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Message Publié : 18 Octobre 2017, 15:35 
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Message(s) : 1736
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New cards are available on Eredan iTCG!

All the following cards have from now on a Damned and Sacred evolution. For this release, you can choose between a Marlok's Golem Damned version Super Pack and a Marlok's Golem Sacred version Super Pack.

(3 evolutions in total)

At his last evolution:

Image

Rare
Class: Warrior, Mage
Guild: Zil Warriors
Race: Golem, Mental Guemelite
Spirit: 2
Attack: 7/7
Defense: 4
Health Points: 14

Effects:
Gain Chain if you play a Spell or a Staff.
When a Staff is played by your Zill characters, it becomes an Item Other and Marlok's Golem gains Spirit or Defense +1 until the end of the game.
Turn 2, 4 and more: A Staff from your Deck or Discard pile is played.



Image

Rare
Staff
Zil Warriors, Mage

Effects:
Permanent. Dual Wield.
Spirit, Attack and Defense +1 to +2.
When this card activates, a "Dementia", a "Mimicry" or a "The Black Hand" is created and played.
Non-multi Class Mage: At the end of the fight, deal an Attack even if you have already dealt magic damage in this turn.

Super Pack

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

Image Image

The Marlok's Golem Super Pack contains: “Marlok's Golem” Damned or Sacred version + 5 Standard Zil 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:

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Patch

Changes brought to the cards are colored.

(1 evolution in total)

Uncommon
Class: Mage
Guild: Zil Warriors
Race: Human, Mental Guemelite
Caste: Night Terror
Spirit: 3
Attack: 4/7
Defense: 3
Health Points: 15

Effects:
Gain Chain if you play a Staff.
Each time you play a Spell or a Staff: Spirit, Attack and Defense +1 until the end of the turn.
If you deal magic damage to an opposing character, his allies and him have Spirit -1 for the next 3 turns.
Turn 1, 4 and more: Spirit and Defense +2.

(3 evolutions in total)

Common
Class: Mage
Guild: Zil Warriors
Race: Human, Shadow Guemelite
Caste: Courtier, Night Terror
Spirit: 2
Attack: 4/8
Defense: 3
Health Points: 14

Effects:
Your Zil characters gain +1 to Spell damage.
-2 to damage suffered if you play a Shadow or Mental Spell.
After playing your cards, a "Dishonour on sale" from your Deck is played.
Turn 2, 3 and 6: Spirit +2.



Rare
Staff
Mage

Effects:
Permanent. Spirit +1 to +2.
Draw an extra card during the draw phases.
Non multi-class Mage: Your character deals an additional Attack that equals his min. Attack plus his printed Spirit.
Zil or Nehantist: +1 to the effects of the Spells played in Chain. Chain Spell.



Uncommon
Shadow Spell
Zil Warriors, Mage

Effects:
Choose an opposing character, he suffers 4 magic damage.
Mage: +1 magic damage per Shadow or Mental Guemelite. All the characters gain the Shadow and Mental Guemelite Races. Duration: 3 fights.



Uncommon
Action

Effects:
Choose an out-of-combat living character. If he is untapped, he gets tapped. If he is tapped, he gets untapped.
Your Zil characters have Spirit +1 for two turns.
Chain.

Hit the road... and don't you come back no more, no more , no more!



Common
Action

Effects:
Attack, Defense or Spirit +1 to +2 until the end of the game.
If "The Marquis" or "Ogoe Kage" is one of your characters, you get two of the previous bonuses instead of only one.
Courtier: At the end of the fight, this card is placed in your Deck.



Common
Shadow Spell
Zil Warriors, Nehantist, Mage

Effects:
When this card activates, the opponent can discard two cards from his Hand to discard this card.
Permanent. This card is attached to the opposing character.
Spirit -2.
At the end of the fight, you lose 1 Health Point per card played during this turn.

These cards are now available in the Newcomers booster!

Have fun!


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Message Publié : 18 Octobre 2017, 16:11 
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Inscription : 06 Février 2013, 04:18
Message(s) : 266
Localisation : Bangkok, Thailand
I thought Night Terror's concept is to play with hand difference(we draw more, opponent draw less). But this patch doesn't have anything like that. It look like normal shadow mages that play with high stats. In fact, I think these guys' stats are a bit too high(consider they have ability to further increase their stats). But I guess we can't compare the new standard with the old ones.

About the Marquis, I don't know whether this change will affect basic format or not. I think it's fine to change the meta of Lucyan sometimes, just be careful to not make it too overpower.


