Characters and factions of Eternal Card Game.
- The primary elements of Eternal.
- The faction of creation and destruction. Directly associated with the element of fire.
- Attack! Attack! Attack!: The most aggressive faction, containing many cards with Charge and Overwhelm.
- Expy: Of the Red faction of Magic the Gathering. The most direct translation of the factions.
- Motifs: A flaming hammer, symbolizing creation and destruction.
- Playing with Fire: Uses fire heavily, with spells such as Torch and Obliterate.
- Zerg Rush: Home of the Grenadin tribe, small mechanical robots that suicidally overwhelm their opponents.
- The faction of the pursuit of knowledge. Associated with sand.
- Dishing Out Dirt: Sand is manipulated in certain units and effects. Cards depicting digging and excavation increase card draw or pull inorganic objects from the void, such as relics. Bury the Past depicts a treasure being lost to a sand trap forever, sending a card to the bottom of the opponent's deck.
- Elemental Powers: Light, and Earth (though the Light portion is exclusively from the Lumens)
- Expy: A mix between of Magic the Gathering's Green and Blue factions. In gameplay it is like Green by having expensive units and cards that boost the rate of gaining Power to play said units early. In flavor, it is similar to Blue, due to its focus on knowledge.
- Mighty Glacier: Unless Time decks have and use their Power boosting cards immediately, they are usually vulnerable at the start. But once they are at full power, they summon an endless tide of massive units.
- Motifs: A yellow hourglass
- My Rules Are Not Your Rules: Temporal Distortion is a game-changing relic that allows a Time control deck to play any spell in reaction to its opponent's actions, not just those normally designated as such.
- Power of the Void: While far inferior to Shadow in this regard, Time is also able to manipulate both players' Voids (ie discard piles).
- The Smart Guy: All Time aligned factions are known for their great knowledge.
- Time Master: Has many cards that increase the pace at which players can gain power, represented by "speeding up time," letting them use expensive cards earlier than their opponents.
- The faction of order, whether through civic harmony or cruel tyranny.
- Expy: A mixture of Magic the Gathering's White and Green factions. From White, it has capacity for conformity and Moral Sociopathy, as well as mass destruction. From Green, it can make small, weak units grow into incredibly powerful ones.
- Justice is the only faction that can use Paladin Oathbook, which is similar to Magic the Gathering's White or Black Exalted effect, boosting the stats of a unit attacking alone.
- Good Is Not Soft: Rolant and the Crownwatch
- Motifs: Green light, and an eagle.
- Moral Sociopathy: Falls into this at its worst.
- My Rules Are Not Your Rules: Hammer of Authority prevents your opponent (but not you!) from casting reaction spells on your turn.
- Light Is Good. When it is protecting and enhancing its own units.
- Light Is Not Good. When it is cursing its opponent or destroying its own units in a board wipe.
- The faction of nature, whether through pristine beauty or savage fury. Associated with many natural elements.
- Expy: To Magic the Gathering's Blue and Green. Like Blue, contains more spells than units, with lots of card draw, board controlling magic, and hand/deck disruption, but like Green is also the faction of nature and growth. Blue and Primal are both associated with wind, ice, and lightning.
- Flight: has many flying units, including birds, sprites, spirits, and dragons.
- Luckily, My Shield Will Protect Me: Many Primal units feature Aegis, a single use shield against an enemy special attack.
- Motifs: An icy blue pawprint.
- Power of the Storm: Contains Ice, Wind, and Lightning
- The faction of ambition and instinct.
- Ambition Is Evil: As there are no "evil" factions, this is averted.
- Cast From Hit Points: Shadow regularly sacrifices its own units for short term gains.
- Dark Is Not Evil
- Expy: A mix between Magic the Gathering's Black and Blue factions. Like Black, Shadow can interact with killed units in the Void (discard pile), resurrecting them or modifying them. Both sacrifice units and health to gain additional effects. Like Blue, it has many control cards that can sweep the board clean, kill units, or disrupt opponents decks/hands.
- Motifs: A purple crescent moon.
- Power of the Void: Player's discard piles are literally called The Void, and Shadow is by far the best at manipulating it, resurrecting units out of it while tampering with the Void of opponents.
- Claimants for the Eternal Throne, originally each Scion was associated completely with a single faction. As time has passed and they have grown, some of them have had their alignments shift.
- "I'm not done with you yet!"
