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Message Publié : 24 Février 2016, 13:09 
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Hello,

A new Caste appears on Eredan ITCG: The “Tamer” Caste.

All Tamers have the following skill:
“Gain Chain and maximum Health upgraded by 1 if you play a pet that can be attached to the character of your choice.”

Image

New cards have been released on Eredan iTCG:

. (3 evolutions in all). On its last evolution: Uncommon. Noz'Dingard Envoys. Human, Dragon Guemelite. Compendium, Tamer. Mage. Spirit 2. Attack 5/7. Defense 1. Health points 14. Tamer. At the start of the game, a "Darkat" from your Deck is attached to one of your Tamers. Your Tamers gain Chain if they play a Draconic Spell. Turns 2, 3 and 5: Your other characters gain 2 Health points.

. Uncommon. Protector Pet. Noz'Dingard Envoys. Your characters have Defense +1 until the end of the game. Tamer: As this card activates and at the start of the fight, choose an ally. A pet (not "Skar") from your discard pile is attached to him.

Image

For this release, a Noz'Dingard Envoys Super Pack is available in store for a limited time.

The Noz'Dingard Envoys Super Pack contains: "Pamm" + 5 Noz boosters. That is 60 cards from the last 3 Acts, including 40 from your Guild and at least 5 Rares.


Reedition / Patch:

. Mythical. Unique. Magic Pet. Noz'Dingard Envoys. At the start of the game, this card is attached to one of your Noz. If 7 draconic or fire Spells are active, this card is removed from the game and the holder has Spirit +4, Defense +2 and changes appearance until the end of the game.

. (3 evolutions in all). On its last evolution: Rare. Noz'Dingard Envoys. Human. Compendium, Tamer. Mage. Spirit 3. Attack 5/8. Defense 2. Health points 14. Tamer. Defense +2 if you play an Action. At the start of the fight, choose a character. He suffers 3 magic damage points +3 if he has a Class in common with your character. Turns 3, 5 and 6: +2 to magic damage.

. Rare. Protector Pet. Noz'Dingard Envoys. Permanent. Defense +4, you gain the Warrior Class. Tamer: -2 to damage points suffered.

. Uncommon. Magic Pet. Noz'Dingard Envoys. Spirit +2, you gain the Mage class. Permanent. Tamer: +2 to magic damage dealt.

. Uncommon. Offensive Pet. Noz'Dingard Envoys. Attack +4, you gain the Marauder class. Permanent. Tamer: +2 to physical damage dealt.

. (3 evolutions in all). On its last evolution: Common. Noz'Dingard Envoys. Human. Compendium, Tamer. Mage. Spirit 2. Attack 5/7. Defense 2. Health points 14. Tamer. If a pet is attached to "Vaerzar" Attack and Defense +1 and your Noz gain Chain if they play a Spell. Turns 4, 5 and 6: your characters who have a Pet attached to them have Defense +1 until the end of the game.


These cards are now available in the Newcomers Booster.

Enjoy the game!


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Message Publié : 24 Février 2016, 13:46 
Guémélite

Inscription : 29 Avril 2013, 16:53
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little blue riding hood

very weird update shame you can only have one pet at a time i would i gone with multi-pet equip


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Message Publié : 24 Février 2016, 14:20 
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chaosdark1 a écrit :
little blue riding hood


To me, she resembles Gasai Yuno from Mirai Nikki. Especially the change from L2 to L3.

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Suche nach einer neuen Pauper Eredan (Kupfer/Kupfer&Silber) und/oder Titan deck (50 Karten je eine Kopie) Spielgruppe! Wer Interesse hat, schreibt mir einfach eine PM. ^^


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Message Publié : 24 Février 2016, 18:49 
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I like the Idea of introducing new Castes to Eredan, and to be honest, a Caste related to pets was just very important, but it will require a lot of energy invested to work... My Idea would have been to make this caste belong to mercenaries, and they would be able to play pets without restrictions, thus earning the Guild where the pet belongs to. But I also like this idea, just in my opinion it lacks some cards... eventually, it will surely get some release later :)

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Message Publié : 24 Février 2016, 20:46 
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The old versions are still not reedited :?

