Eternal Card Game – Puzzles Guide – Relic Weapons

Relic Weapons offer more than just direct damage, and this guide to Eternal's puzzles will show you just how powerful Relic Weapons can be. There are tips and tricks to help you master the awesome power of player-wielding weapons.

Eternal Card Game - Puzzles Guide - Relic Weapons


Relic Weapons operate a lot like regular weapons, but with one key difference: they are played on you the player, rather than any units. Although you can only equip one Relic Weapon at a time, they offer up powerful advantages in three ways. The first is that with a weapon equipped, you are able to directly target a creature for damage. The second is the weapon offers up armor to protect your life total in the event that you take damage. The final, and most powerful, way is that any abilities on a Relic Weapon also applies to all spells you cast!

As you can see, mastering these cards can really turn a game around for you, so completing these puzzles is of even more importance. The solutions below come in both simplified and expanded forms, to suit whatever your guide needs may be.

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


  • Cast Runic Revolver.
  • Attack Centaur Outrider with Runic Revolver.
  • Cast Starsteel Daisho.
  • Attack the enemy player.

Three lessons to be learned about relic weapons with this puzzle. First, when you attack a unit, they attack back. If you were to play Starsteel Daisho and attack the Outrider, the Outrider would get to deal damage back and end up killing you. However, Runic Revolver gives you Quickdraw, killing the Outrider before he knows what hit him.

The second lesson is that you cannot attack the enemy player if he/she controls any units on the field. That's why we have to take out the Outrider first. The final lesson is that, normally, you can only attack once per turn. Thanks to the Daisho, however, you get a second attack, straight at the enemy player.


  • Cast Stonescar Maul.
  • Cast Gun Down on Soul Collector.
  • Cast Violent Gust on Scorpion Wasp.
  • Attack Umbren Reaper with Stonescar Maul.
  • Attack with Fevered Scout.

There is a reason we play Stonescar Maul first. Stonescar Maul gives us Overwhelm. This ability does not just apply to when we, the player, attack with the relic weapon. That Overwhelm applies to all spells we cast. So the Gun Down on Soul Collect now deals 1 damage to it and 4 damage to the enemy player, rather than all 5 to the Collector (just wasteful). Same goes for Gust on the Wasp.

We also take out the Collector first for a reason. Every time a unit on that side dies, she gets stronger, and when she eventually dies, the enemy player gains life. As is the case with all these puzzles, you'll have just enough damage to win, so we can't let them gain any more health than they have to. Unfortunately the Reaper does give them 5 health, but thankfully our Scout is able to clean up the rest.


  • Cast Auric Runehammer.
  • Cast Torch on Umbren Reaper.
  • Attack Jotun Hurler with Auric Runehammer.
  • Cast Spiked Helmet on Dangerous Stranger.
  • Attack with Dangerous Stranger.

Your saving grace this turn is Auric Runehammer. Thanks to its summon ability, you will be taking no damage the turn you played it, which is great because as soon as Reaper goes into the Void, it will send 5 damage your way. We save the Runehammer for the Hurler and Torch for the Reaper simply because Torch wouldn't be strong enough to kill the Hurler.

Stranger needs that Spiked Helm because after Reaper dies, the enemy player is going to go from 5 life to 10. Thankfully, not only is our Stranger now a 5/5, but he also has Double Damage. I don't have to tell you what 5×2 is, right?


  • Cast Stonescar Maul.
  • Cast Armorsmith.
  • Cast Talon of Nostrix.
  • Cast Reforge, returning Stonescar Maul to your hand.
  • Cast Stonescar Maul.
  • Attack Steelbound Dragon with Stonescar Maul.

Two lessons taught in this puzzle. The first is that weapons give you shields. Shields work like extra health, as I'm sure you've already learned. Since that dragon has a massive 7 strength, we'll need some extra padding if we want to survive a bout with him. Stonescar gives us 3 armor, which is enough to make Armorsmith completely free! He brings in another 2, which we can keep, but we won't be keeping the armor from Stonescar.

The second lesson is that although you can only attack with a relic weapon once per turn, you can play as many as you want, even though they cancel each other out. As good as Stonescar Maul is, it's not good enough. Reforge can give it the boost we need, but first it has to go into the Void. If we were to attack the dragon with the Maul, there'd be too much armor in the way to kill the Maul. What's more, we only get one attack, so we have to make it count.

The player can only have one weapon on them at a time. So what happens when you pick up another? The first one drops into the Void. With the Maul now in the Void, Reforge can bring it back, better than ever. Sorry to have to use you like that, Talon of Nostrix, but you are thrown away for a greater purpose.


  • Cast Talon of Nostrix.
  • Cast Excavate to put Scepter of Nobility on top of your deck.
  • Cast Rakano Artisan.
  • Cast Warhelm on Rakano Artisan.
  • Attack with Rakano Artisan.
  • Cast Crowd Favorite.
  • Cast Scepter of Nobility.
  • Attack enemy player with Scepter of Nobility.

With some of these solutions, the order of steps can sometimes be mixed up a bit and you'll be fine. Here, the order you cast these spells is very important. Just like last puzzle, we're using Talon of Nostrix to get rid of our Scepter – it's just not good enough (yet). Excavate puts that Scepter back on top of our deck. Rakano Artisan comes in and gives all the weapons in our deck +1/+1. This is part of the reason why we wanted the Scepter back in our deck.

The Warhelm will not only give Artisan Charge so he can attack, but it will also reduce the cost of the Scepter from 5 to 3. It's very important we have the Artisan attack before playing the Favorite. The reason is Artisan has Warcry, which gives the top unit of our deck (which we know to be the Scepter) +1/+1, which it needs. After damage is dealt, we play the Favorite and his summon ability allows us to draw the Scepter from our deck because it now costs 3 instead of 5. Finally we attack with our beefed up Scepter and win.

1 Comment

  1. Avatar photo

    why would helm reduce cost of scepter? that makes no sence


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