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Eternal CCG is in open beta and on Steam

For people who played the beta extensively: what are a few strong cheap decks I should craft?

Mono Justice Aggro should be relatively easy to build. Has some rares, but no legendaries. Stock decklist from beta (importable into the game):

4 Gilded Glaive (Set1 #125)
4 District Infantry (Set1 #134)
3 Elder's Feather (Set1 #128)
4 Valkyrie Aspirant (Set1 #127)
2 Crownwatch Longsword (Set1 #142)
4 Crownwatch Paladin (Set1 #139)
4 Eager Owlet (Set1 #144)
3 Paladin Oathbook (Set1 #140)
4 Tinker Overseer (Set1 #138)
3 Vanquish (Set1 #143)
4 Silverwing Familiar (Set1 #152)
4 Valkyrie Enforcer (Set1 #151)
4 Auric Runehammer (Set1 #166)
3 Mantle of Justice (Set0 #21)
25 Justice Sigil (Set1 #126)

Might require some minor tweaks, as Gilded Glaive was hit with a massive nerf (used to be Powersurge +X/+X). Overall it's a pretty consistent and effective deck, just drop guys and pump 'em up. Hammer of Mights might be a viable replacement for the Mantles of Justice, though it would increase the deck cost considerably.

There'a also good ol' Rakano Warcry (Red/Green Aggro):

3 Gilded Glaive (Set1 #125)
4 Elder's Feather (Set1 #128)
4 Oni Ronin (Set1 #13)
2 Pyroknight (Set1 #16)
4 Sparring Partner (Set1 #7)
4 Torch (Set1 #8)
3 Champion of Glory (Set1 #314)
4 Crownwatch Paladin (Set1 #139)
4 Ornate Katana (Set1 #23)
4 Rakano Outlaw (Set1 #20)
2 Vanquish (Set1 #143)
4 Shogun's Scepter (Set1 #26)
2 Sword of Icaria (Set1 #315)
4 Valkyrie Enforcer (Set1 #151)
2 Hammer of Might (Set1 #170)
7 Fire Sigil (Set1 #1)
6 Justice Sigil (Set1 #126)
4 Diplomatic Seal (Set1 #425)
4 Rakano Banner (Set1 #427)
4 Seat of Glory (Set0 #56)

Again, may need some tweaks due to the Glaive nerf. Similar concept as the Justice aggro deck (lots of equipment), but you're adding red for increased options/effectiveness. Also, Sparring Partner doesn't exist anymore. The list might give you some ideas, though. Main idea is to get advantage with warcrys and beat them down as quickly as possible.
 
Mono Justice Aggro should be relatively easy to build. Has some rares, but no legendaries. Stock decklist from beta (importable into the game):

4 Gilded Glaive (Set1 #125)
4 District Infantry (Set1 #134)
3 Elder's Feather (Set1 #128)
4 Valkyrie Aspirant (Set1 #127)
2 Crownwatch Longsword (Set1 #142)
4 Crownwatch Paladin (Set1 #139)
4 Eager Owlet (Set1 #144)
3 Paladin Oathbook (Set1 #140)
4 Tinker Overseer (Set1 #138)
3 Vanquish (Set1 #143)
4 Silverwing Familiar (Set1 #152)
4 Valkyrie Enforcer (Set1 #151)
4 Auric Runehammer (Set1 #166)
3 Mantle of Justice (Set0 #21)
25 Justice Sigil (Set1 #126)

Might require some minor tweaks, as Gilded Glaive was hit with a massive nerf (used to be Powersurge +X/+X). Overall it's a pretty consistent and effective deck, just drop guys and pump 'em up. Hammer of Mights might be a viable replacement for the Mantles of Justice, though it would increase the deck cost considerably.

If I could get one for each faction for easy quest completion, that would be great. :)
 
If I could get one for each faction for easy quest completion, that would be great. :)

*Added a Rakano list to the above post.

