Overview
New to card games? Or are you an immigrant from another CCG/TCG and crave indepth knowledge of the game?Well, step right up and read all about it here. This guide contain information regarding the gameplay and mechanics of Eternal Card Game, and goes much further indepth than the tutorial.
Introduction
Welcome to an indepth guide to the gameplay of Eternal Card Game (ECG). This guide will cover the core mechanics of the game, thoroughly going through the specifics further than the tutorial and loading hints. As many components of the game are intricately intertwined with one another, I recommend that you read through this guide twice: first for general summary, then a second for a detailed understanding. Interactions regarding specific cards will not be discussed as it goes beyond the scope of this guide. Also note that as ECG is an evolving game, parts of this guide may become obsolete, in which case rely on the community and the official forum for help and assistance.
Basic Gameplay
In ECG, each player start with 25 life and seven cards in his/her hand. Afterwards, they take alternating turns drawing and playing cards to help achieve their own victory condition. A game ends (and a winner is declared) when one of the three things occurs:
- If one player’s life total is reduced to or below 0, then that player loses (and the other player wins). This is the typical case.
- If one player ends his/her turn with no cards left in his/her deck, that player loses the game.
- If a card with a win/lose condition has been met, then the game ends with the winner/loser determined according to the card.
In the event of a tie where both players would lose simultaneously, the winner is determine in by the following rules:
- The player with the highest life total wins.
- If both player’s life total is the same, the person with the most cards in his/her deck wins.
- If both the life total and deck size are the same, then the player who went second wins.
Besides the gameplay rulings which will be discussed further indepth later in the guide, there are several particular rulings that will always apply:
- Unless stated otherwise, all card effects are persistent, even when the card changes zones. This is a departure from MtG where if a card changes zones, it is considered a new card and any previous effect on it is lost. This is not the case in ECG.
- With the exception of Sigils, there can be no more than 4 of any single card in a player’s starting constructed deck. In draft, the number is instead of 7 of any non-Sigil card.
- If a card text contradicts with a game ruling, the card text is used instead.
- If two card texts with continuous effects contradict each other, the “Not” effect will be used.
- If two card texts contradict each other and is not covered in any previous rules above, then the last card played will have its effect used.
The Game Board
- Battlefield
This zone is for all units and non-relic attachments that are in play, and is the usual zone of interaction for both players. Each player may only field a maximum of 12 units at any one point. If a player attempts to manually play a unit from his/her hand when at the cap, then that player must first choose which creature to sacrifice to make room for the new one. This sacrifice can also be the new unit itself (and trigger any effect that would normally trigger as if it entered the battlefield). If a card would create an unit and then play it onto a full battlefield, its effect is ignored, and the unit is never created or played. - Player
This zone is for all relic attachments in play affecting that player. This also where the status of the player is displayed, including the life total and shield total. This zone can be considered an extension of the battlefield. - Resource Pool
This zone is to denote what the players current available power, their maximum power, and influences are. The available power is used when spent, and will only be refreshed up to the maximum power at the beginning of each of your turn. In addition, you can also view all powers that were played by clicking the area. - Void
This zone is where all “spent” cards are held. Cards here do not have any effect unless otherwise stated. Whenever any card would go to the void, they would go to the controller’s void, not the card owner’s void. Typical ways of cards entering the void include units being killed, spells getting played, and cards being discard. While the void is reserved for spent cards that normally cannot be played, there are ways to interact with it, making the void another card resource zone. - Hand
This zone holds all cards the player has drawn and has not used. Cards in this zone have no effect unless stated otherwise. While a player can see the number of cards in the opposing player’s hand, s/he cannot see what those cards actually are. At the end of each player’s turn, if that player has more than 9 cards in their hand, s/he discards until they have 9 cards remaining in hand. If a player’s hand size would exceed 12, all cards drawn beyond the 12 is immediately discarded into the void. - Deck
This zone is where all cards start at the beginning of the game. Cards are typically drawn from this zone into the players’ hands. All cards here have no effect unless otherwise stated. While players can see the number of cards remaining in both players decks, all cards here are not seen by both players, and for most purposes completely randomized when drawn from. Note there are ways of manipulating the deck beyond drawing, but that is outside the scope of this guide.
