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* OurElvesAreBetter: They actually aren't, being sneaky, treacherous infiltrators and most closely associate with the Feln (Primal-Shadow) faction, which is known for forbidden blood magic.
* OurDragonsAreDifferent: Naturally, they are all powerful flying units and are most closely associated with Fire and Primal, though dragons have appeared in every color but Justice (not counting Nictotraxian, who requires one influence with every color).



* WildWest: The general aesthetic of Stonescar, a mining town on the frontier.

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* WildWest: The general aesthetic of Stonescar, a mining town on the frontier.
frontier. Rakano, a frontier town that became the nucleus of the Rebellion against Rolant's regency has a lot of this flavor as well.
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* ForcedTutorial: The game opens into a starting fight. You have to complete one part of the campaign to unlock a deck.

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* ForcedTutorial: The game opens into a starting fight. You After the fight finishes, you have to complete one part of play a five-part tutorial, each section unlocking a deck for the campaign to unlock a deck.color you played in that section.

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* GondorCallsForAid: The ''X Ally'' keyword, which gives a bonus (typically creating and playing a free unit or buffing the card with ''Ally'') when a unit with type X is in play on your board.



* 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]].

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* HeroicSecondWind: The first time a unit with Revenge ''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]].


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** In an inverse example, [[https://eternalwarcry.com/cards/details/3-148/last-stand-at-the-gate Last Stand at the Gate]] sets ''your own'' health to one, but plays three sturdy units and a powerful weapon for free.
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''[[http://www.direwolfdigital.com/eternal/ Eternal]]'' is a TradingCardGame created by Denver, CO-based Dire Wolf Digital. The game touts itself as a middle ground between ''TabletopGame/MagicTheGathering'' and online [=CCGs=] like ''VideoGame/{{Hearthstone|HeroesOfWarcraft}}'', and its stable of designers includes several prominent ''Magic'' pros. Unsurprisingly, it shares most of its features with ''Magic'': players must play "Sigils" to increase their {{mana}} {{cap}}; players may only have four of any card (besides Basic Sigils) in their decks; units are "Exhausted" after attacking or blocking; the defending player can block attacking units with their own; players can play "Fast Spells" at certain points during any turn; there are [[FactionCalculus five factions]] that can be combined in any way you please. However, it also shares ''Hearthstone''[='s=] [=PvE=] elements, slick visual aesthetic, premium "foil" cards, and ability to convert useless cards into [[GreenRocks shiftstone]] and then into actually-useful cards of your choosing. Finally, it has a few traits completely unique to itself, such as the fact that units' stat changes or abilities gained are persistent across zones; if you give a unit +1/+1, it will retain that bonus in the graveyard ("Void") and retain that bonus if taken out again, although many bonuses are explicitly temporary.

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 six-guns-with-sorcery setting.

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''[[http://www.direwolfdigital.com/eternal/ Eternal]]'' is a TradingCardGame created by Denver, CO-based Dire Wolf Digital. The game touts itself as a middle ground between ''TabletopGame/MagicTheGathering'' and online [=CCGs=] like ''VideoGame/{{Hearthstone|HeroesOfWarcraft}}'', and its stable of designers includes several prominent ''Magic'' pros. Unsurprisingly, it shares most of its features with ''Magic'': players must play "Sigils" to increase their {{mana}} {{cap}}; players may only have four of any card (besides Basic Sigils) in their decks; units are "Exhausted" after attacking or blocking; the defending player can block attacking units with their own; players can play "Fast Spells" at certain points during any turn; there are [[FactionCalculus five factions]] that can be combined in any way you please. However, it also shares ''Hearthstone''[='s=] [=PvE=] elements, slick visual aesthetic, premium "foil" cards, and ability to convert useless cards into [[GreenRocks shiftstone]] and then into actually-useful cards of your choosing. Finally, it has a few traits completely unique to itself, such as the fact that units' stat changes or abilities gained are persistent across zones; if you give a unit +1/+1, it will retain that bonus in the graveyard ("Void") and retain that bonus if taken out again, although many bonuses are explicitly temporary. \n\n As of Spring 2019, the game has released five major sets and four minor "campaign" sets.

