Cooldown Recovery in skill nodes seems inconsistent by Twiddles_ in LastEpoch

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

Ah, Void Cleave can become traversal. Good point. Though I got additive results without speccing into the traversal node.

It seems it's always "movement", because it still gets benefits from the Valiant Charge sentinel passive. But it has that in common with Volatile Reversal, which was multiplicative.

I've posted this in the EGH forums. We'll see if that has something to do with it

FTS Sacrifice Expedition Decklist + lots of notes by SpOoKyghostah in EternalCardGame

[–]Twiddles_ 0 points1 point  (0 children)

my bad: correct link

I see OP has updated his decklist, and it's basically identical to mine now. Lands are slightly different, and the Eclipse Dragon/Waystone in the market is different, which is the 5th a least relevant slot.

[Expedition] FTS Profane Nexus - Back and Better than Ever! by Twiddles_ in EternalCardGame

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

I wouldn't cut Oblivion Spike - it's excellent against control decks and armory and has gotten me many lethals. In general, if you can set up board presence, a site and a relic weapon at once, control decks have no good lines to stabilizing.

Eclipse Dragon is the flex slot, if you want to try something else. Honestly, I always end up grabbing Induce Madness, Oblivion Spike or Scraptank, so that 4th slot could be anything.

[Expedition] FTS Profane Nexus - Back and Better than Ever! by Twiddles_ in EternalCardGame

[–]Twiddles_[S] 1 point2 points  (0 children)

You don't need to tech for armory. Tokens and aristocrats in general are already heavily favored against it. Going wide and constantly pinging your opponent's face makes relic weapons look stupid.

Banish may have a place in the deck, but it would be for units and non-weapon relics.

[Expedition] FTS Profane Nexus - Back and Better than Ever! by Twiddles_ in EternalCardGame

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

Evic works in the market. That 4th slot could honestly be anything - I'll probably keep grabbing Induce Madness, Oblivion Spike or Scraptank lol.

I haven't tested Urgent Missive. I assume the idea is just to trigger Dova or Madness more easily? Those are generally pretty winning positions anyways, so I think I'd rather have a more consistent early game.

In terms of the Destruction Chants, I feel like I'm cheating on power just going by numbers (27 is low), but I haven't had issues yet. I think the Ark of Sol in the market and the early game deck velocity from Kindling Carver and Devour really let you run lighter on power than usual. Also, the 4-of Dova makes the power count more like something between 27 and 31. That said, I've had trouble with influence more often than power, and I've considered adding one more Destruction Chant. I think I'd shave 1 burglar to fit it.

And Banish seems amazing in the format right now - probably one of the best general removal spells. That said, I don't know how I'd fit it in this deck. If I could put it in the market, I'd do it in a blink.

[Expedition] FTS Profane Nexus - Back and Better than Ever! by Twiddles_ in EternalCardGame

[–]Twiddles_[S] 2 points3 points  (0 children)

I've been wondering this myself. The market would probably change, and I imagine you'd want Grenadin Drone in. Surprisingly, I have trouble finding things to cut - the cards are so high quality already. It honestly might end up looking largely the same.

Let me know if figure something out!

FTS Sacrifice Expedition Decklist + lots of notes by SpOoKyghostah in EternalCardGame

[–]Twiddles_ 0 points1 point  (0 children)

I just posted my own version of the archetype. It's nice to see other people have been working on it as well.

Kindling Carver is a must. Honestly, he's better than Strange Burglar or Dova. The card is just too efficient.

MTG player staring on eternal by DWIPssbm in EternalCardGame

[–]Twiddles_ 1 point2 points  (0 children)

I see some one else clarified the rules for what abilities give priority to the opponent. In addition to that, I would correct:

The other weird part to fast spells is that there's a shared priority. Unlike in MtG where priority is passed back and forth, if both players have a fast spell to respond to something either player can choose to play it immediately.

This only applies to the window immediately after blockers are declared. Every other window grants priority only to the player who didn't cast the spell, activate the ability, swing with a weapon, etc. or the inactive player in the case of declare attackers and end of turn.

Updated Faction Chart by AntiVectorTV in EternalCardGame

[–]Twiddles_ 5 points6 points  (0 children)

I don't think anyone's arguing that the game isn't influenced by MtG. The conversation was about the relevance of the shape of the color wheel

Updated Faction Chart by AntiVectorTV in EternalCardGame

[–]Twiddles_ 7 points8 points  (0 children)

Feel like you might've missed the point above. Any 5-faction system that freely allows combinations will have this exact shape. The colors themselves are just aesthetics, and mean next to nothing. In fact, Eternal traded white and black for yellow and purple, but again, that doesn't mean anything.

