I always liked complex card game such as MTG but never liked the interface to get into it. Hearthstone came with a wonderful UI and the lore that I like, Warcraft which got me hooked. However, the more I play hearthstone the more bland and empty the game feels which is why I've recently tried Eternal card game and simply love it.
The game uses the same attack/defense phase as MTG which allows any type of deck to be viable without completely overwhelming you like rush deck. Despite the game having phase, it never felt like a game was too long.
What the game offers;
- Great Interface - 20 different mechanic which can be seen here:http://eternalcardgame.wikia.com/wiki/Skills - Over 400 cards - Deck are not restricted with a minimum/maximum amount of card - Up to 4 of the same card can be used in a deck - 5 different types of element (class in hearthstone term) - Can build a deck using any element, single, dual or even all 5 elements - Incredible amount of depth/combo - Achievements - Apart from units and spells, it also offers Weapons like Hearthstone and Relics (permanent effect) that can be removed - 6 Game mode (1 currently unavailable) - Daily quest with reward - Promo card given as questhttps://puu.sh/tCVXR/8f25b3bacd.jpg (Don't know how often they do this, but it's the 2nd different promo quest I got in 2 months)
Game Mode
Campaign - Used to earn every type of element Gauntlet - Play against the AI with your own deck. Free and unlimited play with rewards Forge - Card draft (similar to Hearthstone arena) against the CPU. Cost 2500 gold (in-game currency) to play and the cost may seem high but you get to keep the card you pick forever. Ranked - Play against other players Draft - Another card draft but against players. Cost is higher than Forge but you draft more cards and also keep them.
Gauntlet is the mode you should play a lot when you're a new player to quickly make gold and get new cards. Draft and Forge are an excellent way for new players to obtain new cards and legendary cards.
The best part of the game is that it offers a LOT to new players to obtain cards easily and quick.
The game rewards player with chest of different quality with each one having a % of chance to upgrade to a better chest when opened;
Bronze Chest: Common Card and 30-60 Gold, Chance of Silver Chest Silver Chest: Uncommon Card and 200-250 Gold, Chance of Golden Chest Gold Chest: Booster Pack and 500-600 Gold, Chance of Diamond Chest Diamond Chest: Booster Pack, Premium Card (like Golden card in Hearhstone) and 2,000-2,400 Gold
All the game mode have a ranking system which each giving a reward at the end of a season. Every Ranked mode win awards a chest in this order; Bronze, Bronze, Silver. (resets after earning silver)
The game is still in early access but sure has a lot of potential and is great so far. There might be information I forgot to mention, feel free to post them.
I play this and HS, and they're both wonderful. I've been hyping this game any chance I get though, it feels like an upgraded MTG and the f2p system is just bonkers.
Something to note is I think the ladder is less grindy as well, so even though Rakano can murder you quickly it's not like people are as reliant on playing the fastest deck to get where they want to go. Draft is also unspeakably awesome compared to HS Arena. Mixing colors and having larger deck sizes is a deckbuilder's wet dream.
The lore, effects, polish are what I miss most in HS though. It's also still frustrating to have mana screw happen to you, and I actually find the combat system a little tedious so I end up reserving the play sessions for when I'm ready to concentrate a little more. No iOS client outside of closed beta is also a bummer. As a bonus first world problem, the premium cards just kind of suck compared to HS golden cards.
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Lol neither are p2w, though I think Eternal is a little easier to build a collection for with how Drafts work. Like any card game it's basically "pay to collect faster", with Eternal being easier to build a full collection for without paying anything.
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Hmmm... Interesting, HS is more polished than other games but lately i find myself extremely bored by the game not to mention you have to either play pirates or reno to be competitive and it shouldnt be like that. So i think i will give Enternal a try thanks for the poat mate
This game is amazing, i've been in since closed beta. The new promo quest should be only the start of a new expansion release (or that's what is whispered).
Lol I like how it was teased "5-100 new cards this month"... definitely seemed suspicious. So far DWD has been doing an awesome job though, my main gripe is that for a game developed by MTG legends it's done a terrible job at supporting the competitive scene.
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I play this and HS, and they're both wonderful. I've been hyping this game any chance I get though, it feels like an upgraded MTG and the f2p system is just bonkers.
