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Those changes are good for flavour, but do you think people would actually use it if it took so much set up that could be used for other things (like Runic Training or even Colossus)?
Gladius
Card: Item
Guild: Runic Legion
For: Warriors
Rarity: Uncommon
One-Handed Sword
At the start of the game, if there are no theurgies in your deck, 'Gladius' is placed in your hand.
Permanent. Attack +2. Opposing card effects which increase damage now decrease damage by the same amount. Opposing card effects which decrease damage now increase damage by the same amount.
Cor Rune: An opposing character out of combat suffers two direct damage.
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The card would work like this.
Example 1: Circle in A minor
with Gladius: the opposing characters suffer +1 damage for each living unknown class courtesan.
So a physical attack which would normally deal 10 damage can now deal as much as 13 damage.
Example 2: Old Score
Gladius: -1 to direct damage suffered by the opposing characters
A rain of arrows would deal 0 direct damage.
Example 3: The opposing character starts with Saphyra the Zil (+1 to direct and physical damage inflicted by your other zil)
Gladius: -1 to direct and physical damage inflicted by your other Zil
Example 4: The opposing character has a 'Corrupted' equipped
Against Gladius, the opposing character would now have +1 to magical and physical damage suffered
Example 5: You play a Runic Shield
No change, since it is not an opposing card
Why does it start in your hand?
1/So you can decide very early on whether you want to use it for the fight, based on the opponents first cards. The restriction is because (typically slow) warrior decks need all the help they can get, while priests can heal off the worst of the damage
2/ With the card in your hand, you can wait until just the right moment - i.e., once your opponent has a lot of + or - damage effects out
3/Another option for Legendary Iro
and the Cor Rune?
1/Gives the sword some use if the opposing player isn't messing around with damage.
2/Helps the Runics pick off out of play characters, something which they have few other options for doing (outside general cards like Storm etc.)
3/ Synergy with the main effect
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Thoughts?
blackwaltz a écrit :sMuuth a écrit :yay... it is already 20th June.
now my Extacy will nerfed *sighyeah, it's heartrendingly painful
Yeah this news is quite Harsh.
Let the fatal countdown begin
Of course that's just another way of using it - I wouldn't discount how useful it is on Zil, especially with all these defence-boosting pack/mages running around
It is time sets up a beautiful combo. Say you get two daggers on Saphyra in the first turn. Next turn you can play Dagger Master (reducing Saphyra's attack to 0/0) and chain it (since its a Zil card) into it is time to get Saphyra back to 9/12.
If you want to drop cards to make room for Artrezil's (although you don't have to anymore), maybe drop one hidden blades?
Does anyone know if the attack boost from necrotic dodge carries over once the zombies have been resurrected?
Need help and happy to help - the name is Cooke_kong
Yeah, what combos can people think of for big shlong? Air spells on even turns and double Tadaa!/Grand Hunt etc. on odd turns? Double 'With Evil Intentions' early on would make him ridiculous...
Defence watchmaker's final stats are 2 Spirit, 4/8 attack, 3 defence and 14 life. Defence +1 on turns 1, 6 and 8. From memory the spirit mode switches defence and spirit and possibly has less attack.
I tried time shift out, but most of the time I had something in my hand that I'd rather use instead. It really shines with the Eternal though, especially since it gives him something to chain with and makes him pretty much untouchable from any direction with a blast on/after turn 5. Could be worth a substitution over a temporal paradox...
(Also, the price of time blast probably isn't helped by the fact you can't sell it on the market for less than 15k at the moment - stupid floor prices)
Hey guys, this is the tempus deck I'm tinkering on/saving for - let me know what you think
[card]The Eternal[/card]
[card]Tempus, Time Lord[/card]
[card]Watchmaker of Destiny[/card] (Defence)
Spells (12)
3 [card]Aging[/card]
2 [card]Time Mix[/card]
3 [card]Time Blast[/card]
3 [card]Time leap[/card]
1 [card]Temporal Paradox[/card]
Action (8)
3 [card]Celerity[/card]
2 [card]Area Control[/card]
1 [card]Dissidence[/card]
1 [card]Time to Die[/card]
1 [card]Clumsiness[/card]
Aging and Celerity are the offensive core of the deck, and with Time Mix I can reuse aging as often as I need to. Time Blast is a fantastic card - before turn 5 it gets the momentum going, after turn 5 it makes the team way harder to kill, and on turn 5 it does both! Time leap is a nice little boost for the turn counter, while temporal paradox helps aging to kill in a pinch
Area control is a nice chain card while clumsiness helps deal with cards that mess up the deck, especially corruptions and crystal storm. Dissidence stops a lot of stuff dead in its tracks. Time to Die earns its name in this deck - chained with celerity, it can destroy everything in the lategame
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