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Glainborough
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Publié : 09 Août 2016, 12:23 |
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Inscription : 15 Mars 2016, 11:20 Message(s) : 729
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16/08/2016 ReleaseNew cards have been released on Eredan iTCG! (3 evolutions in all) Evolution 2 requires:- 1 "Flying ants" Evolution 3 requires:- 2 "Flying ants" At its last evolution:Uncommon Class: Marauder Guild: Zil Warriors Races: Human, Nature Guemelite Casts: The Pack, Tamer Spirit: 1 Attack: 6/9 Defense: 2 Health points: 14 Effects: Defense +2 against Warriors. Each time one of your characters from The Pack suffers magic damage, he gains Spirit +1 for 3 Turns. If he suffers more than 3 magic damage points, he heals 2 Health points. At the start of the Fight, discard up to 2 cards from your Hand. For each discarded card, a "Flying ants" is created and played. Turns 2, 3 and 4: A "Amber Fetish of Destruction" is created and played after your other cards.Common Zil Effects: Permanent. Becomes a Nature Spell and is attached to your opponent. If your opponent is: Mage: Spirit -1. Marauder or Berserker: Attack -1. Warrior: Defense -1. The Alude Super Pack contains "Alude" + 5 Standard Zil boosters, for a total of 60 cards, including at least 5 Rares (or Legendaries) and 20 Uncommons.Re-editionThe following cards have been reedited:- - - - - - - - - - PatchRare Zil Warriors, The PackEffects: This card is attached to your character with the highest max Attack. He gains max. Attack +2 and Defense +1. Your characters gain Chain if they play a card from "The Pack". Permanent.Uncommon Craftsman, MarauderEffects: Non Craftsman: This card is attached to the opposing character and becomes a Nature Spell. Attack -1 for each living Guemelite at the start of the Fight. If played by "Gaya" or "Alude": If the opposing character is Guemelite, he becomes Human instead. Permanent. Chain.Uncommon Zil Warriors Effects: Permanent. Defense +2. The Pack: when activated, a “Boldness” is created and played. Tamer or Warrior: Chain.It's soft inside.Rare Zil Warriors, The Pack, ShadowmancerEffects: Duration: 2 to 3 Turns. Your characters gain Defense +2. Chain. Each time you suffer more than 5 damage points, your characters gain Attack +2. Tamer: If your next card is a Pet, your characters have their maximum Health upgraded by 1.Common Mage Effects: Duration 3 Turns. Mage or The Pack: this card becomes Permanent. Choose a character and attach this card to him. At the end of the Turn, if the character is tapped, he has Spirit -1 and suffers 2 magical damage points. Nature Guemelite: If not, he has Attack -1.Uncommon Mage Effects: Choose an Item attached to a character, it is discarded. If Alude is one of your characters: Duration 3 Turns. Attack +1/+2. Nature Guemelite: Chain.These little creatures love to devour clothes... and especially woman clothing for some strange reason.ClothingCommon Zil Warriors Effects: Your character becomes Beast in addition to his other Races. The opposing Beasts have Defense -2. The Pack : Attack +3/+1. Permanent.Rare Craftsman, MarauderEffects: Attack +1 for every living Guemelite character in play at the start of the Fight. Non Craftsman: Choose one of your characters, this card becomes a Nature Spell and is attached to him. If played by "Gaya" or "Alude": The character becomes Nature Guemelite in addition to his other Races at the end of the Turn. Permanent. Chain.Rare Effects: Permanent. Attack +2. Chain. This card activates after the Fight. At the end of the Fight, the opposing character suffers 1 direct damage point for each Nature Spell attached to him. Nature Guemelite: Activates immediately. (2 evolutions in all) At its last evolution:Rare Class: Marauder Guild: Zil Warriors Races: Beast, Nature Guemelite, Shadow Guemelite Casts: The Pack, Tamer Spirit: 1 Attack: 7/12 Defense: 3 Health Points: 13Effects: Spirit +2 against Noz'Dingards. When Cigue dies, the opposing characters lose 2 Health points. At the start of the Fight, if you discard 2 cards from your Hand, a "Magic doohickey" is created and played. Turn 3 or less: A "Wild camping" is created and played.These cards are now available in the Newcomers booster.
