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Message Publié : 24 Mai 2016, 12:27 
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24/05/2016 Release

New cards have been released on Eredan iTCG!

(3 evolutions in all)

At its last evolution:

Rare
Classes: Mage, Craftsman
Guild: Zil Warriors
Races: Human, Shadow Guemelite, Mental Guemelite
Casts: Circus, Night Terror
Spirit: 2
Attack: 5/7
Defense: 4
Health points: 14

Effects:
Your characters gain Chain until the end of the game if they play a Mental Spell.
At the start of the Turn, if Malicia is alive, draw an additional card. If not, a "Gypsy cards" is created and attached to a random opponent.
Odd Turns: A "Gypsy cards" is created and played.




Uncommon
Other

Effects:
Permanent. Chain.
Malicia: Heals 2 to 4 Health points.
Night Terror: A "Gypsy Cards" card is created and attached to the opposing character.
Choose an opposing character and attach this card to him. He has Attack -1 and Spirit -1.


For this release, the Malicia Super Pack is available in store for a limited time!

Image

The Malicia Super Pack contains: "Malicia" + 5 Standard Zil boosters. That is 60 cards, including at least 5 Rare (or Legendary) and 20 Uncommon.

Reedition / Patch:

Changes brought to the cards are colored.



Uncommon
Action

Effects:
Duration: 2 fights. Chain.
If your next card and the next opposing card share the same type, Defense +2 and the opposing character has Defense -2 until the end of the Turn.
Circus: these effects are applied in any case.
Mental Guemelite: the opposing character has Attack -2.




Uncommon
Destiny Theurgy
Priest, Zil

Effects:
Defense +1. Chain.
The opposing player chooses a card from his Hand, it is placed in yours.
The opposing character has Spirit -1 and Defense -1 until the end of the game.
Night Terror: You gain an additional Defense +2. A Mental Spell from your Discard pile is placed in your Deck.



Common
Mental Spell
Mage

Effects:
Choose another Mage or Mental Guemelite. X equals the Spirit of the chosen character (max. +5).
If the chosen character shares a common Guild with your character: Defense +X.
Night Terror: If not, the character with the lowest Spirit suffers X magical damage.




Uncommon
Mental Spell
Mage

Effects:
Night Terror: Spirit +2. Defense +2 against Warriors and Marauders. Chain.
+X to magic Spell damage (non AoE) dealt by your character where X equals your character's Spirit.



Uncommon
Mental Spell
Mage

Effects:
X equals the difference between the number of cards in your Hand and in the opponent's.
Deals X+3 magical damage to the opposing character.
Night Terror: +X additional magic damage.




Uncommon
Mental Spell
Mage, Noz'Dingard Envoys, Zil Warriors

Effects:
Choose a Fire, Mental or Draconic Spell from your Discard pile, it is placed in your Deck.
Deals 5 magic damage to the opposing character.
Night Terror: +2 additional magic damage. Chain.




Rare
Mental Spell
Mage

Effects:
Draw cards until you have 6 in your Hand.
Night Terror: a "Lobotomy" card is created and played after your other cards.
Mental Guemelite: 2 cards from your Discard pile are placed in your Deck.
At the end of the Fight,
choose 1 card from your Hand, the others are placed in your Deck.




Common
Mental Spell
Mage, Noz'Dingard Envoys, Zil Warriors

Effects:
Duration: 5 Fights. Choose a character and attach this card to him. Attack -1 and Defense +1.
At the start of the fight, Spirit +1 until the end of the Turn for each Spell played by one of the characters in battle.
Night Terror: Chain.


(2 evolutions in all)

At its last evolution:

Rare, Unique
Clothing
Night Terror

Effects:
Permanent. At the start of the game, this card is placed in your Hand.
Choose another of your characters and attach this card to him.
Night Terror: He becomes Priest.
He becomes Zil, Mental Guemelite and Night Terror.

If played by Arckam: Chain. Defense +1.
Permanent. At the start of the game, this card is placed in your Hand. Choose another of your characters and attach this card to him. Night Terror: He becomes Priest. He becomes Zil, Mental Guemelite and Night Terror. If played by "Arckam": Chain. Defense +1.


(3 evolutions in all)

At its last evolution:

Common
Class: Craftsman
Guilds: Zil Warriors
Races: Shadow Guemelite, Mental Guemelite
Casts: Circus, Night Terror
Spirit: 1
Attack: 8/9
Defense: 2
Health points: 14

Effects:
Can attach Craftsmen Items to any character. Gain Chain if you play a Craftsman card.
As long as Arckam is alive, the opposing characters who have a Spirit superior to 2 have Spirit -1.

