Thursday, August 11, 2016

Eternal Set Review: Time

See this article with pictures at Numot Gaming!
http://www.numotgaming.com/eternal-set-review-time/

I have been playing lots of Eternal lately, and with the NDA lifted, it is time to put out my thoughts on the cards! I am going to work my way through reviewing all of the cards, starting with the Time faction. I may get around to replacing the text with card images. The power costs can be interpreted as: 3T - three power with one Time influence. I am rating the cards 0.0 to 5.0, with 5.0 being the best. I will have both draft and ranked ratings. Enjoy!




2 T
Accelerate
Give a unit in your hand Charge.
Common Spell

Draft 0.0
Ranked 0.0

I don’t think I have ever seen this spell cast, and for good reason. It doesn’t really do enough to be worth playing in any normal deck. Perhaps there will be some bizarre combo which requires it, but nothing is jumping out in this set.

3 T
2 / 3
Ageless Mentor
Summon: All units in your hand with cost 4 or more get +2/+2.
Uncommon Unit — Mystic

Draft: 2.0
Ranked: 1.5

This is a fine card to play in Draft and in my very early days in the beta I believe I tried this in Ranked as well. In the upper tiers of Ranked these days there is probably too much competition that is better.

3 T
2 / 1
Amber Acolyte
Summon: Draw a Sigil of your choice from your deck.
Common Unit — Mage

Draft: 3.5
Ranked 3.0

Very strong card all around – think Civic Wayfinder from Magic. I have been having a hard time finding room in Ranked for the card, I think Secret Pages is a little better because you will always have at least two power on a mulligan. Having a Pages in that situation is far better than an Acolyte. 

4 TT
Ancient Lore
Draw two cards. Units drawn this way get +1/+1.
Uncommon Spell
Draft: 3.0
Ranked: 2.5

Not super efficient, but there aren’t a ton of ways to draw cards and this is serviceable. It plays better in a deck with lots of units, something Time specializes in.

7 TTT
7 / 7
Ancient Terrazon
Invulnerable to damage
Rare Unit — Dinosaur

Draft 3.0
Ranked: 1.5

This is a powerful finisher in Draft as it is very hard to kill. In Ranked, it is hard to find room for seven drops but this one is a great answer to Relic Weapons. Unfortunately the deck that focuses on Relic weapons also plays many ways to kill this unit – Harsh Rule(Destroy all units) and Vanquish(Destroy a unit with 4 or greater attack) come to mind.

2 T
2 / 3
Bold Adventurer
Common Unit — Explorer
Draft 2.0
Ranked: 1.0

A fine body in Draft but there are better things to be doing on turn two in Ranked.

7 TT
7 / 7
Carnosaur Behemoth
Empower: Overwhelm this turn.
Common Unit — Dinosaur

Draft: 1.5
Ranked: 0.5

This card doesn’t really do enough in either format to be playable. I could see running it in Draft if I was desperate for a late game card, but certainly don’t pick it highly.

3 TT
2 / 2
Clockroach
Echo (When you draw this card, add a copy to your hand)
Summon: Clockroaches in your hand and deck get +1/+1.
Rare Unit — Clockroach

Draft: 2.5
Ranked: 3.5

This card is the centerpiece of an entire archetype in Ranked involving ways to copy it or put it on top of your deck to re-trigger echo. The deck is probably not quite tier 1, but it is close. In Draft it gets a lot better if you have ways to put it back on top of your deck, but as is, getting a 2/2 and a 3/3 for one card is definitely playable.

Copper Conduit
Powersurge, Overwhelm
Summon: +Attack/+Health equal to your power.
Rare Unit — Sentinel

Draft: 3.5
Ranked 3.0

This is a very strong unit all around. Being able to cast it on any point in the curve is powerful. It is seeing less play in Ranked lately, but certainly has a few homes out there. I run it in my Divining Rod deck centered on Overwhelm units. This is a bad thing to flip with the rod, but a necessary cheap body to target with the rod.

