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Message Publié : 11 Octobre 2017, 15:16 
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Inscription : 22 Janvier 2013, 19:02
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Image

New cards are available on Eredan iTCG!

All the following cards (except "The guild's cape") have from now on a Damned and Sacred evolution. For this release, you can choose between an Ogedei Damned version Super Pack and an Ogedei Sacred version Super Pack.

(3 evolutions in total)

At his last evolution:

Image

Rare
Class: Mage
Guild: Stonelinkers
Race: Air Guemelite, Fire Guemelite
Spirit: 2
Attack: 4/6
Defense: 2
Health Points: 14

Effects:
The opposing characters have Spirit -2.
Each time an opponent character suffers Air magic damage, he has 50% of chance that a card attached to him is discarded.
Even turns: 1 to 3 cards from your discard pile are placed in your deck.



Image

Uncommon
Guem Spell
Stonelinkers, Mage

Effects:
Duration: 3 turns. Chain.
Guemelite: As this card activates, a Stone Heart of one of your elements is created and played.
If you play a Water or Lightning Spell in Chain: Spirit and Defense +1.
If you play a Fire or Air Spell in Chain: The opposing character has Spirit and Attack -1.

Super Pack

For this release, the Ogedei Super Pack is available in store for a limited time! This Super Pack is available in two versions: one with Ogedei Damned version, the other with his Sacred version.

ImageImage

The Ogedei Super Pack contains: “Ogedei” Damned or Sacred version + 5 Standard Stonelinkers boosters, so 66 of the newest cards, from which 40 from your Guild and at least 5 Rare, 20 Uncommon and 5 Damned or Sacred as well as up to 5 additional Destiny XP cards!

Reedition

The following cards have been reedited and/or patched:

- (Air and Fire)
- (Water and Earth)
-
-
-
-
-
-
-

Patch

Changes brought to the cards are colored.

(2 evolutions in total)

Uncommon
Class: Mage
Guild: Stonelinkers
Race: Air Guemelite, Fire Guemelite
Spirit: 3
Attack: 4/5
Defense: 3
Health Points: 14

Effects:
Your characters gain Chain if they play a Staff.
If an Air Spell is played by one of your characters, an opposing character has Spirit -1 until the end of the game.
Turns 1, 2 and 4: A "Shearing" is created and played.

(2 evolutions in total)

Uncommon
Class: Mage
Guild: Stonelinkers
Race: Water Guemelite, Earth Guemelite
Spirit: 3
Attack: 5/6
Defense: 3
Health Points: 14

Effects:
Until the end of the game, if one of your characters dies, the Stone-hearts attached to him are attached to one of your other living characters.
Each time "Stone wall" or "Water cycle" are played, Defense +1 until the end of the game.
Turns 1, 2 and 4: An Earth Stone-heart is created and played after your cards.

(1 evolution in total)

Common
Class: Warrior
Guild: Stonelinkers
Race: Air Guemelite
Spirit: 2
Attack: 7/8
Defense: 3
Health Points: 16

Effects:
Gain Chain if you play an Item Other. 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.



Rare
Item Other
Stonelinkers, Mage

Effects:
Choose a Water, Earth, Air or Fire Spell in play, a Stone-heart of that type of element is created and played on your character and one of his allies.



Rare
Guem Spell
Guemelite

Effects:
Air Guemelite: Attack +2.
Water Guemelite: Spirit +2.
Earth Guemelite: Defense +2.
Fire Guemelite: +3 Spell magic damage.
Stonelinkers: Duration 2 fights.



Uncommon
Air Spell
Stonelinkers, Mage

Effects:
Permanent. One of the opposing characters has Attack, Defense and 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.



Common
Air Spell
Mage

Effects:
Choose 3 characters. Yours and the Mages have Spirit +2 and Defense +2, the others have Attack and Spirit -2 and get tapped.
Noz or Stonelinkers: Duration 3 turns.



Common
Stone-heart
Stonelinkers

Effects:
Permanent.
As this card activates and at the start of the fight, choose a character. If he is tapped and out-of-combat, he has Spirit = 0 until the end of the turn, otherwise he has Spirit -1 and gets tapped.
If "Air Elemental" is alive, the opposing characters have Spirit, Attack and Defense -1 until the end of the game.
Chain Air Spell.



Common
Clothing
Stonelinkers

Effects:
At the start of the game, this card is attached to one of your Stonelinkers if you have at least two of them.
Permanent. Defense +1 and Spirit +1.
Your Air, Fire, Earth or Water Guemelites gain the Stonelinkers Guild and the Mage Class.
Chain.

These cards are now available in the Newcomers booster!

Have fun!