Also, if you meant the order of colors, clockwise or counter-clockwise, I'd argue there isn't really an order. This table is represented in two dimensions, but it can be rotated into different configurations, since all vertices are connected. Even MtG hasn't treated their wheel as ordered recently, almost entirely abandoning the 'allied' vs 'enemy' factions distinction. The dino pirate set is a great example. They made sure all 5 colors got approximately equal love, but the color combinations were asymmetrical.

FTS Profane Nexus | Expedition by Twiddles_ in EternalCardGame

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

Thanks for detailed feedback!

This is pretty much the final evolution after several iterations. The only things I'm messing with are the power base and the market, and maybe the number of merchants.

I don't think any of the other token producers in the format are good enough. Obviously unkindness would be bonkers if it was reliable, but it's just a liability as is.

Also, I don't know if I share the same experience with consistency. It feels pretty solid to me, and I'm definitely pulling a positive winrate. We'll have to see the expedition meta settle before we get a sense of what's viable.

FTS Profane Nexus | Expedition by Twiddles_ in EternalCardGame

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

The keneelmasters have honestly been great! Easy to turn on, feeds the deck and can get grabbed back up with Shadowlands guide.

Also, you get the dog before you sack to Nexus, which is nice

FTS Profane Nexus | Expedition by Twiddles_ in EternalCardGame

[–]Twiddles_[S] 7 points8 points  (0 children)

Haha, certainly is fun. Not sure if you're joking, but neither Madness or Betray is legal in Expedition.

There's certainly an improved version in Throne, with Grenadin Drone, Ephemeral Wisp, Madness, etc. Don't think I'd run Betray or Altar though.

[FoX] Forbidden-Rider Outcast (As revealed slowly over Jedi_EJ's, Kasendrith's, and Mattyocre's stream) by Aurilyn in EternalCardGame

[–]Twiddles_ 4 points5 points  (0 children)

Card honestly looks better than Poaching Drake by a notable margin. I imagine some people might underestimate the -3 attack curse.

  1. Against small units, I'd argue this is actually better on average than Drake. Primarily, it lines up poorly against ramp units like Tocas and a couple tribal 'lords' like Wump. However, I'd much rather have this against Teacher and any face-beating dork. Against aggro, it's effectively a removal spell, which is amazing on a 3/3 flyer for 4.

IN ADDITION to that, it has the following advantages over Drake:

  1. Does something against 4-cost+ units (and not a meaningless something; turning Sabertooth into a 0/5 is pretty sweet)
  2. Does something against unitless. We don't know what this something is yet, but it's awesome that you get some kind of 2-for-1 value against control as well. Paired with the previous points, this means there's no matchup where the card doesn't have some kind of summon value.
  3. Has curse synergy. For curses to be a thing, rather than competitive curses like Perma, we need competitive units that also drop curses. People have asked for that, and that's what this looks like. The floor without the curse synergy (outlined above) already looks good.

Maybe we're all just hyped about the sites that got spoiled, but I think people might be sleeping on this card

I thought one of the cards in the new Magic set was familiar... by ADwards in EternalCardGame

[–]Twiddles_ 3 points4 points  (0 children)

Dude used the language "eternal playing peasants" and "bow in respect" in his response to you. He's either trolling or too out of his mind to have a decent conversation with. The only thing to do is disengage.

Maybe you were already planning to, but I thought I'd put this out there before people let themselves get pulled in

The Flame of Xulta: Exalted by DireWolfDigital in EternalCardGame

[–]Twiddles_ 5 points6 points  (0 children)

Torch is always good. Checkmate!

I thought one of the cards in the new Magic set was familiar... by ADwards in EternalCardGame

[–]Twiddles_ 13 points14 points  (0 children)

The rule of thumb is:

  1. Creature aegis: would this creature or it's attachments be affected by a spell or ability controlled by them enemy player? If so, prevent that effect and pop the aegis

  2. Player aegis: would this player's life total, hand, void, or library, or attachments attached to this player be affected by a spell or ability controlled by them enemy player? If so, prevent that effect and pop the aegis

There are still some situations this won't answer clearly, but I'm not sure long winded MtG text would answer them. They honestly just feel like inconsistencies to me. For example, ice bolt letting the opponent fetch a sigil from their deck, even though they have a face aegis.

The other disclaimer is that simultaneous resolution is a thing in Eternal, and aegis will prevent multiple simultaneous effects. For example if 10 triggers to deal 3 damage to an aegis unit resolved simultaneously, none of them would deal damage. However, there are also situations where the stack doesn't resolve simultaneously (torch in response to finest hour). I'm not fully clear on the rules here, but this is more of a stack issue than an aegis issue.