifaction cards are black, while cards with no faction requirements are grey.
*
ColorCodedItemTiers: There are 5 tiers: common Common (grey), uncommon Uncommon (green), rare Rare (blue), legendary (yellow), and promo Legendary (orange), Promo (purple). Promo cards can be obtained have the same value as Rare cards, but are earned by playing the game during their a certain time frame, then afterwards can only be crafted afterwards.
* {{Combos}}: One deck archetype, and there are quite a few combos out there.
obtained via crafting.
* {{Counterattack}}: Primal and Shadow have a few Certain cards that can be used to punish an opponent for attacking, whether it's dealing such as cards that [[https://eternalwarcry.com/cards/details/1-197/lightning-strike deal damage to an attacking unit unit]] or destroying [[https://eternalwarcry.com/cards/details/1-277/execute kill an exhausted unit.unit]].
* {{Counterspell}}: [[https://eternalwarcry.com/cards/details/1-200/backlash Backlash]] and [[https://eternalwarcry.com/cards/details/1-373/spell-swipe Spell Swipe]], among others.



* DeathOfAThousandCuts: Control decks can sometimes end up beating you to death with a 1 or 2 attack unit.
* DishingOutDirt: Time's specialty, since it also has an association with sand.
* DownToTheLastPlay: Totally possible in even matches.
* DropTheHammer: Most hammers are in Justice or Fire.

to:

* DeathOfAThousandCuts: Control Token decks can sometimes end up beating you to death rely on whittling down the opponent with a 1 or 2 attack unit.
* DishingOutDirt: Time's specialty, since it also has an association with sand.
swarm of small units, which can quickly become a swarm of not-so-small units when certain cards are played.
* DownToTheLastPlay: Totally possible in As is typical for card games. In even matches.
* DropTheHammer: Most hammers are in Justice
matches, victory or Fire.defeat can be decided by a single draw.



* FantasyGunControl: Averted, many units use guns, and they have even progressed to revolvers.
* FantasyKitchenSink: The game includes, in early access, [[Myth/JapaneseMythology oni]], [[Myth/NorseMythology valkyries]], [[Myth/ClassicalMythology centaurs, minotaurs, gorgons]], [[OurDragonsAreDifferent dragons]], [[OurGiantsAreBigger giants]], [[OurElvesAreBetter elves]], and [[BigfootSasquatchAndYeti yeti]]. And that's on top of dinosaurs, gunslingers, and a mechanical race called the grenadin.
* {{Flight}}: Present in just about every faction. Units with flying can only be blocked by other units with flying.

to:

* FantasyGunControl: Averted, many units use guns, and they have even progressed to revolvers.
* FantasyKitchenSink: The game includes, in early access, [[Myth/JapaneseMythology oni]], [[Myth/NorseMythology valkyries]], [[Myth/ClassicalMythology centaurs, minotaurs, gorgons]], [[OurDragonsAreDifferent dragons]], [[OurGiantsAreBigger giants]], [[OurElvesAreBetter elves]], and [[BigfootSasquatchAndYeti yeti]]. And that's on top of dinosaurs, gunslingers, and a mechanical race called the grenadin.
* {{Flight}}: Present in just about every faction. Units with flying the Flying skill can only be blocked by other units with flying. flying units.



* HealingHands: Mostly the domain of Justice and Time.
* {{Hellfire}}: The [[ExactlyWhatItSaysOnTheTin Hellfire Rifle]].
* HerdHittingAttack: Most factions have access to cards that will affect multiple enemies, or the entire board.
* AnIcePerson: Mostly in Primal, and the flavor for most stunning spells. Rimescale Draconus is an ice dragon who permanently stuns all exhausted enemy units.
* IShallTauntYou: There's a full communication wheel, including a Threaten emote.
* KnightInShiningArmor: Justice likes this aesthetic.
* LuckilyMyShieldWillProtectMe: Unsuprisingly, shields usually give units a health boost.
* MagikarpPower: Any card that can get bigger whenever something happens. Units with Ultimate are also usually like this; once per unit, you can spend a lot of power to give them a big boost.
** One Stranger? No problem. Two Strangers? Easy enough. Three or more? You're in for a bad time.
* MookMaker: Present in most factions.
* MutualDisadvantage: Cards that effect every unit on the board.
* MysteriousStranger: The Strangers, a unit type that gains the effects of all other Strangers.
* TheNecromancer: Shadow has by far the most interaction with the void.
* OneHitKill: Units with deadly will kill whatever they deal damage to, no matter how much health it has. The Last Word extends this to players.
* PlayEveryDay: Encouraged by daily quests, although it saves three of them.
* PlayingWithFire: The Fire faction, obviously.
* PowerAtAPrice: Shadow basically plays out this way. Many of its spells get powered up by sacrificing other units.
* {{Precursors}}: Nothing is known about them except that they created the Sentinels.
* SituationalSword: Some cards have very narrow uses, like removing attachments. If your enemy has no weapons or curses, it'll just sit there in your hand.