Something to note is I think the ladder is less grindy as well, so even though Rakano can murder you quickly it's not like people are as reliant on playing the fastest deck to get where they want to go. Draft is also unspeakably awesome compared to HS Arena. Mixing colors and having larger deck sizes is a deckbuilder's wet dream.
The lore, effects, polish are what I miss most in HS though. It's also still frustrating to have mana screw happen to you, and I actually find the combat system a little tedious so I end up reserving the play sessions for when I'm ready to concentrate a little more. No iOS client outside of closed beta is also a bummer. As a bonus first world problem, the premium cards just kind of suck compared to HS golden cards.
The mana (sigil in eternal) sure is frustrating when you don't draw or draw too much but that's part of this type of card game rng, it's still frustrating though :P. I didn't know there was no iOS yet, I play it sometimes on my s5 (android) to kill time. I've seen topics about premium card not feeling special at all and sometimes confusing when crafting as they don't stand out as they should.
Hmmm... Interesting, HS is more polished than other games but lately i find myself extremely bored by the game not to mention you have to either play pirates or reno to be competitive and it shouldnt be like that. So i think i will give Enternal a try thanks for the poat mate
You're welcome ! The game may be a bit overwhelming at first, especially if you are not familiar with the MTG style but it's definitely worth a try.
I start playing Eternal ~2weeks ago. Really great game but like Faeria, does not exclude Hearthstone. I'm enjoying all these 3 games. Each of them are bringing different things and depends on my mood and time I choose to play one of them.
i've been playing eternal for 2 weeks i think but just grinding the AI for cards and gold. they just released a new campaign a day or so ago that can be unlocked with 20k gold. im having a hard time motivating myself to grind that much. Gauntlet and forge are both not as quick anymore when it comes to grinding once you hit master level.
also there is the mana screw/flood problem which made me remember why i loved hearthstone when i started out. now im looking at shadowverse since like hearthstone you just gradually gain mana each turn. but then i ran into a problem when i found out you cant link your PC account of shadowverse to an IOS device... oh well looks like im back to hearthstone again.... until i get bored again and finish installing that gwent client.
My problem with this game is that it does nothing to fix mana screw/flood problems that MtG has. Why would I play Eternal which is still in its infancy, has limited card pool and not really interesting mechanics on cards compared to MtG, when I can play MtG Duels which is basically MtG lite and has (imo) much better f2p system? If i want to play with that resource system I'd pick MtG every time, its depth just can't compare to something like Eternal.
As for Eternal's f2p system, just consider this - legendary cards cost arm and a leg, and you can put 4 copies in your deck. Most competitive decks cost like 40-50k dust to make, and utilize 4-16 legendary cards, with many rares to boot. I don't really consider that f2p player friendly, especially as card pool starts growing and many more legendary cards get added into game. There are already must include legendaries which are clearly OP compared to their non legend counterparts (Sandstorm Titan I'm looking at you), and I bet situation will become worse for f2p players as more and more cards and expansions get released.
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Seek freedom and become captive of your desires. Seek discipline and find your liberty.
Seeing how many have already detailed the good stuff about the game, I'd like to talk about some negatives (or what is perceived to be negative) in more detail:
1. Mana screw/flood - I think a big part of the problem with this is that the game doesn't offer a tutorial about building a proper power base which would probably decrease complaints about mana screw. Adding a sufficient amount of seats, banners, favors, seek powers and maybe even a monument or two (all of them are either better versions of regular power or are cards that fetch power), and then testing the deck with built in starting hand simulator makes a deck much more consistent. There are also self-buffing minions that are good whether you play them on turn 1 or topdeck on later turns. Speaking in HS terminology, it would be like a 2 mana 2-1 divine shield with the ability to pay 5 mana to gain +4/+4, so you could play it on turn 2 and it would not be an absolutely horrible topdeck later in the game. You can also think of Kodorider, if it was actually a good card.
Mana flood on the other hand is a bit harder to counteract and I agree, it sucks hard when you topdeck 3 power in a row while opponent topdecks minions. Both of these, though, can and might be lessened if they decide to print more fetch cards or better monuments + better card draw + more cards with self-buffs.
2. Visual design - IMO this is where HS obliterates all other card games, Eternal included. There's a potential for greatness though, these weapons look really nice. Battlefield could use an overhaul. Voices will be added when the game leaves beta. Gold cards could be more shiny.