Cards
Cards are the core components of the ECG. They provide abilities to help the player meet the win condition s/he is aiming for. With some exceptions, they can only be played during the controller’s Main Phase while nothing is on the stack.
- Power Cost
This is how much power it takes to play the card from the hand. When the card is played, the available power goes down by that amount. If the cost is higher than the cost, than the card cannot be played from the hand normally. - Influence Requirement
This denotes the influence requirement needed to play the card. Unlike power cost, influence is not spent when playing a card. Note that some effect removes the influence requirements of cards, like stealing cards. - Card Name
Self-explanatory. - Card Text
If the card has any abilities, then this will be written in the card text section. This will include what it does, and if applicable, when and how it activates. - Card Type
This denote what kind of card it is. This will be explained indepth later in the guide. Note that unit cards are not labeled as units, but as what kind of unit it is. - Strength
This number denotes how much damage an unit/relic weapon does during each combat instance. If this number is less than zero, then the card will deal zero damage, and not “heal” the opponent. For non-relic attachment, this number denotes the modifier to the attached strength number of a unit. - Health
This number denotes one of three things depending on the card types:- Units: this determines the amount of damage a unit can take each turn before dying. If a positive health buff is lost, then the unit is healed of damage upto that much positive health buff lost. Otherwise, the damage remains on the unit for the rest of the turn.
- Non-relic attachment: this number denotes the modifier to the attached health number of a unit.
- Relic weapons: this number denotes the amount of armor that the weapon adds to the player’s armor rating when played. The resulting armor rating then becomes the health of the weapon.
- Power/Sigil
These cards are the most common resource cards the player has. No more than one can be played from a players hand per turn. When played, they increase that player’s maximum power by one. If the card does not have the “depleted” text, then the available power will also increase by one during that turn. Many powers also provide influence. Sigils are special powers in that they may exceed the four-cards per deck limit. - Spells
These are generally one-time use effect cards. After these cards are played and have their effects resolve, they are moved to in its controller’s void. - Fast Spells
These cards are spells, with the exception that they may be played outside their controller’s main phase, including during your opponents turn and while the stack is not empty. - Units
These cards, when played, enter the battlefield as a persistent card that stays on the battlefield until removed by some effect. When they die while on the battlefield, they enter its controller’s void. While on the battlefield, they may attack, block, use their abilities, and be interacted with by various effects (both good and bad). Creatures without the “charge” keyword cannot attack the turn they entered the battlefield. - Attachments
Attachments, as the name implies, are cards that, when played, attach onto other cards on the battlefield or the player. There are two variants of attachments: regular and curses. The regular attachments can only be attached on the controlling player’s board side, while curses can only attach to the opposing side. These attachments can further be broken up into the following subtypes:- Non-relic attachment (any)
These cards attach to a unit and modifies the unit as long as they remain attached. When the unit these cards are attached to leave the battlefield, all attached attachments go to the void. There are no limitation on the number of attachments any one unit may have (including duplicates). When attachments go to the void, they are no longer “attached”, and any benefit they provided are lost. - Relic (non-weapon)
These cards attach to a player and applies some effect on the player and/or that player’s cards. There are no limitation on the number of non-relic attachments any one player may have (including duplicates). - Relic Weapons
These cards attach to a player like regular relics. When played, these cards add an additional armor rating to the attached player equal to the weapon’s health statistic. This new total armor will be used as the weapon’s health. If the attached player would take damage, the armor instead takes it for the player. If a player’s armor health reaches zero, the attached relic weapon is destroyed and is placed into the void. In addition, if an relic weapon is removed, any armor that player has is set to zero.
Once per turn, if the current attached weapon has an attack value, the player may attack any enemy unit. This will trigger a mini-combat phase, where the player is the attacker and the unit is the blocker (and trigger any relevant abilities). If the enemy has no remaining units, the player may choose to attack the player directly instead. Note that the weaponized player will only deal damage if that player is initiating combat. If that player is instead attacked, the s/he will not deal damage back.