to:

* HealingHands: Mostly Direct healing effects are mostly the domain of Justice Time and Time.
* {{Hellfire}}: The [[ExactlyWhatItSaysOnTheTin Hellfire Rifle]].
Justice, such as [[https://eternalwarcry.com/cards/details/1-73/sanctuary-priest Sanctuary Priest]] and [[https://eternalwarcry.com/cards/details/1-333/combrei-healer Combrei Healer]].
* HerdHittingAttack: Most factions have access to cards effects that will affect target multiple enemies, or affect the entire board.
* AnIcePerson: Mostly in Primal, and the flavor for most stunning spells. Rimescale Draconus is an ice dragon who permanently stuns all exhausted enemy units.
board.
* IShallTauntYou: There's a full communication wheel, including a Threaten emote.
* KnightInShiningArmor: Justice likes this aesthetic.
emote.
* LuckilyMyShieldWillProtectMe: Unsuprisingly, shields usually Most weapons give units a an attack and health boost.
boost, with shields trending towards the latter.
* MagikarpPower: Any card that can get bigger whenever something happens. MagikarpPower:
**
Units with Ultimate such as [[https://eternalwarcry.com/cards/details/1-149/order-of-the-spire Order of the Spire]] or [[https://eternalwarcry.com/cards/details/1-156/hero-of-the-people Hero of the People]] start out small, but can become large threats if allowed to grow.
** Most Strangers
are also usually like this; weak on their own, but once per unit, you multiple Strangers are in play, they can spend a lot of power to give them a big boost.
** One Stranger? No problem. Two Strangers? Easy enough. Three or more? You're in for a bad time.
snowball very rapidly.
* MookMaker: Present in most factions.
factions. [[https://eternalwarcry.com/cards/details/1-123/marisen-the-eldest Marisen, the Eldest]] summons a random vermin on each player's turn, [[https://eternalwarcry.com/cards/details/NYt8tVNLYOs/the-tormentor The Tormentor]] summons a Spiteling each turn [[SealedEvilInACan as long as he's in the void]].
* MutualDisadvantage: Cards that effect affect every unit on the board.
* MysteriousStranger: The Strangers, a unit type that gains the effects of all other Strangers.
board.
* TheNecromancer: Several Shadow has cards allow you to pull cards out of your void and put them back in play.
* NoSell:
** A few units, such as [[https://eternalwarcry.com/cards/details/1-119/ancient-terrazon Ancient Terrazon]], are invulnerable to combat damage, though not immune to spells.
** [[https://eternalwarcry.com/cards/details/2-200/decimate Decimate]] bypasses Aegis and cannot be negated
by far the most counterspells.
* ObviousRulePatch: Exploits involving certain cards are sometimes patched out. In particular, any
interaction that generates an infinite combo (usually involving cards with the void.
Echo) will usually be nerfed.
* OneHitKill: Units with deadly Deadly will kill whatever they deal damage to, no matter how much health it has. [[https://eternalwarcry.com/cards/details/1-309/the-last-word The Last Word Word]] extends this to players.
players.
* PlayEveryDay: Encouraged by daily Daily quests, although it saves three and a free card pack for your first Versus win of them.
* PlayingWithFire: The Fire faction, obviously.
the day.
* PowerAtAPrice: Common with Shadow basically plays out this way. Many of its spells get powered up and Fire, with several cards activated by sacrificing other units.
* {{Precursors}}: Nothing is known about them except that they created the Sentinels.
* SituationalSword: Some cards have very narrow uses, like removing attachments. If your enemy has no weapons or curses, it'll just sit there in your hand.



