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1[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/eternal_card_game.jpg]]
2
3->''For the first time in centuries, the Eternal Throne sits empty. Many futures lie before you...''
4
5The realm of Myria is in turmoil. [[DeathByOriginStory King Caiphus is dead]]; his remaining relatives-- his daughter Vara, his bastard son Kaleb, his widow Eilyn, his sister Talir, and his uncle Rolant --all have claim to his title, but each has his or her own personal agenda to pursue. The capital city of Argenport is wracked by civil war, and the frontier is all but lawless. All the while, strange and supernatural threats are emerging from the {{Shadowland}}s. Build your armies, defeat your opponents, and fight to claim the Eternal Throne!
6
7''[[http://www.direwolfdigital.com/eternal/ Eternal]]'' is a CollectibleCardGame created by Dire Wolf Digital. The game touts itself as a middle ground between ''TabletopGame/MagicTheGathering'' and online [=CCGs=] like ''VideoGame/{{Hearthstone|HeroesOfWarcraft}}'', and its stable of designers includes several prominent ''Magic'' pros. Unsurprisingly, it shares most of its features with ''Magic'': players must play Power cards to increase their {{mana}} cap; players may only have four of any card in their decks; units are "Exhausted" after attacking or blocking; the defending player can block attacking units with their own; players can play Spells on their own turn and Fast Spells at certain points during any turn; there are [[FactionCalculus five factions]] that can be combined in any way you please. However, it also shares ''Hearthstone''[='s=] [=PvE=] elements, slick visual aesthetic, premium "foil" cards, and ability to convert useless cards into [[GreenRocks shiftstone]] and then into actually-useful cards of your choosing. Finally, it has a few traits completely unique to itself taking advantage of its digital-only format, such as cards being altered, transformed, and duplicated mid-game.
8
9The game has multiple modes, including multiple single-player campaigns (as in Hearthstone, single-player campaigns must be purchased with either gold or real money but contain exclusive card sets which form 'side sets' released between the main sets), a Gauntlet mode against AI opponents, Ranked and Casual matches against other players on a ladder (with two formats, "Expedition" using cards from the most recent sets and "Throne" using cards from across all of ''Eternal''), a Puzzle mode that tests your knowledge of the game, and single-player and multi-player draft modes. It also has an ongoing story, following the adventures of the five Scions as they maneuver for political and military advantage against an explosive "[[SwordAndSorcery swords, six-guns and sorcery]]" setting.
10
11''Eternal'' first launched in 2016. As of 2023, the game has released fifteen major sets and about as many minor "campaign" sets. A physical card game adaptation, ''Eternal: Chronicles of the Throne'' was released in 2019.
12
13----
14
15!Gameplay tropes:
16
17* AntiMagic:
18** Silencing a unit removes all of its abilities.
19** The Aegis skill blocks the first spell or ability used on a unit or player.
20* AscendedMeme: A scarf was removed from [[https://eternalwarcry.com/cards/details/1-99/sandstorm-titan Sandstorm Titan's]] art during Eternal's Beta, and the community's common joke was asking when it would get its scarf back. ''The Fall of Argenport'' added the [[https://eternalwarcry.com/cards/d/4-50/sandstorm-scarf Sandstorm Scarf]], a relic with the same passive effect as the Titan.
21* AttackAttackAttack: Keywords like Warcry[[note]]when this unit attacks, the top unit or weapon of your deck gains +1/+1[[/note]], Spark[[note]]if the enemy player has taken damage that turn, this card has an additional effect when played[[/note]], and Onslaught [[note]]if you or any of your units have attacked this turn, this card has an additional effect when played[[/note]] encourage this, while Reckless[[note]]this unit ''must'' attack if possible[[/note]] enforces it.
22* BackFromTheDead: Multiple factions are able to draw cards from their void and put them back into play. It's a staple of Shadow (necromancy) and to a lesser extent Time (digging up buried secrets), while Fire and Primal have a more limited form returning weapons and spells respectively.
23* BetterToDieThanBeKilled: A concede option is available, to speed up an inevitable loss.
24* BoringButPractical: Several very basic effects, like [[https://eternalwarcry.com/cards/details/1-8/torch dealing 3 damage]], [[https://eternalwarcry.com/cards/details/1-193/permafrost permanently stunning an enemy unit]], or even just [[https://eternalwarcry.com/cards/details/1-218/wisdom-of-the-elders drawing two cards]], are nonetheless very well-used.
25** The preconstructed Fire/Justice starter deck, [[http://eternalcardgame.wikia.com/wiki/Rakano_Glory Rakano Glory]], is the ''Eternal'' equivalent of ''[=MtG=]'s'' Boros. It's filled with Warcry, so you don't have to really think about your plays; you just AttackAttackAttack, knowing that even if you have a sub-optimal trades this turn, you'll inevitably draw something huge. Even at low levels of player skill, this deck will get you pretty far in Casual or Forge.
26* BossBattle: Available in Gauntlet mode. The seventh battle always has a gimmick, such as all units having Charge, automatically drawing 7 cards when your hand is empty, or every spell coming with a free unit. Naturally, the AI decks are made to fully exploit their gimmick.
27* BreakableWeapons: All "relic weapons", which are deployed on your avatar (IE ''Hearthstone''[='s=] weapons), add Armor, and shatter when your Armor is broken.
