I have been playing lots of Eternal lately, and with the NDA lifted, it is time to put out my thoughts on the cards! I am going to work my way through reviewing all of the cards, next up is the Fire faction. I am rating the cards 0.0 to 5.0, with 5.0 being the best. I will have both draft and ranked ratings. Enjoy!

Reviews
Time | Primal | Shadow | Fire
| Justice | Elysian – Combrei | Feln – Stonescar | Rakano – Factionless

Argenport Soldier
Argenport Soldier
Draft: 3.0
Ranked: 1.0
A fine two drop in draft that you should rarely cut. Not much of a ranked card as there are better options out there. Perhaps if a mono Justice deck existed it would be needed.

Armorsmith
Armorsmith
Draft: 1.0
Ranked: 3.5
This card is pretty great with relic weapons but otherwise close to unplayable in draft. In ranked, you get to combo this with a deck full of relic weapons where you play your weapon, play Armorsmith for free, and then buff the weapon immediately. This play pattern is super powerful. Things get very crazy if you have multiple Armorsmiths to go with your weapon.

Augmented Form
Augmented Form
Draft: 3.5
Ranked: 2.0
You need to be heavily committed to Justice, but if you are, this is kind of a crazy card in draft. Throwing this on a flier is pretty close to game over if your opponent doesn’t have hard removal, which is difficult to come by. Not to mention you can use it as a trick to kill a huge opposing unit. The rate is playable in ranked, but the risk is probably too high in a normal deck given the quantity of removal being played. Pair this with some Aegis units and we might be in business.

Auric Bailiff
Auric Bailiff
Draft: 3.0
Ranked: 1.0
This is a fine rate for a draft card. I will often play vanilla 3/5 for 5 in Primal, so tack on an extra ability and that sweetens the deal enough to be a medium pick. Not much of a ranked card however.

Auric Runehammer
Auric Runehammer
Draft: 4.0
Ranked: 4.0
A very strong relic weapon. If you have board position, you will likely kill two things with this which is devastating. In ranked it is a cornerstone of the relic weapon control decks and certainly playable in any Justice deck. Really appreciates Warcry as well.

Auric Sentry
Auric Sentry
Draft: 3.5
Ranked: 2.5
A very strong rate for draft where you should be able to attack unchecked to trigger Warcry for many turns. Just a few Warcry triggers can really swing a game depending on where they land. A fine target for weapons in general as just a few additional stat buffs make this a nightmare to tangle with. The rate is okay for ranked as well, but the overall effect is a little slow there.

Blinding Burst
Blinding Burst
Draft: 2.0
Ranked: 1.0
The fog of Eternal! It is better because you can at least have a one-sided combat step but the spell is still very situational and hard to make work. Could be an answer to some kind of combo deck that doesn’t exist yet in ranked.
Brightmace Paladin
Brightmace Paladin
Draft: 4.0
Ranked: 2.0
Very powerful draft three drop. An ideal target for your various weapons, any of which makes this a very difficult threat to deal with. Theoretically playable in ranked too, but seems to not be making the cut in most Justice decks.

Bronze Cuirass
Bronze Cuirass
Draft: 0.0
Ranked: 0.0
I want my weapons to boost strength, not just health. This doesn’t impact the board enough to be playable.

Ceremonial Mask
Ceremonial Mask
Draft: 2.0
Ranked: 0.0
This falls under the camp of mediocre expensive removal with some upside. I have not been very impressed with this one in draft, but it is playable in a pinch. There are far better options in ranked.

Civic Peacekeeper
Civic Peacekeeper
Draft: 1.5
Ranked: 0.0
This is a fairly powerful effect if you are able to trigger it often, but how often can you really do this with a six drop? The body is far too weak for the cost for this to be a decent playable. If you train wreck hard enough, this can be added to your deck but stay away if you have any other options. Not close to being a card in ranked.

Combrei Magister
Combrei Magister
Draft: 3.0
Ranked: 1.0
This is a decent combo with weapons and worst case can trade up by blocking in draft. Nothing special in ranked.

Copperhall Recruit
Copperhall Recruit
Draft: 2.0
Ranked: 0.0
A mediocre filler four drop for draft and far from playable in ranked.
Crownwatch Cavalry
Crownwatch Cavalry
Draft: 3.5
Ranked: 2.0
Very strong four drop for draft. Combines very nicely with Brightmace Paladin or any flier. I wouldn’t rule this out in ranked, but currently doesn’t seem to be seeing much play.

Crownwatch Commando
Crownwatch Commando
Draft: 3.0
Ranked: 2.0
You will play this just because you need two drops in draft, but it actually has some decent upside if you have enough weapons. Not out of the question in ranked either, but nothing too exciting.

