Six-guns and sorcery collide in Eternal, the new strategy card game of unlimited choices and unbelievable fun. Eternal brings AAA pace and polish to the infinite possibilities of a deep strategy card game. The only limits are your own creativity.
Recent Reviews:
Mixed (101) - 68% of the 101 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (2,908) - 80% of the 2,908 user reviews for this game are positive.
Release Date:
Nov 18, 2016
Developer:
Publisher:

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“We're committed to offering players the best card game we possibly can...and that's hard, and messy, and takes time. Onboarding players gradually helps us make sure that the game you're playing is the one we set out to make, and the feedback we get from our growing player community helps us chart a course for launch.”

Approximately how long will this game be in Early Access?

“A few months. We need to sync up multiple platforms in preparation for launch, and this is the first step in that direction.”

How is the full version planned to differ from the Early Access version?

“Many of Eternal's best PvP features work best with a robust player pool filling up Draft and Ranked queues. While we're in Early Access, some modes will be turned off, some wait times will be longer than normal and matchmaking won't be as refined as it will be once we have a larger playerbase to pair from. We've also got some additional features and polish planned as we get closer release.”

What is the current state of the Early Access version?

“We're getting close. Core game features are in place, with a huge launch set ready for you to explore. The cards you collect during Early Access are yours -- we won't be resetting accounts between now and launch, so you can grow your collection with confidence.”

Will the game be priced differently during and after Early Access?

Eternal is Free to Play, and will remain so upon launch. It's likely that there will be some changes to help balance the game economy along the way, but remaining generously Free to Play has always been a core principle of the game.”

How are you planning on involving the Community in your development process?

“We constantly monitor community feedback, both in-game and through our social channels, to better understand what's working and what needs some love. So let us know what you think, what you like, and what you don't -- we take player feedback seriously, and use it to guide the evolution of the game.”
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Recent updates View all (31)

February 21

1.28.7 Balance Changes


We'll be patching out some additional balance changes in the next day or two, and it'll be another big one, with a lot of nerfs, and even more buffs. Normally, we’d prefer not to make a second large wave of changes so soon after a major balance patch, but we were a little too conservative in a couple of spots, and a little too aggressive in a couple of others.

When we changed Statuary Maiden and Steward of the Past to be compatible with the rest of the game’s rule set, we knew that we’d need to make some follow-up adjustments, too. A lot of the game’s balance involved those two cards in ways that would need to change with their updates, and we had some of those changes ready, such as Dawnwalker’s.

Nevertheless, you guys quickly developed powerful ways to exploit the changes in void-interaction. While you also found extreme ways to fight back against these strategies, it quickly shifted the focus of the format away from some of the more fun aspects of the game’s experience, and ended up limiting some of the range of meaningful interaction. To address this, we’re pulling forward some important changes aimed at a bit more short-term upheaval to the metagame.

One additional note - when we were preparing for the last round of balance changes, there was a lot of community speculation and discussion about Tavrod, Auric Broker. Big victory conditions can often hog the credit, since they so frequently get to deal the killing blow. However, Tavrod doesn't appear to be out of line compared to other strong finishers. There was more of an issue with the efficiency of a couple nuts and bolts cards, contributing to Justice decks of all sorts being a little too resilient. We'll continue to keep an eye on him as the metagame evolves, but no changes to Tavrod are necessary, at the moment.

Nerfs:
  • Elysian Pathfinder - Now 7TTT (was 5TT)
  • Elysian Trailblazer - Now 7PPP (was 5PP)
Giving echo to cards that aren’t supposed to have it can be fun, but it can also lead to incredibly repetitive game-states (Makto, Piercing Grief, Second Sight, Excavate, we’re looking at you…). While it has proven challenging to balance, one of the biggest problems has been the lack of sufficient counterplay. We believe there’s potential here; however, we’ve decided to pull way back on the power level until a sufficient quantity and quality of counterplay can arise.

We knew there were problems with these two, but it was ultimately a (hotly debated, fwiw) mistake on our part to not take larger action in the last patch.

  • Vara, Fate-Touched - Now "When you play another Shadow unit, play an additional Shadow unit from your void." (was "When you play Vara or another Shadow unit...)
Vara has always caused a number of rules problems behind the scenes with the “not-quite-summon” aspect of her ability. Additionally, her ability to chain so effortlessly with other copies of herself can greatly restrict the range of reasonable endgame strategies. The recent change to Steward of the Past was the tipping point, and while Vara-based strategies could definitely be beaten, she’s been cutting off the majority of non-Fast Aggro strategies.

