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Old 08-17-2017, 01:55 AM   #776
PoppaTMan
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Re: Eternal CCG (rip hearthstone)

The only months I got master in draft were the two that I bought gems. I seriously doubt I could manage it otherwise.

Been working on more hooru stuff lately since it seems the most underutilized faction and I still have shiftstone to work with. I was rewarded with some buffs in the last patch.

Code:
2 Protect (Set1 #132)
4 Seek Power (Set1 #408)
2 Bring Down (Set2 #217)
1 Eilyn's Favor (Set0 #24)
4 Kothon, the Far-Watcher (Set2 #218)
2 Lightning Storm (Set1 #206)
2 Trailblaze (Set2 #111)
3 Eilyn's Choice (Set2 #220)
4 Spirit Guide (Set2 #83)
2 Valkyrie Enforcer (Set1 #151)
4 Wisdom of the Elders (Set1 #218)
4 Torgov, Icecap Trader (Set2 #126)
4 Watcher of the Big Ones (Set2 #130)
3 Champion of Order (Set2 #225)
2 Crystallize (Set1 #232)
2 Harsh Rule (Set1 #172)
3 Nostrix, Lord of Visions (Set2 #229)
2 Channel the Tempest (Set1 #244)
9 Justice Sigil (Set1 #126)
8 Primal Sigil (Set1 #187)
4 Hooru Banner (Set2 #216)
4 Seat of Order (Set0 #51)
Have had good success against big combrei, chalice, and aggro decks that don't contain bart. Get dumpstered by praxis midrange and armory, which I guess means I'm probably 55/45 with the deck.
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Old 08-22-2017, 12:47 AM   #777
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Re: Eternal CCG (rip hearthstone)

Kind of a fun event going on where you have to play at least 25 shadow cards on your deck and draw and extra card each turn
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Old 09-11-2017, 01:53 PM   #778
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Re: Eternal CCG (rip hearthstone)

Just logged on and was gifted 11k gold, 8k dust, and 30 packs.

Not bad.
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Old 09-11-2017, 02:04 PM   #779
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Re: Eternal CCG (rip hearthstone)

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Originally Posted by PoppaTMan View Post
Just logged on and was gifted 11k gold, 8k dust, and 30 packs.

Not bad.


That's about what I got, pretty sweet update
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Old 09-13-2017, 12:50 AM   #780
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Eternal CCG (rip hearthstone)

GG Zangief, thanks for continuing my draft nightmare! Cannot buy a win lately
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Old 09-13-2017, 03:20 PM   #781
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Re: Eternal CCG (rip hearthstone)

keke I went 7-2, 6-3, 3-3 off my presents.
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Old 09-25-2017, 02:14 PM   #782
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Re: Eternal CCG (rip hearthstone)

This draft deck was pretty good, went 7-0. I could have gone almost mono-time by cutting early Shadow drops, but luckily I didn't get manascrewed much + extract is good. Maybe Sauropod Wrangler (2/2, makes all 5 mana creatures cheaper) over Marksman (2/1 first strike, +2/+2 5 mana) and cut some Shadow sigils. Meh, Extract mana-fixes also kinda.



Time/Shadow lifeforce theme sucks imo but otherwise it can make decent decks.

Last edited by Imaginary F(r)iend; 09-25-2017 at 02:19 PM.
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Old 10-04-2017, 03:51 PM   #783
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Re: Eternal CCG (rip hearthstone)

Unlikely gets popular enough for reasonable (by my standards) tournament action, as this is hard for the brain (above average IQ minimum) and for the mouse hand.

The mana cards are a joke, the big taunts are a joke. The only good side that I found in this game after one week of play (half of it with the top cards/decks, as far as my collection managed to build them) and 80% of the common cards (1+ of each, all together half the cards) from both pack types (although the latters should be avoided, as 90% of the top cards are from the first one, if one believes printed statistics -- I didn't check it out) was that there are not too many big wipeout cards (some will wipeout ALL units (5 mana card does that), or the opponent's like 3 mana stuffs and stun the rest, as some maybe too mana costly card -- one might get much of the best spells only later, as I didn't get much of them personally, although I got many of the usual spells).

A one deck game, even in tourneys (up to you if that is good or bad).
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Old 10-04-2017, 04:36 PM   #784
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Re: Eternal CCG (rip hearthstone)

In light of that...confusingly worded review, if this is your only place for Eternal news, they released a second mini-expansion the other day; costs 25k gold or 1k gems. So far I’m enjoying the story of it, still not sure about the cards though a few seem playable and 1-2 in particular might become staples.
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Old 10-05-2017, 08:56 AM   #785
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Re: Eternal CCG (rip hearthstone)

I'm only FTP so still grinding up my 25k. The pinger that blasts three dudes for 1 is going to be a staple.
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Old 10-05-2017, 11:40 AM   #786
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Re: Eternal CCG (rip hearthstone)

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Originally Posted by DoctorZangief View Post
I'm only FTP so still grinding up my 25k. The pinger that blasts three dudes for 1 is going to be a staple.