Crownwatch Longsword
Crownwatch Longsword
Draft: 3.0
Ranked: 2.5
Given the lack of removal in draft, this card is actually a decent playable and combos with a number of Justice units nicely. A pretty big beating on any Aegis unit. This might have a home in ranked now that Morningstar is a four drop.

Crownwatch Paladin
Crownwatch Paladin
Draft: 4.0
Ranked: 4.0
Speaking of Aegis units to combine with weapons, this is one of the best. The card doesn’t even need much help as the rate is pretty nuts as is. It does have the issue of being weak to any ground blockers, but it can be unstoppable with the right weapon on it. This is a cornerstone of any aggressive Justice deck in ranked, especially ones focused on using weapons.

Detain
Detain
Draft: 1.5
Ranked: 0.0
A very mediocre trick in draft and there is no room or time for this in ranked.

District Infantry
District Infantry
Draft: 2.0
Ranked: 2.0
I would call this begrudgingly playable in draft. It is pretty effective on turn one but it gets worse and worse the later you play it. I could see it working in an aggressive Justice ranked deck.

Eager Owlet
Eager Owlet
Draft: 2.0
Ranked: 3.0
Sort of a build-around for draft. If you have 6+ fliers, I would definitely be in. This has already seen play in Justice based flying decks and it does well there.

Elder's Feather
Elder’s Feather
Draft: 4.0
Ranked: 3.0
This card has ended many a draft game. Goes very nicely on a Brightmace Paladin but really can go on anything large to create a huge threat. This also has seen play in ranked weapons based decks, but Sandstorm Titan and more removal keeps it in check.

Emerald Acolyte
Emerald Acolyte
Draft: 1.5
Ranked: 1.5
Armor is just a little less relevant in draft because it is hard to have too many relic weapons. The body is awful on this one, so I recommend staying away from this in draft unless you are desperate. Might be playable in ranked in a deck with lots of relic weapons, but this is a lot worse than Armorsmith.

Finest Hour
Finest Hour
Draft: 3.5
Ranked: 2.0
This card is often a blowout in draft. Don’t be afraid to pick it fairly highly if you are in Justice. Your opponent often is forced to block your Warcry units, which lets this card shine more often than you might expect. It also is a fine counter to relic weapons which can be a pain to deal with otherwise. I think this should be played a little more in ranked in Warcry decks as the same blocking incentives apply.

Flight Lieutenant
Flight Lieutenant
Draft: 3.0
Ranked: 0.0
This is a fine finisher for your draft decks, just don’t take it too highly, and make sure you deck has 18-19+ power. Too expensive for ranked.

Fourth-Tree Elder
Fourth-Tree Elder
Draft: 3.5
Ranked: 2.0
A very strong finisher in draft, but there is a limit to how many expensive cards you can play. This even has seen play in Divining Rod flying decks in ranked.

Gilded Glaive
Gilded Glaive
Draft: 3.5
Ranked: 3.0
This is often a game winner in draft as it is one of the better weapons. This also sees play in ranked in weapon decks.

Hammer of Might
Hammer of Might
Draft: 3.5
Ranked: 3.5
Another very powerful weapon card…this is powerful enough to see play in ranked as well.

Harsh Rule
Harsh Rule
Draft: 5.0
Ranked: 5.0
One of the best cards in the set across both formats. As the only unconditional board wipe, this is the cornerstone for any Justice based control deck, of which there are many. In draft people can’t play around this in a best of one format, so it should be a game winner most of the time. Remember, your Aegis units are not protected from your own Harsh Rules!

Hero of the People
Hero of the People
Draft: 3.0
Ranked: 2.5
This is hard to make work in draft, but just pairing it with a flier makes it pretty good. If you have any other battle skills it can get out of hand. Certainly a possible build around card in ranked as well.

Hooru Envoy
Hooru Envoy
Draft: 1.0
Ranked: 2.0
It is hard to have enough spells for this to do anything in draft. At least you can build your deck around it in ranked, but I don’t think it is good enough.

Inspire
Inspire
Draft: 4.0
Ranked: 3.5
This card is innocuous, but very powerful. Giving a random weapon or unit +1/+1 for no card loss is actually a pretty big game. One of the best things you can do on turn one short of an Oni Ronin.

Loyal Watchwing
Loyal Watchwing
Draft: 3.5
Ranked: 2.0
This is similar to Auric Sentry, but it is a little better of a target for your weapons. Unfortunately it fails the Torch test in ranked which makes it very hard to play there.

Mantle of Justice
Mantle of Justice
Draft: 3.0
Ranked: 2.5
This is a strong weapon in draft that gets stronger the more committed to Justice you are. Can be bonkers in a mono Justice weapon deck in ranked as well when paired with Aegis units.