28* BribingYourWayToVictory: Since it's a CollectibleCardGame, this comes with the territory: most in-game purchases accept either Gold (earned in-game) or Gems (bought with real money). However, the game is generous with gold and card packs earned through playing, and you can keep all of the cards you obtain in Forge and Draft.
29* {{Cap}}: There are two of them related to the number of spells you can play per turn. "Power" is the amount of {{mana}} you can spend each turn. In general, it only goes up by one every turn, as you can only play one Sigil (what ''Magic'' would call a Land) per turn (though naturally there are cards that let you get around this). "Influence" controls what ''colors'' of spells you can play. There are one- and two-color power cards, the latter of which typically come into play "Depleted" unless you meet certain other conditions. If you play a Depleted power card, then your Power cap and Influence will go up but the power itself won't be available until next turn.
30** This system results in a number of convolutions over the "tap a land for mana" system from ''Magic''. First off, you don't use up Sigils every turn; they're just a pass-fail check. If your hand is filled with 1-power Fire spells and you ''finally'' get a Fire Sigil, you can then dump ''all'' those 1-drops in one turn, because all they require is that you have ''one'' Fire influence on the board. Additionally, the two-color power cards add two Influence but only one Power, so they don't enable two-power spells on their own. Finally, there are some really interesting power costs in the game, such as [[https://eternalwarcry.com/cards/details/1-64/sand-warrior Sand Warrior]], which doesn't cost ''any'' power, but cannot be played until your Time influence is three or more.
31* CastFromHitPoints: Multiple Shadow cards deal self-damage as an additional cost for its effect, whether directly like [[https://eternalwarcry.com/cards/d/1005-17/desecrate Desecrate]] or [[https://eternalwarcry.com/cards/d/14-144/dangerous-gambit Dangerous Gambit]], or indirectly like [[https://eternalwarcry.com/cards/details/1-286/impending-doom Impending Doom]] dealing damage each turn it's on the field.
32* ColorCodedForYourConvenience: The game's five "factions", similar (but not identical) to ''Magic: the Gathering''[='=]s color pie: '''Fire''' (red), '''Time''' (yellow), '''Justice''' (green) '''Primal''' (blue), and '''Shadow''' (purple). Multifaction cards are black, while cards with no faction requirements are grey.
33* ColorCodedItemTiers: Common (grey), Uncommon (green), Rare (blue), Legendary (orange), Promo (purple). Promo cards have three-quarters the cost of Rare cards, but are earned by playing the game during Events or Chapters, then afterwards can be obtained via crafting.
34* {{Counterattack}}: Certain cards can be used to punish an opponent for attacking, such as cards that [[https://eternalwarcry.com/cards/details/1-197/lightning-strike deal damage to an attacking unit]] or [[https://eternalwarcry.com/cards/details/1-277/execute kill an exhausted unit]].
35* {{Counterspell}}: A staple of Primal, with [[https://eternalwarcry.com/cards/details/1-200/backlash Backlash]] and [[https://eternalwarcry.com/cards/details/1-373/spell-swipe Spell Swipe]] being some of the earliest examples.
36* CripplingOverspecialization: Void decks are particularly vulnerable to cards that mess with the enemy’s void, and it's possible to totally shut down enemy combo decks if you have the right answer.
37* CrutchCharacter: Aggro decks dominate the early game, but if they can't pull out an early win, they'll have a hard time catching up.
38* DeaderThanDead:
39** Voidbound cards cannot be retrieved from the void under ''any'' circumstance. This can either be applied by an enemy (for instance, if [[https://eternalwarcry.com/cards/d/1003-15/in-cold-blood In Cold Blood]] is cast on a Justice unit, it will also force the enemy player to discard all copies of that card, and marks them as Voidbound to ensure they can never be taken out again), or by yourself (cards that bring other cards back from the void such as [[https://eternalwarcry.com/cards/d/8-48/turn-back-time Turn Back Time]] frequently mark them as Voidbound, or are inherently Voidbound themselves, to ensure that ItOnlyWorksOnce).
40** Cards with a Devour effect must destroy a certain number of cards from the enemy void, removing them from play altogether. In an interesting quirk, this is mutually exclusive with the other DeaderThanDead effect -- Voidbound cards are protected from Devour.
41* DeathOfAThousandCuts: Token decks rely on whittling down the opponent with a swarm of small units, which can quickly become a swarm of not-so-small units when certain cards are played.
42* DownToTheLastPlay: As is typical for card games. In even matches, victory or defeat can be decided by a single draw.
43* DrawAggro: When a unit with Taunt attacks, the opposing player ''must'' block it if able. This can be used to force an opponent to make a less-favorable block, or to allow stronger units through untouched.
44* EnemySummoner: Mostly the stock of the Grenadin, but present in all factions.
45* FactionCalculus:
46** '''Fire''': PlayingWithFire, {{Blood Knight}}s, ZergRush, weapons, single-target damage, temporary power gain, most of the AttackAttackAttack keywords. Limited in its potential for card draw, and in dealing with multiple threats at once.
47** '''Time''': DishingOutDirt, BadassArmy, MagikarpPower, power ramping, health gain, [[TacticalWithdrawal bounce]]. Limited in its ability to deal direct damage to units.
48** '''Justice''': RedshirtArmy, buffs and weapons, control spells. A hybrid color that shifts from an early-game aggro with small units, to late-game control with tankier units.
