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Message Publié : 27 Septembre 2016, 14:31 
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Inscription : 15 Mars 2016, 11:20
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Hello to all of you,

The Damned and Sacred cards arrive in your boosters!

Starting today, the Newcomers boosters and Standard Guilded ones contain 1 Damned or Sacred card, as well as the (rare) possibility to get 1 additional Soul Stone.

27/09/2016 Release

New cards have been released on Eredan iTCG!

All the following cards have from now on a Damned and Sacred evolution.

(3 evolutions in total)

Evolution 3 requires:
- 1

At its last evolution:

Rare
Class: Mage
Guild: Mercenaries
Races: Unknown, Nature Guemelite
Spirit: 3
Attack: 5/5
Defense: 3
Health points: 15

Effects:
Your Nature Guemelites gain Attack +2 if they play at least one Nature Spell.
If "Shroom" is one of your characters, a "Magic Poison" is created and played when your characters play at least one Nature Spell.
Even Turns: Your characters have -2 to magical damage suffered.


(3 evolutions in total)

Evolution 3 requires:
- 1

At its last evolution:

Uncommon
Classes: Warrior, Mage
Guild: Sap Heart
Races: Unknown, Nature Guemelite
Spirit: 2
Attack: 7/7
Defense: 4
Health points: 14

Effects:
Your Nature Guemelites gain Defense +1 and Chain each time they play a Nature Spell.
If "Mush" is one of your characters, your Nature Guemelites can play Nature Spells without any restriction.
Odd Turns: Your characters gain +2 to magic damage dealt.


Super Packs

For this release, the Mush Super Pack and the Shroom Super Pack are available in store for a limited time!

ImageImage

- The Mush Super Pack contains "Mush" + 5 Newcomers boosters, so 60 of the newest cards, including at least 5 Rare, 20 Uncommon and 5 Damned or Sacred as well as up to 5 additional Destiny XP cards!

- The Shroom Super Pack contains "Shroom" + 5 standard Sap Heart boosters, so 60 cards from the last 3 Acts, including 40 from your Guild and at least 5 Rares as well as 5 Damned or Sacred!


Reedition

The following cards have been reedited:

-
-
-
-
-

Patch

Changes brought to the cards are colored.



Common

Effects:
Attack -2 and Defense +2. Permanent.
At the end of the fight, Attack +2/+1 and Heals 1 Health point. If "Shroom" is one of your characters and alive, Heals 2 additional Health points.
World-Tree: Chain Nature Spell.




Rare

Effects:
Duration: 3 Fights.
Choose one of your characters and attach this card, he obtains Guilds, Classes, Races and Castes from your character in battle instead of his own.


(3 evolutions in total)

At its last evolution:

Uncommon
Class: Mage
Guild: Sap Heart
Races: Dais, Nature Guemelite
Cast: World-Tree
Spirit: 2
Attack: 3/6
Defense: 3
Health points: 15

Effects:
At the start of the fight, the opposing character has Attack -1, and Defense -1 or Spirit -1 until the end of the game.
If "Fe'y" casts a Nature spell, he heals 1 to 3 Health points at the end of the fight.
Turns 1, 3 and 6: Spirit +2.


These cards are now available in the Newcomers booster.

Have fun!


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Message Publié : 27 Septembre 2016, 15:20 
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Inscription : 08 Octobre 2013, 17:34
Message(s) : 657
If we talk about msuhrooms, why so boring like create and +/- magic damage?

I would have loved something crazy like:

"every bound card has a chance from 1:3 to change to a random charcater. The character gets 1 direct dmg per new card. The cards will return to normal (without further damage) after 2 turns." xD like some kind of illusion effect on those mushrooms *.*

All in all an high symbiotic release.

And from now on every new card can grow to holy/damned? (I think we chould shorten that to h/d. xD

But when and how can we get those soulstones?
Looks like we will need very many from them, since every new card can get a level up now.
Will they be in the shop for around 20 Feez each? That sounds cheap but if you want to boost a whole deck with those it will be much money ...

(Looking forward to an avalonier release with Aelide as h/d ... O.O)

_________________
/\_/\
>^,^<
-/ \
(__)__,
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 : 27 Septembre 2016, 16:49 
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Inscription : 15 Mars 2016, 11:20
Message(s) : 729
Hello guys,

I'm going to sump up how the Soul Stones and Damned/Holy cards work, to be sure everyone understands what is going on. Whether these are a good change to the game or not can be discussed, but for now I just wish the situation to be clear for all of us.

