Eternal Card Game

Eternal Card Game

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Ruse Dec 12, 2017 @ 11:15pm
How bad is the grind?
It's a free game, there's always a catch. Do I spend forever grinding to get anything "decent". Or am I forced to pay for the good stuff?
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Showing 1-15 of 17 comments
mk11 Dec 13, 2017 @ 12:26am 
No and no.

You do need to play quite a bit to get all the good stuff but it never feels like grind.
Xuande Dec 13, 2017 @ 12:53am 
Originally posted by Theresa Barkskin:
It's a free game, there's always a catch. Do I spend forever grinding to get anything "decent". Or am I forced to pay for the good stuff?

~First week: You'll be doing some busywork between the free Campaign, free Puzzles, and trying to get Gauntlet/Forge modes to Master (do this quickly, because we're about to get a free reset on this mode!) When done, you'll have a few budget decks to choose from and enough gold/shiftstone to customize it somewhat.

~50-100 hours: You'll have a playset of any important Common and Uncommon rarity cards you want, and probably enough left over to have a viable non-budget deck of your choice built, provided it doesn't run many Legendary cards. There's usually some key Rares in decks, but this is around the time you'll be able to afford the ones you need most.

~200 hours: You'll have access to most of the Rares you'll want. You'll probably also have bought the Campaign-locked cards by now as well. You'll still be lacking many Legendaries, and you'll be looking to Draft to slowly build up Shiftstone.

~500 hours: You'll be accumulating a decent amount of Legendary playsets. It'll still sting when you want to brew and have to cough up 12800 Shiftstone to craft a playset, but it becomes doable now that nearly every card you pull out of every pack is a duplicate, including the Rares.

Common downsides:

* Some people hate non-guaranteed mana. If you tilt because you draw too many or too few mana cards, this isn't the game for you.
* While its fairly quick to build a single deck in this game relative to other active CCGs, its one of the harder CCGs to build a full collection. The crafting system is priced much worse than games like Shadowverse or Hearthstone (Commons/Uncommons melt for 1/10 Shiftstone. Rares/Legendaries cost 800/3200. All but one card of each pack is either Common or Uncommon, and 90.66% of the time that last card is Rare), but this also allows them to hand out packs much more frequently.
* Card packs are priced badly relative to Draft. You'll want to Draft once you get everything else done, whenever you have spare Gold. Some people don't like Drafting. If you intend to spend real money and don't care about cosmetics, its still more efficient to just buy gems and turn those into Draft runs. This isn't a cheap game to buy into, time>money more than most CCGs.
* Because this is yet another CCG where time-per-win is the incentive to earn currency, Aggro will always be present on ladder to a large degree.
* The community is fairly small, though that can be said of any CCG not in the Big 3 (Magic/HS/SV). There's always a risk of the game dying.
Last edited by Xuande; Dec 13, 2017 @ 1:09am
SaintPhillip Dec 13, 2017 @ 11:07am 
Originally posted by Xuande:
Originally posted by Theresa Barkskin:
It's a free game, there's always a catch. Do I spend forever grinding to get anything "decent". Or am I forced to pay for the good stuff?

~First week: You'll be doing some busywork between the free Campaign, free Puzzles, and trying to get Gauntlet/Forge modes to Master (do this quickly, because we're about to get a free reset on this mode!) When done, you'll have a few budget decks to choose from and enough gold/shiftstone to customize it somewhat.

~50-100 hours: You'll have a playset of any important Common and Uncommon rarity cards you want, and probably enough left over to have a viable non-budget deck of your choice built, provided it doesn't run many Legendary cards. There's usually some key Rares in decks, but this is around the time you'll be able to afford the ones you need most.

~200 hours: You'll have access to most of the Rares you'll want. You'll probably also have bought the Campaign-locked cards by now as well. You'll still be lacking many Legendaries, and you'll be looking to Draft to slowly build up Shiftstone.

~500 hours: You'll be accumulating a decent amount of Legendary playsets. It'll still sting when you want to brew and have to cough up 12800 Shiftstone to craft a playset, but it becomes doable now that nearly every card you pull out of every pack is a duplicate, including the Rares.