3. Matches often end up being topdeck wars - Since you often use 2 cards per turn (1 sigil + 1 minion), your hand depletes relatively fast and after you have 7-8 mana, power cards are just dead draws. Better card draw/power fetchers might decrease this.
4. Cost of legendary cards - Yeah, some of these are just blatantly OP, like Sandstorm Titan. Most are not, though, about 1 in 5 legendaries are usable/good. You can build cheaper tier 1 decks within weeks/a month. The caveat? The game suffers from the same problem as HS does - there are just no cheap control decks. Most of them use irreplaceable 4-12 legendaries. Don't be surprised if you see a lot of aggro on ladder.
5. There aren't that many complex cards currently - They have yet to print some cards that are on MTG/Yu-gi-oh level of complexity. This will probably change in the future as they are focusing on just getting the base set done, which should be finished with the first set after beta.
TL;DR I invite you to try it out, but be prepared to read a tutorial on power bases and experiment a bit with decks. A lot of holes need to be filled but remember that it's still in open beta.
I have read many opinions on why it's not overpowered and I have not really been convinced. They basically had 3 cards they needed:
1. Something to counter flyers (especially aegis flyers)
2. A cheap, overstatted body
3. Good endurance minions to counter permafrost
Problem is, they packed it in ONE DAMN minion. I'd be fine if it satisfied 2 conditions, but 3 is too much. Also, you never really play mono time so you can take power creatures from other colors and time has other good stuff in their arsenal. This would be like saying control in hearthstone needs help coming back onto the board, let's print a 5 mana 6-6 Sylvanas with taunt... Ridiculous reasoning, printing overvalued cards to make up for a class' deficiencies is terrible design, we know how this went with drakonid operative, call of the wild or many of the shaman cards. Printing 3 great cards > printing 1 overpowered card.
4. Cost of legendary cards - Yeah, some of these are just blatantly OP, like Sandstorm Titan. Most are not, though, about 1 in 5 legendaries are usable/good. You can build cheaper tier 1 decks within weeks/a month. The caveat? The game suffers from the same problem as HS does - there are just no cheap control decks. Most of them use irreplaceable 4-12 legendaries. Don't be surprised if you see a lot of aggro on ladder.
5. There aren't that many complex cards currently - They have yet to print some cards that are on MTG/Yu-gi-oh level of complexity. This will probably change in the future as they are focusing on just getting the base set done, which should be finished with the first set after beta.
I'm f2p and have upwards of 20 legendaries, maybe more... many from Forge drafts and grinded packs
the reward systems is miles better than Hearthstone and most CCGs for the matter
there is a reward after every single win, you keep drafted cards (equivalent to Arena is draft and Forge), rewards randomly upgrade, you can grind AI, and the packs have like 12-15 cards (only one slot for above uncommon but still great for foils/golds)...
so as for number 4 I can safely say no issue there and I have a wife and 2 kids and don't even no life the game and have all that (I have been playing since closed beta... but my collection is massive for f2p)
as far as number 5.... there are many complex builds... way more complex than Hearthstone. Carpet Primal decks, Crown/clockroach decks, many 5 color decks now due to a new Legendary dragon, stun control decks, aegis buff decks, graveyard manipulation decks...
the game it self is far more complex than Hearthstone just on the interactive fast spell mechanics and blocking system. Hearthstone is basically a CCG with training wheels compared to this.
4. Cost of legendary cards - Yeah, some of these are just blatantly OP, like Sandstorm Titan. Most are not, though, about 1 in 5 legendaries are usable/good. You can build cheaper tier 1 decks within weeks/a month. The caveat? The game suffers from the same problem as HS does - there are just no cheap control decks. Most of them use irreplaceable 4-12 legendaries. Don't be surprised if you see a lot of aggro on ladder.
5. There aren't that many complex cards currently - They have yet to print some cards that are on MTG/Yu-gi-oh level of complexity. This will probably change in the future as they are focusing on just getting the base set done, which should be finished with the first set after beta.
