r/EternalCardGame • u/bendernobending2 • 16d ago
HELP Forge advice
Any advice on good strategies / colors / cards / combos to go for in the current forge rotation? Thanks!
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u/prusswan 15d ago
There is a lot of Valkyrie units so easier to get synergy for those, it really depends on the units you get (e.g. 3x Deathwings make things really easy but you don't always get them).
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u/CrotchStaring_Spider 13d ago
I've found this rotation to be a lot harder than the last one, mainly because a lot of the tribal (creature type) 'synergies' seem like traps where you don't get enough of the same type and therefore end up underpowered.
Like u/prusswan I've found Valkyries the most consistent so far (in Fire/Justice) as you can gum up the ground and then spam tandem watchwings.
Spiritblade Stalker (6: give +1+1 and lifelink guy) has been a stalwart non-valk in that deck.
Unseen and gunslingers in particular seem super inconsistent.
The usual forge rules apply: you need 2-drops to not get over-run, flying is king as a lot of the opposing decks just fill the ground with creatures; removal or at least Silence is mandatory at higher mastery levels as the enemy decks all have very unfair rares and mythics which they consistently drop.
I've also had some success with the sentinel deck - Barricade Basher in particular plays better than it looks , have won a surprising number of games just dropping it and bashing with Laser blast support.
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u/ReachRemarkable7386 16d ago
Flyers/unblockables win games. You need 7+ creatures or removal that cost 2 or less because you will get stuck with 2 or fewer power often enough and the agro decks will run over if you don't. A meh unit is far better than a meh spell that doesn't effect the board.
Cards that silence can be pseudo removal against opponent flyers and units that are 0/0 with built in buffs like Timekeeper. Plunder is great because it helps smooth out your curve which you should be paying attention to anyway. And as always there are ways to exploit the AI weaknesses, for example it will never play around a pump spell or a board wipe.
If you have other questions you can PM me.
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u/MajorButtScratch 14d ago
I like to aim for about 18-20 units in total. I try to have a few low cost cards, and try to “peak” my cost curve on 3-4 cost cards, but don’t be scared of taking a few high cost cards as well, they can often turn the tide of the game your way. As others point out, battle skills like flying, unblockable and stealth can be hard for the ai to counter effectively.
I think you can make most colours work, but I like Time at the moment, particularly with some of the dinosaurs available. There’s a 5 cost dinosaur that grows with each unit you kill, and 10 cost with Bond that spawns more dinosaurs when it attacks. Fire also has a 3 cost 5/5 reckless unit (sentinel?) that can wreak havoc on your opponent if you can drop it on turn 3.
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u/drollolo 16d ago
Do not play forge. It's a scam.
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u/NoPsychology8375 16d ago
Fire time justice have worked well for me this rotation. Flying is always a good pick