3 TT
4 / 1
Dawnwalker
Overwhelm
When you play a unit with 5 Attack or more, play Dawnwalker from the Void.
Rare Unit — Radiant

Draft: 4.5
Ranked: 5.0

This is one of the strongest cards in the set across the board. You definitely want to prioritize some 5 attack minions in draft to go with it, and don’t forget your Predator’s Instincts! Giving this unit Killer is basically just absurd. It lets you fight something, play a 5 attack minion, and then fight another thing. Rinse, repeat. In Ranked this card is a power house, with many decks built around it. It helps that it slots perfectly in front of one of the other most powerful cards on rate, Sandstorm Titan.

3 T
Decay
Kill an enemy attachment. Your gain 3 Health.
Common Fast Spell

Draft: 2.0
Ranked: 2.0

This is a fine card, but it is hard to find room for it. There are plenty of annoying attachments out there. Keep in mind this can destroy a Permafrost, Relic Weapon, and of course any Relic. Draft seems to be a lot about stacking weapons on evasion units, and this card can break up some of those things and potentially net you a 2 for 1.

3 T
2 / 2
Determined Stranger
Stranger have +1/+1.
Common Unit — Stranger

Draft: 3.0
Ranked: 1.5

This is an odd card in draft because most decks are playing at least a few of the two drop strangers that provide influence. This matches up poorly with those, as it enables them to trade up with your Determined Stranger. If your opponent doesn’t have strangers, this can be an absolute beating. On balance, I like the card and draft it fairly highly. You can definitely put together a strong stranger deck in draft. In ranked it is all about if there is a viable stranger deck. So far it appears it is not quite good enough, or we haven’t figured out the appropriate power base to make it work. My instinct is that there are too many Lightning Storms and Harsh Rules running around to risk running strangers.

 3 T
Dispel
Silence a unit. Draw a card.
Common Spell

Draft: 2.0
Ranked: 1.0

This will never be unplayable in draft because you can always cycle it, sometimes with a little extra value. I wouldn’t take it highly and often won’t play it though. There are better things to do in ranked.

5 T
2 / 2
Divining Rod
Summon: Play all units in the top four cards of your deck that share a skill with the wielder. Discard the rest.
Uncommon Weapon

Draft: 1.5
Ranked: 4.0

This is probably too hard to make work in draft, but there are a few ranked decks that are centered on this card. The first most popular version focuses on flying units and there is also a build focused on Overwhelm units. The card is very powerful in these decks and reminds me of Collected Company from Magic.  It can lead to some really absurd turns. The decks are probably tier two due to Harsh Rule being so heavily played, but against decks without the sweeper it can do a lot of work.

3 T
Dune Phantom
Flying, Ambush
Uncommon Unit — Illusion

Draft: 2.0
Ranked: 1.0

Fliers are very strong in draft, and this blocks just about all of them well. You can also suit up the Phantom with weapons and attack with it. The card isn’t great, but it is certainly playable in draft. It is not really playable in Ranked, however.

5 T
3 / 3
Elysian Pathfinder
Summon: The top unit of your deck gets Echo.
Uncommon Unit — Mystic

Draft: 3.5
Ranked: 2.0

I find this to be a very strong card in draft as a value card that can run away with the game if you give the right unit Echo. It is harder to find room for it in Ranked, but it is a powerful effect.

2 T
0/1
Ephemeral Wisp
Empower: Play Ephemeral Wisp from the void.
Rare Unit — Elemental

Draft: 1.0
Ranked: 1.5

A repeatable chump blocker probably isn’t worth a slot in draft, but there are some cute things you can do with this in Ranked as it retains any buffs gained from other cards. 

1 T
Excavate
Move a card from the void to the top of your deck. You gain 2 Health.
Uncommon Fast Spell

Draft: 1.0
Ranked: 4.0

This card reads terribly. Reclaim is notorious for being a horrible Magic card and this is essentially the same. I can’t give you any real logic as to why the card is good in Ranked, but it feels essential to make the Time/Justice/Primal control deck work. Putting Harsh Rule and Channel the Tempest back on top has been very important to winning games with the deck. Perhaps the card is just a little bit of training wheels and can be safely cut for other things. Though a new version of the control deck is running Elysian Trailblazer to give Excavate Echo, which lets you loop them infinitely to deck your opponent. I haven’t gone that deep yet!

