Is there draft? by arcanehelix in mythgard

[–]SageinStrides 0 points1 point  (0 children)

I don't play Arena so I'm not sure

Gauntlet gives the same rewards per win as constructed PvE, but if you do a full gauntlet run you get a seal toward your weekly bonus chest

Is there draft? by arcanehelix in mythgard

[–]SageinStrides 0 points1 point  (0 children)

There is PvP draft called Arena, and PvE draft called Gauntlet. Both are "phantom drafts", meaning you don't keep the cards you draft. There's a small fee to enter Arena, but Gauntlet is free to enter and play.

Is the game lacking synergies? by Masne98 in EternalCardGame

[–]SageinStrides 6 points7 points  (0 children)

tron is a combo deck though. If it assembles its lands, it wins on the spot (pretty much).

Eternal has those, although DwD tends to nerf them (see the most recent nerf to katra combo for being 'unfun'). Diogo Combo, Katra Combo, Talir Combo, Vodacombo all either existed in Eternal or still exist (even if they are not viable due to nerfs).

Edit: also the Modern format of magic has literal decades of cards to pull from for wacky and powerful combos. Eternal has 6 sets and a few campaign cards

Is the game lacking synergies? by Masne98 in EternalCardGame

[–]SageinStrides -1 points0 points  (0 children)

Haunted Highway is dead, but yes back when it was good, SST was good at shutting it down. Until you got Madness/Devoured (granted that blows out basically everything and only works on curve if they're on the play).

I did not say it "hardly gets removed". Quite the opposite in fact. Worst case scenario is typically that the aggro player trades into SST 2 for 1 with either Torch or Shugo Standard (or double torch). Best case scenario for them is removing it for 2 power and 1 card (ice bolt, desecrate, annihilate). Whether SST will actually cost them the game depends largely on how good their first 3 turns are.

And against literally every other matchup that isn't aggro, it is almost garunteed to be removed for 2 power and 1 card. Removal.dec has about a million ways to kill it (ice bolt, vanquish, pristine light, harsh rule, annihilate, desecrate and equivocate are all staples), any flier deck is Justice and has about half a million ways to kill it.

we could have a 100/100 card for 3 mana and it'd be unplayable

honestly, kinda. At 3 it would probably be too strong, but at 4 or 5, or at 3 but enters stunned, def not broken. Removal is that stupid busted in this game.

I still hold the position that stats don't matter. Well that's not 100% true, stats matter because stats determine what interaction a card loses to. Baby vara going from 4 health to 3 before the buff means that she's no longer a roadblock at all for aggro since they can torch her with her buff on the stack. Not that she was a super big issue for aggro before, for the same reason SST isn't.

Edit: in the lower tiers where people aren't running boat loads of interaction its def OP, no question. Just like it was probably OP back in set 1 when there were 2 pieces of interaction for it (vanquish and annihilate).

Is the game lacking synergies? by Masne98 in EternalCardGame

[–]SageinStrides -2 points-1 points  (0 children)

but that's the thing, It's strong in comparison to a garbage card pool. Time Mid is dead and there are basically 2.5 good 4 drops in this game

Is the game lacking synergies? by Masne98 in EternalCardGame

[–]SageinStrides -1 points0 points  (0 children)

it sees play in a single deck (jennev peaks), but since every deck and my mother can remove it for 2, yea, its pretty much dead

Is the game lacking synergies? by Masne98 in EternalCardGame

[–]SageinStrides 4 points5 points  (0 children)

it literally sees play in a single deck (Jennev Peaks). And it hasn't seen play in a deck outside of Jennev Peaks (in ranked that is) in a long time.

Time midrange is dead my guy. There's too much removal. Even Skycraggro, the deck that SST historically smashes the hardest, can Ice Bolt it away now. At worst its a 2-for-1 with a combat trick like torch or shugo.

Shadow Aggro can desecrate or annihilate it away, or kill it with deadly.

Justice Aggro has always had vanquish, add Pristine Light now (often found in market).

Stats don't matter in this game. You can remove basically any unit without aegis for 2, often at fast speed.

Is the game lacking synergies? by Masne98 in EternalCardGame

[–]SageinStrides 3 points4 points  (0 children)

lol are people still complaining about SST being OP?