I'm f2p and have upwards of 20 legendaries, maybe more... many from Forge drafts and grinded packs
the reward systems is miles better than Hearthstone and most CCGs for the matter
there is a reward after every single win, you keep drafted cards (equivalent to Arena is draft and Forge), rewards randomly upgrade, you can grind AI, and the packs have like 12-15 cards (only one slot for above uncommon but still great for foils/golds)...
so as for number 4 I can safely say no issue there and I have a wife and 2 kids and don't even no life the game and have all that (I have been playing since closed beta... but my collection is massive for f2p)
as far as number 5.... there are many complex builds... way more complex than Hearthstone. Carpet Primal decks, Crown/clockroach decks, many 5 color decks now due to a new Legendary dragon, stun control decks, aegis buff decks, graveyard manipulation decks...
the game it self is far more complex than Hearthstone just on the interactive fast spell mechanics and blocking system. Hearthstone is basically a CCG with training wheels compared to this.
face or trade? Derp!
I didn't complain about the legendary drop rate or their cost (after all, only 1/5 of them are good). The reward system is generous enough to allow you to craft almost anything you want after a couple of months if you play daily. But the road to there is paved by playing aggro/burn on ladder (you can't expect a new player to be good at draft) where you have an easier time substituting rares and legendaries that in control decks. Big combrei is a lot worse without 4 sandstorm titans, mystic ascendants and sirafs. Feln needs withering witch + black sky harbinger combo to clear board, last word as tech card, stewards and bloodcasters... And in my opinion ladder suffers when each new player is mostly unable to play a cheap control deck when starting out.
You also missed my point on number 5, I know you can build complex builds, I was talking about singular complicated cards with multiple effects (without overdoing it). Something like choose 1 of 3 or 4 effects. Marisen's disciple comes to mind. Even something like shimmerpack where you have a ton of options if the board is full or the last word which can instakill minions, the player and makes your spells deadly.
Have been playing this for a few weeks now (in addition to HS) and really like it.
I do feel that some of its advantages will wear off as the game develops. On ladder, for example, with relatively few games I've been able to climb to the HS equivalent of ranks 18-19 playing janky decks made from a small collection. While I am a decent deck-builder, most of the accessibility of ladder is the result of the power cards being at high rarities, the enormous deck size, and the relatively small pool of players who in turn overwhelmingly have small collections. There is just not nearly the same competition at low reaches of the Eternal ladder as exists at rank 20 in Hearthstone.
If the game does take off (as I very much hope it will), you can expect collections on average to get deeper, more netdecking, more cookie-cutter matchups--lots of the things that can be frustrating about HS. It's not a design fault so much as the nature of this sort of game in this setting.
So I guess my main advice is if this game interests you, there's really no better time to join as an f2p player than right now.
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I always liked complex card game such as MTG but never liked the interface to get into it. Hearthstone came with a wonderful UI and the lore that I like, Warcraft which got me hooked. However, the more I play hearthstone the more bland and empty the game feels which is why I've recently tried Eternal card game and simply love it.
The game uses the same attack/defense phase as MTG which allows any type of deck to be viable without completely overwhelming you like rush deck. Despite the game having phase, it never felt like a game was too long.
What the game offers;
- Great Interface
- 20 different mechanic which can be seen here: http://eternalcardgame.wikia.com/wiki/Skills
- Over 400 cards
- Deck are not restricted with a minimum/maximum amount of card
- Up to 4 of the same card can be used in a deck
- 5 different types of element (class in hearthstone term)
- Can build a deck using any element, single, dual or even all 5 elements
- Incredible amount of depth/combo
- Achievements
- Apart from units and spells, it also offers Weapons like Hearthstone and Relics (permanent effect) that can be removed
- 6 Game mode (1 currently unavailable)
- Daily quest with reward
- Promo card given as quest https://puu.sh/tCVXR/8f25b3bacd.jpg (Don't know how often they do this, but it's the 2nd different promo quest I got in 2 months)
Game Mode
Campaign - Used to earn every type of element
Gauntlet - Play against the AI with your own deck. Free and unlimited play with rewards
Forge - Card draft (similar to Hearthstone arena) against the CPU. Cost 2500 gold (in-game currency) to play and the cost may seem high but you get to keep the card you pick forever.
Ranked - Play against other players
Draft - Another card draft but against players. Cost is higher than Forge but you draft more cards and also keep them.
Gauntlet is the mode you should play a lot when you're a new player to quickly make gold and get new cards.
Draft and Forge are an excellent way for new players to obtain new cards and legendary cards.
The best part of the game is that it offers a LOT to new players to obtain cards easily and quick.
