What makes a control deck? It's a complicated question, partially because there is a lot of crossover between midrange and control decks. There's even some crossover between combo and control decks. This series isn't trying to create a comprehensive definition of what makes a control deck in Eternal, and instead I hope to look at some decks across the history of the game and discuss their card choices in regard to available card pool and meta they found themselves in. Meta note: this article was written before the release of Dark Frontier. Sorry for the delay!
Fresh off the press
It's been a while since the previous guide that went through building a deck on a budget, and this portion of the Quick Start Guide will serve mainly as a wrap-up so we can move on to other topics. First, though, I went through 5 placement games with the FJS list from last time and added commentary. Apologies for the shoddy audio quality; my microphone was on the fritz.
Some of the main takeaways in no particular order:
First of all, I want to thank Direwolf Digital for giving me the opportunity to reveal what I think is a deceptively powerful new 1-drop for the upcoming expansion, Dark Frontier!
Greetings all! Welcome back to Market Research, after quite a hiatus.
Today, and for some time yet, I will be analyzing cards from Time factions.
I could talk about Time cards for way longer than anyone should; I will make no secret of the fact that I play Time more than any other faction and I probably enjoy it more than any other faction. However, I do think that Time has a disproportionately high number of playable to powerful cards.
In terms of general synergy, trigger keywords are likely to give best results, because you can plan your deck around finding a mechanic (something you can almost guarantee) rather than finding a particular card. Trying to find a combo of two cards rather than two types of card is an effort doomed to failure.