At any point, each player can only have one weapon equipped at any point in time. If another weapon is played, the old one is destroyed and moved to the void. Any previous armor rating is also lost.
- Non-relic attachment (any)
Game Phases and Turns
When players begin a game, the following occur in the following order:
- The game will randomly determine which player will go first and second. This information is displayed to both players at this time.
- The game then deals out 7 cards to each player from his/her own deck. These first hands, by game design, will have between 1 and 6 power cards. Each player is then given a choice to either keep his/her hand, or redraw a new set of 7 cards. If redrawn, the second hand will contain between 2-4 power cards. Any effect the drawn cards have are not applied during this phase of the setup.
- After all players have chosen to keep or redraw the first seven cards, any relevant card effect is applied now (eg: echo, fate, etc).
- The game begins.
- Ready Phase
All units under the active player’s control that are not stunned will be readied and available for general use. Any units the defending player controls that has the Endurance keyword are also readied now. - Draw Phase
The active player draws the top card from his/her deck. If this is the first turn for the player who goes first, s/he instead does not draw a card. - “Start of Turn” Phase
Any “beginning of turn” abilities will trigger now. - Main Phase 1
The active player may play cards from his/her hand, use any activatable abilities, play a power card from his/her hand, and attack with his/her relic weapon (respecting the stack). The defending player cannot do anything during this phase unless given a response window via the stack. - Combat Phase (skippable)
- Active player declares attackers, which are all aimed directly at the defending player. Units without charge that entered this turn, or have 0 or less strength cannot be declared as attackers. After attackers have been declared and all triggered abilities have activated, the defending player may respond, including playing ambush units. If the defending player does not respond using the stack during this phase, then neither can the attacking player. Note that this step also signifies the beginning of combat, which is different from MtG, where the active player must declare that they are moving to combat, then declare attackers.
- Defending player declares and assign blockers to attacking units, if any. Each of the defending player’s units can block no more than one attacking unit. However, multiple units may block a single unit. These blocked attacking creatures will be marked as block, regardless of whether the blocker remains on the battlefield prior to damage phase of combat. After blockers have been declared and all triggered abilities have activated, both player may respond.
- Combat damage is dealt. The rules for combat are as followed:
- Units that are not blocked deal damage directly to the defending player’s life total equal to their strength score.
- All blocked attackers without Overwhelm that have no blockers present at this point deal no damage.
- If a blocked attacker has only one blocker, then both units deal damage to one another based on their strength scores.
- If a blocked attacker has multiple blockers and cannot kill them all, the attacking player must choose in which order to assign damage. The attacker will then deal damage to the blockers in that order based on its strength score. All blockers will deal damage equal to their attack score onto the attacker.
- If a blocked attacker has Quickdraw, it will deal to the blocker(s) first. If the attacker is unable to kill all its blockers, the attacking player will be prompted on which order to deal damage. After the attacking unit has dealt damage, any surviving blockers will deal damage back.
- With the exception of blocked attacking units without a blocker or the “Overwhelm” keyword, all units will always deal their full damage, even if it results in overkill.
- If an attacking unit has overwhelm and either has no blockers or can kill all its blockers, any leftover damage will be dealt directly to the defending player.
From a simplified perspective, the combat damage subphase can be listed as such:
- All attacking units with Quickdraw deal damage first. If the attacker also has Overwhelm, and either has no blockers or can kill all its attackers, any leftover damage is dealt directly to the player.
- All other surviving units deal damage. Overwhelm is also applied here for attackers.
** For the purpose of triggered abilities, player responses, and state-base actions (like winning), all damage is dealt simultaneous. As such, you may see a players life briefly drop to or below 0, then rise back up and not lose the game.
- All surviving attackers and blockers are now exhausted. This includes units with endurance.
- Main Phase 2 (only occurs if Combat was not skipped)
A second Main Phase that comes after combat. If the active has not played a power card or attacked with a relic weapon, s/he may do so now. - End Step
This step occurs when the active player chooses to ends his/her turn, and serves 3 purposes:- First, if the active player ended his/her turn without any cards left in his/her deck, that player loses and the game ends immediately.
