Double Damage operates a lot like Doublestrike in Magic the Gathering. Double Damage is far more powerful, however, because it not only affects combat damage, but any damage the source deals! The ability pairs well with Overwhelm and has some interesting benefits when dealing with a missing blocker. This guide will give simple steps to complete each puzzle if you only want the coins, but if you're interested in learning more about the ability, each solution has a detailed explanation to help you out.
You can find the guides for all the other puzzles in Eternal here.
- Attack with all units.
- After blockers are declared, cast Rapid Shot on Renegade Valkyrie.
Unsurprising, the unit that will make or break this plan is the one with Double Damage, in the Double Damage puzzle. Giving it Overwhelm is tempting, because that spill over damage will certainly help, but the blocker has Lifesteal, and any added life will help the opponent win. Instead, we give the Valkyrie Quickdraw so that she can deal 10 damage to the blocker before it can even deal damage back, thereby negating its chance to gain health for the opponent.
Yes, you can cast Rapid Shot on Valkyrie before declaring your attackers and you'll get the same effect. However, I think it's wise to get into the habit of saving your Fast Spells for when you can cast them during combat or during your opponent's turn. That element of surprise will win you a lot of games.
- Cast Torch on Brightmace Paladin.
- Cast Censari Brigand.
- Cast Tinker Apprentince, and choose Twinbarrel to give +1/+1 to.
- Cast Twinbarrel on Censari Brigand.
- Cast Strength of the Many on Censari Brigand.
- Attack with Censari Brigand.
The lesson here is that Double Damage stacks. To start off with, we Torch the enemy unit so we don't have to deal with it blocking. Then the rest of the game is about buffing up our Brigand. You can either play the Apprentice before or after the Brigand, and give the Brigand or the Twinbarrel +1/+1. Either way, that bonus is going to the Brigand.
Strength of the Many pumps our Brigand up to where we need her to be. On attack, she would deal 5 damage. Her own ability to deal double damage to players brings that to 10. Thanks to the Double Damage from Twinbarrel, that too gets multiplied by 2 and now we have 20 damage!
- Attack with all units.
- Cast Rampage on Ferocious Stranger.
- Cast Teleport on the unit blocking Ferocious Stranger.
Another lesson in keyword combinations. Normally, when you bounce a blocking or blocked unit back to its owner's hand, no combat damage is dealt, but the unit remains blocked/blocking. For some reason, when a creature has Overwhelm, it gets to deal combat damage to the player as if it weren't blocked. It's a hidden bonus when combining the two keywords that you wouldn't know unless you stumbled upon it, or you played this puzzle.
Again, you can cast the buff on Stranger before attacking. However, since it's a Fast Spell, we do it after we declare to help build the habit of using to surprise the opponent.
- Cast Spiked Helm on Silverwing Familiar.
- Use Emerald Ring player attachment on Excavation Assistant.
- Cast Shogun of the Wastes.
- Attack with all units.
- Cast Jotun Cyclops.
- Cast Snowball on Argenport Instigator or enemy player.
The major issue here is the Instigator, who will deal 1 damage to you for any of your units that die, and since you have only 1 health, you can't let anyone die. Unfortunately, that's not an option. So instead you'll need to gain life so you can avoid dying thanks to your dead units. Familiar has the Lifesteal we need, but it'll only do 2 damage (after Shogun gives it Double Damage), which won't be enough to save us. You can either use Spiked Helm or Emerald Ring on it, it gets +1/+1 either way. Whichever you use, use the other on the Excavation Assistant, so we can bring him into combat – otherwise, he won't do anything.
Since damage has been dealt to the enemy player, we can cast Jotun Cyclops and his Spark activates, giving use a snowball to finish off the opponent. Or, another way to win, is to use Combust to sacrifice one of your creatures and destroy one of the opponent's. If somehow you wound up with 1 health after combat, do not use this method, because you'll die too.
- Cast Forge Wolf.
- Cast Groundbreaker.
- Cast Twinbarrel on Towering Stranger.
- Cast Calderan Gunsmith.
- Attack with Towering Stranger.
Forge Wolf gets played for two reasons: one, we need his 1 damage to the enemy player, and two he'll deal another 1 damage after the Gunsmith shows up. Not only do we need that 1 damage in order to do enough damage to kill the opponent, but it also allows Spark on Groundbreaker to activate. Now the Groundbreaker has Double Damage, and we've removed the Lifesteal from the enemy unit. Twinbarrel goes onto the Stranger so he can deal a massive 14 damage, 10 of which will go past the enemy blocker.
We need the Stranger and Groundbreaker to both have Double Damage. Why? Gunsmith's ability will cause each of them to deal 2 damage instead of 1. The lesson here is that Double Damage applies to all damage the unit would deal, combat or otherwise. This also applies to creatures who have a damage dealing Entomb effect, or creatures like Argenport Instigator.
For the Diamond puzzle, you don’t need to attack with all units, just the flying ones — provided you use both the Emerald Ring and the Spiked Helm on the Excavation Assistant. The Thunderbird blocks the Silverwing Familiar, and the Excavation Assistant hits the enemy player for 4 damage.