Eternal card game budget decks
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Upgrades to fit in are ] for Striped Araktodon, ] for either 5-drop, and ] for Plated Goliath.
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It's all commons and uncommons, and even though none of the cards are particularly great, slamming dino after dino is always fun. Here's a list I threw together in a few minutes (it can definitely be improved upon, but I feel it's a decent starting point): It's probably a bit less open to replacements than the other two decks though as its built on a careful mix of battle skills, and being three faction means you really need the crests for consistency.I couldn't find the article I gleaned it from, but the first deck I used was a mono-time deck built around big dinos and ageless mentor. The only limits in Eternal card game are your own creativity. In Eternal, build any deck you can imagine by freely mixing cards from an expanding collection, and plunge into lightning-fast battles. ģ) I've not played it much but people have a lot of success with Hero's Scream which has no legendaries. Eternal combines the infinite possibilities of a deep strategy card game with the pace and polish of a modern video game. You'll need to learn to read your opponents hand a little but it has a lot of game against control and can play into aggro, though a lack of removal means it folds to midrange if that ever comes back into the meta. It beats out Here's one that doesn't have any legendaries: Ģ) I've been playing about a bit today with Fievelsc's Combrei Aggro and it seems to have a lot of game. All trademarks are property of their respective owners in the US and other countries. It's possible DWD will change things up in a month, but for now, aggro cards are safer crafts in general.ġ) A rakano aggro deck is always a solid choice. Sandstorm Titan, once considered the single safest legendary craft in the game, sees little play. I'd say this makes aggro a good set of training wheels.įinally, midrange decks (which would have been my recommendation in just about any other meta) have currently fallen out of favor for several reasons.
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Control decks are also more work to tune for a meta, which translates into shifting deck contents, which translates into more shiftstone.Īggro decks require solid technical play to succeed, because losing 2 points of damage can easily cost the game. Control finishers such as Icaria are expensive. Second, aggro decks typically are cheaper. While the dominant flavor of aggro has shifted from Stonescar to Rakano, each of the main aggro decks (Stonescar, Rakano, and Skycrag) has remained meta-relevant for the game's history. If your only deck is Armory, well, those metas will be difficult. In some metagames, Armory or Chalice are stone unplayable. I'd suggest aggro over control/combo for several reasons. It also is likely the most similar to your current deck. Compared to the other decks mentioned, it is very powerful against opposing control decks and weak against opposing aggro decks. I believe Tinman's January 11th VOD features a mono-red deck that kept him at top 200 masters.I think he's also done a recent deck tech on Skycrag.
#Eternal card game budget decks how to#
You could add Pyroknights instead of the drakes - see TinMan's deck tech for some informative videos on how to play.