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Message Publié : 11 Octobre 2017, 15:19 
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Inscription : 10 Avril 2013, 17:43
Message(s) : 50
New act and same soul stones with no changes. Excellent decision


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Message Publié : 11 Octobre 2017, 15:25 
Immortel
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Inscription : 04 Février 2013, 21:21
Message(s) : 4209
Yes! Finally my release is here! :'D

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Message Publié : 11 Octobre 2017, 17:37 
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Inscription : 06 Février 2013, 04:18
Message(s) : 266
Localisation : Bangkok, Thailand
Hmm, the problem is how could these air mages defend themselves? They are unlike water/earth mage that have lots of defensive cards. With the recent trend of massive direct damage, Master Larzaen would die before Shearing last for 2 turns.


Compare to the recent Demon Hunter that has . I think this new Stonelinker is inferior both in aggressiveness and defensive.

Also, I think the 50% chance to discard attached cards shouldn't be limited to only air spell. You should make it work for fire spells too, that way this new char could work with pure fire Stonelinker decks in the future.


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Message Publié : 11 Octobre 2017, 18:42 
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Inscription : 04 Février 2013, 19:23
Message(s) : 59
Defending theirselves by debuffing the opponents, basically every card in this release makes the opponent have all stats -1 to -3... permanently.


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Message Publié : 11 Octobre 2017, 19:44 
Eminence
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Inscription : 01 Mai 2014, 05:17
Message(s) : 1356
What do you need to defend yourself for if you can better attack?

For players who love the stall it's difficult for them to understand. This isn't an update for water or earth guem, it is an update of guem air, which at no time of the game focus on resisting to tiredness.

This is an aggressive upgrade compared to the boring stall strategy of Olor, that if they have very few cards to play the tornados.

Although they are few cards but effective, they should be one or another update of some guilds, which re-edit many cards without any synergy.

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Where the lost are the heroes and the thieves are left to drown, but everyone knows by now fairy tales are not found they're written in the walls


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Message Publié : 11 Octobre 2017, 20:06 
Immortel
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John_Sebastian1748 a écrit :
What do you need to defend yourself for if you can better attack?

For players who love the stall it's difficult for them to understand. This isn't an update for water or earth guem, it is an update of guem air, which at no time of the game focus on resisting to tiredness.

This is an aggressive upgrade compared to the boring stall strategy of Olor, that if they have very few cards to play the tornados.

Although they are few cards but effective, they should be one or another update of some guilds, which re-edit many cards without any synergy.


Exactly! You won 36 points ^^

This release was focus in increase the offensive power of SL guem air/fire. This is the first step of two of course, maybe, if in the future there is a SL focus in fire, I can completed it, but I think it's pretty good as it is ^^

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Message Publié : 11 Octobre 2017, 22:28 
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Inscription : 06 Février 2013, 04:18
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John_Sebastian1748 a écrit :
What do you need to defend yourself for if you can better attack?

For players who love the stall it's difficult for them to understand. This isn't an update for water or earth guem, it is an update of guem air, which at no time of the game focus on resisting to tiredness.

This is an aggressive upgrade compared to the boring stall strategy of Olor, that if they have very few cards to play the tornados.

Although they are few cards but effective, they should be one or another update of some guilds, which re-edit many cards without any synergy.


Dude, I used Demon Hunter and won Quilingo last month. Why you think I can't understand how aggressive the mages could be?

Compare to Demon Hunter that can kill most character in one fight, these air mages are nothing. Since need 2 turns to deal AoE damage, if the caster die first then it's useless. And from what I know there are many decks in tournament that can kill these mages very fast.


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Message Publié : 12 Octobre 2017, 12:57 
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Inscription : 04 Février 2013, 18:13
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MAn, you're talking about Quilingo. I believe this new release will be deadly in Global...

I thought would make it possible to add other guilds in the line-up. But that doesn't work. Is it a bug? Or is it supposed to turn only Mercenaries to Stonelinkers?


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Message Publié : 12 Octobre 2017, 14:32 
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yannsolo2001 a écrit :
MAn, you're talking about Quilingo. I believe this new release will be deadly in Global...

I thought would make it possible to add other guilds in the line-up. But that doesn't work. Is it a bug? Or is it supposed to turn only Mercenaries to Stonelinkers?


I don't think it'd be better than Noz non-caste mage.
Both MM Kire and Marzhin have good order bonus that help them survive.
MM Kire also give +2 Df and +1 magic dmg to the team so their hit harder.
And MM Marzhin simply play 3rd spell, no need to tell how powerful it is.

Demon Hunter's new char give +2 Df to the team too(and also +sp and fire dmg).
Even if he is not as good as MM Kire, I'm sure he is better than this new Stonelinker mage.


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