* StoneWall: Any unit with high health can be this. Units with deadly can also be this, since they guarantee that you'll kill an attacker.
* TacticalWithdrawal: You can cast spells that return units to their owner's hands on your own units, to save them.
* ThanatosGambit: Units with entomb have special effects when they die, encouraging you to let them die (or sacrifice them).
* ZergRush: Fire does this the best, especially with Grenadin, almost all of whom summon more Grenadin.

to:

* StoneWall: Any unit with high health can be this. Units with deadly Deadly can also be this, since they guarantee that you'll kill an attacker.
attacker.
* TacticalWithdrawal: You can cast There are spells and summon effects that will return units to their owner's hands on hands, such as [[https://eternalwarcry.com/cards/details/1-100/praxis-displacer Praxis Displacer]] or [[https://eternalwarcry.com/cards/details/1-330/safe-return Safe Return]], used to neutralize an enemy unit and/or protect one of your own units, to save them.
own.
* ThanatosGambit: Units with entomb Entomb have special effects when they die, encouraging you to let them die (or die, sacrifice them).
them yourself, or bring them back into play so their Entomb effect can trigger again.
* ZergRush: Fire does this the best, especially with Grenadin, almost all of whom summon more Grenadin.Grenadin.

!Setting and Flavor tropes:

* ALoadOfBull: The Auric and Copperhall minotaurs run the largest treasury in Argenport, making them one of the wealthiest and most influential factions in the city.
* AnAxeToGrind: The [[https://eternalwarcry.com/cards/details/1-4/heavy-axe Heavy Axe]], ExactlyWhatItSaysOnTheTin.
* AnIcePerson: Mostly in Primal, and the flavor for most stunning spells. [[https://eternalwarcry.com/cards/details/1-246/rimescale-draconus Rimescale Draconus]] is an ice dragon who permanently stuns all exhausted enemy units.
* AppliedPhlebotinum: Most of the setting's {{magitek}} is powered by Shiftstone.
* BarbarianTribe: Most of the humans who inhabit the Skycrag mountains.
* {{BFS}}: The [[https://eternalwarcry.com/cards/details/1-186/sword-of-the-sky-king Sword of the Sky King]], a monstrous 8/8 relic weapon.
* BigfootSasquatchAndYeti: Yeti are mischievous, but their idea of "mischief" often proves fatal to travelers.
* TheBlacksmith: Icaria and her Resistance are based in the settlement of Rakano, home to some of the most skilled blacksmiths and armorers in the land.
* BloodMagic: Forbidden by all shaman tribes, with the exception of the Feln.
* CarryABigStick: [[https://eternalwarcry.com/cards/details/1-171/mithril-mace Mithril Mace]], [[https://eternalwarcry.com/cards/details/1-510/morningstar Morningstar]], [[https://eternalwarcry.com/cards/details/2-78/copperhall-cudgel Copperhall Cudgel]], and so on.
* ContinuityNod: Multiple cards reference other cards, usually through art or voice lines. A few examples:
** [[https://eternalwarcry.com/cards/details/2-148/cat-burglar Cat Burglar]] is trying to steal the [[https://eternalwarcry.com/cards/details/1-355/crown-of-possibilities Crown of Possibilities]].
** Compare [[https://eternalwarcry.com/cards/details/1-13/oni-ronin Oni Ronin]] and his counterpart, [[https://eternalwarcry.com/cards/details/2-138/fallen-oni Fallen Oni]]:
--->'''Oni Ronin:''' Die with honor!\\
'''Fallen Oni:''' There is no honor in death...
* {{Cult}}: A sect of Radiant-worshippers who live in the ruins of the Xenan temple, known to partake in human sacrifice.
* {{Cyborg}}: Valkyries are elite soldiers augmented with {{magitek}} wings.
* DefectorFromDecadence: Much of the Resistance is backed by deserters from the Crownwatch, who oppose Rolant's oppressive rule.
* DevelopmentGag: [[https://eternalwarcry.com/cards/details/1001-16/nictotraxian Nictotraxian]] first appeared in one of Dire Wolf's other projects, ''Clank!'', which takes place in the same setting. The objective of the game is to loot treasure from [[DragonHoard her hoard]] without getting caught. Nicto's voice line in ''Eternal'':
-->'''Nictotraxian:''' Clank, clank, thief. I can hear you...
* DishingOutDirt: Several Time cards have a sand motif, among them [[https://eternalwarcry.com/cards/details/1-64/sand-warrior Sand Warrior]] and [[https://eternalwarcry.com/cards/details/1-99/sandstorm-titan Sandstorm Titan]].
-->'''Sand Warrior:''' Back to dust!
* DropTheHammer: [[https://eternalwarcry.com/cards/details/1-170/hammer-of-might Hammer of Might]], [[https://eternalwarcry.com/cards/details/1-166/auric-runehammer Auric Runehammer]].
* DualWield: A player with the [[https://eternalwarcry.com/cards/details/1-328/starsteel-daisho Starsteel Daisho]] equipped can attack twice per turn.