You think? Seems kind of unwieldy but creative people seem to find a way to work things in that I would never expect. 25k is a heck of a grind, I bought the Founder pack and have had no use for gems until now.
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Old 10-05-2017, 01:09 PM   #787
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Re: Eternal CCG (rip hearthstone)

The new campaign is a bit of a disappointment tbh, all the battles were pretty easy and none required any creativity or thought like Jekk’s final battle.
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Old 10-09-2017, 05:36 PM   #788
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Re: Eternal CCG (rip hearthstone)

Giving eternal a go for the first time in months and trying my first twitch stream at the same time. Here's the link if anyone wants to critique some poor drafting.
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Old 10-11-2017, 03:46 PM   #789
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Re: Eternal CCG (rip hearthstone)

I have estimated the speed of getting dust to be about 3x faster than in HS.

After getting like 60% of the cards (7-10 days) where one has 90% of the common cards (1 or more), it becomes a grind of getting the epic comparable and the legendaries.

One gets an epic (called blue, rare) in one week with daily packs, while in HS it would take three weeks (and 2.5x more grinding, although wins are not as necessary).

A legendary takes one month -- three months in HS. One can double the daily speed by grinding 10 or 30 (HS) wins per day.

If one would blindly pick this game, one would be best to buy the starter or so packs, 6 or so of them, for a total of 15 dollars or so, as 2.5k gold per pack costs too much for a grinder and it is a bit late by then.

Instead, I looked into a statistical site of what cards are the most popular, and put them all in one deck, that I then copied for making my many decks, usually two character cards in every deck. Addtitionally, I added many good and superior cards that are not popular.

My decks are about 125 cards (if having all the best cards, it might become 150 cards when using two character cards), that's a bit too many even considering the side board (in tourneys one can opt cards to one's 75 cards deck based on what one faces), but seems to be the best way for learning.

I make my decks with the same type of percentages (minions, spells, face or further) that I make my HS decks.

Other than the speed of getting dust, the only two major differences are the taunt-like self-healing minions and less wipe-out cards. In this game, one likes the later and hates the former.

The other pair is between the long shot money tournament possibilities and the speed of getting dust. And if any winner is to me picked, it depends on the tournament scene.

The mana (power) cards are a minor problem, but one gets used to it, although some games are decided by mana cards (and the hand needs to work more in this game overall also, but the hand might get stronger).

The 25 health can somewhat favour (over HS) a fast face deck, especially as one might get unlucky in getting cards. The fact that any minion (unit) can defend, should however balance it, but I am not too sure about that.

The strangers are something similar to murlocks of HS in this game, and one might find it interesting to build one or two decks more or less full of strangers (compare to HS's paladin, although HS murlocs do not anymore pump the opponent's murlocks also). Other synergies also exists but I haven't seen them clearly major as yet.

I think about the decks in a way that there are ground forces, that use brown (gold) or green minions, and air forces that use blue minions, and to those I connect to what I think are more spells heavy characters, especially reds, but at this time I might prefer the eye (violet?) character cards with the air forces. The browns are more heavy than the greens, and maybe better, with the reds.

I have one three-character deck, but the test drive had some trouble in getting the needed mana cards, but I improved that further, so maybe not impossible.

The normal decks tend to lose to big taunt decks that pump, but that is up to spells and some more things, and how well the opponent also gets cards. It is hard to say how well that works without facing a lot of such decks, but one might be best to build them and play them to see if the opponents can defend against them and what decks beat them (basically, air forces), if there is too much paper etc. in this game, making it silly, or if it will limit the type of decks one can use. The odds of this game not working well enough are not too high, but it is a possibility.

The name of the game is a too general word, but the Eternal Card Game seems to be the name and isn't necessarily problematic.

I view this game to be in between HS and Gwent, more like HS. In Gwent, the minions can't move at all and it is more like a board game.
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Old 10-12-2017, 08:52 PM   #790
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Re: Eternal CCG (rip hearthstone)

nice post, it's yellow btw, the colors are yellow, green, red, purple and blue


sick 7-0 no rare/legend draft deck. Just won off of powerful uncommons + curve + removal

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Old 10-13-2017, 12:44 AM   #791
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Re: Eternal CCG (rip hearthstone)

I also had a 7 win today with no rares/legends.
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