Key Words

Card Types

Power and Influence

Power is spent to play cards and refreshes at the start of your turn. Most cards also require you to have Influence within their faction, but Influence is never spent or used up. Most Power cards permanently increase your maximum power in addition to granting Influence in one or more factions.
- Official Eternal Glossary


  • Power may exceed maximum power, either during a turn or using cards like Talir, Unbound.
  • Depleted power provides influence and increases maximum power immediately upon play, but does not provide usable power until the start of your next turn.
  • Non-power cards increasing "maximum power" always behave as though this increase is depleted, and will be unavailable until the start of your next turn.
  • Cards which use all remaining power in attack, like Insatiable Serasaur cannot be buffed with combat tricks unless you've reduced the tricks to zero cost.


  • Cards with grey borders have no faction, and no influence requirements; these can be used in any deck.
  • Cards which are stolen from the enemy player lose influence requirements, but not faction. This is relevant for decks using cards like Vara, Fate-Touched, in which a stolen Shadow card would lose influence requirements but still behave as expected with Vara's text.
  • Influence requirement vs. card faction can be determined by looking at the color of a card's border.
  • Some tokens generated by other cards do have influence requirements (e.g. Wisp) but cards requiring one influence do not always generate tokens that require the same influence or have the same faction (e.g. Criva, the Crimson Scythe).


Attachments are played on units and players and remain until they are killed. They include weapons which grant stats, curses which will attach to enemies, and relics which attach to players.
- Official Eternal Glossary

  • All-purpose attachment killing cards like Bore or Disjunction can remove Permafrost from your own units or Azindel's Gift from your avatar, as well as Xenan Obelisk or Auric Runehammer from your opponent. Be careful to evaluate all of your lines of play with "attachment"-based card text.
  • Silence affects attachments on a unit, making silences a valuable way to free your own units from the effects of curses like Winter's Grasp, prevent your opponent from gaining cards with Wanted Poster, or stop Inquisitor's Blade from recurring.
  • Curses

    Curses are detrimental attachments that are played on enemy units.
    There are also Cursed Relics which can be played on the enemy avatar.
    - Official Eternal Glossary

    • By definition, curses must be played on an enemy; you cannot Wanted Poster and then sacrifice your own unit for card draw.
    • Both curses and cursed relics are affected by anything that affects curses or attachments.
  • Relics

    Unlike normal weapons, Relic Weapons are played onto your avatar.
    They can be used to directly attack enemies, but are destroyed when they run out of armor.
    - Official Eternal Glossary

    • Relics can be one of the most power-efficient ways to buff an entire board of units, and are therefore mainstays of token-based archetypes like Praxis.
    • To date, the only way to bounce relics back to your hand (to recur an on-summon effect or similar) is Dig Site.
    • Relics, cursed relics, and relic weapons are all affected by anything that affects relics or attachments.
  • Weapons

    Weapons can be played on your units to give them bonus strength, health, and skills.
    - Official Eternal Glossary

    • In addition to being distinguished by target, weapons vs. relic weapons are fairly unique in that weapons buff health whereas relic weapons buff armor. For cards that buff weapons, better value can sometimes be found from selecting either a weapon for health (which refreshes to full at end of turn) or a relic weapon for armor (which protects player health.)
    • Armor applied to the player while a relic weapon is equipped remains with the relic weapon when it is destroyed. Any armor on the player at the moment the relic weapon was equipped further adds to this sum.
    • Both weapons and relic weapons are affected by anything that affects weapons or attachments.


A one-time effect that costs power and goes to the void once played.
Some spells are fast and can be played during the enemy player's turn as well.
- Official Eternal Glossary

  • Many units or attachments produce spell effects but, unless an attachment plays Spellcraft, these do not count as spells either in terms of being nullified or counting towards "spells matter" cards. E.g. While Silence can be Backlashed or buff Moment of Creation, Valkyrie Enforcer's silence effect cannot.
  • Fast Spells count as spells, but provide more response windows. Other spells can only be played on your own turn unless Temporal Distortionis equipped.
  • Curses do not count as Spells.
    • Fast Spells

      A spell that can be played during either player's turn. They can be used as a response to an enemy spell, a negative effect, during combat, or at the end of the turn.
      - Official Eternal Glossary

      • To date, Temporal Distortion is the only means of converting all of your spells into fast spells.
  • A spell that can be played during either player's turn. They can be used as a response to an enemy spell, a negative effect, during combat, or at the end of the turn.
    - Official Eternal Glossary


Units have strength, health, abilities, and can attack and block. Units die if they run out of health, otherwise they heal back to full health at the end of the turn.
- Official Eternal Glossary

Battle Skills

Battle Skills

The Battle Skills are Aegis, Berserk, Charge, Deadly, Double Damage, Endurance, Flying, Killer, Lifesteal, Overwhelm, Quickdraw, Reckless, Revenge, Unblockable, and Warcry.
- Official Eternal Glossary


Aegis protects a unit or player from one enemy spell or effect. It doesn't block friendly effects, nor does it stop battle damage from Killer attacks, Relic Weapons, or normal attacking and blocking.
- Official Eternal Glossary


Units with Berserk can make a special double attack one time: if it survives the first round of battle, it will attack again. This can only be used once, and gives the unit Reckless.
- Official Eternal Glossary


Charge units can attack the turn they are played.
- Official Eternal Glossary


Units and spells with Deadly kill any unit they damage, regardless of health. For example, a 1/1 with Deadly can kill a 5/5 attacker.
- Official Eternal Glossary

Double Damage

When this deals damage, it deals twice as much instead.
- Official Eternal Glossary


Units with Endurance ready at the start of each player's turn, so they can attack and still be ready to block during the enemy turn. Additionally, they are completely immune to enemy stun and exhaust effects.
- Official Eternal Glossary


