October 16, 2025
Seeker Overview: Auric Evenhand
by Nicole Lobo
October 16, 2025
Seeker Overview: Auric Evenhand
by Nicole Lobo
Auric was born to a family of traveling merchants, but after a vicious attack by the Primal Blood that cost him his father and sister, he vowed to enact bloody vengeance on them. He will save them from their savage ways, be it by his hand or his hammer.
Auric’s Legacy, the Will of the Forge, was built to allow the Vulkir people to shape Echo into the greatest works of craftsmanship the world would ever come to know. The hammer brings out the true potential of anything it strikes, while the arm allows the wielder to reshape that power, to give it purpose in the world. Only together do they become the Will of the Forge, not a weapon, but a tool with the power to create and destroy in equal measure.

Basic Concepts:
- Items are a great way to strengthen your units, and they keep them refueling your hand by drawing your cards back.
- They also become excellent hail-maries. Either saving your unit on a key moment or squeezing that extra bit of damage to finish off an enemy, with both options refunding your echo.

Tips and interactions:
- Besides a way to grant a ranged attack to melee units and improve their damage, Rebounding Throw is a wonderful enabler to Auric. Either as an option to return it to your hand to play later, or to increase the burst damage with Caldera’s Fist.
- Adding units from the Primal Blood along your forces of the Order not only gives you a much appreciated mobility, as both are exceptional at putting bodies on the battlefield that support each other, be it with to improve survivability (Protection, Shield Wall and Heal), offensive (Swarm and Inspire), or overall support (Battlecry).

Pitfalls:
- Although items are a great way to improve upon your units on the field, they award mastery when destroyed, even through Caldera’s Fist. Be mindful of your opponent’s mastery when using it to avoid granting them an early victory you were not expecting.
- It might seem tempting to include every item ever forged in Astaris, but a sword is only as good as the hand that wields it. You still need to have units to control the board and claim relics (also equip your items), spells are still great tools to change the tides of battle at a moment’s notice, and you should strive to balance your deck to keep your draws consistent.