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Meta deck

Eternity Control · Serpentine Heraldess

Faerylia · Master Thronebéur · Serpentine Heraldess · Raffteru

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Its cards

Who does what

Serpentine Heraldess
Carries the fight
Master Thronebéur
Takes the hits
Faerylia
Supports the team
Raffteru
Supports the team

The role of each card, calculated from the game’s data: what it does best in ten turns. Tox bought and talents are not counted. calculated

At a glance

Hit points
2,950
calculated
Spamtons per turn
27
calculated
Elements
  • Earth×2
  • Shadow×1
  • Light×1

How to play it

A control deck built on Eternity, the effect that lengthens cooldowns: the more of it the enemy cards pile up, the less they play. Three of the four cards hand it out.

Faerylia is the heart of it. Global Aim applies Eternity to every enemy card at once, and Offensive Aim adds more on each critical hit. Master Thronebéur adds some with Slowing, and Serpentine Heraldess carries Eternity herself from the first turn.

Raffteru works for the others: Random Rumble gives the whole team 20% critical, which triggers Faerylia’s Eternity more often. Serpentine Heraldess finishes the job with Eternal Constriction, eight hits of 30 Earth, and heals herself fully with Sacrifice.

Several talents pull the same way: Doomed Hour, on Faerylia and on Serpentine Heraldess alike, applies Eternity to every enemy card when the card is killed, and Length, on Master Thronebéur, gives one to an enemy card on the first turn.