Eredan iTCG BrasileiroEredan iTCG DeutschEredan iTCG EspañolEredan iTCG ItalianoEredan iTCG FrançaisEredan iTCG English
Nous sommes actuellement le 18 Avril 2024, 06:05
Publier une réponse Page 14 sur 18   [ 172 message(s) ]
Aller vers la page Précédent  1 ... 11, 12, 13, 14, 15, 16, 17, 18  Suivant
Auteur Message
Message Publié : 21 Août 2014, 23:03 
Archonte
Avatar de l’utilisateur

Inscription : 14 Février 2013, 01:27
Message(s) : 2125
Localisation : SAN JUAN - ARGENTINA

action-Tracker-Hunters demons-Unic
Choose a character and attach this card, he will be inclined.
Cancels the next spells affecting them, if so this card will be clearance starting at the end of the bout.
On the NEXT round that it is removed from the game, steal 1 to 3 additional cards in the draw phase.
Permanent.

Justification: This legendary was very bad to be legendary and removed it from circulation within the game... so I want to rescue her, so that is as useful as any legendary, and back in circulation.... This letter implores shouting to be improved and put back into circulation.... either that or change rarity to return, but I think it would be a total waste



all your characters have Defense +1 to +2
Guemelite water: all your characters have -1 in fire damage spell.

Reason: to give more utility to the letter, is rare but not currently served.


While this live, one-handed swords played by or their allies have +1 additional attack.
The Kotobas played by Masamune weapons are activated immediately and are equipped in the Allies at end of combat.

Justification: It is the large parts of forged kotobas weapons, not just that it is not forgotten and bonus to swords played (are somewhat sharp and perfect being created by)


Citer :
, And
Win chaining if you play armor or .


is activated immediately.
Life: 15


Justification: the glove is proper Hares, and since I stopped having that purpose by _ which became a shield left to make sense regarding the history....



At the end of combat, the character suffers 2 direct damage +1 additional equipped by . +1 Extra If the launcher is dead.
chain .

Justification: This card no chain and has virtually no use, so it should be slightly updated.


Atak: +4/3
Your character ignores the defense bonus opposing character.

Justification for spear 2 hands, Rare, and not immediately active in the early rounds is useless.....


Guemelite of nehant - human
defense: 3
at the end of each bout of "" or "", "" wins many points of life as the number of damage suffered "" or ""

Reason: to give more useful


Your other characters have Spirit -1 and -1 to damage suffered.
After you have played your cards you can discard a card. If you do, a letter from the side deck is sent to his dismissal.
Defense: 2

Reason: to give more useful


golem - Human - Shadow Guemelite
defense: 3
shadow spell chaining.
bonus round: attack and defense +1 mind

Reason: to give more value and to return any of the few non-pirate / mercenary golems, also is level 4, I evolve it costs to such a level that has no use whatsoever....


Mind +1 and attack +1 to +2
multiclass magician: Duration 2-3 rounds.

Reason: to give more utility within the multiclass mages do not, especially if you want to use physical attacks so has a different focus, a different strategy....


+2 attack and defense
imperial champion iro: fires immediately
kotoba: the end of the fight, the opposing character has Defense -1 or have 3-4 direct damage if you have defense equal to 0

Justification for the sword of the legendary character kotoba not currently serves him therefore has no use and requires an update....


In his first match wins chaining if he plays spell _ time or Theurgy
the first card played by the opponent has 1/4 chance of being ignored

Justification: This character never had much room in tempus to be a priest.... need a different strategy within tempus to return from oblivion.....


life: 15
bonus round: defense and mind +1, your bonus round allies are activated.

Rationale: This and the previous character mainly served to evolve certain letters last evolution, but more that did not have much use these characters and now it makes perfect sense....



(which has evolution and evolve to this)
+4 attack
if your character carries a one-handed sword, +2 defense and +1 mind
Solarian: Activates immediately.

Justification: It is somewhat old and does not work much these days, plus I always wanted to see the sword or was restored to its former glory and is unique....


