28/12/2016 ReleaseNew cards have been released on Eredan iTCG!
All the following cards have from now on a Damned and Sacred evolution, except and . (3 evolutions in total)
Evolution 3 requires:- 1 x
At its last evolution:Uncommon
Class: Mage
Guild: Noz'Dingard Envoys
Race: Human
Spirit: 3
Attack: 0/3
Defense: 2
Health points: 15
Effects:
Your Mages without Cast gain +1 to Spell damage and Defense +2 until the end of the game.
The "Draconis..." played by your characters last 2 additional Turns.
Turn 2, 4 and 6: -2 to damage points suffered.Rare
One handed Weapon, Staff
Effects:
Duration: 3 Fights.
Dual Wield.
Your Mages without Cast gain Spirit +1 and Defense +1.
As this card activates, a "Draconis..." is created and played.
Master-Mage Kire: Permanent.Super PackFor this release, the Kire Super Pack is available in store for a limited time!
The Kire Super Pack contains + 5 Standard Noz boosters, so 60 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!ReeditionThe following cards have been reedited:-
-
-
-
-
-
-
PatchChanges brought to the cards are
colored.
(3 evolutions in total)
At its last evolution:Rare Classes:
Mage, Unknown
Guild: Noz'Dingard Envoys
Races: Water Guemelite, Fire Guemelite, Dragon Guemelite, Lightning Guemelite
Spirit: 0
Attack: 0/1
Defense: 0
Health points: 17
Effects:
Gain Chain if you play a Draconic Spell.
At the start of the Fight:
Attack +2 for each Fire Spell in your Discard pile.
Defense +1 for each Water Spell in your Discard pile.
Spirit +1 for each Lightning Spell in your Discard pile.
After playing your cards, a Spell from your deck is played.
Turn 1 and 2: -20 to damage suffered by the characters in battle.Common
Jewel
Noz'Dingard Envoys
Effects:
Attack +2 if a Fire Spell is in your Discard pile.
Defense +1 if a Water Spell is in your Discard pile.
Spirit +1 if a Lightning Spell is in your Discard pile.
Chain if you are without Cast.
Permanent.Common
Draconic Spell
Noz'Dingard Envoys, Mage
Effects:
Attack +2 or Spirit +2 if you play a Spell as a Chain.
If you are without Cast: +1 to the effects of this card.
Chain.Common
Water Spell
Noz'Dingard Envoys, Mage
Effects:
The opposing character suffers 6 to 8 magic damage points.
Compendium: Choose an out-of-combat character. If he is untapped, he becomes tapped and if he is tapped, he becomes untapped.
Mage without Cast: The opposing characters have Spirit -1 until the end of the game.Common
Scroll
Noz'Dingard Envoys
Effects:
Choose a Mage and attach this card to him.
Permanent.
After the holder played his cards, a Noz Spell from his Discard pile is placed in his Deck.
If you are without Cast: +1 to Spell damage.These cards are now available in the Newcomers booster.
Have fun!