Power is one of Eternal's primary mechanics. It is also an associated card type, and a gameplay zone where power cards go when played.
Power is a resource gained by playing power cards. Players have both a current and maximum power, displayed in a tracker near their avatars. Current power is used to pay for costs to play other cards and use abilities, and is replenished to the maximum at the start of the player's turn.
Card text about "power" generally refers to current power, unless the term "Maximum Power" is used.
Playing Power Cards
Power cards are the only card type without costs or other requirements to play them. Instead, players are limited to playing one power card each turn.
Playing a power card increases both its player's current and maximum power, and executes any other text on the card. Most power cards provide one or more influence, another resource for playing non-power cards.
The Power Zone
Power cards are put into their player's power zone after being played. Each player's power zone is visible to both players, and can be viewed by interacting with their power tracker. Currently, no cards or mechanics interact with cards in the power zone, although Decimate abilities can reduce a player's maximum power.[Note 1]
Because power is necessary for playing all other cards, a balance between power and non-power cards is required when building a deck. The following restrictions apply to the all decks:
- At least 1/3 of the cards in the deck, rounded up, are power cards.
- At least 1/3 of the cards in the deck, rounded up, are non-power cards.
Like most cards, power cards are limited to four copies between the deck and Market (in constructed play). The exception to this rule are the five #Sigils, any number of these (within the restrictions above) may be added to a deck.
Types of Power Cards
In addition to these cycles, there are the basic Sigils, and a small number of faction-neutral power cards which either do not provide influence, or conditionally provide an influence of your choice.
Sigils are the five basic power cards, one for each influence type. Sigils are the only cards with no restriction on the copies that can be added to a deck.
Monuments are a 5-card cycle from The Empty Throne. These provide one influence and are Depleted. They all have Transmute 5—if you reach 5 power before playing a Monument, it will transform into a specific 5-cost Unit or Weapon.
Standards are a 5-card cycle from The Fall of Argenport. These provide one influence and are Depleted. These all have Transmute 5—if you reach 5 power before playing a Standard, it will change into a specific 2-cost tactic fast spell.
Insignia are a cycle from Dark Frontier and The Flame of Xulta. Alternate art versions of the Insignia from the latter set are available in The Trials of Grodov. Each provides two influence and is Depleted if you have any cards from other factions in your deck.
Emblems are a 5-card cycle from The Flame of Xulta. Each provides one influence and deals one damage, and has a Decimate ability that lets you create and draw a unit if you have three influence from the card's faction.
Vows are 5-card cycle from Argent Depths. These can provide undepleted power and one influence of player choice at the cost of 1 , but can also be played as colourless. Currently only 5 vows exist, though the remaining 5 cards in the cycle are expected to be released at some point.[Note 1]
Cylices are a 5-card cycle from Argent Depths. Each can is depleted unless one influence requirement is met and creates and draws a Treasure Trove if both are met. Due to their relatively high power level and ubiquity, they were nerfed in the 2/1 Live Balance Update raising the influence requirements from double to triple. Similarly to vows, only 5 cylices exist, but they're expected to be released in the future.[Note 1]
Paintings are a 5-card cycle from Empire of Glass. They provide two influence and are Depleted unless they're very early in the game. Currently only 5 paintings have been released, though the cycle is expected to be finished at some point.[Note 1]
Other Power Cards
There are currently thirteen faction-neutral Power cards:[Note 1]
Several mechanics or card categories are related to power and power cards:
- Ramp cards either play additional power cards or increase maximum power.
- Power bump cards give a temporary boost to current power for the turn.
- Cards with the Empower have an effect that triggers whenever their owner plays a power card.
- On a player's first turn, unit cards with Pledge may be played as a Sigil.
- Plunder can transform non-power cards into Sigils and power cards into Treasure Troves.
- Inscribe cards can be played as though they were a depleted Sigil.
- At time of writing, as of Revelations release (May 20, 2021).