The game has multiple modes, including a multiple single-player campaign, campaigns (as in Hearthstone, single-player campaigns must be purchased with either gold or real money but contain exclusive card sets which form 'side sets' released between the main sets), 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 six-guns-with-sorcery setting.


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* WarriorPoet: [[https://eternalwarcry.com/cards/details/5-186/darya-warrior-poet Darya, a Praxis warrior hero added in "Defiance" (set 5) is titled "Warrior Poet."
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* 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.

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* 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. Eilyn and Kaleb do seem to have come to terms following set 4, ''The Fall of Argenport'' however.



* EvilTwin: Kaleb has the [[https://eternalwarcry.com/cards/details/3-270/failed-reflection Failed Reflection]], an alternate clone of Caiphus that was[[GoMadFromTheIsolation mad with isolation]].

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* EvilTwin: Kaleb has the [[https://eternalwarcry.com/cards/details/3-270/failed-reflection Failed Reflection]], an [[spoiler: alternate clone of Caiphus Caiphus]] that was[[GoMadFromTheIsolation was [[GoMadFromTheIsolation mad with isolation]].



* KnightTemplar: Inquisitor Makto.

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* KnightTemplar: Inquisitor Makto. He is absolutely dedicated to crushing the last vestiges of the Rebellion and ensuring loyalty to Rolant.



* SuccessionCrisis: Following Caiphus' death.

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* SuccessionCrisis: Following Caiphus' death.death, each of the five Scions has a claim to the Eternal Throne.
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* ForestRanger: The elves of the Lethrai clan; given that the forest in question is [[TheLostWoods the Direwood]], they're not exactly a friendly lot.

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* ForestRanger: The elves of the Lethrai clan; given that the forest in question is [[TheLostWoods the Direwood]], they're not exactly a friendly lot. [[https://eternalwarcry.com/cards/details/3-262/deepwood-ranger Deepwood Ranger]] also fits the motif to a T.

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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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* SingleUseShield: "Aegis" gives one that protects a Unit (or player) against a single spell. spell or effect. It does ''not'' work on battle damage from another creature or a relic weapon, nor does it protect against an effect cast by its controller (so you can't put aegis on your creatures and then have them survive your own board wipe spell, for instance). This contrasts with Aegis, which protects against one source of damage, but does not protect from silencing or other effects that don't deal damage.



* SplashDamageAbuse: Averted, unlike many other card games. Units with Aegis are protected even from effects that hit the entire board.

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* SplashDamageAbuse: Averted, unlike many other card games. Units with Aegis are protected even from effects that hit the entire board.board (unless the effect came from their controller).


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* BadassLongcoat: [[https://eternalwarcry.com/cards/details/4-131/sheriff-marley Sheriff Marley and [[https://eternalwarcry.com/cards/details/1-174/marshal-ironthorn Marshal Ironthorn]] sport these, complete with dramatic flow.
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* ColorCodedItemTiers: Common (grey), Uncommon (green), Rare (blue), Legendary (orange), Promo (purple). Promo cards have the same value as Rare cards, but are earned by playing the game during a certain time frame, then afterwards can only be obtained via crafting.

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* ColorCodedItemTiers: Common (grey), Uncommon (green), Rare (blue), Legendary (orange), Promo (purple). Promo cards have three-quarters the same value as cost of Rare cards, but are earned by playing the game during a certain time frame, then afterwards can only be obtained via crafting.
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* {{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.

