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 Edit
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 Edit
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.[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 Edit
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 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.
Tokens are a cycle from Defiance. These provide one influence from a choice of three and are Depleted. Currently only 5 tokens exist, though the remaining 5 cards in the cycle are expected to be released at some point.[Note 1]
Insignia are a cycle from Dark Frontier. Each provides two influence and is Depleted if you have any cards from other factions in your deck. Currently only 5 insignia exist, though the remaining 5 cards in the cycle are expected to be released at some point.[Note 1]
Other Power Cards Edit
There are currently five 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.