This change preserves her primary play pattern and high power ceiling, but now requires more investment and risk, with a lower floor.

  • Soulfire Drake - Now 6FFF (was 5FFF)
Soulfire Drake has long been a ranked powerhouse, and while it can provide for some very exciting games, the change to Steward of the Past has led to it running away with the five-spot in the majority of Rakano, Stonescar, Skycrag (and even some Praxis) aggro decks. It was also one of the bigger contributors to the meta being a little more about Charge than we’d like.

  • Protect - Now 2J (was 1J)
Protect is a classic – versatile and brutal in its efficiency. Unfortunately, costing only a single power and being able to do everything makes it difficult to then design other variations of this effect. In recent months, the tempo swings from Protect have been a major contributor to everything from fast Rakano decks winning on turn five through removal, to enabling cards like Makto, Tavrod, and Statuary Maiden. Powerful cards that can dominate the field of battle are an important part of the game, but when it’s too easy to protect them (i.e., not enough risk), the significance of many in-game decisions is reduced.

  • Wanted Poster - Now 2J (was 1J)
The change to Dawnwalker reduced its effectiveness as a countermeasure against “all-removal” decks. While the format was able to adjust, there was a little too much incentive to avoid playing units or to win as fast as possible. The best gameplay from Wanted Poster comes from taking the risk of putting one on a unit, then trying to kill it on your next turn to earn your reward. At one-cost, it was just getting played in the same turn as the removal spell a significant amount of the time. Getting card draw above rate for completing a quest can be great, but the cost has to be more appropriate for the difficulty of the quest.

  • Stonepowder Alchemist - Now 2/1 (was 2/2)
We knew reducing Stonepowder Alchemist’s cost to 3 was a substantial buff, but it did come in a little higher than we’d have liked. We wanted to preserve as much of its strength at countering aggressive fire strategies as we could, while introducing a few more weaknesses into the card, when facing midrange or control strategies.

  • Entrapment - Now 4J (Was 3J)
  • Spiritblade Stalker - Now 6-cost ultimate (was 5-cost)
  • Roosting Owl - Now 2/3 (was 2/4)
While we made a few changes to Justice in draft last time around, we didn’t go far enough. In an effort to diversify the types of strategies that can work well in draft, we’ve pulled back slightly on the efficiency of some of its commons. Improving draft balance doesn’t necessarily mean nerfing a faction’s best commons. It’s ok for cards to be good, and it’s ok to weaken a faction by pulling back on a card in the middle of the pack, or even lower down.

  • Lastlight Druid - Now 4P 1/4 "Summon: Nightfall. When you end a turn at Night, transform each other unit you played this turn into a random unit with cost 1 greater." (was 3P 1/5 "Summon: Nightfall, Other units you play at Night transform into random units with cost 1 greater.")
While not intended as a nerf or a buff, Lastlight Druid needed to be reworked because of some rules problems stemming from its unusual timing.

Buffs:
  • Into the Furnace - Now fast (was slow)
  • Topple Tower - Now 0/5 (was 0/4)
  • Amaran Shoveler - Now 1 to use (was 2 to use)
  • Lunar Magus - Now 3/4 (was 2/4)
  • Reliquary Raider - Now 3TT 1/3 You gain 3 health when she blocks (was 5T 4/4 You gain 4 health when she blocks)
  • Seasoned Spelunker - Now +2/+2 while you have a relic (was +1/+1)
  • Stirring Sand - Now 4TT but plays the Sentinel exhausted (was 5TT and ready).
  • Parapet Sentry - Now has +2/+2 while you have a relic (was +1/+1)
  • Bellowing Thunderfoot - Now 5/5 (was 4/5)
  • Thudrock, Artic Artisan - Now 5/4 (was 5/3)
  • Amethyst Monument - Now makes a 4/4 Puma (was a 3/3)
  • Cabal Slasher - Now 2S (was 3S)
  • Iceberg Warchief - Now 5/3 that gives your Yeti +2/+0 and your spells +2 damage (instead of 5/4 that gives +1/+0 and +1 spell damage).
  • Ayan, the Abductor - Now 8-cost ultimate (was 9-cost)
  • Mask of Torment - Now 4TS (was 5TS)

One of the most fun parts of Eternal is exploring unknown formats and discovering what might be possible with the introduction of new cards or strategies. While we’re not looking for perpetual table-flipping, we have been a little more conservative in recent months than we’ve planned to be.