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* {{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.turn (though naturally there are cards that let you get around this). "Influence" controls what ''colors'' of spells you can play. There are one- and two-color Sigils, power cards, the latter of which typically come into play "Depleted" unless you meet certain other conditions. If you play a Depleted Sigil, power card, 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.)
change.
** 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 Influence on the board. Additionally, the two-color Sigils add two Influence but only one Power, so they don't enable two-mana spells.spells on their own. 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.
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* AscendedMeme: A scarf was removed from [[PurposefullyOverpowered Sandstorm Titan's]] art during Eternal's Beta, and the community's common joke was asking when it would get its scarf back. In the 4th set, the Fall of Argenport, a card was added called "Sandstorm Scarf", which depicted the scarf.

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* ThanatosGambit: Units with Entomb have special effects when they die, encouraging you to let them die, sacrifice them yourself, or bring them back into play so their Entomb effect can trigger again.

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* ThanatosGambit: ThanatosGambit:
**
Units with Entomb have special effects when they die, encouraging you to let them die, sacrifice them yourself, or bring them back into play so their Entomb effect can trigger again.again.
** Units with Tribute, on the other hand, encourage you to get your own units killed before deploying them, since they get bonuses if one of your units was sent to the void before you play them.
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* DungeonPunk: Eternal's setting is this, sporting fantasy elements in an unpleasant, noir setting.



* RoyalsWhoActuallyDoSomething: ''Every'' Scion is a powerful warrior, each specializing in one of the five Factions.


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* DungeonPunk: Eternal's setting is this, sporting colorful fantasy elements in an unpleasant, noir setting.


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* RoyalsWhoActuallyDoSomething: ''Every'' Scion is a powerful warrior, each specializing in one of the five Factions.
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* RoyalsWhoActuallyDoSomething: ''Every'' Scion is a powerful warrior, each specializing in one of the five Factions.
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* DungeonPunk: Eternal's setting is this, sporting fantasy elements in an unpleasant, noir setting.
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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}}''. It shares most of its features with ''Magic'': players must play "Sigils" to increase their {{mana}} {{cap}}; players may only have four of any card (besides Basic Sigils) in their decks; units are "Exhausted" after attacking or blocking; the defending player can block attacking units with their own; players can play "Fast Spells" at certain points during any turn; there are [[FactionCalculus five factions]] that can be combined in any way you please. However, it also shares ''Hearthstone''[='s=] [=PvE=] elements, slick visual aesthetic, premium "foil" cards, and ability to convert useless cards into [[GreenRocks shiftstone]] and then into actually-useful cards of your choosing. Finally, it has a few traits completely unique to itself, such as the fact that units' stat changes or abilities gained are persistent across zones; if you give a unit +1/+1, it will retain that bonus in the graveyard ("Void") and retain that bonus if taken out again, although many bonuses are explicitly temporary.

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\n''[[http://www.direwolfdigital.com/eternal/ Eternal]]'' is a digital CollectibleCardGame TradingCardGame created by Denver, CO-based Dire Wolf Digital. The game touts itself as a middle ground between ''TabletopGame/MagicTheGathering'' and online [=CCGs=] like ''VideoGame/{{Hearthstone|HeroesOfWarcraft}}''. It ''VideoGame/{{Hearthstone|HeroesOfWarcraft}}'', and its stable of designers includes several prominent ''Magic'' pros. Unsurprisingly, it shares most of its features with ''Magic'': players must play "Sigils" to increase their {{mana}} {{cap}}; players may only have four of any card (besides Basic Sigils) in their decks; units are "Exhausted" after attacking or blocking; the defending player can block attacking units with their own; players can play "Fast Spells" at certain points during any turn; there are [[FactionCalculus five factions]] that can be combined in any way you please. However, it also shares ''Hearthstone''[='s=] [=PvE=] elements, slick visual aesthetic, premium "foil" cards, and ability to convert useless cards into [[GreenRocks shiftstone]] and then into actually-useful cards of your choosing. Finally, it has a few traits completely unique to itself, such as the fact that units' stat changes or abilities gained are persistent across zones; if you give a unit +1/+1, it will retain that bonus in the graveyard ("Void") and retain that bonus if taken out again, although many bonuses are explicitly temporary.