Marshal Ironthorn
Marshal Ironthorn
Draft: 5.0
Ranked: 5.0
This is another one of the best cards in the set. If you don’t get run over by weapons or fliers in draft, the games can often develop into board stalls. This guy wins you those games while providing crazy amounts of power. Not to mention the rate is fantastic. This is a widely played card in ranked. It is key to busting open the board stalls that can happen when two midrange decks clash. Often silence effects should be saved for this particular card in such matchups.

Minotaur Grunt
Minotaur Grunt
Draft: 3.5
Ranked: 2.5
A strong two drop in draft which should allow for least a few Warcry triggers before ending up on blocking duty. This isn’t out of the question in ranked either.

Mithril Mace
Mithril Mace
Draft: 3.0
Ranked: 1.0
This is usually inefficient removal, but the possibility is there to kill two things which has it landing as a fine playable for me in draft. You just can’t run more than one usually due to the cost. The rate is too bad for ranked play.

Order of the Spire
Order of the Spire
Draft: 4.0
Ranked: 3.5
This is a threat that must be answered in draft, or it will win the game. It is fairly vulnerable early, but it grows large very quickly. I have had a lot of fun with this in ranked as well. It pairs nicely with Xenan Obelisk or other ways to pump it up before you Empower. There are a lot more answers to it in ranked, but it still commands one.

Overdrive
Overdrive
Draft: 0.0
Ranked: 0.0
This strikes me as a very bad card all the way around. Being a slow spell really limits what this can do. It is sort of conditional burn to the face that has some upside with Lifesteal units and allowing an extra unit to block. All told, I would recommend staying far away in all formats.

Paladin Oathbook
Paladin Oathbook
Draft: 4.5
Ranked: 3.5
This was recently upgraded to a rare for draft, which I strongly agree with. Throwing the book at someone is a very easy way to win a draft game. This card gets out of hand VERY quickly. Quite playable in ranked as well, though it is a tad slow there.

Plated Demolisher
Plated Demolisher
Draft: 2.0
Ranked: 3.0
One of the weirder cards in the set, my rating is very much a hedge for draft. In a stalled board, this is very strong and closer to a 4.0. However, all it takes is one unchecked flier or burn spell to make this card horrible. If I had a good number of answers for fliers, I would be more interested in drafting this, but it is probably too risky. This is a curious ranked card…at least you can build your deck to have more armor in it and the body is enormous. Sounds like it could work if built around! It seems no one has tried doing so yet.

Privilege of Rank
Privilege of Rank
Draft: 3.0
Ranked: 3.5
This is a fine spell and something I would be happy to run if I had some Empower units or just wanted my deck to be capable of getting to 6+ power. Of course if you have any discard outlets it gets that much better. Already seeing play in some ranked decks as well.

Prosecutor-at-Arms
Prosecutor-at-Arms
Draft: 2.0
Ranked: 0.0
This is a marginal playable in draft as it is pretty hard to trigger the ability. You don’t want to throw away units to do it, and it is up to your opponent if they want to trade units. Most of the time this is just a 3/3 which is pretty mediocre. Certainly not a thing in ranked.

Protect
Protect
Draft: 3.5
Ranked: 3.0
I always like having one of these in my draft decks as it can lead to some pretty nice blowouts. Works especially well in decks trying to suit up units with weapons, a Justice specialty. Often your opponent will only have a few answers in their deck to your stacked unit, and being able to counter the first one can just be game. A playable card in ranked as well, it has emerged as a combo piece with Recurring Nightmare. The cool part about it is that it grants the Aegis ability, which means if the opponent pops the shield, but the Nightmare ends up being recast, it regains the shield. This makes the Nightmare neigh un-killable by spells. I would also consider this in a weapons deck in general for ranked.

Rebuke
Rebuke
Draft: 1.0
Ranked: 0.0
I have never cast this myself, but have had others cast it against me in draft. It doesn’t seem to do quite enough to be worth the card in my experience. Certainly not a thing worth doing in ranked.

Reinforce
Reinforce
Draft: 1.0
Ranked: 2.0
Pretty much just a life gain spell in draft, which are normally unplayable. If you had multiple relic weapons, you might consider it.  In ranked, you can build your deck to combo it with a relic weapon to great effect.

Retribution-
Retribution
Draft: 0.0
Ranked: 1.0
This is a situational and expensive burn spell in draft that I am staying away from. This could be a fun side deck card in ranked in certain matchups, but probably not worth doing.

Rolant's Favor
Rolant’s Favor
Draft: 2.0
Ranked: 3.0
Fine filler for your draft deck that combos very nicely with relic weapons in ranked.

Rolant's Honor Guard
Rolant’s Honor Guard
Draft: 4.0
Ranked: 2.0
One of the better draft finishers. If this goes unchecked, you should win very easily. In ranked, this works very nicely in a Diving Rod fliers deck.