Common downsides:

* Some people hate non-guaranteed mana. If you tilt because you draw too many or too few mana cards, this isn't the game for you.
* While its fairly quick to build a single deck in this game relative to other active CCGs, its one of the harder CCGs to build a full collection. The crafting system is priced much worse than games like Shadowverse or Hearthstone (Commons/Uncommons melt for 1/10 Shiftstone. Rares/Legendaries cost 800/3200. All but one card of each pack is either Common or Uncommon, and 90.66% of the time that last card is Rare), but this also allows them to hand out packs much more frequently.
* Card packs are priced badly relative to Draft. You'll want to Draft once you get everything else done, whenever you have spare Gold. Some people don't like Drafting. If you intend to spend real money and don't care about cosmetics, its still more efficient to just buy gems and turn those into Draft runs. This isn't a cheap game to buy into, time>money more than most CCGs.
* Because this is yet another CCG where time-per-win is the incentive to earn currency, Aggro will always be present on ladder to a large degree.
* The community is fairly small, though that can be said of any CCG not in the Big 3 (Magic/HS/SV). There's always a risk of the game dying.
I think this is a very good overview-

I'll add however, that the grind will be insane once the third set drops- The reward nerfs and time locks are really going to hinder new-er players (and even some of us returning players) and I'm already feeling it now trying to put together the second set after an 8 month break- Once you level up your factions to the 20s or so you will feel the diminishing returns- At first you will be flush with rewards (because you are leveling fast) but then you realize the grind jumps each level and the rewards stay pretty much the same .

With the time locked rewards now a part of this your grinding is really limited to daily and once you hit diamond rank even getting those silver chests slows drasticly... Prior to the nerfs you could play during a weekend off all day and make nice rewards, now you can play for maybe a couple hours tops before you cannot get silver chests anymore (and that couple hours is stretching things- And only if you get really unlucky )- You can still play for rewards but very small ones.

Overall I once hailed this game as being very genorous with rewards but after seeing the nerfs and realizing a new set is coming- I'm not so sure anymore.

-Still a decent game and fun to kill some time with but the grind is real and now is as bad (or possibly worse) than other games although it may not seem like it for the first phases of playing .
Last edited by SaintPhillip; Dec 13, 2017 @ 11:09am
raythr Dec 13, 2017 @ 1:00pm 
not if you started 1 year ago
steam release was dec '16

if you start now
"uhoh, you gonna have a baaaaaaad time xD"


one of the problem is
the gauntlet, the only reliable source of gold, was nerfed to hell

before you could say
"just do gauntlet" and you would do fine

now all you can say is
you either have 100k gold from playing a year or you look for a new game

especially with set 3 getting released soon
its way too much now
full set 1+2+3
pluss jekks and horus adventure for 45k ? gold it is


but yeah, the real killer is the sigil draw
if someone told me of the 500 hours of sigil starvation i have to endure
id immediatelly deinstall xD

but now im too deep in it to quit :p
Baboon ♛Ⓡ Dec 13, 2017 @ 1:16pm 
maybe they boost the rewards with new set or change draft format
dyslexicfaser Dec 13, 2017 @ 2:16pm 
Originally posted by Xuande:
* While its fairly quick to build a single deck in this game relative to other active CCGs, its one of the harder CCGs to build a full collection. The crafting system is priced much worse than games like Shadowverse or Hearthstone (Commons/Uncommons melt for 1/10 Shiftstone. Rares/Legendaries cost 800/3200. All but one card of each pack is either Common or Uncommon, and 90.66% of the time that last card is Rare), but this also allows them to hand out packs much more frequently.
I have some doubts about this point.

I saved gold and dust for months prior to Hearthstone's Ungoro expansion, which allowed me to make ONE deck with TWO legends. That deck turned out not to be competitive compared to a couple of quest decks, which caused me to leave Hearthstone in despair.

I basically only play 1-3 games per day in Eternal, and I have shiftstone coming out of my ears thanks to 1 free pack a day.

The downside to Eternal legendaries being x4 in a deck is kind of a problem, I admit.
SaintPhillip Dec 13, 2017 @ 2:56pm 
Originally posted by dyslexicfaser:
Originally posted by Xuande:
* While its fairly quick to build a single deck in this game relative to other active CCGs, its one of the harder CCGs to build a full collection. The crafting system is priced much worse than games like Shadowverse or Hearthstone (Commons/Uncommons melt for 1/10 Shiftstone. Rares/Legendaries cost 800/3200. All but one card of each pack is either Common or Uncommon, and 90.66% of the time that last card is Rare), but this also allows them to hand out packs much more frequently.
I have some doubts about this point.