- Next, any “At the end of the turn” triggers are activated here.
- After the trigger activation (if any), the defending player may choose to play cards at this point, which include fast spells and units with Ambush. The active player cannot play cards at this step unless the defending player adds an item to the stack.
- Cleanup Step
- All damage counter on units are removed. Essentially, all units are healed to full health.
- All “Until end of turn” effect ends.
- If the active player has more than 9 cards in his/her hand, then that player must discard cards in his/her hand until they have 9 cards left. These cards are discarded at the same time.
- If anything were to occur during this step (having more than 9 cards after discarding, for example), this process repeats again and will continue to do so as needed.
The Stack, Priorities, and Validity
A response window is an instance where the game gives a player the ability to do something, which tends to be play a Fast Spell. As the name implies, this gives a player the ability to “respond” to something an opponent has done, perhaps to counter or minimize his/her effect.
When is Priority given to a Player
Not all actions will give a window of responses. The following times will always present a response window:
- After blockers are declared.
- Whenever a spell is played.
- After attackers are declared (including relic weapons and Killer units), the defending player may respond.
- During the end phase, the defending player may respond.
- Whenever a single effect resolves and the stack is not empty yet, the player who does not control the new latest item on the stack can respond.
When is Priority NEVER given to a Player
The following instances cannot be responded to:
- An attacking player cannot respond to his/her own attack declaration (including relics and killer).
- Neither player can respond to someone playing an unit, non-curse attachments, or power card.
- Neither player can respond to an non-spell effect that does not affect the opposing player or his/her cards.
- A player cannot respond to his/her own effect. In other words, if a player controls the lastest item on the stack, s/he cannot respond to it.
Earlier, I eluded to the stack. But what is the stack? Well, the stack is an abstract zone that keeps track of all effects that have been played, but have not been resolved yet. With each response, the stack grows larger to hold and track new effects. The effects on the stack are tracked on when they were played relative to one another. This is important because of how the stack works.
Stack Resolution
When both players choose to stop responding, then the stack begins to resolve starting from the last item. After that, assuming no additions to the stack, the next item on the stack resolves. This continues in that order until the very first item originally played is resolved. As such, the stack resolution follows a LiFo principle: Last in, First out.
Note that the stack resolves one item at a time. After each item resolution, the player who does not control the next item can respond, adding more effect to the stack. In addition, if a new effect was to trigger as a result of an item on the stack resolving, then that item is added to the stack.
These are special events that occur whenever anything happens, including whenever anything gets added or resolved on the stack. These can be considered the game’s response to items and effects on the stack. However, it should be noted that neither players can respond to these effects, and as such, these effects occur immediately. Things that occur during state based actions are:
- If a player has 0 or less health remaining, the game immediately ends.
- If an unit took damage greater than its max health that turn, that unit immediately goes to the void.
- If a player loses all his/her armor and has a relic weapon attached, that relic weapon is immediately sent to the void.
- If a player loses his/her attached relic weapon, that player loses all his/her armor.
- If an effect would trigger, that item is added to the stack.
In order for an ability and spell to be played and resolved, several steps must be done in the following order:
- The player, in order to activate an ability or play a spell, must be first be able to meet both the payment and targetting criterias, if applicable. Once both condition have been met and declared to the other player, the ability/spell is activated/played, and added to the stack if applicable.
- Payment – the controlling player must be able to pay the cost of the ability or spell. For spells, this may include an additional cost beside the influence/power cost as specified by the card.
In the card Burnout pictured below, in order to pay for the card cost, its controller must have at least 4 available power, at least one Fire influence, and an unit to sacrifice as part of its additional cost. When played, the four available power will be consumed, and the unit sacrificed will immediately die and go to the void, even before the spell resolves.
- Targeting – The ability or spell must have valid targets for all its effects, if any are specified. Do note that cards that use the words “All” and “Each” do not have targets, and thus can be played even if there are no cards that would be affected by it. As a result, a player can only play Deathstrike when there is an unit on the battlefield. However, a player can always play Harsh Rule, even if there are no units.
- Payment – the controlling player must be able to pay the cost of the ability or spell. For spells, this may include an additional cost beside the influence/power cost as specified by the card.