* 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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* 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 more-than-that-amount-of damage.



** '''Primal''': card drawing, {{Flight}}, direct damage, lots of spells, AntiMagic. Weak, mana-inefficient creatures, and difficulty dealing with opposing fatties.

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** '''Primal''': AnIcePerson, ShockAndAwe, card drawing, {{Flight}}, direct damage, lots of spells, AntiMagic. Weak, mana-inefficient creatures, and difficulty dealing with opposing fatties.
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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}}''. It shares most of its features with ''Magic'': players must play "Sigils" to increase their {{mana}} {{cap}}; players may only have four of any card (besides Basic Sigils) in their decks; units are "Exhausted" after attacking or blocking; the defending player can block attacking units with their own; players can play "Fast Spells" at certain points during any turn; there are [[FactionCalculus five factions]] that can be combined in any way you please. However, it also shares ''Hearthstone''[='s=] [=PvE=] elements, slick visual aesthetic, premium "foil" cards, and ability to convert useless cards into [[GreenRocks shiftstone]] and then into actually-useful cards of your choosing. Finally, it has a few traits completely unique to itself, such as the fact that units' stat changes are persistent across zones; if you give a unit +3/+3, it will retain that bonus in the graveyard ("Void") and retain that bonus if taken out again.

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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}}''. It shares most of its features with ''Magic'': players must play "Sigils" to increase their {{mana}} {{cap}}; players may only have four of any card (besides Basic Sigils) in their decks; units are "Exhausted" after attacking or blocking; the defending player can block attacking units with their own; players can play "Fast Spells" at certain points during any turn; there are [[FactionCalculus five factions]] that can be combined in any way you please. However, it also shares ''Hearthstone''[='s=] [=PvE=] elements, slick visual aesthetic, premium "foil" cards, and ability to convert useless cards into [[GreenRocks shiftstone]] and then into actually-useful cards of your choosing. Finally, it has a few traits completely unique to itself, such as the fact that units' stat changes or abilities gained are persistent across zones; if you give a unit +3/+3, +1/+1, it will retain that bonus in the graveyard ("Void") and retain that bonus if taken out again.again, although many bonuses are explicitly temporary.
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This is inaccurate. The game does use a Stack.


''[[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}}''. It shares most of its features with ''Magic'': players must play "Sigils" to increase their {{mana}} {{cap}}; players may only have four of any card (besides Basic Sigils) in their decks; units are "Exhausted" after attacking or blocking; the defending player can block attacking units with their own; players can play "Fast Spells" at certain points during any turn; there are [[FactionCalculus five factions]] that can be combined in any way you please. However, it also shares ''Hearthstone''[='s=] [=PvE=] elements, slick visual aesthetic, premium "foil" cards, and ability to convert useless cards into [[GreenRocks shiftstone]] and then into actually-useful cards of your choosing. Finally, it has a few traits completely unique to itself, such as the fact that units' stat changes are persistent across zones; if you give a unit +3/+3, it will retain that bonus in the graveyard ("Void") and retain that bonus if taken out again. It also doesn't have a Stack, so if you give that unit +3/+3 and then your opponent transforms it into a 1/1 Frog or something, the effects take place in that order and your +3/+3 spell is wasted.