49** '''Primal''': AnIcePerson, ShockAndAwe, drawing cards, direct damage, lots of spells, AntiMagic. Its units are often weaker than their counterparts in other colors, forcing you to supplement them with its more powerful spells.
50** '''Shadow''': strong removal, units that grant bonuses once they hit the opponent, LifeDrain, gaining advantage from cards in the Void, and bringing cards [[BackFromTheDead back from the Void]]. Very specialized counterplay can leave it high and dry if it doesn't draw exactly what it needs.
51* FastballSpecial: Based on cards like [[https://eternalwarcry.com/cards/details/1002-11/yetipult Yetipult]] and [[https://eternalwarcry.com/cards/details/3-188/jotun-punter Jotun Punter]], the general strategy of the yeti is "if you can't throw rocks or snowballs at it, throw ''other yeti'' at it".
52* {{Flight}}: Units with the Flying skill can only be blocked by other flying units.
53* ForcedTransformation: A useful way to permanently remove a troublesome unit is to transform it into a weaker unit with no special abilities, like a Frog ([[https://eternalwarcry.com/cards/details/1-211/polymorph Polymorph]], [[https://eternalwarcry.com/cards/details/1-221/rain-of-frogs Rain of Frogs]]) or a Pig ([[https://eternalwarcry.com/cards/details/1-381/feeding-time Feeding Time]], [[https://eternalwarcry.com/cards/details/1-362/cirso-the-great-glutton Cirso, the Great Glutton]]).
54* ForcedTutorial: The game opens into a starting fight. After the fight finishes, you have to play a five-part tutorial, each section unlocking a deck for the color you played in that section.
55* GondorCallsForAid: The Ally keyword, which gives a one-time bonus when a unit with a given type is in play on your board (for instance, [[https://eternalwarcry.com/cards/d/3-121/tandem-watchwing Tandem Watchwing]] gets +1/+1 when another Valkyrie is in play).
56* HealingHands: Direct healing effects are mostly the domain of Time and Justice, such as [[https://eternalwarcry.com/cards/details/1-73/sanctuary-priest Sanctuary Priest]] and [[https://eternalwarcry.com/cards/details/1-333/combrei-healer Combrei Healer]].
57* HerdHittingAttack: Most factions have access to effects that target multiple enemies, or affect the entire board.
58* HeroicSecondWind: The first time a unit with Revenge dies, it's shuffled back into its owner's deck and gains the Destiny skill, which means it'll be instantly returned to play when drawn. Certain Revenge units gain a bonus on the second pass, such as [[https://eternalwarcry.com/cards/details/1002-9/watchwing-conscript Watchwing Conscript]].
59* HPToOne:
60** Most debuffs reduce a unit's health by a fixed amount, but the [[https://eternalwarcry.com/cards/details/1-368/withering-witch Withering Witch]] will ''always'' set enemy units' health to 1 regardless of existing buffs or debuffs (and if a unit has already taken damage that turn, said damage will carry over, causing it to drop dead on the spot), making her one of the most potent tools in Feln's arsenal.
61** [[https://eternalwarcry.com/cards/details/3-148/last-stand-at-the-gate Last Stand at the Gate]] sets ''your own'' health to one, but plays three sturdy units and a powerful weapon for free.
62* IShallTauntYou: There's a full communication wheel, including a Threaten emote.
63* LuckilyMyShieldWillProtectMe: Most weapons give units an attack and health boost, with shields trending towards the latter.
64* MagikarpPower:
65** Units such as [[https://eternalwarcry.com/cards/details/1-149/order-of-the-spire Order of the Spire]], [[https://eternalwarcry.com/cards/details/1-156/hero-of-the-people Hero of the People]] and [[https://eternalwarcry.com/cards/details/2-35/cult-aspirant Cult Aspirant]] start out small, but can become large threats if allowed to grow. [[https://eternalwarcry.com/cards/details/2-208/katra-the-devoted Katra, the Devoted]] gives ''all'' your units Magikarp Power.
66** Most Strangers are weak on their own, but once multiple Strangers are in play, they can snowball very rapidly.
67* MookMaker: Present in most factions. For instance, [[https://eternalwarcry.com/cards/details/1-123/marisen-the-eldest Marisen, the Eldest]] summons a random vermin on each player's turn, and [[https://eternalwarcry.com/cards/details/NYt8tVNLYOs/the-tormentor The Tormentor]] summons a Spiteling each turn [[SealedEvilInACan as long as he's in the void]].
68* MutualDisadvantage: Some effects, like [[https://eternalwarcry.com/cards/d/1003-11/hailstorm Hailstorm]] or [[https://eternalwarcry.com/cards/d/1-172/harsh-rule Harsh Rule]] hit every unit on the board, regardless of friend or foe.
69* MyRulesAreNotYourRules: Single-player Campaign and Chapter missions typically feature some sort of altered rule. Some of them apply to both players (ex: "All units, when played, deal their Strength in damage to a random target"), some of them involve EquivalentExchange (ex: "The opponent's units are all +1/+0, but you draw a card when you kill one"), some are particular challenges (ex: "Deal enough damage to break the enemy's Armor, [[NonLethalKO without reducing their Health to 0]]").
70* NoSell:
71** A few units, such as [[https://eternalwarcry.com/cards/details/1-119/ancient-terrazon Ancient Terrazon]], are invulnerable to combat damage, though not immune to spells.
