Eternal Card Game

Eternal Card Game

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NeoStormer Dec 6, 2016 @ 7:03am
How many sigils?
How many sigils should a deck have, especially the dual decks?
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Showing 1-9 of 9 comments
Edacade Dec 6, 2016 @ 8:03am 
Depends. How many non-sigil power cards are you running?
NeoStormer Dec 6, 2016 @ 9:09am 
What do you mean, every dec

Originally posted by Edacade:
Depends. How many non-sigil power cards are you running?
What do you mean, every deck has 75 cards..this is widely known.
Last edited by NeoStormer; Dec 6, 2016 @ 9:09am
Edacade Dec 6, 2016 @ 10:03am 
Let's say you have a Time-Justice deck. Are you running any Amber Monuments or Emerald Monuments? How many of each? How about Combrei Banners? Diplomacy Seals?

Go into your collection, hit the "Crafting" button, then hit that martini glass looking icon at the very end of the icons along the bottom, choose the "Power" button, and you will be able to see that Sigils are not the only power available to run in decks. Your question was "How many sigils do I run?" My reply was "Clarify how many non-sigil power cards you are running or planning on running."

In case you aren't aware, here is a list of the cad types in Eternal:
Unit (the guys you attack with and block with)
Relic (attachment for players, usually has beneficial effect; can have Weapon or Cursed type as well, more on that in a bit)
Weapon (attachment that gives an attack and health bonus to a Unit or Player; On a player, allows that player's avatar to attack as though it were a unit and health added is instead armor, once all armor has been chipped away the Relic Weapon will go to the void)
Curse (attachment that does something typically detrimental to an enemy Unit; Cursed Relics are attached to the enemy Player and typically do something detrimental to that player)
Spell (card that when played has an effect and is then put immediately into your void; sometimes have Fast type (supertype?) which allows them to be cast in response to enemy Spells, combat, and at the end of the enemy's turn)
Power (the cards that increase your maximum power. So far can only increase maximum power by 1 and usually also give you Influence; some Power cards can give you two influence, so far only giving AB, where A is one faction and B is another faction.)

Here that list is again without explanations:
Unit
Relic
Weapon
Curse(d)
(Fast) Spell
Power

Resources you should know about:
Attack*
Health*
Armor
Influence



*I actually don't know the official names for these resources. Attack is denoted by a sword and health is denoted by a heart. If this were Magic the Gathering they would be called "power and toughness" but as Power is a card type that's why I try to avoid using that terminology.
Timeraider Dec 6, 2016 @ 2:20pm 
Originally posted by Konrad:
What do you mean, every dec

Originally posted by Edacade:
Depends. How many non-sigil power cards are you running?
What do you mean, every deck has 75 cards..this is widely known.

Not really tbh. You can have between 75 and 150 cards in your deck and you can use it for anything :P
While 150 is quite an overkill.. i still tend to end up with around 85-90 to get all of the cards i want in.

And your deck needs to be at least 1/3 filled with sigils to be able to be used meaning 25 minimal if you go from the 75 deck
Last edited by Timeraider; Dec 6, 2016 @ 2:21pm
Atom Dec 6, 2016 @ 7:58pm 
Originally posted by Konrad:
What do you mean, every dec

Originally posted by Edacade:
Depends. How many non-sigil power cards are you running?
What do you mean, every deck has 75 cards..this is widely known.
Lol, the only time I run a 75 card deck is when I do a really specific deck, like nightmare or warcry for the early ronins. My average deck is 80-90. But if you're doing only 75, good rule of thumb is around 25 cards that directly give you power (seats/banners included). Or more if you're doing a super late game deck with expensive cards
PSXfiles Dec 6, 2016 @ 9:06pm 
Is it possible to edit the # of sigils in your deck? I'm not seeing them at all in my collection or deck.
Edacade Dec 6, 2016 @ 9:59pm 
You have to enable Advanced Deckbuilding in Settings.
SaintPhillip Dec 6, 2016 @ 10:42pm 
-Also remember that the 1/3 rule applies to all power cards and not just the sigils (which I call mana lol)

So when deckbuilding you can add in monuments (I think thats what theyre called but they transform into a creature when you reach a certain number of mana) so depending on the deck you may want to keep that in mind.
ghklf Dec 8, 2016 @ 8:40pm 
What I got from MTG is that 24(+-1)/60 is the best you should aim for.

So I assume 24/60 = 0.4 * 75 = 30(+-12) POWER should be in ur consideration.

Monuments, Banners and Seats are the same but they might make ur deck slower, so it really depends on what kind of deck ur building and how many other power source(e.g. Initiate of the Sand and those Favors) u want to put in ur deck.
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Date Posted: Dec 6, 2016 @ 7:03am
Posts: 9