Haut
 Hors-ligne Profil  
 
Message Publié : 31 Août 2014, 01:48 
Archonte
Avatar de l’utilisateur

Inscription : 14 Février 2013, 01:27
Message(s) : 2125
Localisation : SAN JUAN - ARGENTINA

Fighter - Marauder - Berserker.
Attack + X where X equals the number of objects on your disposal at the time this card is activated. (Maximum Attack +5)
If X is greater than or equal to 8 or is there some dead character: Activates immediately and chain.
Every time your character kills an Adverse character Another adverse character loses 3 life points and earn your character.

Rationale: This 2-hand weapon is not useful, deve very late in the game so you can take advantage of an improvement as this would give possibilities to experiment with this weapon to see if any strategist can serve.


Attack +2, +5 attack if a fire spell is played after this card.
Definitely win the race Guemelite of Fire.
Your fighters have Defense +1 and your Mages have minds +1. At the start of the fight you character suffers 1 to 2 direct damage.
Duration 3 fights. Chain of Fire spell. (immediately active)

Rationale: This weapon De 2 hands and Unique is useless because not only is activated at the end of combat but that gives you self-harm, and to its rarity and be unique (and not permanent), your bonus is very poor, so if you improve in this way can not only be useful but also would give chance to experience different strategies.


Start the game with a "" your deck equipped.
Each of your characters in the the pack has Attack min. + X, where X is equal to the difference between their points of maxima life and current life points (Attack min. +6 Maximum)
Rounds 4 and 6: The opposing character has Defense -1 and mind.
Defense: 3

Rationale: This character was an emblem of this caste for long, but its use fell under attack and that seemed new and better characters, good and improve it as serious relaunch appreciation of those old days.


The activation and the start of each fight one opposing character suffers 4 physical damage by +1 counter "Gunpowder" leading (+4 maximum).

Rationale: To be gunpowder weapon 2 hands is very poor effect.


Sacrifice 2: The bonus ported this card are duplicates and count as volk Pets.
The Pack: Attack +1 for additional beast alive. It will be activated immediately.

Rationale: To give more value to this 2-hand weapon as being of 2 coats should be better than 1 hand, so also you have more cards to make the effect of sacrifice.


Cura X hitpoints, where X equals the number of different types of active spells and discards. (Maximum 7).
Guemelite: Chain and -1 damage suffered. -1 additional if is of the guem.

Rationale: This spell is not usually used because it usually spells decks are not different nature, is only used to get the best walking stick for magicians. This letter should have a bonus for guemelianos, especially those of guem.


At the beginning of the round, one of your characters earn 1 or 2 points of life.
Permanent. Chain.

Rationale: It is unique and there are much better alternatives for the nomads, to heal their characters.


Cures 1 point of life and you gain 1 counter gunpowder if 0 cards is selected to return the deck.

Rationale: To give a slight bonus if the player was de of the cards he does not care to have on hand.


Haut
 Hors-ligne Profil  
 
Message Publié : 09 Septembre 2014, 00:04 
Archonte
Avatar de l’utilisateur

Inscription : 14 Février 2013, 01:27
Message(s) : 2125
Localisation : SAN JUAN - ARGENTINA
I write what I would be the changes:


Golem - Guemelite of nature - water Guemelite. (and / or also air Guemelite.)
You can play spells water (and air) without restrictions.

Justification: The foam is made of water (and air), it would be logical that no guemelite of that element, and possibly be able to play them without restrictions guemelities those spells. of the brackets is a possible addition to the fact that the foam is made of water and foam.


Guemelite Fire - Earth Guemelite.
You can play fire and earth spells without restrictions.

Justification: Justification Same as above.


At end of combat, if the character played in that round, 2 cards or more, this has has additional attack -1, and if he plays more of a spell or telurgia has Spirit -1.

Justification: This card should do something related to his name, the opposing character to be weakened if they play a lot of cards.


Attack, defense and mind -1.
At the end of the fight that character suffers 3 magic damage, +3 if he benefited Order bonus if the opposing character or not benefited from it.
Sacrifice 1: The other corruptions plays below the turn in which this card is activated counted as 2 corruptions.

