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Message Publié : 18 Octobre 2017, 15:36 
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Inscription : 22 Janvier 2013, 19:02
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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.



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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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