Red and Green are probably the best choice(s) for budget decks due to their effectiveness with legendaries. For others, here are a few ideas that might help:

Time/Yellow - Focus on ramping up and playing a horde of large creatures. Initiate of the Sands, Secret Pages and Ancient Lore can help to support your large drops such as Twinbrood Sauropod and Predatory Carnosaurs. A good rare craft for this strategy would be Dawnwalker. You can also go lower with a swarm strategy with Unlock Potential and Xenon Obelisk to pump your team. This strategy pairs well with Red's token (grenadin) generators.

Primal/Blue - Dominate the air with flyers. Primal Incantation gets big fast, and Cloudsnake Saddle is a great option to equip with. Blue flyers can be mixed with green's to form an archetype known as Flight School.

Shadow/Purple - Pretty hard to go mono here imo. Works well with red's Grenadin Drone/Assembly Line to fuel your sacrifice effects such as Devour and Ravenous Thornbeast. A bit of Shadow can also compliment Green aggro decks (try putting Beastcaller's Amulet on a Green flyer with some additional Shadow removal as backup).

Keep in mind these are merely budget suggestions. Hope that helps, and let me know if you have any more questions about Eternal :)

One more thing, and this is just a general deckbuilding tip, but always make sure to have enough power in your deck. If you need to hit 4 mana, I'd recommend 27ish sources. If you want to hit 6 mana, I'd suggest 31 sources total (these can be a combination of power and power-seeking cards such as Seek Power or the Favors). An all-out aggro deck that only wants to hit 3 mana can safely run the minimum 25 power.
 

Nordicus

Member
Aight, first draft since Steam release. Made a control Feln deck with Amaran Camel synergy. First match cut it really close against a Praxis player but I then started getting all my card draw with the camel in play.
 

patchday

Member
questions:

- does AI get tougher in Forge? I know it gets tougher in Gauntlet but no idea if that applies to Forge too

- Max # of cards I can have in my hand? Do cards burn like in Hearthstone?
 
questions:

- does AI get tougher in Forge? I know it gets tougher in Gauntlet but no idea if that applies to Forge too

- Max # of cards I can have in my hand? Do cards burn like in Hearthstone?

At the end of your turn you choose which cards to discard til you're down to 9 cards.

Before that, I don't think there is a limit.
 
When I started the game, all of my avatar options were blacked out, same with the cards...

:/

Edit: On my Macbook
0H43I7T.png

lHOxadJ.png
 
Staff of stories is like mana tide totem on crack when it works. It's a 0/5 relic weapon. At the start of your turn draw a card. It costs 5 mana (2 blue influence). You probably need to draw 2 cards for it to be really good. When it hits 3 cards... seems amazing.

Keep in mind that the armor on the weapon is essentially extra health, so when you draw 2 cards you've basically played wisdom of the elders plus oasis sanctuary combined (at a 1 mana discount too).
 

rickyson1

Member
played this for a few hours

we'll see if it can hold my interest but so far it seems like pretty much what I hoped it would be as far as combining depth and accessibility goes
 

Strider

Member
I've played a couple hours now and I really enjoy this game except for the resource mechanic (I guess it's the same as Magic? I never played MtG so dunno for sure)... But I think it's ultimately the reason for my biggest gripe which is that I always feel I have very little cards in hand. Could just be as a new player I'm playing poorly with poor starter decks but yea...

First impressions are very good for me overall though. I think of the CCGs I've tried I've enjoyed the gameplay mechanics of Elder Scrolls Legends the most, The UI in Hearthstone the most, and this is the runner up in both categories. It's a good overall package.
 

TheSeks

Blinded by the luminous glory that is David Bowie's physical manifestation.
Hex is TCG with a modest free to play whereas Eternal is a CCG with very generous f2p. Hex goes all in in terms of complexity and has some elaborate digital mechanics whereas Eternal is streamlining Magic trying to simplify anything that would slow the game down (like always holding priority) or make it difficult to play on tablet/mobile. It has some digital mechanics like permanent stat changes and some unique mechanics like direct attack relic weapons. The one other major difference is Hex has champions with hero power (that are designed to facilitate different archetypes) whereas Eternal doesn't (only relics).

edit: the one feature I do miss from Hex is the campaign has a good amount of content with more coming. The Campaign in Eternal is little more than a tutorial.