72** Certain powerful spells like [[https://eternalwarcry.com/cards/details/2-200/decimate Decimate]] bypass Aegis and cannot be negated by counterspells.
73* NotQuiteDead: [[https://eternalwarcry.com/cards/details/3-218/sleeping-draught Sleeping Draught]] resummons a unit that died on that turn.
74* ObviousRulePatch: Exploits involving certain cards are sometimes patched out. In particular, any interaction that generates an infinite combo (usually involving cards with Echo, or returning cards from the void) will usually be nerfed.
75* OneHitKill: Units with Deadly will kill whatever they deal damage to, no matter how much health it has. [[https://eternalwarcry.com/cards/details/1-309/the-last-word The Last Word]] extends this to players.
76* PlayEveryDay: Daily quests, and a free card pack for your first Versus win of the day.
77* PowerAtAPrice: Common with Shadow and Fire, with several cards activated by sacrificing other units.
78* PurposefullyOverpowered: A number of cards in any set would qualify. ''The Empty Throne'''s [[https://eternalwarcry.com/cards/details/1-99/sandstorm-titan Sandstorm Titan]] is considered the first such case, being a unit with 5/6 stats for 4 power, in addition to its powerful battle skill and situationally useful card text.
79* SaveScumming: Campaign levels can end up involving this trope, because luck of the draw -- both towards you, in getting a strong opening hand, and your opponent, in getting a bad one -- can be such a deciding factor in a game where you don't automatically increase your power cap every turn like you would in games like ''Hearthstone''. If at first you don't succeed, just Retry until the RandomNumberGod finally blesses your hand. Certain Campaigns and Chapters require you to play with a pre-set deck, meaning that opening hand is basically the only thing you ''can'' control.
80* SingleUseShield:
81** Aegis gives one that protects a Unit (or player) against a single spell or effect. It does ''not'' work on battle damage from another creature or a relic weapon, nor does it protect against an effect cast by its controller (so you can't put Aegis on your creatures and then have them survive your own board wipe spell, for instance).
82** Regen wil prevent the first damage a unit takes, but will not prevent non-damaging effects or spells, similar to ''Hearthstone'''s Divine Shield.
83* SituationalSword: Some cards have very narrow uses, like removing attachments. If your enemy has no weapons or curses, it'll just sit there in your hand.
84* SplashDamageAbuse: Averted, unlike many other card games. Units with Aegis are protected even from enemy effects that hit the entire board (but not against your own effects, so if ''you'' play a board-clearing spell, Aegis won't save them).
85* StraightForTheCommander:
86** As in ''Magic'', you declare attacks at your opponent directly, and they declare which of their units are blocking your attackers. Averted only with units with the Killer skill, which lets them attack another unit directly (once).
87** ''Defiance'' adds a new card type, Site. If your opponent has a Site in play, you declare attacks either at his their total or at their site, but all attacking units can only target one or the other.
88* StoneWall: Any unit with high health can be this. Units with Deadly can also be this, since they guarantee that you'll kill an attacker.
89* TacticalWithdrawal: There are spells and Summon effects that will return units to their owner's hands, such as [[https://eternalwarcry.com/cards/details/1-80/teleport Teleport]] or [[https://eternalwarcry.com/cards/details/1-100/praxis-displacer Praxis Displacer]]; these can be used to neutralize an enemy unit ''or'' protect one of your own. Other versions are more specific; [[https://eternalwarcry.com/cards/details/1-330/safe-return Safe Return]] specifically makes the returned unit stronger, while [[https://eternalwarcry.com/cards/details/3-79/lost-in-the-mist Lost in the Mist]] makes it harder for the unit to be played a second time.
90* ThanatosGambit:
91** Units with Entomb have special effects when they die, encouraging you to let them die, sacrifice them yourself, or bring them back into play so their Entomb effect can trigger again.
92** Units with Tribute, encourage you to get your own units killed or discarded before deploying them, since they get bonuses if one of your units was sent to the void before you play them.
93* ZergRush: Fire does this the best, especially with Grenadin, almost all of whom summon more Grenadin. Shadow can also manage this to some extent, with cards like [[https://eternalwarcry.com/cards/d/5-153/rat-cage Rat Cage]].
94* ZeroEffortBoss: The final level of "Dead Reckoning" involves one character dealing a PlotlineDeath to another (namely, [[spoiler:Jekk killing Rolant]]). Said victim is trapped at 1 Health and 0 Power; you take your turn first and [[DevelopersForesight are not allowed to pass it]]; and you are given the option of whether you want to use [[spoiler:Jekk's gun or [[TragicKeepsake Icaria's sword]]]] to finish the job. Unless you concede, the boss has no way to survive the turn.
95
96!Setting and Flavor tropes:
97
98* AllYourPowersCombined: If you have an [[https://eternalwarcry.com/cards/details/1-201/east-wind-herald East-]], [[https://eternalwarcry.com/cards/details/1-240/north-wind-herald North-]], [[https://eternalwarcry.com/cards/details/1-231/west-wind-herald West-]], and [[https://eternalwarcry.com/cards/details/1002-10/south-wind-herald South-Wind Herald]] in play, they merge to form the almighty [[https://eternalwarcry.com/cards/details/i1FOO47afMo/avatar-of-winds Avatar of Winds]].