Have fun!
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DoctorDark
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Publié : 09 Août 2016, 18:17 |
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Inscription : 19 Juillet 2013, 19:27 Message(s) : 2184 Localisation : Romania
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For those who fear that I would neglect old strategies, I can promise that i will try to make the zil releases in rotation as far as i will be allowed  I will not forget them, but since they are almost complete, we must be open for new things as well 
_________________ Guild Leader of the Zil Warriors
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Neja.Persot
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Publié : 10 Août 2016, 03:14 |
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Inscription : 13 Février 2013, 15:09 Message(s) : 94
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mesterl a écrit : For those who fear that I would neglect old strategies, I can promise that i will try to make the zil releases in rotation as far as i will be allowed  I will not forget them, but since they are almost complete, we must be open for new things as well  When a Night Terror Pure Magus will be out?  I haven't tried if Malicia has shadow change...wait.. I'll check if she is also shadowmancer..hehehe 
_________________ Zoot bloom zoot tzziit.
Lightning cause of rods.
Hail, Admiral Killcrew! Reign forever, Pirates!
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Calandra
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Publié : 10 Août 2016, 13:09 |
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Marchand |
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Inscription : 06 Juillet 2013, 03:38 Message(s) : 348
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she is not... and malicia is also very useless in pure mage decks as she cant chain any other spell then mental spells...
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GilgameshXII
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Publié : 10 Août 2016, 13:37 |
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Inscription : 04 Février 2013, 16:56 Message(s) : 750
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my bett is that a nightterror deck will never take off due to the fact that we get no more spells... its sad but you can only add that much utility to existing card withouth completely screwing the original idea over
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Calandra
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Publié : 10 Août 2016, 14:33 |
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Marchand |
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Inscription : 06 Juillet 2013, 03:38 Message(s) : 348
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actually mental guems are working and dont need further spells... i would just say they need a proper 3rd char because arckam really lacks either firepower or defensive qualities
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GilgameshXII
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Publié : 10 Août 2016, 14:53 |
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Inscription : 04 Février 2013, 16:56 Message(s) : 750
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Ok, i havent seen a single mental gem deck around till now, are they all higher up now? And is it even Amnezy viable or are we talking about top tier quilong levels?
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ivangodoy
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Publié : 10 Août 2016, 19:00 |
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Inscription : 04 Février 2013, 16:55 Message(s) : 2324 Localisation : Argentina - Buenos Aires
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The thir character is . The night terror is a weak deck. His best card is , but, if the opposite character have a spirit higher than 3 or/and the difference between both hand it's less than 3, you causes a very low magic damage... You need a low adversary's spirit and low adversary's hand... If you want to reduce the opposite hand, the best card is (because can use it)... but you need a high adversary's spirit... So it's very hard deal a great magic damage and his physical damage sucks. The low sinergy it's the worst problem... because if the trhee are priest or mage... you can resolve this problems with or :T
Sorry by my english :v
_________________ Use the word to change the world... Clan Sombra Blanca
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DoctorDark
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Publié : 10 Août 2016, 19:12 |
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Inscription : 19 Juillet 2013, 19:27 Message(s) : 2184 Localisation : Romania
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The Night Terror deck currently does not stand its place in Amnezy, but in quilingo can be very good (otherwise Statics and other veteran players would not use it... by the way, does anyone know what happened to statics?) It is necessary to think about deck setup... but please be patient. Rome was not built in one day, and each new strategy requires around 2-3 releases in order to start working.  I am aware that they are lacking a good offense, but i think i will be able to resolve it during the next night terror release.
_________________ Guild Leader of the Zil Warriors
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Pikadusk
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Publié : 10 Août 2016, 23:20 |
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Inscription : 05 Février 2013, 01:21 Message(s) : 536
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Are you going to turn a mental guemelite and night terror, too?
_________________ 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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