Turns 2, 4 and 6: Defense +1 and Spirit +1 until the end of the game.



At its last evolution:

Common
Class: Priest
Guild: Zil Warriors
Race: Mental Guemelite
Casts: Circus, Night Terror
Spirit: 3
Attack: 4/9
Health points: 14

Effects:
Can play neither Theurgies of Faith nor of Divine Anger.
At the end of the fight, the opposing character has Defense -1 and Spirit -1 until the end of the game, the "Blackmail" cards from your Discard Pile are placed in your Deck.
Turns 1, 4 and 5: One card is chosen at random from your opponent's Hand and put into your Hand.


These cards are now available in the Newcomers Boosters.

Enjoy the game!


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Message Publié : 24 Mai 2016, 20:48 
Guémélite

Inscription : 05 Février 2013, 02:40
Message(s) : 244
Please don't take NOZ spells give them to Zil and make them pretty much only playable for Zil.


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Message Publié : 24 Mai 2016, 21:00 
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Inscription : 19 Juillet 2013, 19:27
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Localisation : Romania
The modification does not affect the Noz part of the spells at all. They are usable by noz like they were before... It's another question that nobody played these spells before...

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Message Publié : 24 Mai 2016, 21:55 
Immortel
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that card was used when released long time ago

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Message Publié : 25 Mai 2016, 00:47 
Guémélite

Inscription : 05 Février 2013, 02:40
Message(s) : 244
I know Noz can still play them but the point is they literally buffed Noz cards for Zil. I am not saying some idiot was behind it but it clearly it was not a genius.


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Message Publié : 25 Mai 2016, 02:54 
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i prefer updated old cards than useless new ones

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Message Publié : 25 Mai 2016, 06:54 
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Inscription : 08 Octobre 2013, 17:34
Message(s) : 657
I agree with wolvos ... to update not used (or rare used) cards for even other guilds make them more played. A totally new card needs new artwork. And new artwork means to pay more for the artist. If they dont want to pay more for new cardpictures, they need to use old ones. And better they update old cards like this (to make a deck with a character with a new deckstrategy playable) instead of releasing no further cards and leaving that new character unplayable because no good decks are possible.

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>^,^<
-/ \
(__)__,
Al hail and glory to the Zil, the living Shadow and the Circus!

PS.: Right now I'm only on for calendar. Not playing activ.
We lost the balance too bad since the damned sacred cards.


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Message Publié : 25 Mai 2016, 08:50 
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Inscription : 19 Juillet 2013, 19:27
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If I had the possibility to create new Spells, i definitely would not have touched the Noz Mental Spells... Btw, i did it with the aggreement of Recliff ;)
As you might be aware, we are not releasing Spells or action, and we have to modify older ones...

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Message Publié : 25 Mai 2016, 09:16 
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Inscription : 15 Mai 2014, 13:53
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I don't see the point of creating the cast night terror.
Night terrors are (as I see it now) always Circus characters with the mental race.
You could adapt all the "night terror" mentions on the spells cards by "circus" or "mental guemelite".
Adding "night terror" just makes it more complicated and less clear in my opinion. It's like ballast to the game.

I do agree that cards should change and be adapted so that new ways of playing can be discovered. I think it is pretty cool that you can steal cards from players with the "mental guemelites".
But limiting to discarding 1 card instead of 2, makes him less useful for the discard decks.

Actually it means I will have to find another way to create a Discard deck to defeat the Nomad adventure boss :)

Thanks all


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Message Publié : 25 Mai 2016, 09:24 
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Tora-X a écrit :
I don't see the point of creating the cast night terror.
Night terrors are (as I see it now) always Circus characters with the mental race.
You could adapt all the "night terror" mentions on the spells cards by "circus" or "mental guemelite".
Adding "night terror" just makes it more complicated and less clear in my opinion. It's like ballast to the game.

I do agree that cards should change and be adapted so that new ways of playing can be discovered. I think it is pretty cool that you can steal cards from players with the "mental guemelites".
But limiting to discarding 1 card instead of 2, makes him less useful for the discard decks.

Actually it means I will have to find another way to create a Discard deck to defeat the Nomad adventure boss :)

Thanks all


Hello Tora-X... The Night Terror caste was more important for further releases :) Currently you are right that all the characters are Circus, but this is only 1 release, and it will change :)
Unfortunately, the psychurgist is a common card, so he must have limits, and his order bonus serves the enhancing of the difference in the number of cards in the two players' hand.
As for Nomad boss, allow me to suggest to play Eclipse... it is much faster than discard :D Or for discard there are currently many good characters to play :)
Especially Archmage Artrezil with Mandrak and Alyce :D

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