I saved gold and dust for months prior to Hearthstone's Ungoro expansion, which allowed me to make ONE deck with TWO legends. That deck turned out not to be competitive compared to a couple of quest decks, which caused me to leave Hearthstone in despair.

I basically only play 1-3 games per day in Eternal, and I have shiftstone coming out of my ears thanks to 1 free pack a day.

The downside to Eternal legendaries being x4 in a deck is kind of a problem, I admit.
Just out of curiousity , how does 1 deck/day give you "shiftstones coming out your ears" ? That would be on average, what, 15 shiftstones/day more or less (+ the packopening bonus, whatever that is-)? I mean, you may get really lucky and pull a legendary (800 dust) but.... How many days will it take for your 1-3 games to even buy you a single legendary?

I had played pretty hardcore during the first few months of season 1 and when I came back I had tons of gold and over 20k shiftstones and tbh that didnt amount to very much when most good decks require at least 4 legendaries...(many 8-10 ) Even starting with 20k shiftstones and around 30k gold- Plus having most of the first series (and playing hardcore the last 2 weeks , Mastering gauntlet and forge which are only good once until a reset) I am not even going to come close to putting together very much of the second set besides commons and with a third set on the way and my reserves already spent I cant see that 1 pack/day doing anything really.

With gauntlet now mostly pointless once its been mastered and even time locks on ladder rewards I think unless you have everything and massive reserves saved its going to be a huge pointless grind come series 3 (it already kind of is for me now with series 2)

Anyone starting now already has a huge uphill battle and major grind (which is now relegated to only a bit each day and no real binge playing when you have time)- Anyone returning (like myself) has quite a grind to get caught up but it would be doable if not for the time locked rewards- Anyone starting once the next card releases drop is dead iin the water with very little chance.
Last edited by SaintPhillip; Dec 13, 2017 @ 4:30pm
dyslexicfaser Dec 13, 2017 @ 4:56pm 
Originally posted by SaintPhillip:
Just out of curiousity , how does 1 deck/day give you "shiftstones coming out your ears" ? That would be on average, what, 15 shiftstones/day more or less (+ the packopening bonus, whatever that is-)? I mean, you may get really lucky and pull a legendary (800 dust) but.... How many days will it take for your 1-3 games to even buy you a single legendary?

I had played pretty hardcore during the first few months of season 1 and when I came back I had tons of gold and over 20k shiftstones and tbh that didnt amount to very much when most good decks require at least 4 legendaries...(many 8-10 ) Even starting with 20k shiftstones and around 30k gold- Plus having most of the first series (and playing hardcore the last 2 weeks , Mastering gauntlet and forge which are only good once until a reset) I am not even going to come close to putting together very much of the second set besides commons and with a third set on the way and my reserves already spent I cant see that 1 pack/day doing anything really.
... Beats me? I play a few games of Ranked a day and enter Draft when I have the gold and now I have like 80k shiftstone.
Last edited by dyslexicfaser; Dec 13, 2017 @ 4:56pm
tiamats4esgares Dec 13, 2017 @ 10:34pm 
There are clearly 2 types of people.

There are people who think they need 4 of every card.

Then there are people who just want to make a deck or 3 and they're good.

If all you want is to make a couple of good decks to play, then this game is perfectly fine for a f2p player. You can easily do it playing a week. In fact, it's so bad that I got bored and quit playing.

If you think you need every single card....well, then yeah, you're going to be grinding a while or spending a pretty penny. lol

This game is not nearly as bad as Hearthstone as far as collecting cards goes. You get all kinds of free cards all the time. Anybody who has played Hearthstone first then came to Eternal would think it's way too much (and it is). If you don't think so, then you clearly have issues.
Xuande Dec 14, 2017 @ 3:40am 
Eternal can hand out more cards precisely because they have less value. You need to melt 3200 commons or 320 uncommons to make one Legendary. In HS, you need to melt 320 commons or 80 uncommons. In SV, you need to melt 350 commons or 70 uncommons.

Eternal has you open 12 cards, but 11 of them are guaranteed to never be Rare or Legendary. Last info that I'm aware of states a 90.66% Rare and 9.33% Legendary odds for the 12th card. You can run 4 copies of any rarity in a deck.