* DugTooDeep: The Stonescar mines are one of the richest Shiftstone sources in the world, but beware [[https://eternalwarcry.com/cards/details/1-403/stonescar-leviathan what lurks]] in the depths...
* EnergyBeing: The Radiants, who live on the border of the Shadowlands. There appear to be two Radiant factions with opposing goals, the Lumen (Time) and the Umbren (Shadow), with the [[https://eternalwarcry.com/cards/details/2-215/worldjoiner Worldjoiner]] possessing [[YinYangBomb elements of both]].
* EpicFlail: The [[https://eternalwarcry.com/cards/details/1-3/charchain-flail Charchain Flail]].
* FantasyGunControl: Averted, ''Eternal'''s setting is described with "swords, [[RevolversAreJustBetter six-guns]] and sorcery". [[https://eternalwarcry.com/cards/details/1-174/marshal-ironthorn Marshal Ironthorn]] boasts a particularly impressive [[ShotgunsAreJustBetter shotgun]].
* FantasyKitchenSink: And how! So far, the game includes [[Myth/JapaneseMythology oni]], [[Myth/NorseMythology valkyries]] (sort of), [[Myth/ClassicalMythology centaurs, minotaurs, gorgons]], [[OurDragonsAreDifferent dragons]], [[OurGiantsAreBigger giants]], [[OurElvesAreBetter elves]], and [[BigfootSasquatchAndYeti yeti]]. And that's on top of dinosaurs, gunslingers, ninjas, and robots.
* ForestRanger: The elves of the Lethrai clan; given that the forest in question is [[TheLostWoods the Direwood]], they're not exactly a friendly lot.
* HonestJohnsDealership: [[https://eternalwarcry.com/cards/details/1-396/smugglers-stash Smuggler's Stash]].
-->''"They're good as new!"''
* InstantAIJustAddWater: The Grenadin were built as mining robots, but prolonged exposure to [[GreenRocks Shiftstone]] has imbued traces of sentience.
* KnifeNut: [[https://eternalwarcry.com/cards/details/1-257/knifejack Knifejack]] (see also: [[https://eternalwarcry.com/cards/details/2-139/jacks-knife Jack's Knife]]).
* KnightInShiningArmor: Justice likes this aesthetic.
* LaResistance: Led by [[https://eternalwarcry.com/cards/details/1-329/icaria-the-liberator Icaria, the Liberator]].
-->'''Icaria:''' Rise up, or be cut down!
* TheLostWoods: The Direwood, home to the Lethrai, the Feln, and all sorts of giant beasts.
* MagicNuke: [[https://eternalwarcry.com/cards/details/1-172/harsh-rule Harsh Rule]] depicts one of these.
-->'''Rolant:''' This ends ''now!''
* MakeAnExampleOfThem: [[https://eternalwarcry.com/cards/details/2-169/inspire-obedience Inspire Obedience]] depicts a disgraced Valkyrie in stocks as [[KnightTemplar Makto]] tears off his wings.
* MetallicMotifs: '''Argen'''port, '''Silver'''wing, '''Auric''', '''Copper'''hall.
* MysteriousStranger: An enigmatic faction of present through nearly all of Myria, carrying [[TheCorruption the influence of the Shadowlands]]. Every Stranger bears [[RedRightHand a purple tattoo over their left eye]], and they're implied to function as a HiveMind, with each new Stranger adding their skills to the collective.
* NamesToRunAwayFromReallyFast: [[https://eternalwarcry.com/cards/details/1-383/nightmaw-sight-unseen Nightmaw, Sight Unseen]] and [[https://eternalwarcry.com/cards/details/1-400/voprex-the-great-ruin Voprex, the Great Ruin]], among others.
* TheOwlKnowingOne: The Hooru are a reclusive society that serve a council of wise owl elders.
* PerspectiveFlip: The art for [[https://eternalwarcry.com/cards/details/2-243/rolants-choice Rolant's Choice]] and [[https://eternalwarcry.com/cards/details/2-253/spirit-of-resistance Spirit of Resistance]] depict the same scene, from different angles.
* PlayingWithFire: The Fire faction, natch.
* {{Precursors}}: An unknown civilization that created the now-dormant Sentinels. Talir and the Praxis Arcanum seek to uncover their secrets.
* ProudWarriorRace: Oni adhere to a strict code of loyalty.
* SealedEvilInACan: The Lumen seek to prevent ''someone'', implied to be the Tormentor, from being released.
* {{Shadowland}}: The Shadowlands (natch), a wasteland tainted by dark magic.
* StateSec: After the Resistance's crushing defeat in Argenport, the Inquisition was founded to hunt down the remaining rebels, as well as [[spoiler:bury all evidence of Rolant's involvement in the Harsh Rule]].
* TheSyndicate: The Cabal controls most of the Argenport underground. As the war rages on and resources become scarce, more and more civilians come to rely on the Cabal for survival.
* TakenForGranite: The fate of any enemy unit that dies when [[https://eternalwarcry.com/cards/details/1-387/statuary-maiden Statuary Maiden]] is in play.
-->'''Statuary Maiden:''' You'll stay... ''forever''...
* WildWest: The general aesthetic of Stonescar, a mining town on the frontier.

