From Eternal Game Info
Jump to: navigation, search

WitchingHour.jpg

The Witching Hour
Legendary Spell
Shadow x 6

Cost:    24

Play four Pale Riders. When you play a non-power card, reduce the cost of The Witching Hour by 1

The Witching Hour

The Witching Hour is a legendary spell card from the Eternal card game. It belongs to the Shadow faction.

Gameplay

The Witching Hour is a strange card that can make for a very interesting theme deck. But I have to admit I've never actually seen someone use it...

How Does It Work?

The first thing you'll notice about this card is it's huge cost. Not only do you need six Shadow influence, the power cost is a ridiculous 24! Fortunately this comes down as the game progresses - whenever you play a non-power card (eg a spell, unit or weapon) its cost reduces by one (ToDo: check if this happens when the card is in the deck or only when it's in your hand).

So, as the name suggests, this is a late game card. You can make it easier to play earlier if you have a deck with lots of small, cheap cards rather than big beasts.

Once you do get to play The Witching Hour, what does it do? It generates and plays for you four special token units: the four Pale Riders.

What Are Pale Riders?

The Pale Riders are intended to represented the four horsemen of the apocalypse. Each of the tetrad has a power cost of four and battle stats of 4/4.

More importantly, each of the Riders has a Battle Skill: one each of Deadly, Flying, Killer and Lifesteal. Used strategically these can combine to make a very powerful little group.

Unfortunately the Riders don't have Aegis. So after all that work to play The Witching Hour you might find them wiped out by a Harsh Rule. Oh well, it was fun while it lasted.


This page written for Eternal version 1.17, Card Set 1    Last updated: 21-02-2017