Time is the faction of learning and discovery; knowledge is the key to true power.
Time is one of the five basic
Factions in Eternal. It focuses on powerful units, gaining life, and indirect ways of subduing enemy units.
Unit Strength/Health Increases Edit
and Unlock Potential apply Xenan Obelisk and bonuses to all of your units, which can be powerful in token decks which play a large number of cheap, small units.
Returning Cards to Hand Edit
Also known as "
bouncing", this is one of the ways Time deals with enemy units, through cards such as and Praxis Displacer . With some cards, such as with Envelop , this can be used to return your own units to your hand, which can help save them from enemy effects.
Increasing Card Cost Edit
An ability that can work in tandem with bounce, cards like
and Slow make cards in the enemy hand more expensive to delay them or even make them unplayable.
Removing the Ability to Fly Edit
and Sandstorm Titan prevent all units from Sandstorm Scarf , which helps make up for Time's relative lack of flying units.
and Initiate of the Sands help Auralian Merchant ramp the player's maximum power faster than playing power cards alone, which can help get large units out earlier.
Influence Fixing Edit
To help reach your deck's influence requirements, cards like
and Amber Acolyte help gain power as well as seeking the type of influence you need.
Gaining Health Edit
and Ancient Bauble provide Water of Life , which can combine well with abilities.
Unit Types Edit
Faction Combinations Edit
Two-faction Alliances Edit
Three-faction Alliances Edit
Talir is the scion of Time. Caiphus's sister, she is a powerful mage and the Arch-Magister of the Praxis Arcanum.