Flying units can only be blocked by other flying units, but can block ground units normally. They can also be directly attacked by Killer units and Relic Weapons.
- Official Eternal Glossary


A unit with Killer can make one special attack directly against an enemy unit. This can be done the turn it's played, and can target any unit, regardless of Flying, Aegis, or other special abilities.
- Official Eternal Glossary


Units and spells with Lifesteal give you health when they deal damage, healing you equal to the damage dealt.
- Official Eternal Glossary


A unit or spell with Overwhelm will deal any excess damage to your opponent on your turn (does not work while blocking).
- Official Eternal Glossary


Units with Quickdraw kill blockers before they can deal damage back.
Note that Quickdraw only works while attacking, not while blocking.
- Official Eternal Glossary


Units with Reckless must attack.
- Official Eternal Glossary


When a card with Revenge dies, it is put randomly into the top ten cards of its owner's deck. It permanently loses Revenge and gains Destiny.
- Official Eternal Glossary


Each time a unit with Warcry attacks, it grants a permanent bonus to the top-most unit or weapon in your deck. Even if it's a few cards down, you'll get to stack up the bonuses on it over multiple turns.
- Official Eternal Glossary


Cannot be blocked.
- Official Eternal Glossary


Abilities are not battle skills but still describe effects themselves (i.e. what happens), even if they're always coupled with a specific trigger (i.e. when it happens).


An Ambush unit can be played at the end of the enemy player's turn, or any time they are attacking you. If played against a Killer or Relic Weapon attack, an Ambush unit will jump in the way to block that attack.
- Official Eternal Glossary


Units with Bond can be played for less power by exhausting a unit that shares a type. You save power equal to the strength of the exhausted unit. For example, a 9-cost dinosaur with Bond could be played for 4 power by exhausting another dinosaur with 5 strength.
- Official Eternal Glossary


When you draw a card with Destiny, you play it immediately for free and draw another card.
- Official Eternal Glossary

  • Destiny an ability (auto-play) whose trigger is always Fate (on drawing this card.) It is accurate to say that Destiny is part of the subset of Fate effects.


When you draw a card with Echo, you receive an additional copy of it.
This happens even if you draw it from the void.
- Official Eternal Glossary

  • Echo an ability (duplicate a card) whose trigger is always Fate (on drawing this card.) It is accurate to say that Echo is part of the subset of Fate effects.


Units with Inspire grant a bonus to other units you draw.
- Official Eternal Glossary


Nightfall causes night to fall immediately, and last for a full turn cycle: Through the end of your turn, the enemy player's turn, and your next turn.

Players draw an extra card and take 1 damage when starting their turn at Night. This effect isn't owned by either player, so it's not blocked by Aegis or enhanced by Lifesteal.

Some cards specifically say that they are stronger or weaker at Night.
- Official Eternal Glossary

  • When a Nightfall card is played, Night lasts until the end of the current player's next turn.

  • Nightfall can be refreshed but does not stack.

  • Nightfall is an ability (begin Night countdown) whose trigger is always on Summon. It is accurate to say that Nightfall is part of the subset of Summon effects.
  • Countdown Animation:

    Turns remaining until Night ends

    Night's countdown is illustrated by a brief flare of sunlight to the West (left) when Nightfall is played, followed by the screen darkening for the remainder of the player's turn and the entirety of the next (opponent's) turn.

    On the last turn of Night, the screen brightens partially to a twilight state which has a flare of sunlight streaming constantly in the East (right); it's easy to mistake this for day if you're only looking at your own deck!

    Instead, look for the animated shadow effect that appears at the bottom of the screen on all turns that qualify as Night, or for the absence of shadows, sunbeams, and moonbeams to confirm that Night has ended.


Silence removes all text from a unit and from any attachments on it. It does not remove permanent stat buffs or bonuses from weapons.
- Official Eternal Glossary


Stunning a unit locks it down for two turns, keeping it exhausted and unable to attack or block. This counts down at the start of the owner's turn.
- Official Eternal Glossary


Triggers describe a set of conditionals that must be met for some effect to apply.


Ally abilities happen as soon as you have a unit of the named type. This can be when you play the unit with Ally or later if there's none of the needed type in play.
Like other one-shot abilities, Ally resets if the unit dies or is returned to hand and can be used again.
- Official Eternal Glossary


The ability of a unit with Entomb will activate when it dies. This combines well with effects that sacrifice units as costs.
- Official Eternal Glossary


A card with Fate does something when drawn.
- Official Eternal Glossary


The special ability of a unit with Infiltrate occurs the first time that unit hits the enemy player. It doesn't work while the unit is on defense, such as when it is activated by a Relic Weapon.

Infiltrate only works once and won't activate on subsequent attacks, but will reset if the unit dies and is somehow replayed.
- Official Eternal Glossary


Cards with Lifeforce have an effect when their owner gains health.
- Official Eternal Glossary


Cards with Mentor have an additional effect when played if you exhaust one of your units as a Student. Units that are already exhausted can't be used as a Student.
- Official Eternal Glossary


When a card instructs you to Scout, that means you look at the top card of your deck, and may move it to the bottom of your deck.
- Official Eternal Glossary


Cards with Spark have an additional effect when played after the enemy player has taken damage this turn.
- Official Eternal Glossary


When you play a weapon with Spellcraft, you may spend power to create and play the listed spell.
- Official Eternal Glossary


Cards with Tribute have an additional effect when played if a unit went into your void this turn. This includes units that die or units you discard from your hand or deck.
- Official Eternal Glossary


Cards with Voidbound can't leave the void.
- Official Eternal Glossary


You can see cards with Warp when they are on top of your deck, and you can play them as if they were in your hand.
- Official Eternal Glossary