99* AnIcePerson: Mostly in Primal, and the flavor for most stunning spells. [[https://eternalwarcry.com/cards/details/1-246/rimescale-draconus Rimescale Draconus]] is an ice dragon who permanently stuns all exhausted enemy units.
100* AppliedPhlebotinum: Most of the setting's {{magitek}} is powered by Shiftstone.
101* BadassLongcoat: [[https://eternalwarcry.com/cards/details/4-131/sheriff-marley Sheriff Marley]] and [[https://eternalwarcry.com/cards/details/1-174/marshal-ironthorn Marshal Ironthorn]] sport these, complete with dramatic flow.
102* BarbarianTribe: Most of the humans who inhabit the Skycrag mountains.
103* BattleCouple: [[https://eternalwarcry.com/cards/details/3-254/whirling-duo Whirling Duo]].
104* {{BFS}}: The [[https://eternalwarcry.com/cards/details/1-186/sword-of-the-sky-king Sword of the Sky King]], a monstrous 8/8 relic weapon.
105* BigfootSasquatchAndYeti: Yeti are mischievous, but their idea of "mischief" often proves fatal to travelers. Their larger kin, the jotun, can be equally dangerous.
106* TheBlacksmith: Icaria and her Resistance are based in the settlement of Rakano, home to some of the most skilled blacksmiths and armorers in the land.
107* BloodMagic: Forbidden by all shaman tribes, with the exception of the Feln.
108* BoldExplorer: Explorer is a creature type, present in Primal, Time and Fire (representing the Praxis digging up ancient sentinels, and the Elysians exploring the furthest reaches in Myria).
109* CarryABigStick: [[https://eternalwarcry.com/cards/details/1-171/mithril-mace Mithril Mace]], [[https://eternalwarcry.com/cards/details/1-510/morningstar Morningstar]], [[https://eternalwarcry.com/cards/details/2-78/copperhall-cudgel Copperhall Cudgel]], and so on.
110* ContinuityNod: Multiple cards reference other cards, usually through art or voice lines. A few examples:
111** [[https://eternalwarcry.com/cards/details/2-148/cat-burglar Cat Burglar]] is trying to steal the [[https://eternalwarcry.com/cards/details/1-355/crown-of-possibilities Crown of Possibilities]].
112** Compare [[https://eternalwarcry.com/cards/details/1-13/oni-ronin Oni Ronin]] and his counterpart, [[https://eternalwarcry.com/cards/details/2-138/fallen-oni Fallen Oni]]:
113--->'''Oni Ronin:''' Die with honor!\
114'''Fallen Oni:''' There is no honor in death...
115** Same with [[https://eternalwarcry.com/cards/details/1-287/steward-of-the-past Steward of the Past]] and [[https://eternalwarcry.com/cards/details/1-97/steward-of-prophecy Steward of Prophecy]]:
116--->'''Steward of the Past''': Here is what was...\
117'''Steward of Prophecy''': ...And what has yet to be.
118** Certain units in ''Unleashed'' are crazed versions of units from earlier sets:
119--->'''[[https://eternalwarcry.com/cards/d/1-502/temple-scribe Temple Scribe]]''': It's written right here!\
120'''[[https://eternalwarcry.com/cards/d/13-48/temple-looter Temple Looter]]''': ''(panicked)'' It's not written ''anywhere!''
121* {{Cult}}: A recurring foe throughout ''Eternal'' lore; Radiant-worshippers who live in the ruins of the Xenan temple, dragon-worshipping exiles in Xulta, the Queen of Glass' followers in Bastion, Hecaton worshippers in Thera.
122* {{Cyborg}}: Valkyries are elite soldiers augmented with {{magitek}} wings.
123* DefectorFromDecadence: Much of the Resistance is backed by deserters from the Crownwatch, who oppose Rolant's oppressive rule.
124* DishingOutDirt: Several Time cards have a sand motif, among them [[https://eternalwarcry.com/cards/details/1-64/sand-warrior Sand Warrior]] and [[https://eternalwarcry.com/cards/details/1-99/sandstorm-titan Sandstorm Titan]].
125-->'''Sand Warrior:''' Back to dust!
126* DualWield: A player with the [[https://eternalwarcry.com/cards/details/1-328/starsteel-daisho Starsteel Daisho]] equipped can attack twice per turn.
127* DugTooDeep: The Stonescar mines are one of the richest Shiftstone sources in the world, but beware [[https://eternalwarcry.com/cards/details/1-403/stonescar-leviathan what lurks]] in the depths...
128* DungeonPunk: Myria and many of its counterparts sport colorful fantasy elements in an unpleasant, noir setting.
129* EnergyBeing: The Radiants, who live on the border of the Shadowlands. There appear to be two Radiant factions with opposing goals, the Lumen (Time) and the Umbren (Shadow), with the [[https://eternalwarcry.com/cards/details/2-215/worldjoiner Worldjoiner]] possessing [[YinYangBomb elements of both]].
130* EpicFlail: The [[https://eternalwarcry.com/cards/details/1-3/charchain-flail Charchain Flail]].
131* FantasticDrug: Miviox, a red mist that heightens emotions, lowers inhibitions, and can turn any crowd into [[PowderKegCrowd a crazed mob]] in moments. ''Unleashed'' involves a joint venture between the Cabal and [[MorallyBankruptBanker the Auric Bank]] to release clouds of the stuff on Argenport, to profit off the resulting chaos.
