Sorry for the delay (had a rough weekend...): here's the article for Eternity!
As one of the most sought out weapons in game, Eternity is the prime rare weapon from the Time element. Its ability is a repetitive use of the Reverse Time | Rewind card allowing you to target a Creature, which is returned to the top of its owner’s deck. Despite its weak damage potential, Eternity is a renowned weapon for preventing deck-out and providing unique draw manipulation in various decks.
For 6
quanta (5
upgraded), Eternity can be played into the player’s weapon slot to deal 4 damage per turn. While the damage itself isn’t impressive, the ability is a powerful mechanic – after the player selects a target with Eternity’s ability, the creature will be rewound (or placed back) into their master’s deck as the next card drawn, making it an effective CC tool for denial and hand manipulation. The most popular use of this card is for preventing deck-out. As players often have to worry about the sizes of their deck (speed vs. stalling tactics), Eternity can assist in situations where the opponent has more cards than the player. By using Eternity continuously on a cheap creature such as a Skeleton (from Boneyard), one could infinitely play a match-up as long as the creature card can be replayed and rewound over and over again.
Conversely, instead of using it one’s own creature, players can also use Eternity’s skill on the opponent’s creatures, making it an effective tool for creature denial. Although the enemy may replay the creatures if they have adequate quanta, the strategy of controlling their draws comes into play instead. Rather than progressing through their deck, a player will be forced to draw the same creature over and over again. Smarter opponents will generally withhold their creatures and play them all at the same time to overcome Eternity.
Most importantly, the rewind ability of an Eternity can be beneficial to use on creatures that have major buffs or status effects applied to them, as such improvements (or detriments) can be removed upon being rewound. An Otyugh that was poisoned after eating a Chrysaora, for example, can be rewound via Eternity and replayed as if it was never poisoned to begin with. Voodoo Dolls inflicted with Gravity-Pull can be rewound to effectively waste a two-card combo for the enemy opponent. Even creatures with other beneficial buffs such as Adrenaline or Momentum or powerful stats from improvements such as Chaos Power and Blessing can also be reset to their original stats, nullifying strategies that rely on special buff cards to work right. In either case, Eternity can technically refresh any creature on the field to their original state.
Because Eternity can be used to ‘reset’ a creature to its original status before being played, the Fallen Elf’s Mutate ability can truly wreck havoc on the opponent’s creatures with Eternity. If the mutated creature is of another element the enemy can’t play (depending on their quanta), using Eternity would effectively ‘kill’ the creature by making it impossible to play the non-mutated creature. In other words, if a Fallen Elf mutated a Photon into an Abomination, but the player had no
quanta to play it, then rewinding it back into the player’s deck will basically force them to draw a dead card that can’t be used.
Several other important cards that can also combine well with an Eternity weapon are Mummy, Mind Gate, and Dune Scorpion. Mummy’s passive ability requires a transformation into the Pharaoh card via a ‘Rewind’ effect, which the Eternity weapon can provide easily and repeatedly – instead of having a Rewind card for every Mummy in a deck, Eternity can settle that issue easily, shortening the deck (and allowing easier access to the rare Pharaoh cards). Mind Gate can allow one to steal creatures or other cards based on the opponent’s next draw – by using Eternity on a creature, one could then use Mind Gate’s ability to generate that very same creature in their hand, allowing the player to potentially use that creature’s skills before the opponent can. Eternity can also be used after Mind Gate in case one finds another card that the opponent will draw next (such as a Steal), in order to deny them while preparing another counter-strategy. Even Dune Scorpions can become lethal given the correct buffs – if Neurotoxin is applied, rewinding creatures against the A.I. will cause them to stack the poison counter even higher (since the A.I. will generally play their creatures given enough quanta).
Many more cards can also be used with Eternity in order to fully reap its ability for either denial, deck control, and general creature displacement, but players should always note that the rewind cost (3
) can be fairly expensive if the player doesn’t have a steady source of quanta to use the ability constantly. Because of this, players who use Eternity generally have their mark set to Time in order to ensure some form of
quanta generation in rainbow decks. Regardless, Eternity is a very precious weapon that is often protected by players due to its endless potential to survive and manipulate the battlefield as needed.
Quick Facts:
Eternity deals 4 damage per turn as a weapon.
Its ability is based off the Reverse Time | Rewind cards, and costs 3
quanta to cast.
Eternity’s ability will effectively send a targeted creature back to the top of the owner’s deck, meaning it’ll be the next card they’ll draw on their turn.
Use This Card Together With:
Fallen Elf | Fallen Druid
Mind Gate | Mind Gate
Dune Scorpions | Dune Scorpions
Decks Using This Card:
The-Compeltely-Unoriginal-but-Semi-Original FGBow (
http://elementscommunity.org/forum/index.php/topic,1748.0.html)
Inception (
http://elementscommunity.org/forum/index.php/topic,15156.0.html)
Dune Scorpions killing FGs (
http://elementscommunity.org/forum/index.php/topic,11131.0.html)
Darkness polls are now up! ^_^