Zones are the different areas that a player's cards can be during a game.

The "Changing Zones" Puzzles explore some of the mechanics of cards moving between zones.

The Zones

The Deck

Praxis Outlaw

Praxis Outlaw has an ability that triggers while it is in the deck.

Decks are the cards that players have not yet drawn. A card is drawn into the hand at the start of each turn, and more may be drawn as the effect of spells and abilities.

Generally, cards in the deck have no effect on the game until they are drawn, but some cards have abilities that can be triggered while they are in the deck, and Warp allows the top card of a deck to be played.

The deck's cards can be effected by many of Eternal's mechanics. Their stats may be changed (such as by Warcry or Noxtrix), they may be transformed into new cards, and they may be moved around the deck.

The Hand

Cards in players' hands are available to play. They usually are drawn from the deck, but some effects let cards be obtained from other zones or even be newly created.

Cards in the hand can be discarded to the void, through effects or if the player has too many cards. Players may only keep 9 cards at the end of any turn, and there is a hard limit of 12 cards at any time—cards drawn in excess are immediately discarded.

The Playmat

Cards on the playmat include units and sites that have been played, as well as attachments on units and players. In general, text on cards will only be active when the card is in play.

The Void

The void is where cards are sent when killed or discarded, and where spells that have been played go as their effects resolve. Some cards (such as Ephemeral Wisp) have abilities that can be activated while they are in the void.

The Market

Jennev Merchant

Merchants allow access to the Market.

The Market is only available to a player with at least one Merchant in their deck. It consists of up to five cards chosen when building the deck. During the game, cards from the Market may be swapped with cards in the hand when Merchants are played. As of the release of Homecoming, Merchants and Ponysnatcher are the only cards that can interact with the Market.


Power cards that have been played can be viewed by clicking the player's power indicator. There is currently no way to interact with these cards once they have been played.

Changing Zones

When cards move between zones, they will retain some of the changes that have been made to them while others are lost or reset.

What Stays the Same

Any permanent changes to the attack, health, cost, and text of a card will remain. This does not include ongoing effects from other cards in play such as Xenan Obelisk, or temporary effects such as Finest Hour.

Armor added to a relic weapon will remain if it leaves play.

What is Lost

If a unit with any attachments leaves play, the attachments are "killed" and go to their owners' voids.

What is Reset

Predator's Instinct

A unit given Killer will retain it when killed. The ability can be used again if the card is replayed.

Skills and keywords that have a single use are reset if a card leaves and re-enters play. This includes the battle skills Aegis, Berserk and Killer, and the keywords Ally, Infiltrate, and Ultimate. Revenge is not reset, as the skill is lost after the first activation.

The armor of a relic weapon that was lost through taking damage is restored when it leaves play.

Terms for Changing Zones

Some effects are triggered if a card is drawn, discarded, played, or killed—these terms are distinguished by the zones a card is moved between.

  • A card is "drawn" as it enters the hand from a deck, void, or market. Cards put into the hand from play are not considered drawn, and will not trigger effects such as Echo or Fate.
  • A card is "discarded" as it goes to the void from a deck or hand, with the exception of spells being played.
  • A card is "played" if it enters play from any other zone. Note that cards played directly from the deck or void are not considered to be drawn.
  • A card is "killed" if it goes to the void from play.
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