To celebrate the arrival of our new Dragon Knight, this week, we offer you to acquire a pre-built Deck that will make you experience a new game play style and get some of this week's cards. You have until Sunday, December 1st, 8:00 PM (French time)to discover this "Secret Operations" deck for 999 Fee'z.

This deck is made of: - - - X3 - X1 - X1 - X2 - X2 - X1 - X2 - X3 - X2 - X2 - X2.
The cards reedited are: , , , , .



. (3 evolutions in all). On its last evolution : Legendary. Mercenaries. Mage, Priest. Guem Guemelite. Spirit 4. Attack 5/6. Defense 3. Health points 13. At the start of the game, your Mercenaries gain Mage and Priest and have Attack -2 for each Class won that way. After having played your cards, a copy of a Spell or a Theurgy that can be played in the opposing Deck is played. Even turns: Chain.
. (3 evolutions in all). On its last evolution : Rare. Sap Heart. Warrior. Elfine. Spirit 1. Attack 6/8. Defense 2. Health points 15. Gain Chain if you play a Bow. Deals an additional attack equal to her printed Attack. The opposing characters have Defense -2 after turn 2. Turns 1, 2 and 4: a Bow from your Deck is placed in your Hand.
. (3 evolutions in all). On its last evolution : Rare. Mercenaries. Marauder. Unknown. Traquemage. Spirit 1. Attack 9/12. Defense 1. Health points 14. Attack +1 against the Mages and the Priests. Lightning Immunity. At the start of the Turn if your other characters are dead: Attack +2, Defense +2 and Spirit +2. Turns 2, 4 and 6: - 1 Damage point suffered by your character.
. (3 evolutions in all). On its last evolution : Rare. Mercenaries. Marauder. Unknown. Traquemage. Spirit 1. Attack 9/12. Defense 1. Health points 14. Attack +1 against the Mages and the Priests. Fire Immunity. At the start of the Turn if your other characters are dead: Attack +2, Defense +2 and Spirit +2. Turns 2, 4 and 6: - 1 Damage point suffered by your character.
. (3 evolutions in all). On its last evolution : Rare. Mercenaries. Marauder. Unknown. Traquemage. Spirit 1. Attack 9/12. Defense 1. Health points 14. Attack +1 against the Mages and the Priests. Nature Immunity. At the start of the Turn if your other characters are dead: Attack +2, Defense +2 and Spirit +2. Turns 2, 4 and 6: - 1 Damage point suffered by your character.
. Rare. Action. Sap Heart. Warrior. Elfine. If the Defense of the opposing character is superior to your character's, Attack +3. Otherwise, your character deals an additional attack equal to his printed Min Attack. Chain "Elfine intimidation" or "Briskness".
. Rare. Action. Marauder. Attack +2. Sacrifice 2: an additional Attack +2. The Mystic Slayer: an additional Attack +2 if an opposing character is Mage or Priest.
. Uncommon. Action. Sap Heart. Warrior. The opposing characters have Defense -2. Elfine: Duration 2 turns. Chain "Elfine intimidation" or "Briskness".
. Uncommon. Action. Sap Heart. Choose a card attached to an opposing character. It is discarded. If one of your characters has a Bow attached to him, Chain and you can choose among all the cards attached to characters.
. Uncommon. Other. Marauder. Traquemage. Attack +2. One copy per character. Permanent. Each time you suffer damage, Attack +2 until the end of the turn if these damage are magic, Attack +1 until the end of the turn if these damage are physical. Chain One Handed Weapon.
. Uncommon. Action. Sap Heart. Elfine. Duration 3 turns. This card is attached to the your opponent. If he has a better Attack or Defense than you, he has Attack -3. His allies and him have Defense +1 and cannot win any other Defense.
. Common. Bow. Sap Heart. As this card activates, 2 to 3 "Vibrating arrows" or "Sharp arrows" are created and played. During your next fights, after having played your cards, "Vibrating arrows" or "Sharp arrows" will be created and played. Permanent.
. Common. Action. Marauder. Spirit +3. The Mystic Slayer: the next Spell and the next Theurgy are discarded.
. Common. Action. Marauder. Warrior. Attack -3 and Defense +5. Sacrifice 2: a Weapon from your Hand is played. Chain Action.
Enjoy the game!