!Character and Story tropes:

* ArcWords: "Finding the way" comes up frequently.
* TheBard: [[https://eternalwarcry.com/cards/details/2-179/diogo-m%C3%A1laga Diogo Málaga]] and his ''electric guitar''.
-->'''Diogo:''' A discovery for the ages! ''(guitar riff)''
* BigScrewedUpFamily: None of the Scions seem to particularly ''like'' each other, with most of them being indifferent or tolerant at best. The only exception seems to be Eilyn towards her daughter Vara, and even ''that'' is [[RebelliousPrincess one-sided]]. Notably, ''everyone'' hates Rolant.
* DoubleMeaningTitle: The "Jekk's Bounty" campaign refers both to Jekk's work as a BountyHunter, and [[spoiler:the bounty ''on'' him, which the player character defeats him in the last stage to collect]].
* EvilChancellor: Caiphus' vizier [[spoiler:brought the Stranger horde to his doorstep, to bait him into tapping into the power of the Throne]].
* FramingDevice: The starting campaign is narrated by Jekk, recounting each of the Scions' tales before his execution by the Crownwatch. At the end, it's implied that [[spoiler:Icaria]] comes to his rescue.
* HopelessBossFight: The end of the starting campaign, with Caiphus' battle against the Stranger horde.
* JumpingOffTheSlipperySlope: Rolant's efforts to protect Argenport from the Resistance started with forced conscription into the Crownwatch, then quickly spiralled into [[spoiler:a MagicNuke and the subsequent cover-up thereof]].
* KnightTemplar: Inquisitor Makto.
* MissingMom: Kaleb is Caiphus' illegitimate son. His primary goal is to learn the identity of his mother, though he stumbles upon some interesting discoveries along the way...
* TheParagonAlwaysRebels: Icaria was the first Valkyrie, but turned against Rolant and now leads the rebellion against him.
* PyrrhicVictory: Rolant repelled the Resistance's siege of Argenport and dealt them a crushing blow in the process, but [[spoiler:wiped out an entire district in the process, plunging the city into further chaos]].
* RebelliousPrincess: Caiphus' daughter Vara is the favored heir to the Eternal Throne. She's not interested in political machinations, instead venturing into the Shadowlands to find her own path.
* TheReveal: Caiphus was killed by [[spoiler:[[ArtifactOfDoom the Eternal Throne itself]]]].
* SuccessionCrisis: Following Caiphus' death.
* TreacherousAdvisor: Azindel guided Vara through the Shadowlands and back... and then [[spoiler:tricked her into accepting [[https://eternalwarcry.com/cards/details/1-306/azindels-gift a cursed amulet]] which wiped her memories]]. Once she recovered, hunting down Azindel became her top priority.
* TyrantTakesTheHelm: Rolant, as head of the Crownwatch, became the ''de facto'' ruler of Argenport following Caiphus' death. His attempts to maintain order within the city created an oppressive regime, which sparked a rebellion.
* YouCantGoHomeAgain: Eilyn traveled north to visit her tribe, only for them to reject her.

