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However, I don't know any cheap Feln Control decks that are good. It's a bit difficult to build a budget control deck.
i like long walks on the beach, puppies, and - oh wait
Control? Death? Counters? Drawing? Basically winning by erosion instead of numbers? In MTG that is a blue+black deck?
Problem is even with all that terminology, I still don't know what you mean. If I took what you wrote at face value, then I guess Primal / Shadow? though what Unicarn wrote about budget Feln woo yeah, that's so true.
But am I going to take what you wrote at face value? no. because what FUN would that be
Control: "Control" is vaguely defined. Let's say you want to kill enemy minions. That's gonna be red and purple (Fire and Shadow - Torch, Annihilate, Suffocate, Deathstrike). But let's say you want to Silence enemy minions - remove their abilities. That's gonna be green and orange (Justice and Time - Desert Marshal, Valkyrie Enforcer). Let's say you want to stop enemy spells. That's gonna be blue (Primal - Backlash). There's cards I didn't mention, but those are the "usual suspects"
Let's say you want to stop your opponent from messing with your minions. That's Justice (Protect), or you can protect your whole board with Justice/Time (Stand Together). Suppose you want to blow up the entire board. That's Justice (Harsh Reign) or conditionally combinations of cards with Primal/Shadow (Withering Witch + Black Sky Harbinger, or depending on the matchup Stray into Shadow).
So just what is "control" to you? Mind, Eternal is not quite an exact analogue to Magic: the Gathering, and of course any analogy is by necessity inexact.
Death. What does that even mean? Graveyard recursion? Well Shadow has a lot of cards that bring stuff back from the graveyard or that work on graveyard effects. But you can't really talk about graveyard recrusion yet ignore Time cards such as Ephemeral Wisp, Dawnwalker, as well as Vault of the Praxis that potentially turns graveyard recursion into draw.
Counters? What, like "remove a counter from Time Vault, tap, take another turn?" +1/+1 counters? Or counters as in counterspells? Or countering enemy minions? But as I wrote, there's a variety of ways to accomplish those different tasks. But there is no analogue to Magic: the Gathering's "Counterspell" (I guess they use "Annul" or something these days). "Counterspell" hoses ANY part of a combo, because in Magic: the Gathering everything is a spell, even creatures are spells while they're being cast. In Eternal, cards are typed into spells, minions, relics, and relic weapons. Primal's "Backlash" can stop spells, but it can't stop minions. If you want to shut off a minion's special effects, pretty much your recourse has to be a Silence effect - and that, again, is in Time and Justice.
Drawing? Well Primal has draw engines, but Time has draw engines too. Real engines, draw loads of cards once a combination is set up, and though parts can be blown out, effectively you can still draw cards. But then, Fire/Justice has stuff like Rise to the Challenge, and that's not a card to casually ignore. Fire/Shadow has Quarry. Then there's other stuff like Shadow's "Devour" that as a fast spell multipurposes conditionally depending on when/if an opponent used a Silence effect to remove your own minion so it dies before Silence triggers. (But note also that Eternal phases and spell timings do NOT work like in MtG; you CANNOT cast a Fast Spell at ANY time, only during your opponent's combat and end turn phase, and your own turn.) &c.
Now again I could say "well if you want draw then you go Primal, if you want counters then you go Primal, if you want death stuff you go Shadow" and *to some degree* that is true? But I can't say that's necessarily what you're REALLY looking for?
Far as deck guides you can try looking at some on
https://eternalwarcry.com/
but tbh a lot of decks out there, even in the meta, are imo pretty trashy. and you are NOT going to set up some kinda big draw / control deck on the cheap. It's gonna cost teh monayz
White = Justice
Black = Shadow
Blue = Primal
Green = Time
Red = Fire
You might wanna try Justice/Shadow/Primal if you want the "pure" control archetype.
These 3 colors have nearly ALL single target hard removal AND sweepers in the game right now.
Shadow recently got "Stray into Shadow" which gives all units -4/-4.
Primal has stun utility and lightening storm, as well as raw drawing, plus hand and spell manipulation.
Justice has lots of win conditions (like Sword of the Sky King) and Harsh Rule, the most popular sweeper atm.
But by far the most well know control decks feature Time/Justice/Primal
Time has tonnes of utility, power draw, and synergy with Justice including some of the best hybrid cards in the game, like Desert Marshal. That cheap silence is sooo valuable against Entomb. AND Time has the most direct healing options in the game.
In fact, healing with Hall of Lost Kings can be a win condition (although not quite competitive yet)