132* FantasyGunControl: Averted, ''Eternal'''s setting is described with "swords, [[RevolversAreJustBetter six-guns]] and sorcery". [[https://eternalwarcry.com/cards/details/1-174/marshal-ironthorn Marshal Ironthorn]] boasts a particularly impressive [[ShotgunsAreJustBetter shotgun]]. Gun''powder'', on the other hand, is a somewhat rare commodity, being made from [[AppliedPhlebotinum ground-up shiftstone]].
133* FantasyKitchenSink: And how! So far, the game includes [[Myth/JapaneseMythology oni]], [[Myth/NorseMythology valkyries]] (sort of), [[Myth/ClassicalMythology centaurs, minotaurs, gorgons]], [[OurDragonsAreDifferent dragons]], [[OurGiantsAreBigger giants]], [[OurElvesAreDifferent elves]], and [[BigfootSasquatchAndYeti yeti]]. And that's on top of dinosaurs, gunslingers, ninjas, and robots.
134* ForestRanger: The elves of the Lethrai clan; given that the forest in question is [[TheLostWoods the Direwood]], they're not exactly a friendly lot. [[https://eternalwarcry.com/cards/details/3-262/deepwood-ranger Deepwood Ranger]] also fits the motif to a T.
135* GlamourFailure: The [[https://eternalwarcry.com/cards/details/1-356/false-prince False Prince]] has some strong stats for his power cost, but if either player targets him with a spell, the "illusion" breaks and he turns back into a Frog.
136-->'''False Prince:''' What gave it away?
137* HonestJohnsDealership: [[https://eternalwarcry.com/cards/details/1-396/smugglers-stash Smuggler's Stash]].
138-->''"They're good as new!"''
139* InstantAIJustAddWater: The Grenadin were built as mining robots, but prolonged exposure to [[GreenRocks Shiftstone]] has imbued traces of sentience.
140* KnightInShiningArmor: Justice likes this aesthetic.
141* LaResistance: Exemplified by the iconic [[https://eternalwarcry.com/cards/details/1-329/icaria-the-liberator Icaria, the Liberator]].
142-->'''Icaria:''' Rise up, or be cut down!
143* LostTechnology: Sentinels, great titans of stone and metal. The Praxis have managed to wake up some long-dormant sentinels, and have even started to figure out [[https://eternalwarcry.com/cards/details/2-185/moment-of-creation how to create new ones]].
144* TheLostWoods: The Direwood, home to the Lethrai, the Feln, and all sorts of giant beasts.
145* MagicNuke: [[https://eternalwarcry.com/cards/details/1-172/harsh-rule Harsh Rule]] depicts one of these.
146-->'''Rolant:''' This ends ''now!''
147* MakeAnExampleOfThem: [[https://eternalwarcry.com/cards/details/2-169/inspire-obedience Inspire Obedience]] depicts a disgraced Valkyrie in stocks as [[KnightTemplar Makto]] tears off his wings.
148* MetallicMotifs: '''Argen'''port, '''Silver'''wing, '''Copper'''hall, and the '''Auric''' Bank.
149* TheMultiverse: Multiple realms visited in the story are hinted to be alternate versions of Myria, with some sharing characters and affiliations, and all of them sharing a single constant: The Eternal Throne.
150* MysteriousStranger: An enigmatic faction of present through nearly all of Myria, carrying [[TheCorruption the influence of the Shadowlands]]. Every Stranger bears [[https://eternalwarcry.com/cards/details/1002-22/strangers-mark a pink crescent mark]] [[RedRightHand over their left eye]], and they function in-game as a HiveMind, with each new Stranger adding their skills to the collective.
151* NamesToRunAwayFromReallyFast: [[https://eternalwarcry.com/cards/details/1-383/nightmaw-sight-unseen Nightmaw, Sight Unseen]] and [[https://eternalwarcry.com/cards/details/1-400/voprex-the-great-ruin Voprex, the Great Ruin]], among others.
152* {{Oni}}: Oni are a creature type associated chiefly with Fire and to a lesser extent Justice (and have appeared in Shadow). They live in a stratified martial society referred to as the "Shogunate" and are associated with Rakano, both the settlement and the Fire-Justice faction (though none to date have been Rebels).
153* OurElvesAreDIfferent: They's sneaky, treacherous infiltrators and most closely associate with the Feln (Primal-Shadow) faction, which is known for forbidden blood magic.
154* OurDragonsAreDifferent: Naturally, they are all powerful flying units and are most closely associated with Fire and Primal, though dragons have appeared in every color but Justice (not counting Nictotraxian, who requires one influence with every color).
155* OurMinotaursAreDifferent: The Auric minotaurs run the largest treasury in Argenport, making them one of the wealthiest and most influential factions in the city. They settle legal disputes with unarmed ("horn-to-horn") combat.
156* TheOwlKnowingOne: The Hooru are a reclusive society that serve a council of wise owl elders.
157* PerspectiveFlip:
158** The art for [[https://eternalwarcry.com/cards/details/2-243/rolants-choice Rolant's Choice]] and [[https://eternalwarcry.com/cards/details/2-253/spirit-of-resistance Spirit of Resistance]] depict the same scene, from different angles.
159** Comparing [[https://eternalwarcry.com/cards/details/3-17/first-shot-rioter First-Shot Rioter]] and [[https://eternalwarcry.com/cards/details/3-229/final-shot-rioter Final-Shot Rioter]] reveals them to be BackToBackBadasses.