- When an ability/spell resolves all targets are checked again. If any of its targets are no longer valid during the resolution, then those invalid targets are not affected by its effect. Note, unlike MtG, where if all targets of an ability or spell becoming invalid causes it to “fizzle” completely, in ECG, if the card has any other effects, those effects still occur. Note that this step only really matters if there is a delay between playing and resolving as a result of the stack.
This is less of a mechanic of the game, but rather a game setting that needs to be addressed. When enabled, the game will automatically skip response windows the game considers to be bad plays. For example, if you are holding a “Kill a unit” spell in your hand, but your opponent has no units in play, the game will skip your response window as there are no good targets. This is represented in game by a white border around the card while its in your hand.
However, the game does fail to take account of certain situation where you want to do so. For example, assume that you have a Umbren Reaper (Entomb: drain 5 life) on your side of the battlefield, an Annihilate (Fast Spell: Kill an unit) in hand, and 1 life remaining. Suppose the opponent manages to play a spell to do 3 damage to your life points directly. The optimal way to survive this is to play the Annihilate to kill your Umbren Reaper to gain enough life to survive the incoming damage. However, with Smart Autopass enabled, the game considers this play to be “bad”, and will skip your response window, leading to a loss.
As a result, it is strongly advised to turn this setting off.
Stack Examples
Above, we have a scenario involving the three cards: a weak unit, Torch, and Augmented Form. In this example, Torch is played first, followed by Augmented Form, both targeting the same unit. If the stack is allowed to resolve as-is, the following will happen:
- Augmented Form resolves, and the Argenport Soldier becomes a 9/8.
- Torch resolves, and the unit takes 3 damage, but live due to its new high health total.
Now, what if the play order was reversed, as in Augmented Form is played first, followed by a Torch. In exhibit B, the following will occur instead.
- Torch resolves, dealing 3 to the Argenport Soldier, killing it as the damage exceeds its 2 health total.
- Augmented Form attempts to resolve. However, because the unit died and is now in the void, it does not get the +6/+6 buff.
In the above image, the Player A, who has 3 life remaining, plays Oasis Sanctuary. In response, Player B plays Deathstrike to kill his own Ticking Gremadin. What occurs is the following:
- Deathstrike, being the last item on the stack, kill Ticking Gremadin.
- Immediately afterwards, as part of the state-based action, Ticking Gremadin’s entomb effect goes ontop of the stack as the new last item. The stack now look like this:
- Ticking Gremadin’s effect resolves, dealing 3 damage to Player A, bringing that player’s life total to 0.
- Because the Player A’s life total is 0 at this point, the state-based action immediately declares that player to have lost the game. The game immediately ends.
Notice that the first spell, Oasis Sanctuary, never resolved because the game ended due to win/loss scenario, even though it would have brought Player’s A life total above 0.
Battle Skills
- Aegis
Short answer: Aegis protects a card/player from the first enemy non-battle skill effect.An unit with aegis enters the battlefield an aegis shield. If player is given aegis, then that player gains an aegis shield. If a unit gains aegis, it gains both an aegis shield and the “Aegis” keyword if it does not have it already. The first time a player/unit with an aegis shield would be affected by an enemy ability or spell, negate its effect on the shielded during resolution. The shield is then removed. If multiple enemy effects were to resolve simultaneously, then all those effects are negated. This does not prevent effect from battle skills or Killer ability. If the ability/spell has additional effect that does not effect the shielded, those still occur. If a unit loses this ability, the shield is also lost. Neither the keyword nor shield is stackable.
