Meta deck
Eternity Control · Serpentine Heraldess
Faerylia · Master Thronebéur · Serpentine Heraldess · Raffteru
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
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.