I mean, that's great and all. But at the same time I was more getting at: What makes it different than Hex? Hex is literally a Magic clone. Right down to the renamed-so-we-don't-get-sued-again mechanics.

When someone says "Magic the Gathering clone" I'm thinking Hex and MtG proper. AKA: Mechanic interactions and attack/defenders are able to try to stop the other side from doing something.

"Streamlining" is nice and all, but if you Streamline too much it loses me. Hearthstone's lack of defenders able to try to stop the attackers plans killed that for me. So when someone brings it up, it makes me leery about a card-game.
 

Volodja

Member
I mean, that's great and all. But at the same time I was more getting at: What makes it different than Hex? Hex is literally a Magic clone. Right down to the renamed-so-we-don't-get-sued-again mechanics.

When someone says "Magic the Gathering clone" I'm thinking Hex and MtG proper. AKA: Mechanic interactions and attack/defenders are able to try to stop the other side from doing something.

"Streamlining" is nice and all, but if you Streamline too much it loses me. Hearthstone's lack of defenders able to try to stop the attackers plans killed that for me. So when someone brings it up, it makes me leery about a card-game.
Eternal keeps the same attacker defender behaviour, you can't target specific units when you attack, but the defender can choose how to block, multiple block or don't block.
The attacker can decide to split damage how he sees fit, but like in magic he has to deal as much damage as a defender can take, before dealing the rest of his damage to another creep. Exception are deadly creatures (deathtouch) which only need to deal 1 damage to enemy defenders to kill them, so they can actually block by as many enemies as they have attack and kill them all, regardless of their life.

There is a minor form of priority exchange, which is based on fast spell availability (with fast spells basically being Instant speed spells), when an enemy casts a spell, attacks, decides blockers, ends his turn, you get a moment where you can decide to cast your fast spell. This obviously gives away that you have a fast spell in your hand, however, and with the amount of those in every faction not being huge, it can actually be impactful.
Also the stack gets resolved in a batch, can't partially resolve it, once it starts, that's it.

There are a couple keywords and effects that are inherently digital in nature, so that's fun.

The game has Artifact/Enchantment like cards, called Relics, which can stack and give some really powerful effects, either passives or actives.
There are also Equipment cards, called Attachments (Relics are considered Attachments for removal purposes).
There is also a specific kind of Relic that is a Relic Weapon that gives your hero the ability to attack until your armour is depleted (you lose armour when you take damage). They are basically a form of removal, but they can have other effects.

There is graveyard manipulation, for now the amount of cards that do it is not huge, but the groundwork for it is there. There is even a reanimate like deck floating around.

Compared to stuff like Hearthstone the amount of card draw is higher, but not gigantic, depends also a lot on faction, combo decks still feel a bit unreliable to get going.

There are cards that affect the enemy hand, they are very few but, again, they show that the designers do have that aspect in mind so it may get expanded later on.

Draft works like MtG, but you get 4 boosters instead of 3. Considering the cost of a booster is 1000 gold and the cost of draft is 5000 gold, you need iirc 5 wins to get the same amount of boosters you'd get by just buying them outright.
Factions are Magic like, but not all colours are comparable to their magic colour and the mana system is like Hex. No hero abilities though.
There are factionless cards, not many, mostly bad.

Differently from Hex the game is very generous with free boosters, like has been said. Pretty easy to get to do a draft without many issues.

If I can think of anything else, I'll add it.
 
I mean, that's great and all. But at the same time I was more getting at: What makes it different than Hex? Hex is literally a Magic clone. Right down to the renamed-so-we-don't-get-sued-again mechanics.