From now on, cards will have a Damned and a Sacred version. Each version provides a passive ability to the card (characters and other cards). These are the aforementioned passives:

- Sacred Characters: If you play a Sacred Soul, choose a Card from your Hand, it is played after your other cards (max: once per Turn).
- Sacred Card Other: As this card activates, -1 to damage suffered until the end of the Turn.

- Damned Characters: If you play a Damned Soul, choose a Card from your Hand, it is played after your other cards (max: once per Turn).
- Damned Card Other: As this card activates, +1 to damage dealt until the end of the Turn.

You can obtain Damned/Sacred cards in Newcomers boosters and Standard Guilded boosters. There is one per booster, as well as a rare chance to get a Soul Stone.

Soul Stones can be used to make a card evolve into its Damned or Sacred version. Not all cards can be upgraded this way, only the ones that have a Damned and Sacred version implemented and that are at their final evolution.

Last point: Sacred and Damned cards are also made saleable/exchangeable on the market.


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Message Publié : 27 Septembre 2016, 18:32 
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Inscription : 06 Février 2013, 04:18
Message(s) : 266
Localisation : Bangkok, Thailand
Someone extra rich could make a full sacred/damned Sap deck now.
(3 sacred characters and 12 sacred actions/spells)

Though I don't think anyone would spend money that much.
It's very hard to get specific sacred/damned cards after all.


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Message Publié : 27 Septembre 2016, 20:30 
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Inscription : 04 Février 2013, 16:26
Message(s) : 73
Its impossible to balance all charakters if playing 3 cards a round is now the new standard. Make this incredible powerful ability only available for champions.

As well i suggest, limit the new effekt +1/-1 damage once per round, if u play a white and a black card and not +3 if u r able to play 3 black cards.

Just imagine as an example Alishk 2 black Distengration followed by Thunderbolt3.

Balance the game until it is not to late. Right now u can leave the new effect only to champions and nobody will have to rage because of nerfing non-champion charakters.


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Message Publié : 27 Septembre 2016, 23:07 
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Inscription : 08 Octobre 2013, 17:34
Message(s) : 657
1. The first restriction we need is, that the 3rd card may not be a zone spell or a legendary.

Actual possible combination:
plays + +

(And I saw Quercus with ... to play 4 cards from hand.)

2. We need a maximum for the decks (like only 1 d/h char and 5 d/h cards) ...
maybe forbid to play damned and holy in one deck.

3. We have a Problem with all the old cards, that are not patched. Many decks will weaken hard in the next time.

Actual example:
Clemetine defensive deck with instabiles Portal vs zil maro (has no d/h cards) = Zil can leave the game, since they cant win now.

4. . We really need that "give up" button since games going to be more and more unfair due d/h and player should be able to give up without running away or losing time by throwing cards.

edit:
5. Please d/h effect only active 1x per turn (not stackable)

6. instead of "charcakter can play an aditional card" I would prefer "if they play a same-border-card the border-bonus is doubled. This only works 1x per turn".
So the maximum was +2/-2 dmg and that would have a way better balance, than a 3. card with any (zone)-effekt.

7. Or do we really want those turn-one-3-char-oneshot come back?
Like: spirit boost + spirit boost + zone spell
(We fought so many months/years until they nerfed the turn-1-win-lightning-mages ... until now only Urenos could do such with much luck ... now such decks will maybe come in masses.)

_________________
/\_/\
>^,^<
-/ \
(__)__,
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 : 27 Septembre 2016, 23:22 
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Inscription : 29 Avril 2013, 16:53
Message(s) : 190
i agree with cat with that the 3rd card may not be a zone spell or a legendary than just op as hell really
and you cant even sell the holy and dark version cards as well


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Message Publié : 28 Septembre 2016, 00:11 
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Inscription : 05 Février 2013, 02:40
Message(s) : 243
PLease tell me you did not just put a pay wall on this game? Please tell me soulstones are collectibles from adventures.

If the only way to get a soulstone is from packs then you really fucked up.

Also telling you right now if you don't limit how many soul cards you can put in a deck you just thew balance out the window.


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Message Publié : 28 Septembre 2016, 00:32 
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Inscription : 29 Avril 2013, 16:53
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Oscar_Gomez a écrit :
PLease tell me you did not just put a pay wall on this game? Please tell me soulstones are collectibles from adventures.

If the only way to get a soulstone is from packs then you really fucked up.

Also telling you right now if you don't limit how many soul cards you can put in a deck you just thew balance out the window.


true


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Message Publié : 28 Septembre 2016, 16:39 
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Inscription : 06 Février 2013, 04:18
Message(s) : 266
Localisation : Bangkok, Thailand
haha, I just lost to a guy who has 9+ damned cards in Quilingo.
guess I should stop playing Eredan for a while.
hope there will be some change or balance fix soon.


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