Eredan iTCG BrasileiroEredan iTCG DeutschEredan iTCG EspañolEredan iTCG ItalianoEredan iTCG FrançaisEredan iTCG English
Nous sommes actuellement le 29 Mars 2024, 14:42
Publier une réponse Page 1 sur 1   [ 1 message ]
Auteur Message
Message Publié : 02 Novembre 2017, 16:54 
Administrateur
Avatar de l’utilisateur

Inscription : 22 Janvier 2013, 19:02
Message(s) : 1736
Image

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 Nahima Damned version Super Pack and a Nahima Sacred version Super Pack.

(3 evolutions in total)

At her last evolution:

Image

Uncommon
Class: Mage
Guild: Sap Heart
Race: Elfine
Caste: World-Tree
Spirit: 2
Attack: 1/8
Defense: 2
Health Points: 14

Effects:
At the start of the game, if your allies are Dais, the opposing characters have Attack -2 until the end of the game and "Nahima" becomes Dais instead of her current Race.
All your non-multi Race Dais have Spirit +1 to +2 until the end of the turn when they play a Spell.
Turn 2, 5 and 6: A Nature Spell from your deck or discard pile is played after all other cards played.



Image

Rare
Nature Spell
Sap Heart

Effects:
Deal X magic damage, X equal to your Spirit.
Dais: Deal 2 additional magic damage for each wounded ally.
World-Tree:Gain as much Health Points as the damage dealt by this Spell.



Image

Uncommon
Staff
Effects:
At the start of the game, "Spiritual Branch" is attached to "Nahima" if she is one of your characters in play.
Dais: Spirit, Attack and Defense +1. If you play two Nature Spells, a "Strangulation" is played from your deck.

Super Pack

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

Image Image

The Nahima Super Pack contains: “Nahima” Damned or Sacred version + 5 Standard Sap Heart 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:

-
-
-
-
-
-
-
-

Patch

Changes brought to the cards are colored.

(2 evolutions in total)

Uncommon
Class: Mage
Guild: Sap Heart
Race: Daïs
Caste: World-Tree
Spirit: 3
Attack: 4/7
Defense: 2
Health Points: 14

Effects:
If "Ebony" plays at least a Nature Spell, he has 50% of chance to play a "Decomposition" from your deck or discard pile.
At the end of the fight, gain 1 Health Points for each Nature Spell active.
Turn 2, 5 and 6: Defense +2 and Spirit +2.

(4 evolutions in total)

Common
Class: Mage
Guild: Sap Heart
Race: Daïs
Caste: World-Tree
Spirit: 2
Attack: 2/5
Defense: 2
Health Points: 14

Effects:
If "Spiritspeaker" plays a Sap Heart Action, he has Attack +2 and Defense +1 until the end of the turn.
If "Spiritspeaker" dies, all opposing characters suffer 1 direct damage.
Turn 2, 4 and 6: Spirit +2 and a Sap Heart Action is played from your deck.



Rare
Action
Sap Heart

Effects:
Duration: 3 turns.
Your Warriors have Attack +2 and Defense +1.
Your Mages have Spirit +2 and Defense +1.
Dais: The opposing characters have Spirit -2.
World-Tree: Permanent.



Uncommon
Nature Spell
Sap Heart, Mage

Effects:
Your opponent has Attack -3.
A "Whisper", a "Friend of spirits" or a "Reforestation" from your Deck is played.



Uncommon
Nature Spell
Sap Heart, Mage

Effects:
Duration 2 fights.
World-Tree: Attack, Defense and Spirit +2, or +3 if "Bright Branches" or "Vengeful Lianas" are active.
If you have a World-Tree ally, your Opponent has Attack, Defense and Spirit -1.



Uncommon
Action
Sap Heart

Effects:
Defense +2. Duration 2 turns.
World-Tree: Each time that an Action or an Item played by one of the opposing characters activates, he suffers 2 direct damage points, +1 if his Spirit is different from his Defense.
Non-multi Race Dais: Duration 1 to 2 additional turns.



Common
Nature Spell
Sap Heart, Mage

Effects:
Deals X magic damage, X equal to your Spirit, +1 to +2 for each "Quercus' awakening" or "Root" in play.



Common
Light Spell
Mage

Effects:
Attack +1, Defense +1 and Spirit +1. A non-AoE Light or Nature Spell from your Hand is played.
Dais: you can choose the Nature or Light Spell played from your hand.

These cards are now available in the Newcomers booster!

Have fun!


Haut
 Hors-ligne Profil  
 
Afficher les messages publiés depuis :  Trier par  
Publier une réponse Page 1 sur 1   [ 1 message ]


Qui est en ligne ?

Utilisateur(s) parcourant ce forum : Aucun utilisateur inscrit et 2 invité(s)


Vous ne pouvez pas publier de nouveaux sujets dans ce forum
Vous ne pouvez pas répondre aux sujets dans ce forum
Vous ne pouvez pas éditer vos messages dans ce forum
Vous ne pouvez pas supprimer vos messages dans ce forum
Vous ne pouvez pas insérer de pièces jointes dans ce forum

Recherche de :
Aller vers :  
cron

Propulsé par phpBB® Forum Software © phpBB Group
Traduction et support en françaisHébergement phpBB