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Message Publié : 18 Octobre 2017, 16:15 
Eminence
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Inscription : 01 Mai 2014, 05:17
Message(s) : 1356
Night terror, really?
So much variety that have the Zils and return night terror to the golem?
Every new Zil thing they create adds night terror to the force, as if that had a lot of logic. After? pure marauders night terror? the night terror pack? please give life to other decks the night terror already had its moment.

Image

It's supposed that she is one or if not the best seer of all guem and not even night terror or mental guem. Now as a golem they're going to put that race and castes such as mainstream? It's at the same level of Leorius golem.

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Even a well-lit place can hide salvation, a map to a one-man maze that never sees the sun.
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 : 18 Octobre 2017, 17:24 
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Inscription : 19 Juillet 2013, 19:27
Message(s) : 2184
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Man_Santichai a écrit :
I thought Night Terror's concept is to play with hand difference(we draw more, opponent draw less). But this patch doesn't have anything like that. It look like normal shadow mages that play with high stats. In fact, I think these guys' stats are a bit too high(consider they have ability to further increase their stats). But I guess we can't compare the new standard with the old ones.

About the Marquis, I don't know whether this change will affect basic format or not. I think it's fine to change the meta of Lucyan sometimes, just be careful to not make it too overpower.


For the Night Terror concept, Temptation and Cerebral crook serves the original purpose of the deck to enhance the difference between the hands...
Cerebral crook makes you draw an extra card, Temptation either makes the opponent discard, either punishes him for playing a lot of cards.

The whole release was not meant for Night Terror, it was meant to boost mages first of all.. The current meta is indeed different, I got many suggestions recently to create a more offensive strategy for the mages, so here we go.

Concerning the marquis, he opened up a possibility to create a damage zil deck in basic instead the old discard, which was pretty much boring... So far the zil did not really have a chance in basic, we will see now... plus, it is sure that other guilds will be updated too :)

And yes, the next 3 Zil releases will all be Night terror... first, there will be a pack night terror, after that a marauder, and finally I plan to make a noz - zil courtier night terror release, including .
Apart from joke, i do not intend to create any night terror release in the next months or year, and since the golem did not fit in anywhere, I decided to proceed with it... Night Terrors are not seers, in fact, they do not have a clear origin, and they did not exist in the original story.
The golem would not fit in anywhere else, and he had to come together with Marlok, so i decided on this setup. ;)

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Message Publié : 18 Octobre 2017, 18:04 
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Inscription : 19 Juillet 2013, 19:27
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A little additional info:

Marlok's golem lvl 1 + Marlok's golem lvl 1 = Marlok's golem lvl 2
Marlok's golem lvl 2 + Marlok's golem lvl 2 = Marlok's golem lvl 3

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Message Publié : 18 Octobre 2017, 18:11 
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Inscription : 04 Février 2013, 21:44
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DoctorDark a écrit :
A little additional info:

Marlok's golem lvl 2 + Marlok's golem lvl 2 = Marlok's golem lvl 3

No

Marlok's golem lvl 2 + Moonshadow lvl 1 = Marlok's golem lvl 3

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"El corazón roto es propio del hombre, la falla en su voluntad es donde nace la corrupción..."


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Message Publié : 18 Octobre 2017, 18:15 
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Inscription : 19 Juillet 2013, 19:27
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aflameinferno7 a écrit :
DoctorDark a écrit :
A little additional info:

Marlok's golem lvl 2 + Marlok's golem lvl 2 = Marlok's golem lvl 3

No

Marlok's golem lvl 2 + Moonshadow lvl 1 = Marlok's golem lvl 3


Then I was misinformed :/ Thank you for the correction :)

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Message Publié : 19 Octobre 2017, 01:35 
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Inscription : 04 Février 2013, 21:52
Message(s) : 180
Act 1 version of Marlok is not fully updated. :(


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Message Publié : 19 Octobre 2017, 11:31 
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John_Sebastian1748 a écrit :
Night terror, really?
So much variety that have the Zils and return night terror to the golem?
Every new Zil thing they create adds night terror to the force, as if that had a lot of logic. After? pure marauders night terror? the night terror pack? please give life to other decks the night terror already had its moment.


In fact, I also thought it would fit well with Night Terror... And more, but anyway...

Image
Image

And this is since one year ago... But i really thing they need a buff since 2013. xD

PD: Golemarlok was discarded? For ever? -.-'' I hope not.

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Message Publié : 19 Octobre 2017, 16:54 
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Golemarlok will get his buff, in fact i wanted him instead of the marquis, but since he cannot be played together with his "ingredients" it was refused

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