Rolant, the Iron Fist
Rolant, the Iron Fist
Draft: 4.0
Ranked: 1.0
Another great finisher in draft, assuming you have enough Justice units. On his own, he does pretty good work though. It is very hard to lose if this stays in play, but you need to survive to cast him which is the trick. Too slow for ranked, but could give credence to a Divining Rod endurance deck!

Silverwing Avenger
Silverwing Avenger
Draft: 3.0
Ranked: 1.0
Decent play in draft, but nothing that exciting. Not enough going on for ranked.

Silverwing Commander
Silverwing Commander
Draft: 4.5
Ranked: 2.5
This is a sick beating in draft and a windmill slam pick. It can often win without needing the Warcry effect, but I will take it! This would be a lot better in ranked if Sandstorm Titan wasn’t so popular. Regardless, it sees play in the Divining Rod fliers deck.

Silverwing Familiar
Silverwing Familiar
Draft: 4.0
Ranked: 4.0
Just the best thing to suit up with weapons in either format. If you can make it 3/3 or better it is a very hard card to deal with in either format. Luckily Sandstorm Titan is keeping this in check relatively in ranked play.

Spire Chaplain
Spire Chaplain
Draft: 3.0
Ranked: 2.0
A pretty nice value card, but it can be difficult to keep alive given the frequency of two drops that trade with it. Worst case it nets you at least one sigil which makes it a fine playable.

Stalwart Shield
Stalwart Shield
Draft: 3.5
Ranked: 1.0
It surprised me how playable this was in draft. It is a beating on a Brightmace Paladin and just fine otherwise. Too slow for ranked though.

Steadfast Deputy
Steadfast Deputy
Draft: 1.0
Ranked: 2.0
Theoretically a nice target for weapons, but the base body is too small to get much going. If you don’t draw your weapons, it is horrendous. I would stay way in draft, but it could be a thing in ranked some day.

Sword of the Sky King
Sword of the Sky King
Draft: 4.0
Ranked: 4.0
The mother of all relic weapons in terms of size. This is a fine eight drop to play in draft if you have the support for it. In ranked, it is a great finisher in a control deck or as a weapon to beat a control deck.

Tinker Apprentice
Tinker Apprentice
Draft: 2.5
Ranked: 3.0
This does best when pumping a relic weapon, which makes it a little better in ranked where you can have one more reliably. You can tinker with it in draft, but I am not thrilled.

Tinker Overseer
Tinker Overseer
Draft: 3.0
Ranked: 3.0
The rate is enough to be happy to play in draft and the ability makes it a thing in ranked.

Tireless Stranger
Tireless Stranger
Draft: 2.0
Ranked: 0.0
Mediocre filler in draft but probably not playable in ranked.

Treasury Gate
Treasury Gate
Draft: 2.5
Ranked: 3.5
It is probably too hard to make this work in draft, but if you had enough relic weapons, it could be a thing.  This does see play in the relic weapon ranked deck and is pretty good there. Providing extra bodies to block for your relic weapons is a big game.

Treasury Guard
Treasury Guard
Draft: 2.5
Ranked: 1.0
Another marginal playable in draft that doesn’t do enough in ranked.

Valkyrie Aspirant
Valkyrie Aspirant
Draft: 3.0
Ranked: 2.5
A fine card in draft as you can suit it up with weapons in the early game and it is a solid threat in the late game. Probably playable in ranked as well in a flying based deck.

Valkyrie Enforcer
Valkyrie Enforcer
Draft: 4.5
Ranked: 5.0
The rate on this card is top tier. You care more about the flying body than the silence in draft, but that is plenty for it to be a high pick. In ranked, the silence is enormously important. Shutting off Sandstorm Titan, Dawnwalker, Champions of all sorts, and more. Even though it dies to Torch, the silence ability combined with the times they don’t draw Torch make this one of the best cards in the set.

Valkyrie Wings
Valkyrie Wings
Draft: 3.5
Ranked: 1.0
I like this as a finisher in draft, especially if you have some large units to put it on. It is too slow for ranked.

Valorous Stranger
Valorous Stranger
Draft: 2.5
Ranked: 2.0
Since everyone is playing their two drop strangers for the most part in draft, this card can be a double edged sword. On balance, I think it is a marginal playable there. This is a card that somewhat excited me for a ranked Stranger deck. Being able to play it and get a bunch of Warcry triggers in the same turn is pretty good. That said, Strangers do not seem to be a thing in ranked right now.

Vanquish
Vanquish
Draft: 4.0
Ranked: 4.0
Given the strategy of going tall with weapons being so popular in draft, this is a high pick. It is great against Time decks in ranked as well and I am finding myself playing at least two copies in my Justice decks. I ran the full four to get to Master in my Combrei deck this season.

Make sure to follow me on Twitch so you are notified when I stream next.
-Ben @bchap55

Comments