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* FantasyKitchenSink: The game includes, in early access, [[Myth/JapenseMythology oni]], [[Myth/NorseMythology valkyries]], [[Myth/ClassicalMythology centaurs, minotaurs, gorgons]], [[OurDragonsAreDifferent dragons]], [[OurGiantsAreBigger giants]], [[OurElvesAreBetter elves]], and [[BigfootSasquatchAndYeti yeti]]. And that's on top of dinosaurs, gunslingers, and a mechanical race called the grenadin.

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* FantasyGunControl: Averted, many units use guns, and they have even progressed to revolvers.
* FantasyKitchenSink: The game includes, in early access, [[Myth/JapenseMythology [[Myth/JapaneseMythology oni]], [[Myth/NorseMythology valkyries]], [[Myth/ClassicalMythology centaurs, minotaurs, gorgons]], [[OurDragonsAreDifferent dragons]], [[OurGiantsAreBigger giants]], [[OurElvesAreBetter elves]], and [[BigfootSasquatchAndYeti yeti]]. And that's on top of dinosaurs, gunslingers, and a mechanical race called the grenadin.
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Eternal Card Game is a CollectibleCardGame, currently in Early Access created by Dire Wolf Digital. The game includes a short campaign, a single-player Gauntlet mode that has you fight progressively tougher AI battles until you lose, topped off with unique "boss" encounters, a single-player draft mode called Forge, online ranked battles, and an online draft mode. Both draft modes require gold to enter, which is earned through playing the game. Every mode has cards as rewards, and players keep the cards they draft in Forge and Draft, allowing players to build a collection without spending any money (although players can just buy Gems to buy packs if they so wish). Finally, there is Shiftstone, which is also earned through playing, and can be used to craft specific cards.

The basic gameplay is similar to TabletopGame/MagicTheGathering: there are five factions (Time, Primal, Shadow, Fire, and Justice) that can compose your deck. You play cards by spending Power, and most cards that give you Power will also give you Influence with one or more factions. Each card has an Influence requirement in addition to its Power cost. Many game mechanics are similar to Magic, but the game fully exploits its digital medium with effects like Warcry, which buffs the top unit of your library, or Silence, which removes all text from another card.