Forcefield XT
Powersurge
Give a unit or player + Health equal to your power.
Uncommon Fast Spell

Draft: 1.0
Ranked: 0.5

This a loose trick to play. I would say that your deck is bad if you have to run it in draft and I would say similar things if you played it in ranked.

2 T
1 / 1
Friendly Wisp
Flying
Ultimate: When you play a unit with 5 Attack or more, draw two cards.
Uncommon Unit — Elemental

Draft: 3.0
Ranked: 3.5

This is a powerful card as Time decks often are happy to run many 5 attack units. I run three copies in my Time/Justice good stuff deck as a way to help grind against midrange/control decks. It is a solid play to run this and Sandstorm Titan on turn 6.

7 TT
Hall of Lost Kings
Play a 5/5 Sentine. If you have more than 25 Health, play five Sentinels instead.
Rare Spell

Draft: 1.0
Ranked: 1.0

It is very hard to make this work in draft. I have had it played against me in Ranked, but that was very early in the beta. The card is probably just too hard to make work.

4 T
2 / 2
Healer's Cloak
Summon: You gain Health equal to the wielder's Health.
Uncommon Weapon

Draft: 1.5
Ranked: 0.5

This is a passable card in draft but I wouldn’t try it in Ranked.

4 T
3 / 4
Horned Vorlunk
Overwhelm
Common Unit — Dinosaur

Draft: 2.0
Ranked: 0.5

A playable, if unexciting card to include in draft. You shouldn’t touch this in Ranked unless you are just starting out and need to fill out your deck.

5 TT
Idol of Destran
While Idol of Destran is in your hand or deck, it gets +1/+1 each time you play a unit.
Legendary Unit — Sentinel

Draft: 1.5
Ranked: 0.5

This isn’t a good card in either format, but at least it can attack and block in draft.

1 T
Infinite Hourglass
Your units have Endurance.
Uncommon Relic

Draft: 1.0
Ranked: 1.0

This is a little less horrible than it looks. Permafrost is such a widely played card, that having a blanket answer to it is nice. The endurance combat benefit is a nice cherry on top. Still not a great card, and hard to find room for it generally.

1 T
1 / 1
Initiate of the Sands
+1 maximum power.
Common Unit — Mage

Draft: 1.5
Ranked: 4.0

I have been not that impressed with this card in draft. Games are rarely decided in the first 5 or 6 turns and thus the ramp seems not as important. In Ranked, the card is very powerful and can lead to some truly broken starts. 

5 T
1 / 5
Lumen Defender
Deadly
Summon: You gain 5 Health.
Uncommon Unit — Radiant

Draft: 3.0
Ranked: 2.5

This card makes attacking a nightmare for your opponent. Pretty much the perfect card for any Time/Primal flying deck in draft as a way to lock down the ground. This card is underrated in ranked, but probably a little too underpowered to make an impact.

6 T
4 / 6
Lumen Shepherd
Fate: Play a 1/1 Wisp.
Uncommon Unit — Radiant

Draft: 2.0
Ranked: 1.0

A reasonable body in draft but the rate is too bad for ranked.

4 T
2 / 2
Marisen's Disciple
Summon: Choose and play a 1/1 Scorpion, 2/2 Locust, or 3/3 Sandcrawler.
Rare Unit — Mage

Draft: 4.0
Ranked: 3.0

Very powerful unit all told. You should be slamming this in draft most of the time. Unfortunately it faces a lot of competition in ranked with Sandstorm Titan, but it can be run alongside it in some builds. Pairs very well with Xenan Obelisk.

