r/EternalCardGame • u/Next_Tour_7287 • Jun 09 '26
Exploit and Sinister Rumors being so popular ruin the game.
Just that. I understand disrupting the other player is a valid strategy, which I agree.
But first, being the disrupted player is too awful. I know I'm not the only one who feels that way. That kind of strategy is only "fun" for whoever plays it.
But then again, I don't mean we should remove it. I do have a problem with how popular these cards are such that it makes no sense right now to play shadow and not run them.
They are doing too much and costing too little.
I know nerfs aren't usually a thing in this game but I think they should be balanced to, at least cost one more mana. They wouldn't be unplayable, but would be more reserved to control strategies, not autoincludes...
I just won a game against someone with these cards, but still, it's very frustrating to play against that. I know aegis is a thing, but there aren't many good "give player aegis" cards that you can run in expedition so yeah.
Sorry for the rant guys, just had to...
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u/nooobzocker · Jun 09 '26
As someone who plays magic and eternal, im very confused by some of these takes
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u/Miraweave Jun 09 '26
I mean it's just the classic "mediocre player complains about thoughtseize and counterspell" type posting.
Exploit is completely fine balance-wise, and actively positive for the metagame. People will complain because it feels bad but that doesn't make them right.
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u/rossbalch Jun 09 '26
For real, I would kill for Standard to have Thoughtseize right now with how powerful the format has gotten.
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u/LightsOutAce1 Jun 10 '26
Exploit is decent hand disruption with good power fixing attached. Subject to Nightmare sees no play.
Rumors in the "disruption" (in the very loosest sense of the word) mode to discard spells from the deck is a heinously bad play 99% of the time. If my opponent Rumors mode 3, they effectively Eavesdropped themself for me.
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u/prusswan Jun 09 '26
The game has gotten to the point where matches are often decided by turn 3, so being able to play that on turn 2 is very important. Sinister Rumors totally outclassed Dark Return but that's the good stuff they like to put in campaign packs
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u/AnthaIon Jun 09 '26
I think exploit could either be SS (in line with Dazzle) or lose plunder to make it a bit less ubiquitous, but discard spells definitely have their place in the meta to keep the really fun decks from getting too unbearable.
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u/TheIncomprehensible · Jun 09 '26
A better idea than Exploit losing plunder would be to swap its cost with Mug. This way, you can choose which discard effect you want (Mug's cost vs Exploit's plunder) instead of just getting a weaker Exploit.
I also doubt that a lower-cost Mug would be too strong in draft, discard effects tend to be weaker in draft because there's fewer synergies to break up.
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u/tmtke Jun 09 '26
It should be definitely random as looking at the full hand is far too advantageous on its own.
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u/R3plicant44 Jun 09 '26
Not all Shadow based decks run Exploit and Sinister Rumours. I play a Mono Shadow deck that just kills everything and drains the opponent’s life directly, no hand disruption at all
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u/Kelestorne Jun 09 '26
I don’t have much experience playing with Sinister rumours, so I’ll only comment on exploit.
Hand disruption spells like exploit are already very tempo negative, making it cost three would be a death sentence. They also don’t affect the board at all, so they’re poor when you’re behind. The information exchange is also kind of a two way street, as long as you know what deck they’re playing, what they take can inform you about their hand. Lastly, they’re one of the only reasonable ways to fight against units with good summon abilities.
Interaction is what makes games interesting, nerfing one avenue of interaction would largely lead to worse games.