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Message Publié : 30 Mars 2016, 12:46 
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New cards have been released on Eredan iTCG!

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. (2 evolutions in all). At its last evolution: Rare. Zil Warriors. Mage. Shadow Guemelite. Circus, Shadowmancer, Tamer. Female. Spirit 3. Attack 4/7. Defense 3. Health points 15.
At the start of the turn, your Mages have -1 to damage points suffered for each Zil card attached to them (max 2). Each time a character suffers magic shadow damage, one random opponent loses 1 Health point. Turns 3, 4 and 6: Defense and Spirit +1.

. Uncommon. Magic Pet. Zil Warriors, Mage.
Duration 2 to 3 turns. Chain. At the end of the turn, your opponent suffer X+1 magic shadow damage, where X equals his Spirit. Shadowmancer: Defense +1. Heals 0 to 1 Health points after every Shadow Spell.

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For this release, the Sciofoby Super Pack is available in store for a limited time!

The Sciofoby Super Pack contains: "Sciofoby" + 5 Newcomer boosters. That is 60 cards, including at least 5 Rare (or Legendary) and 20 Uncommon.


Reedition / Patch:

. (3 evolutions in all). At its last evolution: Rare. Zil Warriors. Mage. Shadowmancer. Female. Spirit 2. Attack 3/5. Defense 3. Health points 14.
At the start of the fight, if there are more than 5 Spells reserved to Shadow Guemelites in your Discard pile and in your Deck, one of them is placed in your Hand. If you play 2 Shadow Spells, "Night Vision" or "Favor of the night" is created and played. Turns 2, 5, 6 and 9: Defense +2 and Spirit +1.

. Rare. Action. Mage.
Duration 2 fights. Defense +1 and Spirit +1. Chose one of the two last cards playable by your character in the opposing Discard Pile. The chosen card is played, the other one is placed in the opponent's Deck.

. Rare. Shadow Spell. Zil Warriors, Mage, Shadow Guemelite.
If Sciofoby is one of your characters and alive, your opponent suffers 3 magic damage, +1 for each "Shadow tentacle" in play. If not, the opposing characters suffer 3 magic damage points, +2 for each "Shadow tentacle" attached to them. A "Shadow tentacle" is created and played.

. Uncommon. Armor. Zil Warriors, Mage.
Permanent. Defense +3 and Spirit +1 per Shadow Guemelite. At the start of the fight, your opponent can discard up to 4 cards, if he discards 4, this card is discarded and you suffer X + 4 magic shadow damage, where X equals your Spirit.

. Uncommon. Shadow Spell. Zil Warriors, Mage.
Choose an opposing character, he suffers 3 to 5 magic damage points. Non-multiclass Mage: +1 magic damage point per Shadow Guemelite. All the characters gain the Shadow Guemelite race. Duration 2 fights.

. Common. Shadow Spell. Zil Warriors, Mage.
Each time you should suffer damage, they are dealt as magic shadow damage to one of your characters instead.

. Rare. Shadow Spell. Zil Warriors, Mage.
Multi Class Mage: Spirit +1. Non-multi Class Mage: All the opposing characters become Mercenaries until the end of the turn.


These cards are now available in the Newcomers Booster.

Enjoy the game!


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Message Publié : 30 Mars 2016, 14:41 
Marchand

Inscription : 30 Juin 2013, 14:03
Message(s) : 408
Some thoughts on these cards:

- :
I like her, especially the new interaction with . I do not understand however, why she's a Tamer. Are there future updates planned to support this style for Zil? Because so far, the way I understood Tamers, was they get a special effect whenever you get to choose to bind a Pet to one of your own characters. So far, there is no such pet for Zil Warriors, not even the new one.
Edit: Just figured something out - the German translation of the Tamer's effect ain't quite right. In English it apparently says "a character of your choice" not "one of your characters of your choice". Still weird. :)

- :
Seems like a fun little thing. But I'd rather have it stay for 2 to 3 fights or trigger it's damage effect after EACH round. Otherwise, the way it is now, that's gonna happen once and be gone before the character's fighting again. Also, I'd like to get some clarification - in English it simply says "Heals 0 to 1 Health points after every Shadow Spell." but in German it says "One of your injured characters heals 0 to 1 Health points after each Shadow Spell." Which one is it? One of my chars or only the one Blurberry's attached to?

- :
I like it. Gives the card a draw back which makes it interesting in a way. The added stat bonus is a nice touch as well.

- :
I really like that addition! Maybe I'm just a fan of card / character interaction.

- :
Interesting one. Might have to see the changes ingame to actually know, if there's a noticeable difference in how this plays out. I'd guess it could be harder to ignore the magic damage. Would the damage add up with, say, "+1 to magic damage" effects? That could make this card quite hurtful for your own deck. Haven't used it much before either though, so will have to see.

- :
Quite alright change right there. This should be a card mainly used by mages, I think.

- :
Nice one! Makes this card more useful.

- :
There's several things with this card.

The good - it was quite powerful and I can see how people not playing or relying on this card in order to have a chance against many of the other decks and counters pestering the Amnezy Tournament will welcome this change.

The bad - that's exactly it, it was one of the cards allowing Zil, especially Shadow Guemelites, to stand up to Rune legion for the mot part. can f*** up a game just as much as could, and hope's out there'll be a change to that thing soon as well, if counters are being nerfed like this.

The ugly - While the good and the bad aspects of this change are somewhat parallel, since one side likes the change of restricting the possibility to turn the whole enemy team into Mercenaries for a turn while the other doesn't, there's a third point, which in my opinion kinda breaks this card, making me wonder where you wanted to take this.
Before it might have been overpowered because it granted every char who was able to cast Zil- or Shadow-Spells quite the effective counter. With the change to a mages-only effect, that is no longer the case. But that +1 Spirit for multi-class-mages is just utterly useless. Personally, I have no idea how I'd even try to defend that. I don't think is any sense in even considering playing this card in a deck based on multi-class-mages, since they are unable to use the card's main effect. There's no merit for multi-class decks in a spell that gives a measly +1 Spirit and not even chain.

(Which actually might help this - change the effect for to "Spirit +1 and chain. Non-multi-class Mage: All opposing characters become Mercenaries until the end of the turn." Still aint perfect, but at least it does something.)

Notwithstanding that while it was op when everyone could use it, now noone except Mages, whatever the combination, can use. Reminds me of actually - make a card for Priests, but make it pointless for everyone who's more than just a priest. Same thing for Mages now.

I'd much prefer a rework either restricting this card's effect completely to mages, non-multi-class if need be; or give it a split effect for "non-multi-class mages" and "every other class" that is useful. Similar to how it was handled with maybe - one effect for Shadow folk and one for Berserkers, both being quite useful.


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Message Publié : 04 Avril 2016, 06:30 
Eminence
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I found it very interesting to all, but the dark side of the character doesn't look like a shadow xD

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Message Publié : 04 Avril 2016, 16:38 
Immortel
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Inscription : 04 Février 2013, 17:01
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Localisation : da world
Cant believe they fixed a broken counter

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