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Message Publié : 25 Février 2016, 00:16 
Marchand

Inscription : 05 Février 2013, 01:21
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mesterl a écrit :
I like the Idea of introducing new Castes to Eredan, and to be honest, a Caste related to pets was just very important, but it will require a lot of energy invested to work... My Idea would have been to make this caste belong to mercenaries, and they would be able to play pets without restrictions, thus earning the Guild where the pet belongs to. But I also like this idea, just in my opinion it lacks some cards... eventually, it will surely get some release later :)


It's not really a caste, I would call it more of a sub-class of compendium then a class. One of which many people were asking for to utilise all the lost and forgotten Noz pets better. If anything I would relate it more to the castes of Shadowmancer for the Zil Mages and Revenant for the Undead Nomads.

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Ty Boadicea for the awesome farewell gift. Now just to think up an avatar to go with it. Anyway, I'm still a Sap/Nomad/Pirates fan and user.


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Message Publié : 25 Février 2016, 01:59 
Immortel
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but in the end its weird we have a new caste for this while we already have it in compendium, i know this is the first release but what's the potion of it? now we have tamer-compendium, the only change done was a nerf in some pets because the rest of compendiums cant use the extra bonus of the pets, but there is no new strategy in this tamer thing than crystalstorm

i like the effort made in pets, but ended again in crystal storm support
this deck needs a lot of speed to work with pets as core/main strategy
i dont like releasing underpowered characters in terms of stats, stop with this 1 def characters thing please :7

old versions take more time to be updated (dont ask me why :P )

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Message Publié : 26 Février 2016, 01:53 
Néophyte

Inscription : 15 Novembre 2013, 21:32
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my fancards rsrsrsrsrs


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Message Publié : 27 Février 2016, 05:48 
Marchand

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Wolvos a écrit :
but in the end its weird we have a new caste for this while we already have it in compendium, i know this is the first release but what's the potion of it? now we have tamer-compendium, the only change done was a nerf in some pets because the rest of compendiums cant use the extra bonus of the pets, but there is no new strategy in this tamer thing than crystalstorm


I thought explained the point of it when I mentioned shadowmancers and revenants, but for those who don't seem to get the connection I guess I'll explain a bit better. Shadowmancer caste gives shadow guemelites the abilty to transform via . Revenants lose 1 hp each round while they are alive and gain 2 hp while they are dead. Before shadowmancers came out a castes only effect was allowing that caste to use cards belonging to that caste. Now Tamer has come out and like shadowmancer and revenants this caste gives the characters the skill of "Gain Chain and maximum Health upgraded by 1 if you play a pet that can be attached to the character of your choice".

If it wasn't for the little detail of that mages + anything take away of the mages special skill of chaining non-aoe magic, this 'caste' would probably have been a class, it has similarities to both the mage/warrior classes with the chain and the craftsman class with it's ability to attach pets to other characters like craftsman do with craftsman makes this caste skill look more like a class skill. At the end of the day I don't see what is so wrong with tamers getting crystal storm, the rest of the compendium seemed perfectly content just disintegrating and dragon breathing everything in there path at any rate.

Except for those two Arcania odd-balls who belong to Noz control decks that nobody ever talks about any more.

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Ty Boadicea for the awesome farewell gift. Now just to think up an avatar to go with it. Anyway, I'm still a Sap/Nomad/Pirates fan and user.


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Message Publié : 27 Février 2016, 16:31 
Immortel
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there is no point playing with compendiums with no compendium cards

i mean, why playing breath and desintegration with compendium when you have the legendary char + izandra doing better

the reason to play compendium is crystal storm or compendium secret, because those mages cant use the cards

we already have a decent control deck with cs or had a otk deck with menacing sky secret

tamer give us a new mechanic, like revenant, but they have not a decent main strategy yet, shadowmancer the only use of the card is the restriction for hamask or TTSD, playing with shadow marauders is almost the same, just 1 card unable to be used

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