Erfh: Through the Ages
Erfh: Through the Ages by amuseum
60 cards in Multiverse
1 with no rarity, 17 commons, 14 uncommons,
13 rares, 1 mythic, 14 basics
5 colourless, 8 white, 7 blue, 7 black,
6 red, 6 green, 6 multicolour, 15 land
24 comments total
Erfh core set
Erfh: Through the Ages: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | Gameplay | Victory conditions | Set Information | Evergreen | Drafting Archetypes |
Gameplay Expectations
Erfh should focus on the competition for lands and completion of heroic epics. As such, various card types on the field can be directly attacked, damaged, and lost. So it behooves players to also diligently protect their own things while attempting to destroy the opponents' stuffs.
Cardset comments (3) | Add a comment on this cardset
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On Erfh: Through the Ages (reply): |
On Erfh: Through the Ages (reply):
Same core ideas as Information Age. Some cards moved from there. This is a core set for Erfh series. Spans the entirety of human history and beyond. Feel free to create your own set for other specific ages. Could be human history or not. For example, a Triassic age with dinosaurs and animals, no humans. |
Recently active cards: (all recent activity)
, : Generate an energy of any motif or neutral.
, , Remove a storage counter from Warehouse: Draw a card.
Town enters tapped.
When Town enters, scroll 1 (Look at the top one cards of your library, put any number of them on the bottom of your library in any order and the rest on top of your library in any order.).
Theater enters tapped.
When Theater enters, scroll 1 (Look at the top one cards of your library, put any number of them on the bottom of your library in any order and the rest on top of your library in any order.).
Settlement enters tapped.
When Settlement enters, scroll 1 (Look at the top one cards of your library, put any number of them on the bottom of your library in any order and the rest on top of your library in any order.).
Read the pages on Gameplay and Victory Conditions as the core gameplay differs from Magic.
See Studio.
See Fortress.
See Classroom.
See Abode.
See Factory.
See Borderlands.
just learned about Eternal CCG. apparently drafting there uses 4 packs of 12 cards = 48 cards drafted. same as what I proposed here for Erfh. One difference is deck size in Eternal draft is 45, including 'lands'. I envision at least 48 cards into your deck for Erfh, including lands.
Now it's weird that this has an ETB effect that looks like it could help reaching the climax, but the card specifically prevents that.
It's like having a french vanilla with haste and defender - mixed signals.
One would expect that rather than having a tiny effect and the a larger version of the same effect for an unrelated condition you would have something like a small effect that helps reach the large climax - similar how plus abilities and ultimates on some planeswalkers work.