8 TT
4 / 7
Marisen, the Eldest
At the start of each player's turn, play one of the following at random: 1/1 Scorpion, 2/2 Locust, or 3/3 Sandcrawler
Legendary Unit — Mage

Draft: 5.0
Ranked: 3.5

Probably one of the best cards in draft in the set as long as your deck is capable of getting to the late game. Criminally underplayed in ranked. One of the better follow ups after your opponent Harsh Rules you. Though it is pretty bad against future Harsh Rules. Pairs very well with the Obelisk as well. 

5 T
3 / 3
Merciless Stranger
Strangers are Deadly.
Uncommon Unit — Stranger

Draft: 2.0
Ranked: 0.5

If you have enough of the two drop strangers, this can be playable in draft. I am not sure the card is even playable in the ranked stranger deck, though it goes nicely with the quick draw stranger.

6 T
4 / 4
Mystic Ascendant
Empower: +2/+2 and draw a card.
Legendary Unit — Mystic

Draft: 4.5
Ranked: 4.0

Very powerful unit, just make sure to play it and a power on the same turn. Pairs hilariously with Vodakhan in Ranked. The Ascendant will run away with the game if left unchecked.

3 T
1 / 3
Nomad Healer
Fate: You gain 3 Health.
Common Unit — Explorer

Draft: 0.0
Ranked 0.0

I would never play this card in any format.

4 T
Oasis Sanctuary
You gain 6 Health.
Common Spell

Draft: 0.0
Ranked: 0.0

Also not playable in either format.

1 T
1 / 1
Ornamental Daggers
Echo
Common Weapon

Draft: 2.5
Ranked: 1.5

This card is better than it looks in draft. Being able to make two units slightly bigger is worth the card. There are ways to pump the weapon in your hand or deck with Warcry, Inspire, or Tinker Apprentice. If you pump it even once, the card is great. There is some room for this sort of thing in ranked too – Icaria anyone?

5 TT
Passage of Ages
Kill all attachments. Play a 1/1 Wisp for each one killed.
Rare Spell

Draft: 1.5
Ranked: 1.0

There are enough attachments running around in draft that I wouldn’t be embarrassed to play this. I wouldn’t be excited either. Clearly intended to be a side deck card in ranked, one that is great against Clockroaches, but not really a main deckable card right now.

7 TTT
5 / 5
Pillar of Elysia
Empower: Play a 5/5 Sentinel.
Uncommon Unit — Sentinel

Draft: 4.0
Ranked: 2.5

Very powerful card in draft, just make sure to play plenty of power in your deck and play it on a turn when you can also empower. I have definitely played it in ranked, but it probably is not quite good enough. You could do worse if you are just starting out and need a finisher though.

4 TT
3 / 2
Praxis Displacer
Summon: You may put another unit into its owner's hand.
Uncommon Unit — Mage

Draft: 2.5
Ranked: 1.5

This card does interact nicely against weapons, but there are a lot of 2/2s on the ground that make this pretty bad in combat altogether. If it cost 3, we would be in business in both formats probably.

1 T
Predator's Instinct
Give a unit Killer.
Common Spell

Draft: 2.5
Ranked: 2.5

This is an underrated card in both formats. Absurd with Dawnwalker, but also just a fine removal spell if you have enough large units.

6 TTT
6 / 6
Predatory Carnosaur
Killer
Rare Unit — Dinosaur

Draft: 4.0
Ranked: 3.5

Very powerful card which often kills your opponent’s best unit and leaves a 6/6 behind to kill the opponent. Matches up very nicely against Sandstorm Titan in ranked. A strong reason to play a heavy Time deck.

2 T
Refresh
Give yourself or a unit +4 Health.
Common Fast Spell

Draft: 1.0
Ranked: 0.0

I don’t think I have seen this played. It is a very mediocre trick in draft and not playable in ranked.

1 T
1 / 1
Sanctuary Priest
Empower: You gain 1 Health.
Common Unit — Cleric

Draft: 1.0
Ranked: 1.0

Not a good card all the way around. The life gain is not really enough to overcome the unplayable body.