As always, we genuinely appreciate the full range of feedback you all send us, from the positive about what’s working particularly well, to the constructive about what might be an opportunity to improve. We won’t always hit the mark dead-on, but we are always going to read and absorb every piece of feedback we receive in our quest to make this game better and better. Thanks again for your support, and for being a part of such an awesome community!
16 comments Read more

February 1

Patch 1.28 - Draft & Card Changes



Update to the Dusk Road Draft Format
    To provide increased control over The Dusk Road draft experience, both Dusk Road packs passed in a draft will come from the same player (player A), and the Omens of the Past and The Empty Throne packs will come from the same other player (player B). We have also introduced a new collation system that will be used with Dusk Road packs (and other packs going forward) to help increase diversity among commons. These changes allow for better use of the signals from the first pack of The Dusk Road, in predicting what might show up in the second pack of The Dusk Road.
    Players will now also have more control over the player passing to them for Omens of the Past and The Empty Throne.

Card Changes Aimed at Draft
    Valkyrie Arcanist - Now 6JJ (instead of 5JJ)
    Emerald Spear - Now 7J +4/+3 (instead of 6J +3/+3)
    Frontier Confessor - Now 4J 3/2 (instead of 5J 3/4)

Justice-based draft decks, particularly those that tie up the ground and win in the air, were a little too dominant. These changes aim to slightly reduce how easy this is and hopefully open up diversity of draft strategies.

Cleaning Up Rules Around Void Interaction
    Statuary Maiden - Now reads: Enemy units can't Entomb or Revenge. When an enemy unit dies, transform it into a +2/+2 Cudgel and draw it. (Instead of: Enemy units that die transform into +2/+2 Cudgels. You draw them.)
    Steward of the Past - No longer has Enemy units entering the void are silenced. (Summon ability remains unchanged)

Statuary Maiden and Steward of the Past are among our more complicated cards, and have led to a variety of complex rules interactions, as well as inconsistencies in the game engine. The effects of these cards will now be easier to predict, and have a more clearly defined set of cards that they affect. In addition to alleviating issues with future design space, these changes separate the effects of the two cards, giving them more distinct play from one another.

Individual Card Changes
    Dawnwalker - Now requires TTTT influence to return from the void.

With the change to Steward of the Past, we wanted to pull back on Dawnwalker, while also ensuring that it appears in dedicated Time decks. This change keeps Dawnwalker’s core functionality, while reducing how frequently it gets replayed in the early turns of the game.

    Elysian Trailblazer - Now 5PP instead of 5P.
    Elysian Pathfinder - Now 5TT instead of 5T.

We are adding an influence to each of these cards to increase the opportunity cost of splashing them in multi-faction decks.

    Withering Witch - Now only hits undamaged enemies.

Withering Witch has been one of the more confusing cards from a rules perspective, and has led to unintuitive interactions and play patterns. This change preserves the intended functionality, while cleaning up rules confusion.

    Black-Sky Harbinger - Now 4/5 (instead of 3/5)

Black-Sky Harbinger gives Feln a strong tool against a variety of decks, and helps promote more interactive gameplay. This change gives Feln more power in the six-drop slot, and may push more players to leaning on Black-Sky Harbinger. The change also gives Feln decks a wider range in stats, moving the Harbinger away from Feln Bloodcaster and Steward of the Past.

    Devastating Setback - Now 3SS and the -2/-2 is this turn (instead of 4SS and the -2/-2 is permanent)

Devastating Setback gives Shadow decks a flexible card against both aggressive decks and more controlling ones, and we want to promote that type of counter-play and interaction. This change could push more decks to using Setback as a way to interact early against aggro.

    Torgov, Icecap Trader - Now gets +3/+3 from 10 cards in your void (instead of 15)
    Alu, Death-Dreamer - Now 5-cost (instead of 6-cost)

These are both cards with fun effects and interesting deckbuilding possibilities, and these buffs should open the door to more play.

    Argenport Instigator - Now 2SS (instead of 2S)

We’ve been concerned about the speed and strength of Stonescar Aggro decks and wanted to reduce the ease with which Argenport Instigator can be paired with Fire one-drops, while preserving the card’s high power level. We expect that a second Shadow influence requirement will increase diversity among two-drops, while increasing the incentive to branch out into a greater variety of aggro decks.

    Stonepowder Alchemist - Now 3JS (instead of 4JS)

Reducing the cost of Stonepowder Alchemist gives players another powerful tool against aggressive decks, while also adding a valuable dimension to certain Gunslinger strategies.