Justification: Well, if you're very confident you're not careful, these less alert against attacks, so your defense should be affected. You can also increase the effects of corruption if necessary, and be more likely to have overconfidence when the character does not count adverse lead.




Citer :
CARDS EPICS:



Chain.
Beast: +1 additional attack for all your characters.
Ice Elf: Your character gains his rage and has bonus damages caused +1.


chain.
multiclass magician does not: Instead of going to your hand I will be played just after the cards played, ignoring restrictions spell.


-2 On sustained damage.
chain.


Round 1: 1 card from the adverse hand is removed from the game, if a spell +1 in magic damages caused.
Rounds 2 and 7: The first card of your discard playable has 1/2 chance of be played just after the cards played, the hand is placed in your hand.

y
Chain card epic or action.


Chain.
At the beginning of the game if you got a single copy of this card, this is equipped in one of your epic characters.


mind: 4
Chain of guem spells.


Guemelite of nature - Beast
Defense: 3
Chain if you play an armor, a food or a gem.
+1 mind to be your allies or guemelite beast of nature.


Defensor: need cause the same damage or more to activate the effect, and you steal 3 additional cards instead of 2.


Attack, defense +1. Mind additional +1 if your character is guemelite of nature.


+1 to +2 attack against marauders.
Attack +2 for each of your noz mages.
Rounds 1 and 6: Attack +1; Additional +2 if the opposing character has all points of life.


Nomad desert or Mercenary: Chain.
Additional Attack +2 to +3 if the opposing character is a mage or priest at the time this card is activated.


An item on the opposing deck is played at the end of battle is removed from the game.


Compendium.
Initiative +4, or +6 if is part of Adverse characters.
+3 Defense against marauders.


Sacrifice 1: active immediately and additional +2/0 attack.
If your character caused more damage than the opponent in the next draw phase you draw one additional card and heals 1 point of life.
Ambidextrous and chain.


All your characters receive their order bonus even if they have not benefited.
Tempus: In the next round, your character in combat won the bonus round if the adverse want.


If you're the attacker gain 1 point of additional life and the opposing character Lose 2.


Discard X cards from your hand.
The opposing player discards X cards from his hand +1.
Chain.


Sacrifice 1: The opposing character has mind, attack and defense additional -1


Cause 1-2 direct damage to all opposing characters, + 1 additional if you have equipped .


Attack: 4/11
Attack +2 and heals 1 point of life against combatants.


attack, defense and mind: + 1, if is one of your characters and is alive.
Rounds 3, 5 and 7: +3 fire damage spells (no zone).


Defense: 3
Attack, defense and mind: + 1, if is one of your characters and is alive.
Rounds 2, 4 and 6: Attack +2, +1 additional attack if the opposing character is human, undead or demon.


No new cards you can play by the effect of another card, or equip more cards until the end of the round.



Rationale: Most epic cards are useless in the deck now and need an urgent upgrade, but that is epic if they do not serve (in the past they were very good cards), besides being award to have them and use them for the level you have. Also in this way some crystals will be spent on these cards and could help ease some excessive crystals circulating in the market.


Haut
 Hors-ligne Profil  
 
Message Publié : 08 Octobre 2014, 09:58 
Golem

Inscription : 10 Mai 2013, 11:45
Message(s) : 878

Augmenter sa durée entre 2 voir 3 combats ( permanente :bave:)
Dans l'état c'est une carte morte, inutile.

_________________
Champion de l'empire
Général Mercenaire

Le Cap'tain
Record elo perma: 3087


Haut
 Hors-ligne Profil  
 
Message Publié : 22 Octobre 2014, 22:43 
Archonte
Avatar de l’utilisateur

Inscription : 14 Février 2013, 01:27
Message(s) : 2125
Localisation : SAN JUAN - ARGENTINA

Duration 2 fights if any of the 2 players played "", "", "", "" or "".
(Maximum 3)
Mechanist: Maximum 8.
Chain "" or ""

Justification: This rare Card is not very useful


Chain.
Artisan: Permanent. Activation: If a playable gem to your character is active or discard some, a copy of it is created and played below the other cards.