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!! Tropes appearing in Eternal Card Game:
* ALoadOfBull: Minotaurs exist in Time and Justice. And they're ''banker'' minotaurs.
* AnAxeToGrind: The [[ExactlyWhatItSaysOnTheTin Heavy Axe]].
* AntiMagic: There are a few counterspells in the game.
** Silencing a card removes all text from a card. Notably, this stays even when the card moves to other zones. Cards that transform units also basically do this.
**The aegis ability also blocks the first spell or ability used on a unit.
* AttackAttackAttack: Generally the strategy for Warcry decks, who get rewarded for attacking by making their other units stronger.
** Reckless cards also have this flavor, since they have to attack each turn.
* AwesomeButImpractical: The Last Word, a Relic Weapon that can instantly kill the enemy player. However, it costs 9 power to play, costs ''another'' 9 power to activate, and only gives you one armor.
** Most 8+ power cards fall into this, in general.
* BalefulPolymorph: Available in frog or pig form. A very useful way of getting around units that come back from the void.
* BetterToDieThanBeKilled: A concede option is available, to speed up an inevitable loss.
* {{BFS}}: The Sword of the Sky King, a monstrous 8/8 Relic Weapon.
* BigfootSasquatchAndYeti: Yeti exist in Primal. They're mischievous, but their idea of mischief can lead to dead travelers.
* BoringButPractical: Several very basic effects, like dealing 3 damage, permanently locking down an enemy unit, or even just drawing two cards, are nonetheless very well-used cards.
* BossBattle: Available in Gauntlet mode. The seventh battle always has a gimmick, such as all units having Charge, automatically drawing 7 cards when your hand is empty, or every spell coming with a free unit. Naturally, the AI decks are made to fully exploit their gimmick.
* BribingYourWayToVictory: Since it's a CollectibleCardGame, this comes with the territory. However, players can earn packs through playing, you keep cards you draft in Forge or Draft, and new players also get a "theme deck" each week, which comes with many new cards.
* CarryABigStick: There are a few maces in the game.
* CastFromHitPoints: Impending Doom deals 1 damage to you each turn, in exchange for being a powerful, yet cheap card.
* ColorCodedItemTiers: There are 5 tiers: common (grey), uncommon (green), rare (blue), legendary (yellow), and promo (purple). Promo cards can be obtained by playing the game during their time frame, then can only be crafted afterwards.
* {{Combos}}: One deck archetype, and there are quite a few combos out there.
* {{Counterattack}}: Primal and Shadow have a few cards that punish an opponent for attacking, whether it's dealing damage to an attacking unit or destroying an exhausted unit.
* CripplingOverspecialization: Void decks are particularly vulnerable to cards that mess with the enemy’s void, and it's possible to totally shut down enemy combo decks if you have the right answer.
* CrutchCharacter: Aggro decks dominate the early game, but if they can't pull out an early win, they'll have a hard time catching up.
* DeathOfAThousandCuts: Control decks can sometimes end up beating you to death with a 1 or 2 attack unit.
* DishingOutDirt: Time's specialty, since it also has an association with sand.
* DownToTheLastPlay: Totally possible in even matches.
* DropTheHammer: Most hammers are in Justice or Fire.
* EnemySummoner: Mostly the stock of the Grenadin, but present in all factions.
* FantasyKitchenSink: The game includes, in early access, [[Myth/JapenseMythology oni]], [[Myth/NorseMythology valkyries]], [[Myth/ClassicalMythology centaurs, minotaurs, gorgons]], [[OurDragonsAreDifferent dragons]], [[OurGiantsAreBigger giants]], [[OurElvesAreBetter elves]], and [[BigfootSasquatchAndYeti yeti]]. And that's on top of dinosaurs, gunslingers, and a mechanical race called the grenadin.
* {{Flight}}: Present in just about every faction. Units with flying can only be blocked by other units with flying.
* ForcedTutorial: The game opens into a starting fight. You have to complete one part of the campaign to unlock a deck.
* HealingHands: Mostly the domain of Justice and Time.
* {{Hellfire}}: The [[ExactlyWhatItSaysOnTheTin Hellfire Rifle]].
* HerdHittingAttack: Most factions have access to cards that will affect multiple enemies, or the entire board.
* AnIcePerson: Mostly in Primal, and the flavor for most stunning spells. Rimescale Draconus is an ice dragon who permanently stuns all exhausted enemy units.
* IShallTauntYou: There's a full communication wheel, including a Threaten emote.
* KnightInShiningArmor: Justice likes this aesthetic.
* LuckilyMyShieldWillProtectMe: Unsuprisingly, shields usually give units a health boost.
* MagikarpPower: Any card that can get bigger whenever something happens. Units with Ultimate are also usually like this; once per unit, you can spend a lot of power to give them a big boost.
** One Stranger? No problem. Two Strangers? Easy enough. Three or more? You're in for a bad time.
* MookMaker: Present in most factions.
* MutualDisadvantage: Cards that effect every unit on the board.
* MysteriousStranger: The Strangers, a unit type that gains the effects of all other Strangers.
* TheNecromancer: Shadow has by far the most interaction with the void.
* OneHitKill: Units with deadly will kill whatever they deal damage to, no matter how much health it has. The Last Word extends this to players.
* PlayEveryDay: Encouraged by daily quests, although it saves three of them.
* PlayingWithFire: The Fire faction, obviously.
* PowerAtAPrice: Shadow basically plays out this way. Many of its spells get powered up by sacrificing other units.
* {{Precursors}}: Nothing is known about them except that they created the Sentinels.
* SituationalSword: Some cards have very narrow uses, like removing attachments. If your enemy has no weapons or curses, it'll just sit there in your hand.
* SplashDamageAbuse: Averted, unlike many other card games. Units with Aegis are protected even from effects that hit the entire board.
* StoneWall: Any unit with high health can be this. Units with deadly can also be this, since they guarantee that you'll kill an attacker.
* TacticalWithdrawal: You can cast spells that return units to their owner's hands on your own units, to save them.
* ThanatosGambit: Units with entomb have special effects when they die, encouraging you to let them die (or sacrifice them).
* ZergRush: Fire does this the best, especially with Grenadin, almost all of whom summon more Grenadin.

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