- Abdicate the Throne: She was next in succession to take control of the Throne, but she ran away from home and into the Shadowlands to avoid being used as a political pawn by Rolant.
- Jumping Off the Slippery Slope: As of The Fall of Argenport, she became frustrated with her unsuccessful searches for her mentors, and is becoming increasingly evil.
- Laser-Guided Amnesia: The amulet Azindel gives her at the end of her tutorial section robs her of her memories and leaves her wandering in the Shadowlands.
- Rebellious Princess: She is the most favored heir to the throne, but she doesn't care at all.
Kaleb, Uncrowned Prince
- "The rebels're aimin' high. Best not let 'em down."
- Character Development: As of "Dusk Road" he becomes attuned to Primal as well as Fire as ''Kaleb, Reborn''.
- Cloning Blues: Turns out he's a clone of his father, Caiphus, and was created in part of some sort of shady experiment Caiphus was involved in. Further cards reveal that apparently he's not the only one either...
- Double Meaning: "...unwilling to let secrets be, you are your father's son" seemingly implies Kaleb's pursuit of knowledge is as reckless as his father Caiphus. And that may be correct, but it also hints he is a clone.
- Missing Mom: His story starts out with him seeking the identity of his mother. As of Dusk Road, he becomes aware of the truth and sets out to retake the throne.
- Playing with Fire: Fire is his primary element.
Talir, Who Sees Beyond
- "So much to discover."
- The Ace: She is the most gifted and powerful mage in Myria.
- Time Master: She is shown to have some degree of control over time, although how much control she has is unclear. At the very least, she is shown to be able to create a temporal distortion through invoking the waystones, and is shown to be able to travel to the past near the end of The Tale of Horus Traver.
- Touched by Vorlons: By messing with the Waystones (depicted by the Invoking the Waystones Card), Talir was transformed into Talir, Unbound, apearing to be partially made of energy and being able to time travel.
Eilyn, Queen of the Wilds
- "My clan will take what's owed."
- And Now You Must Marry Me: Towards Caiphus
- The Beastmaster: Eilyn's Choice demonstrates she is allies with the Hooru Owls.
- Character Development: Initially, she returns to the Skycrag as an outcast. By Dusk Road she has gained Justice alignment and once again becomes a Clan Mother.
- Fantastic Racism: By leaving the Skycrag Clans for Argenport to marry Caiphus, she was considered a traitor by the former and an outsider by the latter.
- The High Queen: She was Caiphus's wife and queen of Argenport until its fall. She retakes Argenport and reinstated as Queen.
- 100% Adoration Rating: After The Fall of Argenport is she embraced by the Skycrag Clans and the citizens of Argenport as the queen of Myria.
- Power of the Storm: She is represented in many Primal spell cards, being able to cast wind and lightning.
- Royals Who Actually Do Something: As the queen, she is a fierce warrior with a wide spread of allies in combat.
- Shotgun Wedding: During the first siege of Argenport, the clans nearly won, but agreed upon a truce under the agreement that King Caiphus marry Eilyn that same night.
- White Mage: End of Hostilities depicts her healing two mortal enemies (a Clan member and Valkyrie) to get them to make peace.
Rolant, the Iron Fist
- "Insolence will not be tolerated."
- Evil Uncle: Caiphus was his nephew. While it's unclear if he was always evil, the way he chose to end the rebellion set his path for the rest of his life.
- Et Tu, Brute?: First to General Izalio, the original Rebel Leader, then to Icaria after she learns the truth of the 1st Battle of Argenport.
- I Did What I Had to Do: Rolant stands by his decisions, and accuses the other Scions of abandoning the kingdom, leaving him behind to resort to desperate measures.
- Killed Off for Real: He is murdered in cold blood by Jekk at the end of Dead Reckoning.
- Moral Event Horizon: Rolant's method of breaking the Rebellion was considered horrific by everyone who learned the truth.
- Royals Who Actually Do Something: Though no one approves of what he chose to do...
- Starter Villain: He's the cause of much of the conflict in set 1 and 2, from his Harsh Rule devastating Argenport to his dealings with the Cabal, but by Set 3 he's betrayed by the Cabal and imprisoned within his own cell, and by the end of Dead Reckoning, he's rather easily murdered in cold blood by Jekk.