The game rewards player with chest of different quality with each one having a % of chance to upgrade to a better chest when opened;
Bronze Chest: Common Card and 30-60 Gold, Chance of Silver Chest
Silver Chest: Uncommon Card and 200-250 Gold, Chance of Golden Chest
Gold Chest: Booster Pack and 500-600 Gold, Chance of Diamond Chest
Diamond Chest: Booster Pack, Premium Card (like Golden card in Hearhstone) and 2,000-2,400 Gold
All the game mode have a ranking system which each giving a reward at the end of a season.
Every Ranked mode win awards a chest in this order; Bronze, Bronze, Silver. (resets after earning silver)
The game is still in early access but sure has a lot of potential and is great so far. There might be information I forgot to mention, feel free to post them.
I play this and HS, and they're both wonderful. I've been hyping this game any chance I get though, it feels like an upgraded MTG and the f2p system is just bonkers.
Something to note is I think the ladder is less grindy as well, so even though Rakano can murder you quickly it's not like people are as reliant on playing the fastest deck to get where they want to go. Draft is also unspeakably awesome compared to HS Arena. Mixing colors and having larger deck sizes is a deckbuilder's wet dream.
The lore, effects, polish are what I miss most in HS though. It's also still frustrating to have mana screw happen to you, and I actually find the combat system a little tedious so I end up reserving the play sessions for when I'm ready to concentrate a little more. No iOS client outside of closed beta is also a bummer. As a bonus first world problem, the premium cards just kind of suck compared to HS golden cards.
Articles I suggest every player reads to improve at the game;
MTG/Hearthstone biases to avoid
Reframing negative Hearthstone experiences to improve at the game
Who's the Beatdown?
Articles I suggest every player reads to improve at the game;
MTG/Hearthstone biases to avoid
Reframing negative Hearthstone experiences to improve at the game
Who's the Beatdown?
Hmmm... Interesting, HS is more polished than other games but lately i find myself extremely bored by the game not to mention you have to either play pirates or reno to be competitive and it shouldnt be like that. So i think i will give Enternal a try thanks for the poat mate
Articles I suggest every player reads to improve at the game;
MTG/Hearthstone biases to avoid
Reframing negative Hearthstone experiences to improve at the game
Who's the Beatdown?
Cu Hearthstone, we had a nice time, but you annoy me more like you bring joy right now.
I'm playing this game now for 2 weeks, it rocks!
Gonna try it later today!
English isn't my first language, so please excuse any mistakes.
I start playing Eternal ~2weeks ago. Really great game but like Faeria, does not exclude Hearthstone. I'm enjoying all these 3 games. Each of them are bringing different things and depends on my mood and time I choose to play one of them.
pretty poor ... everything
i've been playing eternal for 2 weeks i think but just grinding the AI for cards and gold. they just released a new campaign a day or so ago that can be unlocked with 20k gold. im having a hard time motivating myself to grind that much. Gauntlet and forge are both not as quick anymore when it comes to grinding once you hit master level.
also there is the mana screw/flood problem which made me remember why i loved hearthstone when i started out. now im looking at shadowverse since like hearthstone you just gradually gain mana each turn. but then i ran into a problem when i found out you cant link your PC account of shadowverse to an IOS device... oh well looks like im back to hearthstone again.... until i get bored again and finish installing that gwent client.
The more I play this game, the more I love it! Games last more than 4 turns unlike some other card games I know ;)
definitely gonna try it out this upcoming weekend, if anyone has the typical "invite a friend" or similar to it, just reply me with it :)
thanks for the post!
My problem with this game is that it does nothing to fix mana screw/flood problems that MtG has. Why would I play Eternal which is still in its infancy, has limited card pool and not really interesting mechanics on cards compared to MtG, when I can play MtG Duels which is basically MtG lite and has (imo) much better f2p system? If i want to play with that resource system I'd pick MtG every time, its depth just can't compare to something like Eternal.
As for Eternal's f2p system, just consider this - legendary cards cost arm and a leg, and you can put 4 copies in your deck. Most competitive decks cost like 40-50k dust to make, and utilize 4-16 legendary cards, with many rares to boot. I don't really consider that f2p player friendly, especially as card pool starts growing and many more legendary cards get added into game. There are already must include legendaries which are clearly OP compared to their non legend counterparts (Sandstorm Titan I'm looking at you), and I bet situation will become worse for f2p players as more and more cards and expansions get released.
