Eternal Card Game – Puzzles Guide – Silence

Our guide on Eternal's Silence puzzles will help you fully understand just what the spell effect is capable of. Use the guide to finish the puzzles and get your money, or give the descriptions a read and gain some knowledge for the future.

Eternal Card Game - Puzzles Guide - Silence

Introduction

Silence is by far the most powerful spell effect in the game, and that includes pure kill spells. Some units have Entomb effects, benefiting their owners once they die. A good shush and they'll have nothing to offer their masters from beyond the grave. Silence can also take Stun off of your units, putting them back into the action faster.

This guide gives a bullet point list for each challenge for quick reference. If, however, you want to learn more about the mechanics behind Silence, there are also descriptions for each solution to help internalize the lessons the puzzles offer.

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

Bronze

  • Do not block.
  • Cast Valkyrie Enforcer.
  • Silence Towering Terrazon using Valkyrie Enforcer's summon effect.
  • Attack with all available units.

With as little health you have, it may be tempting to block any damage you can, but that yeti won't be able to kill you this turn, and thankfully your opponent has no burn spells to finish you off. It's very risky to let yourself hang with 1 health while your opponent has that much unspent power, but thankfully this time it works.

The first lesson we learn about Silence is not about stopping enemy creature's text, but erasing our own. Stun counts as text on the card, and is thus removed by Silence. Even though the Enforcer can't attack this turn, he has Flying, and we have a unit that can copy that and get a boost to her strength for each effect she does have. Good news for you, because that gives you just enough damage to win.

Silver

  • Cast Temper on Vampire Bat.
  • Cast Bring Down on Champion of Chaos.
  • Cast Purify on Back-Alley Bouncer.
  • Cast Suffocate on Champion of Chaos.
  • Attack with Forsworn Stranger.

We already have all the damage we need to win in our Stranger, so the problem is figuring out how to get rid of the blockers. This puzzle teaches power management more than it does Silence, honestly.

There's no reason to spend Bring Down on Vampire Bat when you have Temper. Both remove the bat, but Temper does it cheaper and more efficiently. By saving Bring Down, we can use its Silence on Champion of Chaos. She doesn't die because she's not flying, but she no longer gets her strength buffed from her text, so she's back to a 3/3. Suffocate is just the thing to kill her now, so she's gone. That just leaves Back-Alley Bouncer, who gets a very simple 3 damage to his face.

Gold

  • Cast Praxis Displacer.
  • Return The Tormentor to its owner's hand with Praxis Displacer.
  • Cast Vara's Choice and choose to Silence and Discard the Tormentor.
  • Attack with Cabal Rogue.
  • Attack with all units.

Two big creatures, definitely intimidating, even if one of our own is Unblockable. What's the most important lesson is here is reading the text. The Tormentor can be taken out in a number of ways, but if any of them put him into the Void, he'll be able to put out a small, but equally effective, blocker onto the field. So we move him out of the field and into the player's hand. Unfortunately, he costs 10 and the enemy has 18 power, more than enough to put him back into play next turn. With Vara's Choice, however, not only can we send him into the Void, but we also remove his text so his little 1/1 summon ability is a non-issue.

Cabal Rogue attacks this turn because nothing can stop her. However, what about Oblak? He's big, he's mean, and he's in the way. Thankfully, his ability ruins him. The enemy has to sacrifice a creature every turn to keep Oblak in play. So what happens when Oblak is the only one in play? That's right, Oblak eats himself. The enemy now has no units to block you next turn.

Diamond

  • Cast Shepherd's Horn
  • Cast Herald's Song, discarding Spirit of Resistence.
  • Cast Vara's Favor on Dawnwalker.
  • Cast and activate Ayn, the Abductor's Ultimate, returning the Spirit onto the battlefield.
  • Attack with all available units.

Note: Following a patch, the original solution was outdated, so thanks to the helpful commentors below for pointing that out and helping with the new solution. You all rock!

The key here is the synergy between Cabal Slasher and Sheppard's Horn (the attachment on your player). When you play a creature with Overwhelm, the Horn gives you 3 life. That life is translated into strength for the Slasher, and him plus the Dawnbreaker would be enough to kill the enemy!  And what luck, we have a creature with overwhelm in our hand! Except we don't have the proper influence. And no, you will never draw a Time card in this puzzle match.

