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Message Publié : 09 Août 2016, 12:23 
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16/08/2016 Release

New cards have been released on Eredan iTCG!

(3 evolutions in all)

Evolution 2 requires:
- 1 "Flying ants"

Evolution 3 requires:
- 2 "Flying ants"

At its last evolution:

Uncommon
Class: Marauder
Guild: Zil Warriors
Races: Human, Nature Guemelite
Casts: The Pack, Tamer
Spirit: 1
Attack: 6/9
Defense: 2
Health points: 14

Effects:
Defense +2 against Warriors.
Each time one of your characters from The Pack suffers magic damage, he gains Spirit +1 for 3 Turns. If he suffers more than 3 magic damage points, he heals 2 Health points.
At the start of the Fight, discard up to 2 cards from your Hand. For each discarded card, a "Flying ants" is created and played.
Turns 2, 3 and 4: A "Amber Fetish of Destruction" is created and played after your other cards.




Common
Zil

Effects:
Permanent. Becomes a Nature Spell and is attached to your opponent.
If your opponent is:
Mage: Spirit -1.
Marauder or Berserker: Attack -1.
Warrior: Defense -1.




Image

The Alude Super Pack contains "Alude" + 5 Standard Zil boosters, for a total of 60 cards, including at least 5 Rares (or Legendaries) and 20 Uncommons.

Re-edition

The following cards have been reedited:

-
-
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-
-
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-
-

Patch



Rare
Zil Warriors, The Pack

Effects:
This card is attached to your character with the highest max Attack. He gains max. Attack +2 and Defense +1.
Your characters gain Chain if they play a card from "The Pack".
Permanent.




Uncommon
Craftsman, Marauder

Effects:
Non Craftsman: This card is attached to the opposing character and becomes a Nature Spell.
Attack -1 for each living Guemelite at the start of the Fight.
If played by "Gaya" or "Alude": If the opposing character is Guemelite, he becomes Human instead.
Permanent. Chain.




Uncommon
Zil Warriors

Effects:
Permanent. Defense +2.
The Pack: when activated, a “Boldness” is created and played.
Tamer or Warrior: Chain.


It's soft inside.



Rare
Zil Warriors, The Pack, Shadowmancer

Effects:
Duration: 2 to 3 Turns. Your characters gain Defense +2. Chain.
Each time you suffer more than 5 damage points, your characters gain Attack +2.
Tamer: If your next card is a Pet, your characters have their maximum Health upgraded by 1.




Common
Mage

Effects:
Duration 3 Turns. Mage or The Pack: this card becomes Permanent.
Choose a character and attach this card to him.
At the end of the Turn, if the character is tapped, he has Spirit -1 and suffers 2 magical damage points.
Nature Guemelite: If not, he has Attack -1.




Uncommon
Mage

Effects:
Choose an Item attached to a character, it is discarded.
If Alude is one of your characters: Duration 3 Turns. Attack +1/+2.
Nature Guemelite: Chain.


These little creatures love to devour clothes... and especially woman clothing for some strange reason.



Clothing
Common
Zil Warriors

Effects:
Your character becomes Beast in addition to his other Races.
The opposing Beasts have Defense -2.
The Pack : Attack +3/+1.
Permanent.




Rare
Craftsman, Marauder

Effects:
Attack +1 for every living Guemelite character in play at the start of the Fight.
Non Craftsman: Choose one of your characters, this card becomes a Nature Spell and is attached to him.
If played by "Gaya" or "Alude": The character becomes Nature Guemelite in addition to his other Races at the end of the Turn.
Permanent. Chain.




Rare

Effects:
Permanent. Attack +2. Chain. This card activates after the Fight.
At the end of the Fight, the opposing character suffers 1 direct damage point for each Nature Spell attached to him.
Nature Guemelite: Activates immediately.