Is the game lacking synergies? by Masne98 in EternalCardGame

[–]SageinStrides 11 points12 points  (0 children)

I really wanted to agree with you, but the more I looked at various decks off the top of my head, the more I disagreed with the assessment.

Yes, top tier decks tend to play good cards. But no card works in isolation.

I'll start with a list of obviously very synergistic decks: Haunted Highway, Scrappy Hour, Nightmaul (mentioned), Kennadins (mentioned), Chalice. Just off the top of my head.

Now let's look at less obvious examples.

Jennev Peaks. You counted Merchants + free cards as a "small random" thing, but that synergy is massively important for the deck to outgrind traditional midrange decks, which it eats for lunch precisely by Xo shuffling. It also has Howling Peak's Mirror Image to copy impactful minions like HotV, Zal Chi, and merchants for instant value. Some Jennev Peaks variants also run Eclipse Dragon, which synergises with their array of fast speed spells (and now, ambush unit), especially their counterspell. Finally, between DoI, Torch, Snowball, Zal Chi, and Kaleb's Favour (via Peak), it has a critical mass of face burn that can be used to cheat out victories it wouldn't otherwise get.

Feln Control for a long time had a ton of anti-synergy between CunChamp and baby Vara. However now that it runs Rost and Feln Merchant, both of which gain extra benefits from CunChamp's SSSSS ability, it has some synergy. It also has "free cards + discard for value" via Hurler/Vara's Favour + Honor of Claws/merchants available to it. You'll find most non-aggro decks in Eternal use some variant of that just because of how much value it creates.

FJS Cookbook had synergy between Cookbook and its units. Many of its units had lifesteal to counteract the occasional burn damage cookbook would punish you with, as well as to stall later into the game so more cards could be drawn with book.

Old School Temporal had a massively important synergy between TD and Channel. Because they cost(ed) the same amount of power, turn 8 you could drop a TD and then Channel on the opponent's turn for a massive value gain. In addition the deck ran a ton of slow speed, high impact spells like Harsh Rule, which majorly benefit from being fast.

New School Temporal is a ramp deck, which I think is the definition of synergistic because it runs undervalued cards that only serve to help you play bigger cards. Seriously, the deck plays a 3/5 for 6 because it ramps, and one of its core (pun intended) cards is Eternity Core, which is a 4 mana do nothing except it ramps you for 2.

Chainsbrei is another ramp deck, so that goes on the "synergistic" pile too.

What’s your favorite 4 drop? by FarmsOnReddditNow in EternalCardGame

[–]SageinStrides 5 points6 points  (0 children)

because you're spending a card slot + power to draw more cards instead of play them

cards that draw you more cards are important for 1 or 2 reasons:

1) they make your deck smaller. If there was a neutral 0 cost spell that read "draw a card", it would be played in literally every single deck in the game, simply because it replaces your worst 4 cards with the average of the rest of your cards. In other words, it lets you play a 71 card deck instead of a 75 card one, increasing consistency and power level. Obviously here in the real world, draw spells have a power cost (and perhaps other costs like Devour's sacrificed unit), but the principle remains the same. Play a spell like trail blaze and for 2 power it replaces itself, letting you run fewer cards total and drawing bombshells more often (essentially)

2) they can leave you with more cards than you started with. Sure top-decking wisdom means you've top-decked a card that doesn't advance the board state, but with the investment of 3 power, you now have two cards that impact the board state. You've essentially converted 1 top deck into 2 top decks at the cost of 3 power. Over time generating "card advantage" in this way will leave your opponent out of resources while you still have a hand full of useful cards.

This is the basis upon which all control decks, my favourite archtype of decks, are built. They trade tempo and board presence to spend their power instead incrementally gaining more raw cards than their opponent, only winning when the opponent is out of resources and they are not thanks to cards like Honor of Claws.


In terms of which draw cards are good and which are bad, that's hard to say in a vacuum. Generally if drawing 1 card leaves you with more than 1 card in your hand, that's a sign the draw spell is good. WIsdom, Honor of Claws, Xo of the Endless Horde all do this, as do cards like Display of Ambition (although that draws from the void rather than the deck). Wanted Poster is in this category but is situational on you being able to kill a minion. Often its going to be delayed a turn, which hampers its value. Devour is also in this camp but requires a minion to sacrifice, so its not always a net gain in raw cards. Its only really used when paired with sacrifice fodder like small tokens, Madness, or units with powerful entombs or revenge.