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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}}''. It shares most of its features with ''Magic'': players must play "Sigils" to increase their {{mana}} {{cap}}; players may only have four of any card (besides Basic Sigils) in their decks; units are "Exhausted" after attacking or blocking; the defending player can block attacking units with their own; players can play "Fast Spells" at certain points during any turn; there are [[FactionCalculus five factions]] that can be combined in any way you please. However, it also shares ''Hearthstone''[='s=] [=PvE=] elements, slick visual aesthetic, premium "foil" cards, and ability to convert useless cards into [[GreenRocks shiftstone]] and then into actually-useful cards of your choosing. Finally, it has a few traits completely unique to itself, such as the fact that units' stat changes are persistent across zones; if you give a unit +3/+3, it will retain that bonus in the graveyard ("Void") and retain that bonus if taken out again. It also doesn't have a Stack, so if you give that unit +3/+3 and then your opponent transforms it into a 1/1 Frog or something, the effects take place in that order and your +3/+3 spell is wasted.\n
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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 counterplay can be leave it high and dry if it doesn't draw exactly what it needs.needs. Ultimately, though, it's the most powerful faction due to its consistency and the fact that [[WhyWontYouDie killing its units is rarely enough to stop it]].
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* ZeroEffortBoss: the final level of "Dead Reckoning" involves the PlayerCharacter ''dealing'' a PlotlineDeath to someone else. As a result, said victim is trapped at 1 HP and 0 Power; you take your turn first and [[DevelopersForesight are not allowed to pass it]]; and you are given more than one way of dealing lethal damage. There is no in-game way to be defeated, though you may of course choose to Concede or Retry.

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* ZeroEffortBoss: the final level of "Dead Reckoning" involves the PlayerCharacter ''dealing'' a PlotlineDeath to someone else. As a result, said victim is trapped at 1 HP and 0 Power; you take your turn first and [[DevelopersForesight are not allowed to pass it]]; and you are given more than one way of dealing lethal damage. There is no in-game way to be defeated, though the boss can survive your turn. The only way you may of course choose to Concede or Retry.
can lose is by Conceding.
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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}}''. It shares most of its features with ''Magic'': players must play "Sigils" to increase their {{mana}} {{cap}}; players may only have four of any card (besides Basic Sigils) in their decks; units are "Exhausted" after attacking or blocking; the defending player can block attacking units with their own; players can play "Fast Spells" at certain points during any turn; there are [[FactionCalculus five factions]] that can be combined in any way you please. However, it also shares ''Hearthstone''[='s=] [=PvE=] elements, slick visual aesthetic, premium "foil" cards, and ability to convert useless cards into [[GreenRocks shiftstone]] and then into actually-useful cards of your choosing. Finally, it has a few traits completely unique to itself, such as the fact that units' stat changes are persistent across zones; if you give a unit +3/+3, it will retain that bonus in the graveyard ("Void") and retain that bonus if taken out again.

to:

''[[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}}''. It shares most of its features with ''Magic'': players must play "Sigils" to increase their {{mana}} {{cap}}; players may only have four of any card (besides Basic Sigils) in their decks; units are "Exhausted" after attacking or blocking; the defending player can block attacking units with their own; players can play "Fast Spells" at certain points during any turn; there are [[FactionCalculus five factions]] that can be combined in any way you please. However, it also shares ''Hearthstone''[='s=] [=PvE=] elements, slick visual aesthetic, premium "foil" cards, and ability to convert useless cards into [[GreenRocks shiftstone]] and then into actually-useful cards of your choosing. Finally, it has a few traits completely unique to itself, such as the fact that units' stat changes are persistent across zones; if you give a unit +3/+3, it will retain that bonus in the graveyard ("Void") and retain that bonus if taken out again.
again. It also doesn't have a Stack, so if you give that unit +3/+3 and then your opponent transforms it into a 1/1 Frog or something, the effects take place in that order and your +3/+3 spell is wasted.
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** Units 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.

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** Units such as [[https://eternalwarcry.com/cards/details/1-149/order-of-the-spire Order of the Spire]] or Spire]], [[https://eternalwarcry.com/cards/details/1-156/hero-of-the-people Hero of the People]] and [[https://eternalwarcry.com/cards/details/2-35/cult-aspirant Cult Aspirant]] start out small, but can become large threats if allowed to grow.grow. [[https://eternalwarcry.com/cards/details/2-208/katra-the-devoted Katra, the Devoted]] gives ''all'' your units Magikarp Power.
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* ZeroEffortBoss: the final level of "Dead Reckoning" involves the PlayerCharacter ''dealing'' a PlotlineDeath to someone else. As a result, said victim is trapped at 1 HP and 0 Power; you take your turn first and [[DevelopersForesight are not allowed to pass it]]; and you are given more than one way of dealing lethal damage. There is no in-game way to be defeated, though you may of course choose to Concede or Retry.
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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