- Villain Has a Point: Everything he says in his final monologue about the other Scions is true (though his self-assessment is far more questionable). And without Rolant and his sense of Justice, the others renounce the old alliance with Kosul and its rightful ruler Svetya on unjust but pragmatic grounds, a decision that comes back to bite them.
- Zero-Effort Boss: At the end of Dead Reckoning, where all you need to do is either stab him through with Icaria's sword or play a single card to shoot him dead. Jusified, as he is in a vastly weakened state due to his time imprisoned by the Cabal.
- 0% Approval Rating: A rebellion sprang up almost immediately after he proclaimed himself regent. Even with the truth of his Fantastic Nuke concealed, his reputation is shattered by the destruction of the First Battle of Argenport.
Svetya, Merciful Orene
- Superior Successor: As of Homecoming, the fifth campaign, she is the new Justice Scion, and already seems to be far more lovable then the unlamented Rolant.
- Each combination of two colors has an associated faction in the world with its own geographic location, signature mechanic or mechanics, alignment in the world, and particular motif encompassing the synthesis of the two colors, with a "Champion" card named after that motif.
- "The Praxis Arcanum are a collective of mages who seek power by unlocking the secrets of the universe."
- Humongous Mecha: The Sentinels are enormous creations of metal and stone, though so far none of them appear to be pilotable.
- Lost Technology: Nobody can create Sentinels, they can only reactivate the dormant ones they find, but the Praxis Arcanum is determined to rediscover how to create them.
- Mighty Glacier: Praxis' non-aggressive style, using power boosters and early game control to summon massive Sentinels and Time-aligned Dinosaurs as soon as possible.
- Time Master: A Praxis leader Brenn, Chronicler of Ages, observes the past, present and future through a purple portal.
- Wide-Eyed Idealist: Praxis mages tend to by monomaniacal in focus.
- Zerg Rush: Praxis puts a spin on Fire's capacity for Zerg Rush tactics. One that allows it to combine Fire's spammable small units with Time's ability to boost the power of its entire side of the board.
- "Rakano is a settlement near the edge of the Crownwatch territory that has become a center of conflict with the Freed rebels."
Aligned with Fire and Justice, Glory is the Rakano motif; Rakano combines Fire's aggression with Justice strengthening and protective side. Highly aggressive, but not quite a Zerg Rush. Instead, it makes a handful of weak units very powerful.
- Attack! Attack! Attack!: Their signature ability,Warcry, grants a +1/+1 buff to the top unit or weapon in your deck whenever the Warcry unit (or weapon) attacks. This makes Rakano decks highly aggressive, combining Fire's aggression with Justice's buffs.
- The Gunslinger: Has many units that are members of the Gunslinger tribe, that resemble cowboys and cowgirls.
- Glory Seeker: Many of their most notable units are glory-chasing fighters.
- Mascot: Icaria, the Liberator, a Rebel Valkyrie. Her backstory was developed in the Dead Reckoning campaign, showing her progression from pure Justice to embracing Fire and joining Rakano.
- The Resistance: Rakano is the centre of the Rebellion against Rolant's regency.
- Red Oni, Blue Oni: Ironically, the red skinned Oni are the more conservative Blue with the Gunslingers as Red. While they are powerful warriors, they are also famous for their art. The Gunslingers are far more rowdy.
- Samurai Cowboy: Rakano decks often contain both Gunslingers and Oni.
- Wild West: They share this trope with the Stonescar faction.
- Wutai: The Oni Shogunate, closely associated with Rakano, gives this flavor to the faction.
- "The Skycrag Clans are a loose group of competing tribes who can be united under a strong leader."
- Attack! Attack! Attack!: Home to highly aggressive decks, nicknamed "Skycraggro."
- Barbarian Hero: Has a lot of these in their units, most notably Vadius, Clan Father.
- The Beastmaster: The Skycrag Clans train, raise and ride Sky Serpents, which they use for transportation and combat.
- Intrepid Merchant: Torgov, who travels to and trades with the barbaric and dangerous Yetis.
- Plucky Comic Relief: The Yetis have no relevance to the strife of Myria, but they sure are lovable. When they're not beating your face in, that is.
- Rape, Pillage, and Burn: Set 4 was themed around the Skycrag clans' destructive conquest of Argenport.
- Zerg Rush: The most aggressive Skycrag decks do this by combining the Grenadin and Yeti tribes.
- "The Stonescar mines are the richest source of shiftstone in the world, but dangerous creatures lurk in their depths..."