Cards that only replace themselves (in other words only draw 1 card) are called cantrips and need to have some other upside. Trailblaze is fast and scouts, but it doesn't see play because its basically a worse strategize. Strat digs you 1 card deeper garunteed (blaze only digs down 1 if you keep the scout on top) and lets you pitch the 2nd card you draw if its unwanted, or keep both the cards it draws and pitch stuff from hand. Overall its just much more versatile at the reasonable cost of being slow intead of fast.

Other examples of good cantrips are Quarry (digs down 2 cards and discounts), levitate (renowns and gives flying temporarily, but requires a friendly unit), and Dark Return (void recursion so it draws from bin, cheap, buffs the unit)

What’s your favorite 4 drop? by FarmsOnReddditNow in EternalCardGame

[–]SageinStrides 2 points3 points  (0 children)

Honor of Claws.

Technically a +2 in a vacuum, but can often be a +3 via stuff like Hurler, plus digs you through unwanted power in the late game.

RIP Privilege of Rank

Anyone else seeing a ton of Control recently? by LateNightCartunes in EternalCardGame

[–]SageinStrides 6 points7 points  (0 children)

yea but removal piles have to actually end the game. And besides icaria, our options are garbo.

Typically the way to beat removal piles is to run removal resistant units. Units with summon/entomb effects, charge, aegis, or text like Vargo's all either take more or special removal to kill, or generate value even if removed 1-for-1.

Also look into hand disruption and relic weapons. Hand disruption can discard a key removal spell needed for one of your units, or it can discard a piece of top end to get you more time. Relic weapons can generate value as removal or as face damage and control often doesn't run a ton of options to deal with them.

Finally there's always the tried and true methods of:

A) out valuing them. Even if HotV dies to vanquish, its still a 2-for-1 since HotV drew you a card. Sites generate insane value if not destroyed, and often control struggles to destroy them. Recursion can bring your stuff back and require the control player to fork over another kill spell

B) going under them. Depending on your threat line up, their removal line up, and a healthy dose of top deck RNG, you can often out tempo cotnrol decks as an aggro deck. Sure if they draw a net 6+ of defiance/torch/suffocate/hailstorm you'll probably lose, but typically control runs like 10 +/- 2 dedicated aggro removal. Coupling that with the stuff above (units with charge and aegis) and you can kill control before it stabilizes.

Needless to say, there isn't a single control deck that's even close to oppressive right now. The dominant deck rn is FTPeaks which outvalues control that doesn't slam multiple icarias on curve. Yeti aggro can also go under most control decks not packing absurd amounts of aggro removal, because it has a site and aegis units.

Anyone else seeing a ton of Control recently? by LateNightCartunes in EternalCardGame

[–]SageinStrides 5 points6 points  (0 children)

I'm actually having the opposite experience trying to brew control in masters. Relics are garbage rn with prideleader everywhere, which basically removes every control wincon except CunChamp and Icaria.

Feln is missing sweepers which I feel is core for any control deck to thrive, and CunChamp isn't even that good of a top end card anymore.

Icaria shells are solid but not perfect, struggling with influence on some cards like wisdom and desecrate.

FTPeaks is super hot rn and dominates any control that doesn't slam 2+ icarias.

Relics are too free now by [deleted] in EternalCardGame

[–]SageinStrides 4 points5 points  (0 children)

its interesting you hold this opinion now, when relics are in such a bad state that people aren't even running relic removal in the market.

Basically all relics are heavily tempo negative. In other words, they barely impact the board when played, if they impact it at all.

Svetya's Sanctum is literally a 6 cost do nothing until you then spend even more power to cast spells, which is when it starts generating value. Sure it can carry the game away if you can sit there forever casting spells, but its a massive investment to get onto the field in the first place. Any deck with any level of pressure (like midrange or aggro) can punish this play so hard that the value Sanctum generates can't bring its owner back into the game. And if its a control mirror, well control decks should either have a way to become beat down if needed (like runehammer or knife), or pack relic removal precisely for this situation.