Justification; To be more useful.


Human-Beast.
Gain Chain if you play a sword in one hand or a shield.
Rounds 3, 4 and 6: Make Defense +1 until the end of the game.
Defense: 3

Justification: This is the more defensive of The Nomads, must chaining shields. Also in this last evolution is seen as a crocodile, so it should be beast to give an alternative nomade with a couple of characters.


+1 Damage effected.
Your Others "Nomads of the Desert" Win caste "Temple Guardian" and have +1 attack up to the end of the game.
Rounds 1 to 5: Attack +1.
Life: 18

Justification: A Rare character than 2 characters and 1 card to get, plus logo power should be in nomades rather than just a memory, so it needs to be improved so that it can give more options are needed.


Guemelite of the War-Beast
If the opposing character is a Combatant, attack +1 for each combatant alive.
Attack: 8/11

Justification: to make it more useful, so also receives the beast race that should have to be a wolf.


Partially return it to what it was originally (Defense + 1 and chained if you shared any race with any live ally) or amend partially or giving chaining attack bonus / extra damage if the opposing character does not share any race with your character.

Justification: this card was modified more, should restored, be at least partially, and currently the multi race has no place, and would not restore those previous settings dominating something.


Your Trackers human have attack +4/0 until the end of the game.
Mind: 3
Life: 15

Rationale: To be more useful.


Beast -Guemelite of the War
At the beginning of the fight, "" Win +1 attack for opposing character alive and gets 3 points and earn additional Attack +1 if your only character alive.
Mind: 2

Rationale: To be more useful and have their race Beast.


Lightning Spells Immunity, your character gains Chain Lightning to play a spell type.
Witchblade: -1 in direct damage and chain.

Justification; is a useful little card, so must be improved.


Attacker: Chain action, and Gain Attack +1 definitely.

Justification; To give more utility to this card.


Nehant-Mercenaries
That character has Spirit +2 and loses the castes which has in common with its allies alive. The other characters have that player Attack -2 and -3 Mind.
Chain.
Sacrifice 2: That character becomes a mercenary.

Justification: This is a card that should be improved.


At the End of combat, The Life Points for each of your living characters are equal to the average life points of your living characters +1 (Rounded to the top).
Have +1 magical damage of the same type from your Guemelites.
Permanent. Chain.

Justification: This is a legendary which has unacceptable effect on their rarity.


The characteristics of the characters Adverse and of the "" can not be increased or decreased by more than 3 points.
Rounds 3, 5 and 8: Your characters gain 2 life points.

Justification: This is a legendary which has unacceptable effect on their rarity.


Gain Chain if you play object other or a gem.
One Beast Adverse has mind, attack and defense -1.
Defense 4

Justification: This is a useful little card, also would serve as a possible relaunch for the event where this card came.


Attack + X against beast, where X is equal to 1, +1 by the number of beasts adverse living .
Attack: 8/13
Life: 13

Justification: This is a useful little card, also would serve as a possible relaunch for the event where this card came.


Immunity to fire spell.
Mind: 1
Defense: 3

Justification: This is a useful little card, also would serve as a possible relaunch for the event where this card came. This egg is very fragile and it costs a lot to train.


Beast-Guemelite of the fire
+1 Damage incurred against marauders.
Rounds 1, 4 and 7: +1 damage incurred. At the end of combat Earn 1 life point per each spell of fire was active in that round.
Life: 13

Justification: This is a useful little card, also would serve as a possible relaunch for the event where this card came.


Haut
 Hors-ligne Profil  
 
Message Publié : 23 Octobre 2014, 16:07 
Marchand
Avatar de l’utilisateur

Inscription : 05 Février 2013, 00:21
Message(s) : 491


Modification: 1 chance in 3 than an opponing spell attached to a character...