When someone says "Magic the Gathering clone" I'm thinking Hex and MtG proper. AKA: Mechanic interactions and attack/defenders are able to try to stop the other side from doing something.

"Streamlining" is nice and all, but if you Streamline too much it loses me. Hearthstone's lack of defenders able to try to stop the attackers plans killed that for me. So when someone brings it up, it makes me leery about a card-game.

think of it like a simplified subset of MTG/Hex that focuses on creature combat, creature buffs, and damage

so kind of what MTG/Hex try to emphasize in the draft/sealed mode with most of the common/uncommon cards. but eternal probably won't have stuff similar to all the crazy cards with more complex interactions (and sometimes a paragraph of text) you see at rare/mythic
 

Volodja

Member
think of it like a simplified subset of MTG/Hex that focuses on creature combat, creature buffs, and damage

so kind of what MTG/Hex try to emphasize in the draft/sealed mode with most of the common/uncommon cards. but eternal probably won't have stuff similar to all the crazy cards with more complex interactions (and sometimes a paragraph of text) you see at rare/mythic
I think decks like crownroach and carpet shuffle are crazy enough, the issue is that they are hella unreliable right now, and with stuff like the change to Crown of Possibilities to Legendary, possibly just too costly to be worth the trouble at their power level. Goodbye Push Onward, you'll be missed.
 

Shinjica

Member
I mean, that's great and all. But at the same time I was more getting at: What makes it different than Hex? Hex is literally a Magic clone. Right down to the renamed-so-we-don't-get-sued-again mechanics.

When someone says "Magic the Gathering clone" I'm thinking Hex and MtG proper. AKA: Mechanic interactions and attack/defenders are able to try to stop the other side from doing something.

"Streamlining" is nice and all, but if you Streamline too much it loses me. Hearthstone's lack of defenders able to try to stop the attackers plans killed that for me. So when someone brings it up, it makes me leery about a card-game.

I'm an hex player. The reason i play that game is exactly that. I wanted a magic the gathering game who his online client doesnt sucks.

I tried Eternal, if you want a combination of Heartstone with more possibility like Magic, it's your game.
 

Crowbear

Member
Man I'm enjoying this game a lot more than I thought I would. I ended up playing it pretty much all day today.

Got up to Master in Forge and Diamond in Gauntlet and decided to finally play against some real people. Got smacked around in ranked with a cheap ass deck for a little bit until I won a game to finish that quest, then decided to start drafting.

My first draft was what I thought was a pretty sweet R/G Warcry deck but then I drew like ass and went 0-3. Second draft I drafted a decent U/B Good Stuff deck and lucked into 2 good rares (the 6 mana 5/5 flyer with Echo won me some games on its own) and a bomb ass legendary (the 7/7 for 7 that kills all enemy units when it dies) and they carried me to a 6-0 start, then I lost 2 to a couple of decks that looked like constructed decks, before finally pulling off the 7th win.

Thanks to those sweet diamond chests I've now got 10k gold and 7k of the crafting materials so I'm pretty stoked. I can see myself drafting the shit out of this game for the forseeable future.
 
I think decks like crownroach and carpet shuffle are crazy enough, the issue is that they are hella unreliable right now, and with stuff like the change to Crown of Possibilities to Legendary, possibly just too costly to be worth the trouble at their power level. Goodbye Push Onward, you'll be missed.

i'm not saying more complex decks won't emerge (especially as they add more sets), but i think the devs are purposely trying to keep the cards simple and straightforward which is different from what MTG/Hex are trying to do

MTG can be fun despite having a shitty resource system because it's about doing broken things. when you put that resource system in a game about doing fair things, i'm not sure where the fun will come from long-term

at least it has a limited mode that isn't awful. it's not quite as involved as MTG/Hex draft, but it at least has some deck-building which puts it above most of the hearthstone-inspired CCGs floating around
 

Volodja

Member
i'm not saying more complex decks won't emerge (especially as they add more sets), but i think the devs are purposely trying to keep the cards simple and straightforward which is different from what MTG/Hex are trying to do