- Wretched Hive: Stonescar has the highest concentration of Rogue units, and the combination of Fire and Shadow brings in some very ugly customers.
- "Combrei is a center of study, where mystics and artificers all seek perfection in their own ways."
Aligned with Justice and Time, Progress is the Combrei motif; Combrei combines Justice's buffs with Time's mana ramp-up and large creatures, permitting the beefiest decks in the game. The deck archetype based around that combination is dubbed "Big Combrei."
- A Load of Bull: A large proportion of Minotaur units are in Combrei.
- "The Elysians are a group of explorers and adventurers who brave the harshest regions in the world."
- The Beastmaster: Elysian units, and their artwork, show they have no problems taming and raising beasts, from dinosaurs to dragons, riding them into battle.
- Bold Explorer: Most Explorer cards are fittingly in Elysian, including the only Dragon Explorer!
- Retired Badass: The Explorer Emeritus has clearly kicked around quite a bit.
- Self-Duplication: Echo is their signature mechanic: cards which create a copy of themselves when drawn into the hand. They tend to be under-statted for their cost, but nonetheless can lead to a powerful card advantage if allowed to be played out unchecked.
- They Wasted a Perfectly Good Character: Five sets in, and they are the chronically under-developed faction, both in lore and gameplay.
- Wide-Eyed Idealist: Elysian explorers are a cheerful bunch of adventurers, seemingly disassociated with the strife of Myria.
- "The Xenan Temple sits on the border of the Shadowlands, and is inhabited by the enigmatic Radiants and their worshippers."
- Blood Magic: Xenans regularly and perform ritualistic murders for an unknown purpose. Their signature mechanic, Lifeforce, gives benefits on any turn in which the Xenan player gained life. Overall Xenan is only rivalled by Combrei for self-healing.
- Cast From Hit Points: Both used and inverted. While its Shadow cards may sacrifice cards for draw and gain, many more provide powerful bonuses when the players gains health.
- Green-Skinned Space Babe: Some Radiants take on attractive humanoid forms with showy clothing and armor with yellow or purple skin, such as the Beckoning Lumen or Mistress of Light.
- Power of the Void: Usually utilizes Shadow's void manipulation, boosting the power of dead units and bringing them back stronger than before.
- Zerg Rush: Wisps, however, they are less aggressive than Grenadins, instead causing unique effects upon allies and enemies.
- Yin-Yang Bomb: Radiants and Wisps are either light (Lumens) or dark (Umbrens), and some combine both, with half their body light and the other dark, such as the Mitotic Wisp.
- "The Hooru are a reclusive society ruled by the great owls, ancient sages of great wisdom and power."
- Flight: Having many owls and valkyries, Hooru have many Flying units.
- Mentor Archetype: Hooru's signature mechanic is Mentor, which exhausts a unit already in play in order to gain a powrful bonus.
- Order Versus Chaos: Despite the relative motifs, as yet they do not have a particular conflict with Stonescar in lore.
- The Owl-Knowing One: The rulers of their society are owls.
- Suddenly Always Knew That: Hooru is by far the best faction at adding new battle skills to its units.
- Throne Made of X: The Seat of Order appears to be a hibernating/dead tree shaped into a throne.
- "Argenport is the capital city of Myria, where Crownwatch forces and the shadowy Cabal struggle for control."
- Best Served Cold: Revenge is Argenport's signature mechanic, permitting a slain unit to return to the player's deck and re-enter the battlefield directly...once.
- Vigilante Man: Rooftop Vigilante, who apparently didn't take kindly to the alliance between Crownwatch and Cabal.
- We Have Reserves: Thanks to the Revenge mechanic ensuring that many of its units will swiftly return to the battlefield, Argenport can afford to sacrifice its own to destroy or weaken the enemy.
- Wretched Hive: Argenport is one, sporting vicious, oppressive Valkyries, the scheming Cabal and greedy Auric Minotaurs.
- "The Feln are an outcast coven of shamans who use blood magic forbidden by the other tribes."
- Blood Magic: They are considered outcast by the other shamans because they use this.
- Cast From Hit Points: A natural consequence of the blood magic they're associated with.
- Curse: They have more Curse cards to play on their opponent than any other faction.
- Our Elves Are Different: Almost all elves released so far are Feln cards. They tend to be sneaky and nasty.
- Guile Hero: they tend to seek victory by avoiding the opponents units rather than fighting them, and either avoiding death or dodging its consequences.