Justification: Because of this card many decks don't play anymore, for example, Crow, Nehant Mage, Zil Shadow, WT...
Please it need an urgently nerf!!!is bad for the game!

_________________
NekrosisOR in game.

I miei mazzi:

Katla Tornado AoE <3


Haut
 Hors-ligne Profil  
 
Message Publié : 23 Octobre 2014, 21:14 
Golem

Inscription : 10 Mai 2013, 11:45
Message(s) : 878
carte:
changement:
Chaque personnage a défense -2 et attaque -X si il n'est ni elfe de glaces ni non-mort ou X est égale a 6 moins sa défense.
raison: donner un aspect offensif a la carte.

carte:
changement:
Berseker: vous obtenez votre bonus rage si vous n'en benificiez pas déja, sinon attaque +2.
Elfe des glaces: vos elfes des glaces ont +1 aux dégats infligées.
Prêtre: -1 aux dégâts subits
permanent, enchainement.
raison: elle s'adapterait a plusieurs decks/situation, avec un effet de groupe non-abusé mais intéressent. Actuellement le boost est casi inexistant.

carte:
changement:
attaque +2.
berserker: votre personnage obtient son bonus rage, sinon attaque +2 supplémentaire.
prêtre: vos elfes de glace obtiennent leur bonus rage, sinon attaque +1 jusqu'à la fin de la partie.
Durée 3 tours, enchainement.
raison: bonne carte sur l'ordre de d' t1 mais devient vite useless par la suite.

carte:
changement:
attaque +2.
Vous obtenez votre bonus rage si vous n'en bénificez pas déjà, sinon attaque +1.
En fin de combat 2 carte elfe des glace de votre défausse sont placées dans votre deck.
enchainement ou .
durée 2 a 3 tours
raison: ne sert qu'a ramener des cartes de la défausse.

carte:
changement:
Attaque +2 défense -1
attaque +1 pour chacun de vos personnages ayant sont bonus rage.
raison: les berserkers sont des bourrins un peu a l'image des marau mais sans réel boost "massif" offensif.

carte:
changement:
Ce personnage et un autre de vos personnages ont attaque et défense +1 jusqu'à la fin de la partie.
berserker: attaque +1 supplémentaire, jusqu'à la fin de la partie, si les 2 ont leur bonus rage.
prêtre: les 2 personnages voit leurs pv max augmenté de 2 et gagnent 2 pv si ils ont leurs bonus rage.
raison: les même que plus haut berserkers = bourrin et les prêtre EDG ont peu de cartes qui leurs sont associées.

Voila pour le côté "bourrin".
Passons au côté "dégâts multiples".

carte:
changement: rajouter: Quand le porteur meurt cette carte a 2 chance sur 3 de s'attacher a un de ces alliées.
raison: la carte est un pilier du deck, pour un jeu axé sur dégâts magique/direct, les perdre a la mort du porteur tue la stratégie.

carte:
changement:
Inflige 5 dégâts magique a votre adversaire, +2 si il est mage ou prêtre, + 1 a 2 par engelure en jeu.
raison: les esprits mage/prêtre montent vite a 5 et plus.

carte:
changement:
inflige X dégâts magiques ou X égale aux nombre de vos elfes de glace (vivant ou mort), +1 pour chacun d'eux ayant son bonus rage, +2 par en jeu, +2 par en jeu.
Prêtre: enchainement +2 aux dégâts magiques infligées jusqu'à la fin du tour.
raison: on part sur une base de 3 DM, 5DM avec le passif ce qui n'est déjà pas énorme et demande toujours de la mise en place.

carte:
changement:
A l'activation et en début de combat, le personnage adverse a esprit -3, puis subit 3 dégâts magiques.
durée 2 combats, enchainement.
raison: carte rare, mais avec un effet très limité.

carte:
changement:
Chaque personnage adverse subit 1 dégât direct pour chaque engelure qu'il porte
Chaque active est retirée et jouée.
Une est crée a la suite de vos carte et jouée sur un adversaire déterminé aléatoirement.
raison: actuellement carte morte (comme l'ensemble du deck :( ), la permet de finish, voir poser une si l'on en a pas sur les 1er tour.