160** The final encounters of [[spoiler:''The Empty Throne'']] and [[spoiler:''The Tale of Horus Traver'']] campaigns are the same, from opposite sides.
161* PlayingWithFire: The Fire faction, natch.
162* {{Precursors}}: An unknown civilization that created the now-dormant Waystones and Sentinels. Talir and the Praxis Arcanum seek to uncover their secrets.
163* ProudWarriorRace: Oni adhere to a strict code of loyalty.
164* SealedEvilInACan: The Lumen seek to prevent ''someone'' from being released, but who or what is as of yet unknown.
165* {{Shadowland}}: Myria is surrounded by the Shadowlands, an encroaching wasteland tainted by dark magic. Other realms have their own equivalent, and it's been shown in more than one form; Bastion is a massive tower city being slowly consumed by the rising Shadow''sea''.
166* StarKilling: [[https://eternalwarcry.com/cards/d/8-325/lastlight-judgement Lastlight Judgement]]. One of the few cards that requires all five influences to play and has a cost of ''15'', and in return it kills ''everything on the board'' and forces both players into a neverending Night phase that saps their HP every turn and forces them to draw two cards. It is essentially the GodzillaThreshold embodied by a single card.
167* StateSec:
168** After the Resistance's crushing defeat in Argenport, the Inquisition was founded to hunt down the remaining rebels, as well as [[spoiler:bury all evidence of Rolant's involvement in the Harsh Rule]]. In ''Argent Depths'', the Inquisition is unnecessary as the Crownwatch is ''already'' the authoritarian arm of [[spoiler:the alternate King Caiphus]].
169** In Thera, Steelwarren has its own inquisition to root out followers of the Hecaton (and later the Hermit), with its leader Ziat resorting to [[ColdBloodedTorture more and more drastic measures]] to root out perceived enemies.
170* TheSyndicate: The Cabal controls most of the Argenport underground. As the war rages on and resources become scarce, more and more civilians come to rely on the Cabal for survival. Eventually, Rolant himself is forced to [[EnemyMine strike a deal]] for their help in keeping the city running, [[spoiler:placing them in a position to [[https://eternalwarcry.com/cards/details/3-243/solitude overthrow and imprison him]] at the first opportunity]].
171* TakenForGranite: The fate of any enemy unit that dies when [[https://eternalwarcry.com/cards/details/1-387/statuary-maiden Statuary Maiden]] is in play.
172-->'''Statuary Maiden:''' You'll stay... ''forever''...
173* VoidBetweenTheWorlds: The true nature of the Shadowlands. It's possible to travel between realms ''if'' you can find a safe path. A group of Myrian explorers follow a Waystone route to Xulta, [[spoiler:and following Xulta's destruction, a caravan of refugees eventually find their way to Myria]].
174* WarriorPoet:
175** Fire being associated with both creation and destruction, an artisan is emblematic of Fire just as much as a warrior is. [[https://eternalwarcry.com/cards/details/5-186/darya-warrior-poet Darya, Warrior Poet]] is a textbook example of both.
176** These are common among Oni culture, particularly in Xulta:
177--->''To the oni, bards and orators were as important as warriors. Songs and epics inspired soldiers to greater and greater feats of battle, and without chroniclers and eulogists even the most heroic warrior would one day be forgotten.''
178* WeirdWest: Myria at large has its fair share of gunslingers, frontier towns, desert outlands, and at least one casino, but is also a FantasyKitchenSink with dragons and dinosaurs.
179* WildWest: Stonescar, a mining town on the frontier, has a more "classic" western flavor compared to other areas of Myria. Rakano, a frontier town that became the nucleus of the Rebellion against Rolant's regency has a lot of this flavor as well.
180
181!Character and Story tropes:
182
183* AlternateSelf: Multiple characters travelling to other realms have met their alternate-universe counterparts:
184** [[spoiler:Each and every Stranger is an alternate Horus Traver, gathered by Azindel.]]
185** ''Hour of Glass'' reveals the enigmatic Queen of Glass to be an alternate [[spoiler:Talir]].
186** When Kaleb's RagtagBandOfMisfits end up in Thera, Finneas ends up meeting [[https://eternalwarcry.com/cards/d/14-474/finneas-and-finneas his Theran counterpart]].
187* AnotherSideAnotherStory: The last portion of ''The Tale of Horus Traver'' retraces segments of ''The Empty Throne'' campaign, particularly Talir's story and [[spoiler:Caiphus' last stand in the throne room, with the player in control of the Strangers instead]].
188* AnyoneCanDie: Prominent characters integral to the initial plot die in the campaigns of Eternal.
189* ArcWords: "Until the world goes dark."
190* TheBard: [[https://eternalwarcry.com/cards/details/2-179 Diogo Málaga]] and his ''electric guitar''.
191-->'''Diogo:''' A discovery for the ages! ''(guitar riff)''
192* BigScrewedUpFamily: Few of the Scions seem to particularly ''like'' each other, with most of them being indifferent or tolerant at best. The exceptions seem to be Eilyn towards her daughter Vara (and even ''that'' is [[RebelliousPrincess one-sided]] for a good while), and half-siblings Vara and Kaleb being content to not bother each other. Notably, ''everyone'' hates Rolant. Most of them have reconciled following ''The Fall of Argenport''.