Seek freedom and become captive of your desires. Seek discipline and find your liberty.
Seeing how many have already detailed the good stuff about the game, I'd like to talk about some negatives (or what is perceived to be negative) in more detail:
1. Mana screw/flood - I think a big part of the problem with this is that the game doesn't offer a tutorial about building a proper power base which would probably decrease complaints about mana screw. Adding a sufficient amount of seats, banners, favors, seek powers and maybe even a monument or two (all of them are either better versions of regular power or are cards that fetch power), and then testing the deck with built in starting hand simulator makes a deck much more consistent. There are also self-buffing minions that are good whether you play them on turn 1 or topdeck on later turns. Speaking in HS terminology, it would be like a 2 mana 2-1 divine shield with the ability to pay 5 mana to gain +4/+4, so you could play it on turn 2 and it would not be an absolutely horrible topdeck later in the game. You can also think of Kodorider, if it was actually a good card.
Mana flood on the other hand is a bit harder to counteract and I agree, it sucks hard when you topdeck 3 power in a row while opponent topdecks minions. Both of these, though, can and might be lessened if they decide to print more fetch cards or better monuments + better card draw + more cards with self-buffs.
2. Visual design - IMO this is where HS obliterates all other card games, Eternal included. There's a potential for greatness though, these weapons look really nice. Battlefield could use an overhaul. Voices will be added when the game leaves beta. Gold cards could be more shiny.
3. Matches often end up being topdeck wars - Since you often use 2 cards per turn (1 sigil + 1 minion), your hand depletes relatively fast and after you have 7-8 mana, power cards are just dead draws. Better card draw/power fetchers might decrease this.
4. Cost of legendary cards - Yeah, some of these are just blatantly OP, like Sandstorm Titan. Most are not, though, about 1 in 5 legendaries are usable/good. You can build cheaper tier 1 decks within weeks/a month. The caveat? The game suffers from the same problem as HS does - there are just no cheap control decks. Most of them use irreplaceable 4-12 legendaries. Don't be surprised if you see a lot of aggro on ladder.
5. There aren't that many complex cards currently - They have yet to print some cards that are on MTG/Yu-gi-oh level of complexity. This will probably change in the future as they are focusing on just getting the base set done, which should be finished with the first set after beta.
TL;DR I invite you to try it out, but be prepared to read a tutorial on power bases and experiment a bit with decks. A lot of holes need to be filled but remember that it's still in open beta.
I have read many opinions on why it's not overpowered and I have not really been convinced. They basically had 3 cards they needed:
1. Something to counter flyers (especially aegis flyers)
2. A cheap, overstatted body
3. Good endurance minions to counter permafrost
Problem is, they packed it in ONE DAMN minion. I'd be fine if it satisfied 2 conditions, but 3 is too much. Also, you never really play mono time so you can take power creatures from other colors and time has other good stuff in their arsenal. This would be like saying control in hearthstone needs help coming back onto the board, let's print a 5 mana 6-6 Sylvanas with taunt... Ridiculous reasoning, printing overvalued cards to make up for a class' deficiencies is terrible design, we know how this went with drakonid operative, call of the wild or many of the shaman cards. Printing 3 great cards > printing 1 overpowered card.
Nightblade Argent Lance Flame Imp
Argent Watchman Argent Squire Frost Giant
Aviana Hogger Snipe Sea Giant
Have been playing this for a few weeks now (in addition to HS) and really like it.
I do feel that some of its advantages will wear off as the game develops. On ladder, for example, with relatively few games I've been able to climb to the HS equivalent of ranks 18-19 playing janky decks made from a small collection. While I am a decent deck-builder, most of the accessibility of ladder is the result of the power cards being at high rarities, the enormous deck size, and the relatively small pool of players who in turn overwhelmingly have small collections. There is just not nearly the same competition at low reaches of the Eternal ladder as exists at rank 20 in Hearthstone.
If the game does take off (as I very much hope it will), you can expect collections on average to get deeper, more netdecking, more cookie-cutter matchups--lots of the things that can be frustrating about HS. It's not a design fault so much as the nature of this sort of game in this setting.
So I guess my main advice is if this game interests you, there's really no better time to join as an f2p player than right now.