perso:

carte:
changement:
esprit: 3
attaque: 5/9
défense: 3
pv: 14
tours 5 et +: soins 2 pv
rage: vos prêtres ont +1 aux dégâts infligés, -1 aux dégâts subit et vos autres personnages gagne la classe prêtre.
Même passif.
raison: hormis , c'est la seule elfe des glace a ne pas posséder de bonus rage. Dans l'état elle n'a pas sont statut de Ld.

carte:
changement:
tour 1,2 et 5: une engelure est crée a la suite de vos cartes.

carte: et
tours 2,3,5 et 6: bonus d'ordre respectifs.

En gros on peut jouer full berserkers "bourrin", full prêtre buff permanent/autres via , et http://i.imgur.com/iBFx0S9.png , ou mix dégâts multiple.

autre carte a revoir:
- rajouter une durée ex: 3/4 tours.
- effet de groupe.

_________________
Champion de l'empire
Général Mercenaire

Le Cap'tain
Record elo perma: 3087


Haut
 Hors-ligne Profil  
 
Message Publié : 08 Novembre 2014, 17:05 
Archonte
Avatar de l’utilisateur

Inscription : 14 Février 2013, 01:27
Message(s) : 2125
Localisation : SAN JUAN - ARGENTINA


At the beginning of the round if you have a Hom'chai or a dead beast, "" change appearance and become a Mage/Warrior, elfin/Beast, has Attack = 7/10 and performs an additional Attack equal to 5 .
Turns 4 and more: +1 damage effected by each of your dead characters.
Mind: 2
Defense: 2
Life: 15

Justification: This character is useless because it has very weak stats and mage transforms of a fighter, Drastically changing the ability to use certain cards. This character was intended to be used in a multirace deck, but it is very tough to come into action, and if I change my class so different, it makes it difficult to exploit. When transformed must maintain mage class and earn combatant and should have better statistics, a mage with mind 1 in its last evolution does not work, and if fighter with defense and such low life does not stand up to the most deviles shocks, this reason I think that these changes must be performed.


Haut
 Hors-ligne Profil  
 
Message Publié : 08 Décembre 2014, 01:10 
Golem

Inscription : 10 Mai 2013, 11:45
Message(s) : 878
carte:

modification:
Durée permanent
Choisissez un de vos Avalonien attachez-lui cette. Il gagne un niveau jusqu'à la fin de la partie. En début de combat un bouclier de votre main est joué et une arme de votre main est jouée si vous n'en porté pas, ils s'activeront immédiatement.
Si le personnage choisit est déjà en combat une arme ou un bouclier de votre main est joué.

Justification: très contraignant, nécessite trop de préparation pour être réellement utile.

Edit:
carte:

modification:
Durée permanent
Choisissez un de vos Avalonien attachez-lui cette. Il gagne un niveau jusqu'à la fin de la partie. En début de combat un bouclier de votre main est joué et une arme de votre main est jouée si vous n'en porté pas en ignorant les pré-requis.
Si le personnage choisit est déjà en combat une arme ou un bouclier de votre main est joué.

raison: une version ignorant les pré-requis permettrait à Saethwir ou Myrie de jouer des armes combattant (pourfendeuse, lance du roi tonnerre ect... voir d'autre truc tordu :D )

carte:
modification:
S'active après le combat, permanent.
Attaque plus X ou X est égale a votre niveau.
Si est en jeu: soin 2 points de vie et défense +2 , soin 1 point de vie supplémentaire et défense +1 si au moins 2 coupe de vie sont en jeu.
Niveau 7 et + activation immédiate.
: vos alliés gagnent attaque et défense +1.
: vos alliés gagne 1 niveau jusqu'à la fin de la partie.


justification: bonus d'attaque, défense et soin relativement faible (surtout sur les 3/4 premiers tours) et trop long a activer quand il devient réellement intéressant.