MTG can be fun despite having a shitty resource system because it's about doing broken things. when you put that resource system in a game about doing fair things, i'm not sure where the fun will come from long-term

at least it has a limited mode that isn't awful. it's not quite as involved as MTG/Hex draft, but it at least has some deck-building which puts it above most of the hearthstone-inspired CCGs floating around
As far as single cards go, I guess they don't get as convoluted as some MtG cards, but there is some tricky stuff that interacts in peculiar manners with the rest and I wouldn't define as exactly straightforward.
They are however less loaded with text than both Hex and especially MtG but we'll see what they bring out in future sets, anyway.
 
I'm still trying to figure out a good Monster/Spell spread, I like that I don't have to think about how many lands I have to include since the game does it automatically.
So what is a good generic spread?
 

Crowbear

Member
I'm still trying to figure out a good Monster/Spell spread, I like that I don't have to think about how many lands I have to include since the game does it automatically.
So what is a good generic spread?

Entirely depends on the type of deck you're trying to build. Browsing through some decks from recent tournaments on http://www.eternaldecks.cards/ it seems like most midrange decks are around 50/50, aggro decks are slightly heaver on creatures, and the control decks go as high as 70% spells.

e: Ah hell just noticed that attachments are listed separately too, so it's slightly more complicated than that.
 

GDJustin

stuck my tongue deep inside Atlus' cookies
Wow this game is super legit.

As someone that played physical M:tG for several years and has played ~1000 matches of Hearthstone, my first impression is that it's a pretty perfect blend of the two.

I really enjoy being able to call my blocks - after being out of the Magic scene for many years it feels good to get that level of depth back, but have it all run smoothly with no finicky controls or rules details. Units healing after combat is also great.

Although it's obviously heavily influenced by other card games, there's more original mechanics here than I was expecting. too. The Aegis that protects against a harmful spell is meaningfully different than HS's Divine Shield, for example. Warcry boosting the top card of your deck and the one-time-use Ultimate abilities are nice editions, too.

It seems a little on the easy side, though - I breezed through my first Gauntlet 7-0 with one of the default starter decks. Not that I'm complaining.
 

patchday

Member
so I noticed the Justice legendary (Rolant) makes all his dudes immune. wtf? How do players contest that?

Btw GDJustin- AI gets harder each time you beat the final boss. so yes it's easy on purpose at the beginning lol. soon they will start using legendaries on ya.

I haven't completed one of those myself yet
 

Kornflayx

Member
OK, seems like I'm really not good at this game. Not knowing all the cards certainly adds to that. First draft match seemed to go well, had 4 units out and felt pretty confident to finish him off with my flyer the next turn until the opponent exhausted all my units at once and ran me straight into the ground......
 

patchday

Member
kibler also had design input on solforge....

edit- I should add I don't blame kibler for the things wrong with solforge.
 

patchday

Member
Game seems to have so much depth would be fun to watch a streamer play it. Never see anyone on Twitch playing this they must not know it exists
 

MrDoctor

Member
made it to bronze in gauntlet with a makeshift flyers deck. this game pretty much destroys the competition from a mechanical standpoint, but I can't see myself investing much into it when I could just play MTG instead. it's certainly a lot cheaper, at least.
 

Volodja

Member
SirRhino is my favorite active streamer. Does a lot of Draft streams and organizes these "brewers brawls" which are gimmicky mini-tournaments for homebrew decks
That's who I'm watching now.

Looking at other people get mana screwed is much better than going through it myself.
 

Oscar

Member
I've been playing Hearthstone religiously since closed beta and just recently decided to try Magic Duels to get the basics of Magic The Gathering down.

Installed Eternal about an hour ago and it does feel like a blend of Hearthstone (weapons) and Magic The Gathering (Blockers).

I'm digging it so far, still working on the campaign.

Any pointers on how to best spend money in this game? I'm not a whale, but I'd be down to pitch in $20 or so to help out the devs while boosting my collection.
 