0TTT
3 / 2
Sand Warrior
Uncommon Unit — Illusion Warrior

Draft: 1.5
Ranked: 0.5

It is hard to get enough time early enough for this to matter. As discussed previously, a 3/2 body isn’t that impactful in draft and certainly not enough in ranked.

2 T
Sandform
Draw a copy of a unit in your hand. The copy gets +1/+1.
Rare Spell

Draft: 3.0
Ranked: 3.5

Another cornerstone of the Clockroach deck, this card is excellent with Echo cards. Still reasonable without them in draft, but not a crazy high pick.

4 TT
5 / 6
Sandstorm Titan
Endurance
Units can't fly.
Legendary Unit — Sentinel

Draft: 5
Ranked: 5

Perhaps the strongest card in the set on rate alone. I was going to rank it a little lower in draft because it won’t necessarily be amazing on turn 10, but shutting down fliers is a huge game. I would say flying based draft decks are amongst the best archetypes, and they probably can’t beat this card. The card is a cornerstone of most Time decks in ranked and pushes out most other four drops. Luckily, the game is not purely about rate as there are plenty of synergy based decks that can go over the top of this card. As far as a fair game goes, this is pretty much the stones.

2 T
2 / 2
Sauropod Wrangler
Your units with 5 Attack or more cost 1 less.
Common Unit — Explorer

Draft: 2.5
Ranked: 3.0

A fine two drop in draft which causes you to draft/include a few more 5 attack units. A cornerstone of the Time based ramp decks. Turn 3 Titans for everyone!

3 T
1 / 1
Scorpion Wasp
Flying, Deadly, Ambush
Uncommon Unit — Vermin

Draft: 4.0
Ranked: 3.0

Great removal card in both formats. Excellent against Aegis units and the common draft strategy of stacking up a unit with weapons. Starting to be underplayed in ranked, but it seems excellent against the Rakano weapons decks.

2 T
Secret Pages
Echo
Draw a Sigil of your choice from your deck.
Uncommon Spell

Draft: 3.5
Ranked: 4.0

Very powerful card that lets you fix your influence and ensure power drops at no loss in card economy. Enables you to mulligan a bit more aggressively as you are guaranteed at least two power. Essential to help with splashes in draft.

1 T
1 / 1
Seer's Companion
Flying
Fate: You can see the top card of the enemy deck.
Common Unit — Bird

Draft: 1.0
Ranked: 0.0

A very loose final card to include in a draft deck, but otherwise unplayable.

1 T
Silence
Silence a unit.
Uncommon Spell

Draft: 0.0
Ranked: 0.0

I forgot this was in the set! The effect is not worth a card.

1 T
Slow
Double the cost of a card in the enemy player's hand.
Uncommon Spell

Draft: 0.0
Ranked: 1.5

You can sort of trade for a card in draft if you hit a 6 or 7 drop, but most of the time you are just down a card when you play this. I have seen it do a thing or two in ranked, mostly by targeting a Harsh Rule, but probably not worth a slot.

4 T
4 / 3
Steward of Prophecy
Summon: Silence a unit in the enemy player's hand.
Rare Unit — Radiant

Draft: 3.0
Ranked: 1.5

A fine body in draft with a somewhat useful ability. This is an example of a card pushed out by Sandstorm Titan in ranked. If this were a 2/2 for 2 or 3/3 for 3, we would be seeing it in ranked I believe. Being able to silence champion cards is a big game.

5 TT
Striking Snake Formation
All of your units get Killer.
Rare Spell

Draft: 3.5
Ranked: 2.0

If you have large units in your deck, and lots of them, this card is absurd. Can be combined with Overwhelm units to do lots of damage to the opponent directly while picking off small units. It does require a lot of set up to be good though which keeps it from being one of the best cards in draft. Has its uses in ranked, but usually won’t make the cut.

3 T
Synchronized Strike
Give two of your units +2/+2 this turn.
Common Fast Spell

Draft: 2.0
Ranked: 0.0

A fine trick in draft, but not enough going on for ranked.