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* SaveScumming: Campaign levels can end up involving this trope, because luck of the draw -- both towards you, in getting a strong opening hand, and your opponent, in getting a bad one -- can be such a deciding factor in a game where you don't automatically increase your {{mana}} {{cap}} every turn. If at first you don't succeed, just Retry until the RandomNumberGod finally blesses your hand. The third campaign, "Dead Reckoning," ends up involving this trope. You ups the ante by making you play against an AI opponent with a pre-determined deck... while playing ''as'' a specific character, with a pre-determined deck. You, pre-constructed decks in its first couple of missions, meaning that opening hand is basically the player, cannot control the contents of your deck or even its Power curve; you can only hthing you ''can'' control.

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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 six-guns-with-sorcery setting.

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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 ''VideoGame/{{Hearthstone|HeroesOfWarcraft}}''. It shares most of its features with [[ColorCodedMagic five-color]] FactionCalculus) ''Magic'': players must play "Sigils" to increase their {{mana}} {{cap}}; players may only have four of any card (besides Basic Sigils) in their decks; units are "Exhausted" after attacking or blocking; the defending player can block attacking units with a user-friendly interface and several mechanics their own; players can play "Fast Spells" at certain points during any turn; there are [[FactionCalculus five factions]] that take full advantage can be combined in any way you please. However, it also shares ''Hearthstone''[='s=] [=PvE=] elements, slick visual aesthetic, premium "foil" cards, and ability to convert useless cards into [[GreenRocks shiftstone]] and then into actually-useful cards of your choosing. Finally, it has a few traits completely unique to itself, such as the game's digital format. fact that units' stat changes are persistent across zones; if you give a unit +3/+3, it will retain that bonus in the graveyard ("Void") and retain that bonus if taken out again.

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 six-guns-with-sorcery setting.
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** Inquisitor Makto, the RecurringBoss of the third campaign, gets this with a side of SerialEscalation. Each battle has a special rule that killed units cause Warcry 1 / 2 / 3; Makto's deck is built to take advantage of this, with tons of Revenge units. Additionally, in the second battle he starts with 35 Life to your 25; in the third, 50.

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* 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. Add a [[https://eternalwarcry.com/cards/details/1-516/xenan-cultist Xenan Cultist]] or two to the mix and things get ''really'' hairy.



* 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), Ambush is (functionally) Flash, and the Strangers are Slivers.



* ThatOneBoss: Jekk, the FinalBoss of the "Jekk's Bounty" campaign. He starts the match equipped with [[RevolversAreJustBetter Jekk's Revolver]], a 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 destroyed his gun... only for him to play a "Silence and Stun Every Unit My Opponent Controls" spell, for free, once 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.



* 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...



* EvilTwin: Kaleb has the [https://eternalwarcry.com/cards/details/3-270/failed-reflection Failed Reflection]], an alternate clone of Caiphus that went mad with isolation.

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* EvilTwin: Kaleb has the [https://eternalwarcry.[[https://eternalwarcry.com/cards/details/3-270/failed-reflection Failed Reflection]], an alternate clone of Caiphus that went was[[GoMadFromTheIsolation mad with isolation.isolation]].
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** However, he comes to terms with it in [[https://www.direwolfdigital.com/news/chapter-18-a-search-for-answers/ Chapter 18]] and is seeking to claim the throne himself.


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* EvilTwin: Kaleb has the [https://eternalwarcry.com/cards/details/3-270/failed-reflection Failed Reflection]], an alternate clone of Caiphus that went mad with isolation.
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* 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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* 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. Add a [[https://eternalwarcry.com/cards/details/1-516/xenan-cultist Xenan Cultist]] or two to the mix and things get ''really'' hairy.

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