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February 15th 2017 - Card release: Liberated Shadow http://forums.eredan.com/viewtopic.php?f=208&t=21186 |
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Auteur : | sanasoke [ 15 Février 2017, 15:19 ] |
Sujet du message : | February 15th 2017 - Card release: Liberated Shadow |
![]() 15/02/2017 Release New cards have been released on Eredan iTCG! All the following cards have from now on a Damned and Sacred evolution. Rare Zil Warriors, Marauder Effects: Permanent. Ambidextrie. Chain. Spirit +2. Attack +1 for each living Class represented amongst the opposing characters. At the end of the Turn, an opposing card attached to you is discarded. (Fusion of Shadow and 2 "Twilight") At his last evolution: Rare Classes: Warrior/Marauder Guild: Zil Race: Shadow Guemelite Spirit: 3 Attack: 8/10 Defense: 3 Health points: 14 Effects: Attack +3 against Nehantists. Each time a Shadow Spell is played by Liberated Shadow, she wins Attack +2 and Spirit +2 until the end of the game. If "Twilight" is attached to "Liberated Shadow" when she dies, she rises again with 1 Health point (only once). Turns 2, 4 and 6: A "Kiss of Death" is played from your Deck. Super Pack For this release, the Liberated Shadow Super Pack is available in store for a limited time! ![]() The Shadow Super Pack contains "" + 5 Standard Zil boosters, that is 60 cards, including 41 from your Guild and 20 generic or Mercenary cards from the last 3 Acts, as well as 5 Damned or Sacred cards + the chance to get up to 5 additional Destiny XP cards! Reedition The following cards have been reedited: - - - - - - - - Patch Changes brought to the cards are colored. Class: Marauder Guild: Zil Races: Shadow Guemelite, Human Spirit: 1 Attack: 8/10 Defense: 2 Health points: 13 Effects: Attack +2 against Warriors. Gain Chain if you play a card limited to Marauders. Your Marauders gain Attack +1 until the end of the game each time they play a Zil Card. Odd Turns: Attack +2. Marauder, Mystic Slayers Races: Shadow Guemelite, Human Spirit: 2 Attack: 6/10 Defense: 2 Health points: 14 Effects: Attack +2 against Mages. All opposing Mercenaries have Defense -1 and Spirit -1 until the end of the game. At the start of the fight "Night Vision" in your Discard pile is played. Turns 1, 2 and 4: Defense +3. Effects: Attack min. +2. Additional attack min. +4 if your character carries a One Handed Weapon. The One Handed Weapons carried by your character are discarded. Permanent. Effects: At the end of the fight, if your opponent has suffered less than 7 damage this turn, Attack +3 and Defense -1. If you have suffered more than 7, Heals 3 health points. Effects: Attack +2. Ambidextrie. Duration: 2 Turns. At the end of the fight, two cards attached to the opposing character are discarded. If "Telendar" or "The Liberated Telendar" is one of your living characters, Duration: 4 Turns. Shadow Spell Effects: Defense -1 to Defense +4. Zil: Attack -1 to Attack +4. Effects: Non-multi Class Mage: All the opposing characters become Mercenaries until the end of the turn. Marauder: Attack +3. Chain Spell. These cards are now available in the Newcomers booster. Have fun! |
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