Eternal Card Game – Puzzles Guide – Deadly

Learn how to destroy enemies with as little as one damage and turn weak spells into pure removal in Eternal's puzzle mode about the Deadly ability. This guide will detail the solutions to each puzzle within the Deadly subset.

Eternal Card Game - Puzzles Guide - Deadly

INtroduction

The Deadly ability is one that allows just 1 damage from a source to kill a unit, no matter that unit's health. Though this doesn't work against players (except in rare circumstances), it's still a powerful ability that will make your opponent think twice about attacking even though you only have a 1/1 Deadly creature. Learning how to couple the ability with others like Overwhelm and Quickdraw can turn your unit into an unstoppable killing machine, only countered by pure removal spells.

The following is a step-by-step guide on how to solve each of the puzzle challenges in the Deadly subset. Each also comes with a detailed description explaining how the solution works, which should hopefully clear up any confusion.

You can find the guides for all the other puzzles in Eternal here.

Bronze

  • Play Stormcaller.
  • Cast Venomfang Dagger on Stormcaller.
  • Use Stormcaller ability to deal 1 damage to Rolant's Honor Guard.
  • Cast Blazing Renegade.
  • Cast Soaring Stranger.
  • Cast Torch on Opponent.

We give Deadly to Stormcaller so we can take out a unit before it even has a chance to block. We take out the Honor Guard because it has Lifesteal, which would give its controller 6 health, making it impossible for us to win. Torch is there thankfully to deal the last bit of damage we need.

Silver

  • Cast Scorpion Wasp.
  • Set Scorpion Wasp to block Sandstorm Titan.
  • Set Temple Scribe and Talir's Favored to block Horned Vorlunk.
  • Cast Synchronized Strike.
  • Attack with Humbug.

 Thanks to Scorpion Wasp's Ambush ability, we can play it during the Declare Blockers step and surprise our enemy. Its Deadly ability will be used to take out Sandstorm Titan. We want the Titan dead because right now it is grounding all of our flyers. Temple Scribe and Talir's Favored both have to block Vorlunk, because with its Overwhelm we need to keep any extra damage from getting to us with our meager 1 health. Next turn, our lone remaining Humbug will get the Synchronized Strike (even though it's attacking alone), and because it can now fly thanks to Titan's death, it hits the enemy unimpeded.

Gold

  • Attack with all units.
  • Cast Trigger Happy.
  • Cast Venom's Bite on Blood Beetle.

You have just enough damage to kill the opponent on this turn, as they can only block one of your creatures. Sadly, their blocker has Lifesteal, so as soon as they deal damage to your creature, the opponent gets 8 life and you can't win. By giving our creatures Quickdraw, they'll deal their damage to the blocker before it deals damage back. So how do we keep it from dealing damage back? Give someone Deadly. We cast these spells after declaring attackers because we don't know which creature Elias will block, and if one of them has Deadly and Quickdraw, they likely won't block that one. Thanks to Fast Spells, however, we can take them by surprise.

Diamond

  • Cast the Last Word.
  • Use Relic Weapon to kill target Dragon.
  • Cast Vara's Favor on target Dragon.
  • Cast Shadow Sigil.
  • Cast Temper on target Dragon.

The reason this works is because The Last Word itself doesn't have Deadly, you do (as soon as you cast it on yourself, that is). This means that all spells you cast that deal damage also have Deadly. This puzzle is tricky because of the hidden rules going on. You wouldn't think that your spells now have Deadly because you do, or that you yourself is dealing damage but rather the spell. But, there it is. A good tip to know for the future, to be sure.

Master

  • Cast Alpine Tracker.
  • Cast Viper's Bite on Alpine Tracker.
  • Cast Teleport on Alpine Tracker.
  • Cast Alpine Tracker.
  • Attack with Alpine Tracker.

Normally spells like Teleport would be reserved for enemy units, to get them out of the way and slow down your opponent's progress. Skilled players know how to effectively bounce their own creatures back and forth for added benefits. When Tracker comes in, he deals 1 damage to everyone, no big deal. We then give him Deadly, but he's already dealt his damage so who cares? Well, when we Teleport him back to our hand, he will still have Deadly. After being played again, now his 1 damage to all units kills everything. Thankfully, Deadly doesn't affect players.

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