Eternal will be starting with over 400 cards total and Dire Wolf Digital has plans to add more cards with expansions and smaller releases in between.
When players sign up to Eternal, they start with a free basic set of cards they can build their deck from. New cards can be collected by playing; you can win cards, packs and various other things without any extra cost.
There are five kinds of cards in Eternal:
Complete list of all the cards added into the Wiki can be found from under each card type or in Category:Card.
All the cards in Eternal are laid out in similar manner. The above examples show different cards from the simplest form (Fire Sigil on the left side) to more complicated (Dark Return spell and Serpent Trainer unit on the right).
The top and majority of the area is occupied by an image giving the card flavor and recognizability and right below it is the card's name. At the very bottom, written with small print, is the type or subclass of the card. All cards have these and their edges also show which influence they are related to (note: also multiple colors are possible).
Most of the cards (all excluding basic Sigils) have their requirements printed at the top left corner of the card: The number denotes the required Power while the number of smaller symbols tells how much Influence is required in order to play the card. For example, Serpent Trainer requires player to use 4 Power and have at least one influence in Primal.
Some cards have additional description of their abilities and effects written on the bottom of the front face. Serpent Trainer has both an ability and an effect: Abilities are usually single, bolded words (like Flying) while Effects list a triggering condition (like Infiltrate) and a description of what happens after the requirements are met. Some Units have effects that are always on when the card is played and therefore don't list any triggering condition (e.g. Nightmaw, Sight Unseen 's "Your units are Unblockable" gives all other friendly units Unblockable ability).
Dark Return on the other hand is a spell and the description lists the single use effects it has when the card is played. Weapons have similar effects that add abilities and effects to Units.
Finally, some cards (namely Units and Weapons) have numbers printed on the bottom corners of the image. With Units, the left number tells how much damage they are able to inflict in a single blow. The right one is the amount of health the Unit has. The weapons (like Sword of Icaria ) have a plus sign in front of the number which tells respectively how much both the damage and the health of a Unit are increased. With Relic Weapons, the lower right modifier denotes an amount of armor that will be added to your Avatar, which is consumed (and the Relic Weapon destroyed) before further attacks start affecting your Avatar's health again. Spells and effects that add armor to your Avatar will extend the "life" of your Relic Weapon.
Players build decks from the cards they've collected. The minimum deck size is 75 cards with the maximum number of copies of a single card being 4. The maximum deck size is very high, around 250, however closer to the minimum of 75 cards is recommended for deck consistency. At least one third of the deck must be made up of Power cards.
When building your deck, you can add any combination of the five influences in your deck. Avatars don't restrict or affect the deck building in any way.