So how do we get another Dawnbreaker into play? First, because we can't play it from our hand, we put it into the void with a discard from Herald's Song. Dawnbreaker returns to play when you play something with 5 strength or more. However, the guy with 5 strength or more in our hand also kills all of our units, missing the dragon because of Aegis. If only we could Silence him…

After discarding the Spirit, now we can play Ayan, who will Silence a unit in the void and bring it back out. Look at that, now Spirit can play nice with our other units! Once he comes in, the Dawnbreaker follows, and once the Dawnbreaker comes in, the Horn sounds, and once the  Horn sounds, the Slasher feels confident enough to really pack a punch!

Master

  • Cast Silence on Scorpion Wasp.
  • Attack with both units.
  • Allow Righteous Fury to Resolve (hit continue after it's played).
  • Cast Bringdown on Stonescar Magus.

A situation that looks manageable becomes far more intimidating because the opponent plays a Fast Spell! You can be forgiven for not expecting that, as the puzzles so far haven't done anything like that. The problem is Righteous Fury, a spell that gives its target Lifesteal, which will keep our opponent from dying like we want him to.

Now if you cast Bringdown on Scorpion Wasp, that's smart but not what we want. Silence is a regular speed spell, so it only works before and after combat, so we're going to use that to take down the Wasp. Now it's grounded, and can block our ground unit, but that's okay because even if both units do block him, the spillover damage from Overwhelm, coupled with our flyer, will take out the enemy.

As expected, Righteous Fury is cast, and we let it go through. This is important! Righteous Fury is being cast during the declare-blockers phase. There's one more phase before damage is dealt, and we're going to use that to cast Bringdown. Bringdown works great against Flyers, but it works just fine against this ground unit. Because it's a Fast Spell, unlike the Silence spell, it can be cast during combat. So why let Fury go through? If you cast Bringdown before Fury resolves, you Silence the unit, but then after that Fury comes in and gives it Lifesteal. We want that unit to have Lifesteal before we Silence it, so it'll have nothing.

11 Comments

  1. Avatar photo

    Either there’s an Eternal patch I didn’t get, or the solution has been reverted to the 7 months ago one again.

    Reply
  2. Avatar photo

    The diamond solution doensn’t work anymore

    Reply
    • Avatar photo

      Should be working now. Thanks for the heads up!

      Reply
  3. Avatar photo

    Thanks everyone for the heads up on the diamond solution. New solution should work now.

    Reply
  4. Avatar photo

    I don’t know when but your solution for Diamond has been outdated, the layout of the puzzle has changed, you start with a Dawnwalker in the void and another on the field, The enemy Permafrosts your Dawnwalker before hitting you with it’s Aegis 8/8 Dragon, In your hand you have Purify, Steward of the Past, Shepherd’s Horn Spirit of Resistance, Vara’s Favor, Ayan the Abductor, Two Herald’s Song, and one Primal Sigil.

     

     

    Though, the general idea of “get two Dawnwalker in the void with Spirit of Resistance and then use Ayan to grab SoR to get the Dawnwalkers while Shepherd’s Horn is attached to player” does still work.

     

    Step 1 Vara’s Favor your Dawnwalker

     

    Step 2 Herald’s echo SoR

     

    Step 3 play and activate Ayan the Abductor

     

     

    The most probable reason is a balance change to cost.

    Reply
  5. Avatar photo

    Yes, just to update the Diamond solution since the patch:

     

     

    1. Cast Shepherd’s Horn on yourself.

     

    2. Cast Vera’s Choice on your stunned Dawnwalker.

     

    3. Cast Ayan the Abductor.

     

    4. Cast Herald’s Song, selecting Spirit of the Resistance as your discard.

     

    5. Use Ayan’s ability to bring back Spirit of the Resistance from your void.

     

    6. Attack with your now-supercharged Cabal Slasher.

    Reply
  6. Avatar photo

    unless they added an element. The diamond possible here is incomplete.

    Reply
  7. Avatar photo

    Actually for the diamond puzle, you first need to cast the lifesteal spell on your silenced unit otherwise the slasher will never get to 8 attack. Hope that’ll help other confused players!

    Reply
  8. Avatar photo

    dawnbreaker comes into play exhausted so this solution does not work, or am i doing it wrong?

    Reply
  9. Avatar photo

    Diamond has been altered.

    Reply
  10. Avatar photo

    on diamon silence matchup you forgot to put in the part where you have to kill your own dawn walker with the life steal card before you bring back the Spirit of the Resistance

    Reply

Leave a Reply

Your email address will not be published. Required fields are marked *

You may use these HTML tags and attributes: <a href="" title=""> <abbr title=""> <acronym title=""> <b> <blockquote cite=""> <cite> <code> <del datetime=""> <em> <i> <q cite=""> <s> <strike> <strong>

×