(2 evolutions in all)

At its last evolution:

Rare
Class: Marauder
Guild: Zil Warriors
Races: Beast, Nature Guemelite, Shadow Guemelite
Casts: The Pack, Tamer
Spirit: 1
Attack: 7/12
Defense: 3
Health Points: 13

Effects:
Spirit +2 against Noz'Dingards.
When Cigue dies, the opposing characters lose 2 Health points.
At the start of the Fight, if you discard 2 cards from your Hand, a "Magic doohickey" is created and played.
Turn 3 or less: A "Wild camping" is created and played.


These cards are now available in the Newcomers booster.

Have fun!


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Message Publié : 09 Août 2016, 18:17 
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Inscription : 19 Juillet 2013, 19:27
Message(s) : 2184
Localisation : Romania
For those who fear that I would neglect old strategies, I can promise that i will try to make the zil releases in rotation as far as i will be allowed :) I will not forget them, but since they are almost complete, we must be open for new things as well :)

_________________
Guild Leader of the Zil Warriors


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Message Publié : 10 Août 2016, 03:14 
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Inscription : 13 Février 2013, 15:09
Message(s) : 94
mesterl a écrit :
For those who fear that I would neglect old strategies, I can promise that i will try to make the zil releases in rotation as far as i will be allowed :) I will not forget them, but since they are almost complete, we must be open for new things as well :)


When a Night Terror Pure Magus will be out? :)

I haven't tried if Malicia has shadow change...wait.. I'll check if she is also shadowmancer..hehehe :)

_________________
Zoot bloom zoot tzziit.

Lightning cause of rods.

Hail, Admiral Killcrew! Reign forever, Pirates!


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Message Publié : 10 Août 2016, 13:09 
Marchand
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Inscription : 06 Juillet 2013, 03:38
Message(s) : 348
she is not... and malicia is also very useless in pure mage decks as she cant chain any other spell then mental spells...


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Message Publié : 10 Août 2016, 13:37 
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Inscription : 04 Février 2013, 16:56
Message(s) : 750
my bett is that a nightterror deck will never take off due to the fact that we get no more spells... its sad but you can only add that much utility to existing card withouth completely screwing the original idea over


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Message Publié : 10 Août 2016, 14:33 
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actually mental guems are working and dont need further spells... i would just say they need a proper 3rd char because arckam really lacks either firepower or defensive qualities


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Message Publié : 10 Août 2016, 14:53 
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Inscription : 04 Février 2013, 16:56
Message(s) : 750
Ok, i havent seen a single mental gem deck around till now, are they all higher up now?
And is it even Amnezy viable or are we talking about top tier quilong levels?


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Message Publié : 10 Août 2016, 19:00 
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Inscription : 04 Février 2013, 16:55
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Localisation : Argentina - Buenos Aires
The thir character is . The night terror is a weak deck. His best card is , but, if the opposite character have a spirit higher than 3 or/and the difference between both hand it's less than 3, you causes a very low magic damage... You need a low adversary's spirit and low adversary's hand... If you want to reduce the opposite hand, the best card is (because can use it)... but you need a high adversary's spirit... So it's very hard deal a great magic damage and his physical damage sucks. The low sinergy it's the worst problem... because if the trhee are priest or mage... you can resolve this problems with or :T

Sorry by my english :v

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Clan Sombra Blanca


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Message Publié : 10 Août 2016, 19:12 
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Inscription : 19 Juillet 2013, 19:27
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Localisation : Romania
The Night Terror deck currently does not stand its place in Amnezy, but in quilingo can be very good (otherwise Statics and other veteran players would not use it... by the way, does anyone know what happened to statics?)
It is necessary to think about deck setup... but please be patient. Rome was not built in one day, and each new strategy requires around 2-3 releases in order to start working. ;)
I am aware that they are lacking a good offense, but i think i will be able to resolve it during the next night terror release.

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Message Publié : 10 Août 2016, 23:20 
Marchand

Inscription : 05 Février 2013, 01:21
Message(s) : 536
Are you going to turn a mental guemelite and night terror, too?

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Ty Boadicea for the awesome farewell gift. Now just to think up an avatar to go with it. Anyway, I'm still a Sap/Nomad/Pirates fan and user.


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