Hearthstone has you open 5 cards. Odds are not exactly known, but one card is guaranteed to be uncommon+ and there is a "pity timer" that ensures a minimum of 1 Rare/10 packs and 1 Legendary/40 packs (plus 1 Legendary/10 packs in a new set until first pull). In my experience, the pull rate is about double that minimum. You can run 2 copies of any rarity except Legendary, which you can only run 1 copy of.

Shadowverse has you open 8 cards. Their odds are publically stated: 67.5% Common/25% Uncommon/6% Rare/1.5% Legendary, 8% of all pulls are animated, and the 8th card cannot be Common. This comes to roughly 1 Legendary/8 packs and 1 Rare/2 packs. You can run 3 copies of any rarity.

Why Eternal is bad: Packs are devalued relative to the other games, yet buying them from the shop isn't significantly cheaper (Shadowverse has $0.50- cent individual packs, Hearthstone starts around $1.00 and requires bulk buying to get cheaper). Draft is a pushed format, to the point where buying packs rarely makes sense. These factors make Eternal frustrating to buy into as a new not-f2p player. Grinding will earn you packs faster than the other two games, but those packs have the lowest value once your commons/uncommons are filling out.

tl;dr: Difficult game to buy into, Draft>Pack buying as well.

Why Hearthstone is bad: Two-year rotation means a new player is going to be as many as seven sets behind (classic, three sets from last year, three from this year) yet not be incentivised to buy last year's cards because they're about to rotate out. There's no PvE grinding, and Arena grinding tops out at a little over 6 wins/run for all but the absolute best players, which isn't enough to go infinite on. Basically, its very hard to grind out packs and you need a lot of them. On the bright side, Aggro decks rarely require many cards beyond Uncommon rarity (the recent Prince Keleseth formats being an exception) and are usually well-positioned in the meta, so if a player knows what they're doing, its possible to grind wins with a budget Aggro deck.

tl;dr: Rotation doesn't help new players enough, too many sets in play, difficult to grind or pay into when new.

Why Shadowverse is bad: Its very important as a new player to do your research beforehand. SV is by far the most generous game on Day 1, handing the new player ~40-80 packs on initial login from all expansions, doubling that once you do all the free PvE content (plus a lot of free Take-Two draft tickets, which convert to a pack plus gold each), which is doable with just your starting pool of cards. You also get daily login bonuses, which are worth a little under a third of a pack on average. This means you can craft one or even two high-tier decks right away...if you know what to craft and what to melt. But if you blow this opportunity, grinding is pretty slow in Shadowverse. For the time you'd invest in Eternal to get all your Silver chests and pack of the day, you'll earn around 1.5 packs of currency doing three dailies (you get three a day.) And after that, earnings drop off a cliff - Shadowverse is not a game where grinding pays off. Take-Two requires a majority of 5-0 runs to go infinite, but a player can do pretty well for themselves averaging 4-1, and since the matchmaking for Take-Two has no MMR at all, a good player can average 4-1 or better.

tl;dr: Great start, but earnings slow down once all PvE content is done. Best treated casually, grind doesn't pay enough.
Last edited by Xuande; Dec 14, 2017 @ 3:46am
Mysticlights Dec 14, 2017 @ 4:05am 
You have a pack every day after a win plus enough many to buy another pack if you do some quest and play some games. You get 100 dust for opening a pack and 257 if you disenchant all cards in it, 200 of it being for ds a rare card. So you get 357 guaranteed dust for a pack. 2 packs mean 700 dust. A rare card (anologue of epic in Hearstone) costs 800 dust. So you can craft a new rare every other day if you want playing f2p. You can craft a new legendary (which costs 3200 dust) every 6-7 days if you want. How long do you need to play f2p to craft a new epic or legendary in HS where you get 40 guaranteed dust per pack? I will answer, if you are unlucky (which happens often) you need 10 packs to craft a new epic and 40 packs to craft a new legendary. Quests in Hearthstone give enough money to buy about 1 pack every 2 days. Thats 20 days to get an epic and 80 to get a new legendary of your choice.

tl;dr If you disenchant everything and you are unlucky you need to play 2 days to craft a new rare and 6-7 days to craft a new legendary in Eternal while you need to play 20 days to craft an epic (HS analogue of rares) and and to play 80 f2p days to craft a new legendary in Heartstone.