carte:
modification:
Si fait partie de vos personnages elle gagne esprit +1 jusqu'à la fin de la partie.
Si fait partie de vos personnages il gagne attaque et défense +1 jusqu'à la fin de la partie.
Choisissez un de vos avaloniens il gagne 2 points de vie +1 par autres coupes de vie jeu.
permanent.

justification: bonus relativement faible idem pour les soins.


carte:
modification:
Chacun de vos avaloniens gagne défense +X ou X est égale au nombres d'avaloniens portant un bouclier.
Chaque avaloniens portant un bouclier gagne un niveau jusqu'à la fin de la partie.
enchainement action, permanent.

justification: fait plus de chose pour moins de contrainte.

carte:
modification:
attaque +2 par tranche de 3 niveaux (arrondie au supérieur).
Avalonien: attaque +1 supplémentaire par niveaux gagné depuis votre dernier combat.
Niveau 7 et + activation immédiate.

Justification: trop lent bonus très faible a une activation tardive.

_________________
Champion de l'empire
Général Mercenaire

Le Cap'tain
Record elo perma: 3087


Dernière édition par XXxiixXX le 16 Mars 2015, 13:37, édité 1 fois.

Haut
 Hors-ligne Profil  
 
Message Publié : 08 Décembre 2014, 21:57 
Guémélite

Inscription : 02 Juin 2013, 11:25
Message(s) : 100
je vais commencé par les traqueurs ;)


esprit 1
attaque 7/12
defense : 2
PV : 14
passif : un est attaché à et un est attaché à un autre de vos traqueurs.

explication : premièrement, le changement de stat me parait obligatoire et le passif permet plus de survie



esprit : 2
attaque : 3/8
defense : 2
PV : 14

Passif : -1 aux dégats subie par vos " " traqueurs
vous gagnez attaque +1 à chaque fois que vous jouez un sort de vos castes

(version guémélite)
Esprit : 2
attaque : 7/9
défense : 2
PV : 14
ordre : tour 4 et plus

explication : le point d'esprit manque cruellement et fait qu'on ne peut pas profiter des , ensuite, l'ordre se déclenchait vraiment tard...


attaque +2/+4 si le personnage adverse n'est ni combattant, ni maraudeur.
une et créé et joué après vos cartes
enchainement

explication : permet de faciliter un jeu baser sur les


Votre personnage à 50% de chance d'annuler les dégât qu'il devrait subir
durée 2 tour
enchaînement

explication : cette carte ne servait à rien, autant en faire une nouvelle, et ainsi elle peut apporter de la survie à nos personnages.


rajouter : ambidextrie

explication : combien de fois je me suis fait avoir par ce petit mot manquant ^^


enchaînement


enchaînement


le personnage adverse à attaque -1 par arme qu'il porte, puis ses armes sont défaussées.
Vous avez attaque +X ou X est égal au nombre de personnage ne portant pas d'arme



Vous avez attaque +2 par objet porté par votre adversaire et défense +1 par action ou sort (porté aussi par l'adversaire)
les cartes adverses attachées à votre adversaire on 75% de chance d'être défausser
Traqueur : enchaînement


...
Traqueur : en fin de combat, si vous avez moins d'un point de vie, les objets que vous portez seront attaché à l'un de vos autres traqueur en vie.

explication : surtout chez les guémélites la perte d'un objets mettait (vu qu'ils ne sont plus joué) pratiquement fin à la partie.


sort de la guerre- traqueur
effet : ???

explication : la carte est à revoir entièrement, les traqueurs guémélites n'en ont pas besoin sous cette forme, par contre j'avoue que je sèche un peu :D


Haut
 Hors-ligne Profil  
 
Afficher les messages publiés depuis :  Trier par  
Publier une réponse Page 14 sur 18   [ 172 message(s) ]
Aller vers la page Précédent  1 ... 11, 12, 13, 14, 15, 16, 17, 18  Suivant


Qui est en ligne ?

Utilisateur(s) parcourant ce forum : Aucun utilisateur inscrit et 4 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 :  

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