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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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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