The Veil answered your call, but no power in Eterna comes without a price. In Specter, two players bring 30-card decks into battle, begin with 30 Life, and spend that same Life to summon Entities, recite Incantations, and seize control of the board.
Discover the systems that turn every match into a contest of sacrifice, preparation, and attrition.
Your Life is also your resource
There is no separate mana reserve. A card's cost is paid directly with the player's Life, creating a choice with every play: develop the board now or preserve your distance from defeat.
A powerful Entity can turn the match around, but it may also leave its controller within range of an Incantation. A sequence of smaller cards can pressure the opponent without demanding the same sacrifice, but offers less immediate impact.
Each player begins with six cards. From there, drawing, playing, and attacking require constant attention to the one reserve that must never reach zero.
Begin Rituals and prepare your next turn
Entities can enter the Field with Ritual markers. While those markers remain, the Entity is dormant and cannot attack or use active abilities.
At the beginning of each controller turn, its Ritual advances. When the final marker is removed, the Entity awakens and may unleash abilities that immediately reshape the board.
Both players can see the threat approaching. Protect a Ritual to secure its future power or strike before the opposing summoning is complete.
Wounds remain
Damage suffered by an Entity does not automatically disappear at the end of the turn. Surviving combat means staying in play with the wounds from that battle.
Smaller Entities can wear down a larger target over several confrontations. Regeneration effects restore damaged bodies, while lost Vitality can turn a safe advantage into an unexpected death.
The attacker chooses which Entities advance. The defender decides how to block them. Every combat leaves a new board state for the turns ahead.
Hide Hexes in the Shrine
During Attack, the active player can prepare Hexes face-down in the Shrine. They remain concealed until Defense ends, then reveal in preparation order before combat damage.
Their cost is paid only when the Hex activates. Preparing several creates more possibilities, but may demand too much Life when they are revealed.
The defender can answer. During Defense, Hexes may be recited directly from hand to alter attackers, protect blockers, or change the outcome of the clash.
Turn Sepulture into a resource
Destroyed Entities and resolved Incantations enter Sepulture. Even away from the Field, those cards can fuel new strategies.
Recover cards, return Entities, and transform earlier losses into an advantage. A deck built around Sepulture can find value where the opponent sees only discarded remains.
Relics follow a different path: they remain in the Shrine and provide persistent effects or abilities that can be activated during the match.
Choose your battle
Face the bot on Easy, Medium, and Hard, enter Casual matches from level 4, and compete in Ranked from level 10. Matchmaking looks for the nearest available rating within each mode.
If a connection drops unexpectedly, the match remains active for up to 60 seconds to allow a return. Field, hand, Shrine, Sepulture, combat, and pending choices are rebuilt from the state held by the server.
Prepare your deck, choose where to pay the price, and cross the Veil.
