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| May 24th 2016 - Card Release: Malicia http://forums.eredan.com/viewtopic.php?f=208&t=19631 |
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| Auteur : | Glainborough [ 24 Mai 2016, 12:27 ] |
| Sujet du message : | May 24th 2016 - Card Release: Malicia |
![]() 24/05/2016 Release New cards have been released on Eredan iTCG! (3 evolutions in all) At its last evolution: Rare Classes: Mage, Craftsman Guild: Zil Warriors Races: Human, Shadow Guemelite, Mental Guemelite Casts: Circus, Night Terror Spirit: 2 Attack: 5/7 Defense: 4 Health points: 14 Effects: Your characters gain Chain until the end of the game if they play a Mental Spell. At the start of the Turn, if Malicia is alive, draw an additional card. If not, a "Gypsy cards" is created and attached to a random opponent. Odd Turns: A "Gypsy cards" is created and played. Uncommon Other Effects: Permanent. Chain. Malicia: Heals 2 to 4 Health points. Night Terror: A "Gypsy Cards" card is created and attached to the opposing character. Choose an opposing character and attach this card to him. He has Attack -1 and Spirit -1. For this release, the Malicia Super Pack is available in store for a limited time! ![]() The Malicia Super Pack contains: "Malicia" + 5 Standard Zil boosters. That is 60 cards, including at least 5 Rare (or Legendary) and 20 Uncommon. Reedition / Patch: Changes brought to the cards are colored. Uncommon Action Effects: Duration: 2 fights. Chain. If your next card and the next opposing card share the same type, Defense +2 and the opposing character has Defense -2 until the end of the Turn. Circus: these effects are applied in any case. Mental Guemelite: the opposing character has Attack -2. Uncommon Destiny Theurgy Priest, Zil Effects: Defense +1. Chain. The opposing player chooses a card from his Hand, it is placed in yours. The opposing character has Spirit -1 and Defense -1 until the end of the game. Night Terror: You gain an additional Defense +2. A Mental Spell from your Discard pile is placed in your Deck. Common Mental Spell Mage Effects: Choose another Mage or Mental Guemelite. X equals the Spirit of the chosen character (max. +5). If the chosen character shares a common Guild with your character: Defense +X. Night Terror: If not, the character with the lowest Spirit suffers X magical damage. Uncommon Mental Spell Mage Effects: Night Terror: Spirit +2. Defense +2 against Warriors and Marauders. Chain. +X to magic Spell damage (non AoE) dealt by your character where X equals your character's Spirit. Uncommon Mental Spell Mage Effects: X equals the difference between the number of cards in your Hand and in the opponent's. Deals X+3 magical damage to the opposing character. Night Terror: +X additional magic damage. Uncommon Mental Spell Mage, Noz'Dingard Envoys, Zil Warriors Effects: Choose a Fire, Mental or Draconic Spell from your Discard pile, it is placed in your Deck. Deals 5 magic damage to the opposing character. Night Terror: +2 additional magic damage. Chain. Rare Mental Spell Mage Effects: Draw cards until you have 6 in your Hand. Night Terror: a "Lobotomy" card is created and played after your other cards. Mental Guemelite: 2 cards from your Discard pile are placed in your Deck. At the end of the Fight, choose 1 card from your Hand, the others are placed in your Deck. Common Mental Spell Mage, Noz'Dingard Envoys, Zil Warriors Effects: Duration: 5 Fights. Choose a character and attach this card to him. Attack -1 and Defense +1. At the start of the fight, Spirit +1 until the end of the Turn for each Spell played by one of the characters in battle. Night Terror: Chain. (2 evolutions in all) At its last evolution: Rare, Unique Clothing Night Terror Effects: Permanent. At the start of the game, this card is placed in your Hand. Choose another of your characters and attach this card to him. Night Terror: He becomes Priest. He becomes Zil, Mental Guemelite and Night Terror. If played by Arckam: Chain. Defense +1. Permanent. At the start of the game, this card is placed in your Hand. Choose another of your characters and attach this card to him. Night Terror: He becomes Priest. He becomes Zil, Mental Guemelite and Night Terror. If played by "Arckam": Chain. Defense +1. (3 evolutions in all) At its last evolution: Common Class: Craftsman Guilds: Zil Warriors Races: Shadow Guemelite, Mental Guemelite Casts: Circus, Night Terror Spirit: 1 Attack: 8/9 Defense: 2 Health points: 14 Effects: Can attach Craftsmen Items to any character. Gain Chain if you play a Craftsman card. As long as Arckam is alive, the opposing characters who have a Spirit superior to 2 have Spirit -1. Turns 2, 4 and 6: Defense +1 and Spirit +1 until the end of the game. At its last evolution: Common Class: Priest Guild: Zil Warriors Race: Mental Guemelite Casts: Circus, Night Terror Spirit: 3 Attack: 4/9 Health points: 14 Effects: Can play neither Theurgies of Faith nor of Divine Anger. At the end of the fight, the opposing character has Defense -1 and Spirit -1 until the end of the game, the "Blackmail" cards from your Discard Pile are placed in your Deck. Turns 1, 4 and 5: One card is chosen at random from your opponent's Hand and put into your Hand. These cards are now available in the Newcomers Boosters. Enjoy the game! |
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