- Power of the Void: Regularly sacrifices units for power.
- The Sneaky Guy: Infiltrate is their signature mechanic: gaining a benefit the first time the unit hits the opposing player. Feln decks tend to have ways to get their units around rather than through enemy blockers.
Tri-Color FactionsUntil December 2018, there were only three 3-color cards in the game: one unit, one weapon, and one spell. All that changed with Set 5, Defiance. Defiance introduced five 3-color factions, with presumably more on the way in upcoming card sets.
- Knight Templar: He certainly takes satisfaction in laying down devastation on the opposing side with his ultimate.
- Out of Focus: He hasn't been seen since Set 1, with Makto having risen as the more prominent of Rolant's goons.
Icaria, the Liberator
- HeelFace Turn: She goes from being one of Rolant's most loyal soldiers to helping lead the rebellion against him.
- Meaningful Name: Icaria = Icarus. Her tragic end is similar as well.
- Too Good for This Sinful Earth: She stands out as one of the most righteous and traditionally heroic characters in all of Myria, standing as a symbol of hope among the rebellion. Her death in Dead Reckoning causes the story to noticeably darken, as it marks the first major character death since Caiphus and sparks Jekk's murder of Rolant.
Jekk, the Bounty Hunter
- Anti-Hero: Despite being our hero, he's not exactly the honourable type; he'll take whatever job he can get, and he has no issue with shooting someone in the back if it gets the job done. In Jekk's Bounty, he is aligned both with Justice (as a bounty hunter he is working within a legal system), but also Fire (a system that he prefers to operate on the fringes of).
- Deadpan Snarker: Jekk's got a very dry sense of humor.
- Et Tu, Brute?: The final battle in the Jekk's Bounty campaign. You betray him.
- Jumping Off the Slippery Slope: His response to Icaria's killing in Dead Reckoning. He murders Rolant in an act of vengeance, an act that quite literally causes him to lose all sense of Justice. The next time he appears, he has shifted faction from Rakano to Stonescar, losing his Justice attunement and replacing it with Shadow.
Azindel, the Wayfinder
- Affably Evil: His modus operandi seems to be to find desperate and vulnerable people and offering them assistance and companionship, before either using them as disposable pawns in his plots or betraying them outright. He outright calls himself "a friend to the friendless" upon meeting Horus.
- Hidden Agenda Villain: For all the evil he's done, there is no indication of his motivations for why he does what he does.
- Manipulative Bastard: He does nothing outright on his own, he only shows up at the exact right time to whisper a convincing word in the exact right ear...
- Sacrificial Lion: Shows up leading the Rebel side of the first battle of Argenport and is killed by Rolant's magic.
Milos Izalio, Heir to Rebellion
- Hot-Blooded: He throws himself into his late father's Rebellion, even attacking Icaria on impulse when she showed up trying to join up. After the Rebellion petered out due to the Fall of Argenport, he throws himself into further exploits with equal enthusiasm.
- In the Blood: He is the "Heir to Rebellion" and gladly steps into his father's shoes.
- Wide-Eyed Idealist: After the Rebellion ended, he took on a greater sense of Justice and gathered up the remnants of his army to help Svetya topple the usurper at her home in Kosul. His new card even identifies him as such.
- A mysterious group who suddenly began appearing all across Myria. Talir suspects they are connected to her brother Caiphus' sudden death.
The Strangers / Horus Traver
- Cloning Blues: Each Horus Traver may feel this as they meet each other, but they are quick to brush it aside and unite.
- Expy: Their background and behavior is similar to The Council of Ricks. A nomadic nation state of hundreds of thousands of copies of one person, each from a different timeline, who experienced the same tragedy.
- Glowing Eyes of Doom: They each have a glowing purple scar by their eye. Some artwork depicts their eyes themselves glowing, such as Triumphant Stranger, the leader.
- I Am Legion: Both their backstory and their gameplay revolve around this. They are all alternate versions of Horus Traver and they all share the same skills on the battlefield.
- Slouch of Villainy: The Triumphant Stranger, the first Horus Traver, and leader of the Strangers.
- Unwitting Instigator of Doom: Sets in motion the primary conflict at the start of the game, all from wanting to protect and avenge their/his wife and daughter.
- Voice of the Legion: For more powerful Strangers, or when they feature in campaigns.
- Zerg Rush: Their primary gameplay mechanic.