2 T
Talir's Favored
Summon: Draw a Time Sigil from your deck.
Common Unit — Mystic

Draft: 2.0
Ranked: 1.5

A playable, if unexciting card in draft. Does not compete well with Secret Pages in ranked.

8 TTT
6 / 6
Talir, Who Sees Beyond
Overwhelm
Your Time units have Destiny.
Legendary Unit — Scion

Draft: 3.0
Ranked: 2.0

One of my favorite cards in the set from an excitement standpoint. Not great in draft unless you have a majority of Time units. Probably too cute for ranked as well, but it is too fun not to try!

2 T
Teleport
Put a unit into its owner's hand.
Common Fast Spell

Draft: 2.5
Ranked: 1.0

I like that this breaks up weapons in draft, but it doesn’t do enough in ranked.

2 TT
1 / 1
Temple Scribe
Summon: You gain 1 Health and draw a card.
Common Unit — Cleric

Draft: 3.0
Ranked: 3.0

One of the better two drops all around. I have found myself cutting it for Secret Pages in ranked, but it would be the next best two drop a lot of the time.

4 T
Timekeeper
+1/+1 for each of your Time influence.
Uncommon Unit — Radiant

Draft: 3.0
Ranked: 1.5

The card just dies to silence effects, which is unfortunate because there are too many of them running around in ranked for the card to be playable. It is okay in draft though.

5 TT
6 / 5
Towering Terrazon
Common Unit — Dinosaur

Draft: 3.5
Ranked: 1.0

Excellent rate in draft, should always make the cut. Not enough going on for ranked.

4 T
1 / 5
Towertop Patrol
Flying
Common Unit — Mystic

Draft: 2.0
Ranked: 0.0

Not that much different from Dune Phantom, a fine card to play to help against the flying decks. Also a good target for weapons.

5 T
4 / 4
Treasure Hunter
When treasure Hunter attacks, draw a card. When she blocks, you gain 4 Health.
Rare Unit — Explorer

Draft: 4.0
Ranked: 1.0

Awesome card in draft. You can’t go wrong with attacking or blocking! Too small of a body for cost in ranked unfortunately. 

5 TT
5 / 4
Twinbrood Sauropod
Echo
Uncommon Unit — Dinosaur

Draft: 4.0
Ranked: 3.0

The body is just good enough to make the card pretty great in draft and playable in ranked. I like it in the Clockroach deck to give your Crown of Possibilities other big echo bodies to put abilities on.

3 T
Unlock Potential
Your units get +1/+1.
Common Spell

Draft: 3.0
Ranked: 2.0

Powerful effect in both formats, especially in conjunction with fliers in draft and token decks in ranked.

2 T
1 / 2
Voice of the Speaker
Your power cards have Echo.
Uncommon Unit — Mage

Draft: 3.0
Ranked: 3.0

Powerful value two drop in both formats. Combos really well with Vodakhan to draw most of your deck and put all of your power into play in ranked.

1 T
Water of Life
Echo
You gain 3 Health.
Common Spell

Draft: 0.0
Ranked: 0.5

Wildly unplayable in draft. I could see side decking it in ranked against a burn deck, but there are probably better options.

4 T
3 / 3
Xenan Guardian
Endurance
Ultimate: Pay 8 to give Xenan Guardian +5/+5.
Common Unit — Radiant

Draft: 3.0
Ranked: 0.0

A fine body in draft that can win games if the game goes long. Not nearly good enough rate for ranked.

4 T
Xenan Obelisk
Your units have +1/+1. They have +2/+2 instead while you have 8 or more maximum power.
Rare Relic

Draft: 5.0
Ranked: 3.5

As long as you draft enough units, this card is bonkers in draft. Widely played in constructed as well. The only thing holding it back from dominance is the cost. This card used to cost 3 and was all over the place. Competing with Sandstorm on the curve hurts it a lot. It pairs really well with the cheap value Time units to make them relevant bodies in the late game.

I will be trying to get the rest of the factions out as soon as possible. In the meantime check out my stream! www.twitch.tv/chapmanben

-Ben


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