Drafts are the best way to expand your collection in this game - you get to keep the cards.

I am looking to make this deck - I have a cheapo version of it that's a lot of fun:
http://www.eternaldecks.cards/deck/2hCoV6PhxeKyOC4wewqASw

Then I want to hybrid it with this deck:
http://www.eternaldecks.cards/deck/6UVeihl3cA4SqkaEsSkcMK

Gorgon Fanatic + Haunting Scream is a pretty sick combo.

Eventually I'll build a variant of these as my collection grows:
http://www.eternaldecks.cards/deck/yNoLFtZp2oEwYiuA0e4yM
http://www.eternaldecks.cards/deck/2Jp5d3j5EIauUI4w8qaoqo

I like Tormentor of the Void a LOT.

Then I'll try this deck, which looks like a lot of fun and reminds me of my counter-burn days (but it feels like it needs to be Red/Blue/Black to really have control, and maybe having a similar theme with Steal instead of Burn would be more effective?):
http://www.eternaldecks.cards/deck/7ICdCh3Dywm88s8SAgyC4i

I'm really not big on Scouting Party as a card, though. It seems too easy to counter. Levitate is easily my #1 card that I thought was "meh" but turns out to be incredible. It has at least four uses...pretty fantastic in design.
 

Nordicus

Member
I've been playing Hearthstone religiously since closed beta and just recently decided to try Magic Duels to get the basics of Magic The Gathering down.

Installed Eternal about an hour ago and it does feel like a blend of Hearthstone (weapons) and Magic The Gathering (Blockers).

I'm digging it so far, still working on the campaign.

Any pointers on how to best spend money in this game? I'm not a whale, but I'd be down to pitch in $20 or so to help out the devs while boosting my collection.
You'll have to spend your money on those gems that Eternal uses as real money currency either way, but you got 2 routes then.

Either, buy packs by themselves, it's like 1 dollar per pack...

OR, go for the slightly risky but much more rewarding route of buying Draft mode attempts. They cost 5 packs worth in gems/gold/money, you draft with 4 packs for starters, but of course, you get to choose your cards and keep them after the draft is over like in proper draft.

At 0-3 score, you spent $5 to get $4 worth of cards, you can think of that as 25% "card picking tax" then. At 2-3 you get your money's worth, and at 7 wins, which is max, you get $13+ worth of stuff for $5 investment.
Levitate is easily my #1 card that I thought was "meh" but turns out to be incredible. It has at least four uses...pretty fantastic in design.
Mine is Refresh but that might just be more "weak card that Nordicus really likes" rather than something that's surprisingly potent.

For me though, getting a preferrable trade while also bulking up my board premanently has worked out really well so many times.

"Oh man, my Xenan Guardian sure is vulnerable, I sure hope it doesn't get torched... SIKE, it's 3/7 now! Get through that before 8 mana, I dare you!"
 

patchday

Member
spent 7 hrs playing this game already. But I cant leave my first love Hearthstone cause I invested too much time and energy (plus got so many friends to enjoy the game with).

But I admit it feels so darn good being able to counter with a fast spell!!!!!

But grinding for cards just look like it will be a hassle. I know what you gonna say- "Go Draft!" problem is I just lose energy just thinking bout starting all over from scratch again

Plus I keep thinking so many cards are rage inducing if I were to ever do pvp. On top of that frustration there is the mana flooding and mana screw

Dont mean to be bitchy I really like this game. Will take it slow and just play against AI here & there. It is refreshing to find a ccg thats not treating PvE like its a bad thing.

SirRhino is my favorite active streamer. Does a lot of Draft streams and organizes these "brewers brawls" which are gimmicky mini-tournaments for homebrew decks

edit- Oh cool just had to use the search feature on twitch to find Eternal and I see him here
 
spent 7 hrs playing this game already. But I cant leave my first love Hearthstone cause I invested too much time and energy (plus got so many friends to enjoy the game with).