p.s. Yes I know about pity timers in HS, they don't change much.
Last edited by Mysticlights; Dec 14, 2017 @ 10:31am
Xuande Dec 14, 2017 @ 4:16am 
Okay. And you only need 1 Legendary and 2 Rare per deck in HS, while you need 4 Legendary and 4 Rare in Eternal. Let's at least try to be fair in these comparisons.
Mysticlights Dec 14, 2017 @ 4:37am 
Originally posted by Xuande:
Okay. And you only need 1 Legendary and 2 Rare per deck in HS, while you need 4 Legendary and 4 Rare in Eternal. Let's at least try to be fair in these comparisons.

You don't necessarily need 4 legendaries and 4 rares it depends on the deck. Even in a hypothethical situation that you need all 4 rares and 4 legendaries you need 5 days to craft 4 rares ((800*4)/(357*2) compared with 40 days to craft 2 epics in Hearthstone. You need to play 18 days to craft 4 legendaries (3200*4)/(357*2) compared with 80 days for 1 in HS.

So 4 rares in 5 f2p days in Eternal vs 2 epics in 40 f2p days in HS;
4 legendaries in Eternal in 18 f2p days vs 1 legendary in 80 f2p days in HS.

Also many competitive decks in Eternal do not require legendaries while most HS competitive decks require one or even several (data according to vicioussyndicate november 30 report) which is gonna get even worse with legendary weapons in new expansion. And do bear in mind that they usually require multiple sets of epics as well.
Last edited by Mysticlights; Dec 14, 2017 @ 4:45am
d2ada Dec 14, 2017 @ 8:04am 
No way to get free gold in this game, only a crap pack sometimes ! pay to play or die !!!:steammocking:
raythr Dec 18, 2017 @ 1:13pm 
Originally posted by SaintPhillip:
Originally posted by dyslexicfaser:
I have some doubts about this point.

I saved gold and dust for months prior to Hearthstone's Ungoro expansion, which allowed me to make ONE deck with TWO legends. That deck turned out not to be competitive compared to a couple of quest decks, which caused me to leave Hearthstone in despair.

I basically only play 1-3 games per day in Eternal, and I have shiftstone coming out of my ears thanks to 1 free pack a day.

The downside to Eternal legendaries being x4 in a deck is kind of a problem, I admit.
Just out of curiousity , how does 1 deck/day give you "shiftstones coming out your ears" ? That would be on average, what, 15 shiftstones/day more or less (+ the packopening bonus, whatever that is-)? I mean, you may get really lucky and pull a legendary (800 dust) but.... How many days will it take for your 1-3 games to even buy you a single legendary?

I had played pretty hardcore during the first few months of season 1 and when I came back I had tons of gold and over 20k shiftstones and tbh that didnt amount to very much when most good decks require at least 4 legendaries...(many 8-10 ) Even starting with 20k shiftstones and around 30k gold- Plus having most of the first series (and playing hardcore the last 2 weeks , Mastering gauntlet and forge which are only good once until a reset) I am not even going to come close to putting together very much of the second set besides commons and with a third set on the way and my reserves already spent I cant see that 1 pack/day doing anything really.

With gauntlet now mostly pointless once its been mastered and even time locks on ladder rewards I think unless you have everything and massive reserves saved its going to be a huge pointless grind come series 3 (it already kind of is for me now with series 2)

Anyone starting now already has a huge uphill battle and major grind (which is now relegated to only a bit each day and no real binge playing when you have time)- Anyone returning (like myself) has quite a grind to get caught up but it would be doable if not for the time locked rewards- Anyone starting once the next card releases drop is dead iin the water with very little chance.

low quality cards

once you have the "must buy" (set1) legs, you are set
id say 80-90% of the cards is useless ♥♥♥♥

while theres like 1000 cards, its all smoke and mirrors
you dont need any of them

i dont understand half of the set 3 legs, cant get more fringe then that
its like the most niche of a niche use youc an think of

im looking forward for the reviews
i cant spot a single good one at first glance


but yeah, someone starting now has too much ♥♥♥♥ to wade through
its literally impossible

now its basically a game made for the few vets still playing
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Date Posted: Dec 12, 2017 @ 11:15pm
Posts: 17