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Message Publié : 10 Décembre 2013, 20:11 
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Inscription : 23 Janvier 2013, 09:16
Message(s) : 412
Cards Withdrawn from the NewComer Booster

From tomorrow onwards, the card release of [urlhttp://blogus.eredan.com/index.php/2013/10/09/1083-card-release-the-hailwalker=]October 9th[/url] will be withdrawn from the NewComer Booster!

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. Rare. Action. Duration 3 turns. Choose a character and attach this card to him. The Healing he deals is reduced by 3. Chain.

. Rare. Staff. Stone linkers. Permanent. Spirit +2. At the start of each turn, you gain Chain if you are wearing an Earth, Air, Fire or Water Spell. As this card activates, a "Shearing" from your Deck, your Hand or your Discard pile is played.

. (3 evolutions in all). On its last evolution : Rare. Sap Heart. Warrior, Mage. Dais. Arbre-Monde. Spirit 2. Attack 6/9. Defense 1. Health points 15. Can attach "Root" to any opposing character. Attack +1 if you cast a Nature Spell. Turns 1, 3 and 5: Spirit -1, Defense +1 and Attack +1.

. (3 evolutions in all). On its last evolution : Rare. Sap Heart. Warrior. Dais. Arbre-Monde. Spirit 1. Attack 6/9. Defense 2. Health points 15. Gain Chain if you play a Dagger. If "Keizan" is one of your characters and alive, all opposing characters have Min Attack -2. Turns 1, 3 and 5: Spirit -1, Defense +1 and Attack +1.

. Uncommon. Air. Stone linkers. Permanent. One of the opposing characters has Attack, Defense or Spirit -3, an other is tapped, and 2 opposing cards attached to the third character are discarded. At the end of each turn, for each character untapped, this card has a one in 9 chance of being discarded.

. (4 evolutions in all). On its last evolution : Uncommon. Sap Heart. Warrior, Mage. Dais, Nature Guemelite . World Tree. Spirit 2. Attack 5/7. Defense 2. Health points 13. Spirit +1 if you play a Nature Spell. Defense +1 if you play an Item. +1 to physical and magic damage if you play an Action. Turns 1, 3 and 6: your opponent cannot chain cards.

. Uncommon. Nature. Sap Heart. Mage. Dais. Arbre-Monde. At the end of your fights, if the opposing character does not have his Order bonus, he has Spirit -1 this Turn and suffers 5 magic damage points. Duration : 4 Fights.

. (2 evolutions in all). On its last evolution : Uncommon. Stone linkers. Mage. Water Guemelite , Fire Guemelite . Spirit 2. Attack 5/8. Defense 2. Health points 14. Can cast Fire spells without restriction. Spirit +1 for each "Fire Stone-heart" in play. Turns 1 and 4: Spirit +1.

. (2 evolutions in all). On its last evolution : Uncommon. Stone linkers. Mage. Air Guemelite , Earth Guemelite . Spirit 2. Attack 7/7. Defense 3. Health points 14. Can cast Earth spells without restriction. Defense +1 for each Earth Spell in play. Turns 1, 4 and 6: Defense +2.

. Common. Action. Choose up to 3 Items that are either active or in Discard piles. If one of them belongs to you, they are placed in their owner's Deck.

. Common. Action. Sap Heart. Dais. Duration 2 fights. This card is attached to your opponent. As it activates and at the start of its next fight, he has Attack -1 per other card attached to him and Spirit -2 if there is more than 2. Chain Sap Heart.

. Common. Other. Stone linkers. Permanent. A Stone-heart of one of your elements is created and played. Choose a character and attach this card to him. He has +2 to magic damage suffered. At the end of the turn, if he is untapped, he is tapped, otherwise he is untapped.

. Common. Nature. Sap Heart. Mage. Arbre-Monde. A "Root" is created and played. A "Vengeful Liana" or an "Unfortunate Encounter" from your Deck is attached to one of your World-Trees out of combat. Dais: Chain.

. Common. Action. Stone linkers. Permanent. If this card is removed from the game, all the cards from your Discard pile are placed in your Deck. Guemelite: Defense +1 for each one of your (dead or alive) Gemelites who is of them same type as you. Chain

. (1 evolutions in all). On its last evolution : Common. Stone linkers. Warrior. Air Guemelite . Spirit 2. Attack 7/8. Defense 3. Health points 16. Gain Chain if you play an Other Item. Can play Air Spells without restrictions. As long as "Air Elemental" is out of combat, he has -2 to damage points suffered. Turns 1, 4 and 7: Spirit +1. Attack +3 if an Air Spell is in your Discard pile.

Enjoy the game!


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