The Dusk Road Buffs
    Hideout Pistol - Now +2/+0 (instead of +1/+0)
    Callous Survivalist - Now 9SS (instead of 9SSS)
    Battlefield Scavenger - Now 4 to ultimate (instead of 5)
    Inquisitor's Halberd - Now gains +3 Armor (instead of +2 Armor)
    Clutchkeeper - Now 14PPP (instead of 15PPP)
    Yeti Furflinger - Now 3/4 (instead of 3/3)
    Gear Master - Now 3TT 1/1 (instead of 4TT 2/2)
    Talir's Intervention - Now gains 4 health (instead of 3), and can silence an enemy unit (instead of an attacking enemy unit)
    Scrap Hound - Now gets +5/+5 when you sacrifice a Grenadin (instead of +4/+4)
    Kaleb's Intervention - Now can kill a weapon or relic (instead of only weapons)
23 comments Read more
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Reviews

“Eternal is the game we all wanted Hearthstone to be, and the experience we all wanted Magic Online to become.”
Numot Gaming

“The Dire Wolf Digital team is a remarkable collection of brilliant minds, and it shows clearly in not just how the game plays, but the very core of what it seems to be aiming for; the rich depth and complexity of Magic coupled with the wide accessibility of the digital CCG, which brought in a new set of mechanics that would be near impossible to accomplish in a physical game.”
The Escapist

“Eternal is looking to take the next step on that developmental ladder, taking inspiration from MtG, Hex and Hearthstone, to create something that blends them all together in a competitive trading card game.”
KitGuru

About This Game

Raise the Banner!
With spells and swords, six-guns and subterfuge, heroes collide in the struggle for the Eternal Throne. Where will you stand? Join the battle in Eternal, the new strategy card game of unlimited choices and unbelievable fun.



The Best of Both Worlds
Eternal brings AAA pace and polish to the the infinite possibilities of a deep strategy card game. Build any deck you can imagine by freely mixing cards from an expanding collection, and plunge into lightning-fast battles. The only limits are your own creativity.

A Game that Grows With Its Players
In Eternal, there’s always something new. Frequent new cards release between set launches to guarantee that the meta-game never gets stale. A steady influx of unexplored content keeps even the most experienced players on their toes. What will you create?



Test Your Wits, Not Your Wallet
Looking for a white hat that fits? Here you go. All gameplay — every card and every game mode — in Eternal can be earned or unlocked without ever paying a dime. It’s truly free to play.

Enemies at Every Turn
Eternal’s tactical AI was hand-crafted by some of the best professional TCG players in the world. With dozens of enemy decks, wild “boss level” environments, and unique card mechanics, Eternal stands ready to challenge players at any hour of the day or night.

The Choice is Yours
• Hundreds of cards combine however you like – there are no limits to what you can build
• Fast spells and combat tactics mean you’re never totally safe

There’s Always Time for a Game
• Innovative digital mechanics, quick five-minute games, smooth and intuitive tablet play
• Constant rewards and new challenges keep players engaged

“Play to Win” not “Pay to Win”

• Other games make you pay for card collection; Eternal players can earn every card for free

System Requirements

Windows
Mac OS X
    Minimum:
    • OS: Windows Vista, Windows 7, Windows 8.1, Windows 10
    • Processor: Intel Pentium D or AMD Athlon 64 X2
    • Memory: 2 GB RAM
    • Graphics: NVIDIA GeForce 6800 (256 MB) or ATI Radeon X1600 Pro (256 MB)
    • Network: Broadband Internet connection
    • Storage: 3 GB available space
    Recommended:
    • OS: Windows 7, Windows 8.1, Windows 10
    • Processor: Intel Core 2 Duo E6600 or AMD Athlon 64 X2 5000+ or better
    • Memory: 4 GB RAM
    • Graphics: NVIDIA GeForce 8800 GT (512 MB) or ATI Radeon HD 4850 (512 MB) or better
    • Network: Broadband Internet connection
    • Storage: 3 GB available space
    Minimum:
    • OS: OS X 10.8 (latest version)
    • Processor: Intel Core 2 Duo
    • Memory: 2 GB RAM
    • Graphics: NVIDIA GeForce 8600M GT (256 MB) or ATI Radeon HD 2600 Pro (256 MB)
    • Network: Broadband Internet connection
    • Storage: 3 GB available space
    Recommended:
    • OS: OS X 10.8 or higher (latest version)
    • Processor: Intel Core i3 or better
    • Memory: 4 GB RAM
    • Graphics: NVIDIA GeForce GT 650M (1 GB) or ATI Radeon HD 5670 (512 MB) or better
    • Network: Broadband Internet connection
    • Storage: 3 GB available space
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