- Charge
An unit with charge may attack the turn it enters the battlefield. - Deadly
All damage dealt by a source with deadly will kill the damaged units. If a blocked deadly units have multiple blockers, only one damage is needed to kill blockers for purpose of damage distribution. While a player has deadly via a relic weapon, all damage spells that player has also has it. - Double Damage
When a source with double damage would deal damage, that source instead deals double that amount. Multiple instances of this ability does not stack. - Endurance
Units with endurance cannot be exhausted or stunned from enemy abilities or spells. They ready up at the beginning of each players turn. If a stunned unit gains endurance, the unit is no longer stunned and immediately readied. If an exhausted unit gains endurance during the opponent’s turn, it is immediately readied. - Flying
Units with flying can only be blocked by other units with flying. Multiple instances of this ability does not stack. - Killer
A readied units with killer can enter a mini-combat with any unit the enemy controls. The killer unit is considered the attacker and the victim is a blocker for all related effects and abilities. After combat resolution, only the attacking unit is exhausted. This can only be done once. If the unit leaves and re-enters the battlefield, it may use its killer ability again. Multiple instances of this ability does not stack and will only refresh its usage. - Lifesteal
When any source with lifesteal deals damage, the source’s controller gains that much life. If a source with lifesteal does damage to multiple targets at once, the life gain is counted as a single instance instead of multiple indiviidual instances. While a player has lifesteal via a relic weapon, all spells that player has also has lifesteal. Multiple instances of this ability does not stack. - Overwhelm
If a card with overwhelm kills all blocking/targeted units and still have damage remaining, the remaining damage is dealt to the blocking/targeted unit’s controller. This ability has no effect when a unit with this ability is blocking. While a player has overwhelm via a relic weapon, all spells that player has also has overwhelm. - Quickdraw
When an attacking source with quickdraw kills another unit in combat, the killed unit does not deal damage back. This ability has not effect if the unit is not attacking (ie: blocking or being attacked). - Reckless
Units with Reckless must always attack if possible. - Revenge
When a card with Revenge goes to the void from the battlefield or play, it instead goes into its controller’s deck as one of the top 10 cards (randomly). It then gains Destiny and has the Revenge keyword disabled (visually grayed out). If an effect would remove this keyword as it goes to the void, this ability instead does nothing. If the unit dies with zero or less health, the ability does not trigger and the unit remains in the void. If a copy of the revenge card is made, then it will also copy its revenge status (ie: if the card has a disabled revenge, the copy will also have it disable; a copy of an active one will have an active one). Multiple instances do not stack and will only refresh its usage. - Unblockable
Units with unblockable cannot have blockers assigned to them during blocker declaration stage of combat. If an attacker gains this ability after blocker declaration, it will still remain blocked by those units. - Warcry X
Whenever an unit or player weapon attacks, the top weapon or unit of that controller’s deck gets +X/+X (defaults at 1). Multiple instances of this ability does stack.
Other Abilities
- Ally (X Ally)
Trigger the Ally ability the first time one of the below has occurred:- When the Ally unit is played while another unit of type X is already in play on your side, or
- When another unit of type X is played while the Ally unit is already in play on your side.
- Ambush
Units with ambush may be played after the enemy player has declared attacks (and used for blocking) and during the enemy player’s end step. If an unit with ambush is played when a relic weapon or “Killer” attack, the weapon/unit will change target to the ambushing unit. - Bond
When an unit with Bond played, you may exhaust another unit of the same type to reduce this card’s cost by the exhausted unit’s strength. - Depleted
Power that are played depleted will only raise the maximum power pool, but not the current available power pool. - Destiny
A card with destiny will automatically be played for free when drawn. Then draw another card. If the card cannot be played, then the additional draw does not occur. - Echo
Whenever a card with echo is drawn, create another copy of that card in the controller’s hand. The copied card is considered to be drawn for most non-echo effects. Multiple instances of this ability does not stack. - Empower
When ever the controlling player plays a power card, do X. - Entomb
When a card with entomb enters the void from the battlefield, do X. If the card would lose its Entomb ability as it enters the void, then that ability does not trigger. - Fate
When you draw a card with Fate, do X. Depending on the effect, the card may be revealed upon being drawn. - Infiltrate