But I admit it feels so darn good being able to counter with a fast spell!!!!!

But grinding for cards just look like it will be a hassle. I know what you gonna say- "Go Draft!" problem is I just lose energy just thinking bout starting all over from scratch again

Plus I keep thinking so many cards are rage inducing if I were to ever do pvp. On top of that frustration there is the mana flooding and mana screw

Dont mean to be bitchy I really like this game. Will take it slow and just play against AI here & there. It is refreshing to find a ccg thats not treating PvE like its a bad thing.



edit- Oh cool just had to use the search feature on twitch to find Eternal and I see him here

I think the best part about playing Eternal, as a hearthstone player, is that the two games are different enough that I like playing both. I've been kinda looking for this in a DCG and a lot of the close calls I played recently (shadowverse, duelyst, and elder scrolls legends) are too similar to hearthstone. Those other card games I ended up moving on from because they don't provide a compelling reason to play over hearthstone, while this one does because it's very different.
 

norm9

Member
Sounds good. DOn't think I can handle another card game now that I'm deep into Cthulhu Realms and Pokemon TCGO.
 

bluehat9

Member
Only played the first tutorial levels and got firestarter (think that was name) deck, but did I miss something, can you not pick who you attack/always attack the hero and not the minions? And the person defending can sometimes decide to block and who to block? I dk, need to look at it more tommorrow.
 
Nesting Avisaur + Thunderstrike dragon or twinbrood sauropod is so good. Avisaur is a 3/3 flier for 4, gives you the option to return a card to the top of your deck with cost reduced by 2. Thunderstrike dragon is a 6 mana 5/5 flier with echo, twinbrood is a 5 mana 5/4 with echo. Returning either to the top of my deck lets me get another copy with 2 mana reduced in cost.

So yeah... basically lets me get those minions out without having the full power yet, or if I am swimming in power sigils I can just flood the board. And the 3/3 flier is pretty good itself.

Only played the first tutorial levels and got firestarter (think that was name) deck, but did I miss something, can you not pick who you attack/always attack the hero and not the minions? And the person defending can sometimes decide to block and who to block? I dk, need to look at it more tommorrow.

Right. This is a more traditional combat system. You choose attackers whom attack face and the defender chooses who blocks (or chooses to not block at all). So it's defense favored with combat in that way. When an attacking unit is blocked by 2 or more units, the attacking player gets to choose where damage is applied. So it's not entirely defender favored.

Also keep in mind that if you attack on your turn, your unit cannot block on your opponent's turn (unless it has keyword "endurance", which lets it block despite attacking).

There is a keyword "killer" which basically lets you attack any minion on the board.
 

rickyson1

Member
played this another 8 hours today pretty addicted at the moment

one promising thing as far as not just getting bored with it and never playing again after a week or so is that this is the only one of these card games other than Hearthstone that I actually enjoy watching streams of,the presentation makes it much easier to follow along
 

Takuhi

Member
Oh, man. Definitely loving this. The cards just seem to have so much more potential for excitement than they do in Hearthstone. Also, real drafts, yay! 7-1'd my first forge. Oh yeah.

Two questions...
• What do totems do?

• Can I not buy gems because the game's in beta, or is that a problem on my end? (I click on that promotion to buy gems and get three free packs forever, but there's no price or anything.)

Thanks!
 

ViviOggi

Member
Oh, man. Definitely loving this. The cards just seem to have so much more potential for excitement than they do in Hearthstone. Also, real drafts, yay! 7-1'd my first forge. Oh yeah.

Two questions...
• What do totems do?

• Can I not buy gems because the game's in beta, or is that a problem on my end? (I click on that promotion to buy gems and get three free packs forever, but there's no price or anything.)

Thanks!
• They're just cosmetic. Think Hearthstone's map gimmicks, except that both players see the effect when one of them clicks it (muting blocks it)

• They enabled real money purchases in open beta, so it must be an issue on your end. The promotion is activated by your first gem purchase, no matter the amount
 
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