193* DeathSeeker: Upon losing his family, Horus wandered into the Shadowlands to die. [[spoiler:Azindel]] found him first.
194* DoubleMeaningTitle: The ''Jekk's Bounty'' campaign refers both to Jekk's work as a BountyHunter, and [[spoiler:the bounty ''on'' him, which the player character defeats him in the last stage to collect]].
195* EpicHail: The isolated city of Bastion, knowing other cities exist beyond the Shadowsea, uses salvaged Waystones to send a distress call in the hopes that someone, ''anyone'' can answer. [[spoiler:Talir, searching through time and space to track down Caiphus, hears the call.]]
196* EvilChancellor: Caiphus' vizier [[spoiler:baited him into tapping into the power of the Eternal Throne]], knowing damn well what the consequences would be.
197* EvilTwin: Kaleb has the [[https://eternalwarcry.com/cards/details/3-270/failed-reflection Failed Reflection]], an [[spoiler: alternate clone of Caiphus]] that was [[GoMadFromTheIsolation mad with isolation]].
198* FramingDevice:
199** ''The Empty Throne'' is narrated by Jekk, recounting each of the Scions' tales before his execution by the Crownwatch. At the end, it's implied that [[spoiler:Icaria]] comes to his rescue.
200** ''The Tale of Horus Traver'' is narrated by a future version of Talir, [[spoiler:who also serves as the penultimate opponent, reaching back through time in an attempt to stop Horus and save her brother]].
201* HopelessBossFight: The end of the starting campaign, with Caiphus' battle against the Stranger horde.
202* HowWeGotHere: ''The Tale of Horus Traver'' is a WholeEpisodeFlashback to the death of King Caiphus.
203* JumpingOffTheSlipperySlope: Rolant's efforts to protect Argenport from the Resistance started with forced conscription into the Crownwatch, then quickly spiralled into [[spoiler:a MagicNuke and the subsequent cover-up thereof]].
204* KilledOffForReal: [[spoiler:Icaria and Rolant in ''Dead Reckoning'', Milos in ''Homecoming''.]]
205* KnightTemplar: Inquisitor Makto. He is absolutely dedicated to crushing the last vestiges of the Rebellion and ensuring loyalty to Rolant.
206* MissingMom: Kaleb is Caiphus' illegitimate son. His primary goal is to learn the identity of his mother, though he stumbles upon some interesting discoveries along the way...
207* TheParagonAlwaysRebels: Icaria was the first Valkyrie, but turned against Rolant and now leads the rebellion against him.
208* PyrrhicVictory: Rolant repelled the Resistance's siege of Argenport and dealt them a crushing blow in the process, but [[spoiler:wiped out an entire district in the process, plunging the city into further chaos]].
209* RebelLeader: There have been several leaders of two different rebellions to date: first [[https://eternalwarcry.com/cards/details/1-56/general-izalio General Izalio]], who was killed by Rolant in the final tutorial mission, then the iconic [[https://eternalwarcry.com/cards/details/1-329/icaria-the-liberator Icaria, the Liberator]], [[spoiler:killed by Inquisitor Makto during ''Dead Reckoning'']]; [[https://eternalwarcry.com/cards/details/3-19/milos-izalio-heir-to-rebellion Milos Izalio]] took over but his father's rebellion was rendered moot by the events of ''the Fall of Argenport''; [[https://eternalwarcry.com/cards/details/5-313/milos-unwavering-idealist Milos]] then signed on to lead ''another'' rebellion in distant Kosul to restore the rightful ruler, Svetya, to the throne and topple [[https://eternalwarcry.com/cards/details/4-310/yushkov-the-usurper Yushkov, the Usurper]].
210* RebelliousPrincess: Caiphus' daughter Vara is the favored heir to the Eternal Throne. She's not interested in political machinations, instead venturing into the Shadowlands to find her own path.
211* TheReveal: Two layers: Caiphus was seemingly killed by [[spoiler:[[ArtifactOfDoom the Eternal Throne itself]]]], and it's later revealed that [[spoiler:he survived, but was cast into the Shadowlands by the Throne and possibly achieved some form of AscendToAHigherPlaneOfExistence as a result]].
212* RoyalsWhoActuallyDoSomething: ''Every'' Scion is a powerful warrior, each specializing in one of the five Factions.
213* StartOfDarkness: ''The Tale of Horus Traver'' chronicles [[spoiler:Horus' descent from [[https://eternalwarcry.com/cards/details/1002-23/horus-traver ordinary homesteader]] to [[https://eternalwarcry.com/cards/details/1002-21/triumphant-stranger Stranger boss]].]]
214* SuccessionCrisis: Following Caiphus' death, each of the five Scions has a claim to the Eternal Throne.
215* TreacherousAdvisor: Azindel guided Vara through the Shadowlands and back... and then [[spoiler:tricked her into accepting [[https://eternalwarcry.com/cards/details/1-306/azindels-gift a cursed amulet]] which wiped her memories]]. Once she recovered, hunting down Azindel became her top priority.
216* TyrantTakesTheHelm:
217** Rolant, as head of the Crownwatch, became the ''de facto'' ruler of Argenport following Caiphus' death. His attempts to maintain order within the city created an oppressive regime, which galvanized an existing resistance movement into a full-on rebellion.
218** As a consequence of the above, Makto is placed in charge of the valkyrie after Icaria's defection.

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