The first time an unit with infiltrate does any damage to the enemy player, do X. If the ability requires a legal target which does not exist at the time of damage, no effect will occur and the Infiltrate ability will not be consumed. Note, if the unit is attacked via a relic weapon, it does not trigger infiltrate, even if it would deal damage back to the enemy player. - Invulnerable to Damage
Units and players invulnerable to damage do not take damage from any source. Any effect that would occur from damage are also ignored (ie: Deadly, Infiltrate, …) - Lifeforce
When you gain life, do X. If the effect will trigger at a set time (like the end of turn), then the effect will always trigger at that time, regardless of whether the card was in play when the life was gained. Otherwise, the card must be on the battlefield when life is gained to benefit from its effect. - Mentor
When a card with mentor is played, you may exhaust another readied unit you control (referred to as the student) and do X. - Nightfall
For the first Nightfall trigger, if it was not Night before, it is now, ending after one full turn cycle (Nightfall turn, followed by two more turns). If it is already Night, extend it by another full turn cycle. Any additional Nightfall during the same turn are ignored and will not extend Nightfall. See Night below. - Scout
Look at the top card of your deck. Then choose to leave it on top of your deck, or move it to the bottom of the deck. This effect does not trigger any draw abilities. - Spark
If our opponent has been dealt damage this turn when this card is played, do X. - Summon
When this card is played, do X. - Transmute X
If a card with transmute is not played before its controller’s maximum power reaches X, that card is transformed to a different card specified in the card text. The card does not transform back if the controller drops under threshold. - Ultimate
Ultimate abilities can only be activated once. If the card leaves and re-enters the battlefield, then this ability may be activated again. - Warp
If a card with warp is the top card of a deck, that card is revealed to its controller. The controller may play that card from the top of his/her deck as if it was in his/her hand.
Outdated Abilities
- Powersurge
Cards with Powersurge have a power cost equal to the available power remaining. This is considered an additional cost and will always consume the remaining power, even if the cards would otherwise be played for free. Cards with Powersurge are not affected by other cards that have interactions with power cost, and cannot be played if the controller has no available power remaining.
The exception to the uninteractiable power cost are spells that are on the stack, where their power cost is the power spent for the duration of its stack lifetime. If the Powersurge ability is removed, then the card will have a power cost of 0.
Terminology
- Copy
When a card is copied, create a new card with the exact stats of that card with all its abilities and stats. With the exception of Revenge, all abilities on the copy are refreshed. Ignore modifiers from attachments when performing the copy (ie: an unit with a +2/+2 weapon whose final stats is 4/4 will create a 2/2 copy). - Discard
The process of moving cards to the void from either the hand or deck. - Exhaust
An unit that is exhausted cannot attack, block, or be used to pay an exhaust cost. If an attacking unit becomes exhausted, it is removed from combat. - Kill
Any card that are killed are moved from the battlefield to the void. A card that is not on the battlefield cannot be killed or targeted by kill effects. - Night
While it is night, at the beginning of a player’s turn, they draw an additional card and take 1 damage. This ability cannot be blocked by Aegis. - Played Directly on X
This is the process of X being manually being manually selected by a player for a particular effect or spell (ie: the player has to physically select the targets to play the effects on). For example, all Mentor abilities have this effect when used. - Ready
An unit that is readied is no longer exhausted and may attack, block, or be used to pay an exhaust cost. - Silence
When a card is silenced, all card text on it are removed for the rest of the game. If an unit is silenced, then all card text on attachments on that unit are also removed. If a stunned unit is silenced, that unit is no longer stunned and immediately readied, assuming the silence is a non-persistent effect from an outside source. - Stun
A stunned unit is exhausted and does not ready during that player’s next turn. If an attacking unit is stunned, it is removed from combat and no longer attacking. Units with endurance cannot be stunned, and if a stunned unit gains endurance, that unit is no longer stunned and is readied immediately. Any additional stuns on a stunned unit resets the stun timer.
Helpful Links
- Eternal Card Game Home Page[www.eternalcardgame.com]
- Eternal Primer for the Hearthstone Player[www.numotgaming.com]
- The Magic Player’s Guide to Eternal – A Comprehensive Primer[www.numotgaming.com]
- https://www.reddit.com/r/EternalCardGame/
- Eternal Discord Channel[discordapp.com]
- Numot’s Card Database[www.numotgaming.com]
- Eternal Warcry Deck and Card Database[eternalwarcry.com]
- Eternal Essentials: Understanding Response Windows[www.eternalnexus.com]