In Temporal Odyssey, you can draft your heroes by sifting through the Past, Present and Future. In each time period, you will find unique classes of cards. The base game of Temporal Odyssey has an offensive, defensive, and technical class for each time period.
The classes you use can change from game to game, providing a variable setup and the discovery of new strategies, even after many plays.
What's in a class?
Classes have a specific kit of stats, abilities, passives, and elements. This consistency helps experienced players know what they can find when searching the timelines, and what to prepare for when their opponents have been sifting through specific eras.
Each era also has its own theme as well. The combination of the classes and time periods means it is possible to predict what kinds of cards you will find and draft according to your needs and plans.
In this post, we offer a preview of some of the Future-era classes in the base game!
Cards from the Future gain power over time.
At the end of each turn, Machines will get a free XP card. They double the effects of HP and ATK gains from XP cards. You can build your Machine as you see fit to adapt to the situation. These characters start at lower on the stat curve but overtime, they will gain XP and end up with the best stats you can get for the 2 AP you paid for them!
Creators produce Energy tokens at the end of each turn and when defeated. It can also group with characters to turn them into Energy when they are defeated. Energy tokens are small characters that can block attacks and deal free damage. 1 token is no big deal. Try to overwhelm your opponent.
Engineers increase the effect damage of your objects. When enlisted, they also create a turret. Its great for protecting your other characters. Also as long as you keep your engineer alive, you will have access to very effective direct damage.
Each time period has two additional artifacts to bring the deck to 20. A cheap minor artifact and a powerful major artifact.