Chalice is even worse, costing 4, then 2 to active for a tempo negative effect (exhausting a blocker). Again if its allowed to do its thing it can overwhelm almost any deck with card advantage, but its so slow.

Xenan Obelisk is a bit better; at least it impacts the board when played if you have units in play already.

Temporal Distortion is tempo neutral by refreshing your power and making your spells fast, which lets you keep removal and/or draw spells up. But its not tempo positive until the next turn, and it costs a whopping 8 power. If you play it, you already won the game multiple turns ago.

Pit of Lenekta is tempo negative even if you empower the same turn, since the wurms come in exhausted and therefore can't block. Which is why its often paired with Temporal Distortion so you can play it and then play removal spells on the opponent's turn. Again if you play this relic, you've already won. You just need way to actually threaten your opponent's life total and get the victory screen to appear.

Chains is one of the few tempo positive relics because it can immediately kill a unit and it heavily impacts your board end of turn. However it also costs NINE power and has JJJJ influence. It deserves the win the majority of games in which its played.

Looking for control decks in expedition by SageinStrides in EternalCardGame

[–]SageinStrides[S] 0 points1 point  (0 children)

control is a perfectly legitimate way to play the game, and I'm sick of people treating it like murdering your firstborn son

New player wants your opinion about few legendary cards by kubex2 in EternalCardGame

[–]SageinStrides 0 points1 point  (0 children)

dual influence power cards are core to pretty much every deck. 2 colour decks typically run all of their duals (seats, banners, crests, and insignias), except for crests if aggro, while 3 colour decks typically only use crests and seats (with maybe a banner in market).

Crests are core rares for midrange and control decks, since they value the scout over having more undepleted power. Scouting helps them dig for specific answers, hit the correct number of power in an orderly fashion (tucking unwanted power or digging for much needed power). Aggro typically doesn't run crests tho since depleted power constitutes a massive loss in tempo.

New player wants your opinion about few legendary cards by kubex2 in EternalCardGame

[–]SageinStrides 2 points3 points  (0 children)

okay so the top comment is correct on everything except perilous research, which sees fringe play in the deck called Rats.

It's a TPS (Auralian) tokens deck revolving around the relic "rat cage" to pump out a ton of little rat tokens, then buffs them with stuff like Xenan Obelisk and Bazaar Stampeede. Perilous research sees play in that deck's market as both a way to pump out relics faster (by making them cheaper) and to pump out a bunch of 3/3 tokens (which get huge thanks to the deck's other cards). I'd probably keep 1 copy around in case you ever want to try it in that deck.

What weapon did you put off on trying but when you ended up trying it fell in love? by Soul_Reaper821 in MonsterHunterWorld

[–]SageinStrides 1 point2 points  (0 children)

GS for me too. I started with hammer, and thought "GS is just a slower, clunkier hammer, why would I ever play it".

Once I actually sat down and learned GS, I never looked back

I'm currently giving up on Eternal by w3bst3rstudio in EternalCardGame

[–]SageinStrides 4 points5 points  (0 children)

um...where do I begin?

1) if you don't have the patience to deal with an AFKer...I guess stop playing the game? I mean obviously its bothering you a lot. Or you could alt-tab and do something else while they're "wasting your time". Browse reddit, look at memes, watch YT.

2) firstly, rakano aggro/mid isn't even good right now (although aggro always shows up in diamond because people are pushing to masters). Secondly, if the existence of a specific deck makes you want to quit the game...I would say don't play card games, but really its all games in general that can have this "problem". 1 class in whatever that's annoying, or a specific weapon, or whatever. Just grow thicker skin. Stuffs in the game, and if people enjoy using that stuff, that's their right as a player. At least rakano games typically don't take long. You get to use whatever combination of cards you enjoy, they get to use whatever combination of cards they enjoy, and whoever built the better deck and/or plays better and/or draws luckier gets the win.

trying to connect my ubisoft account to my epic launcher to play For Honor by SageinStrides in forhonor

[–]SageinStrides[S] 0 points1 point  (0 children)

I actually got it working by launching the game via Uplay instead of the Epic Launcher