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New card release tomorrow!
That implies changes in the NewComers Booster. From tomorrow onwards, the card release of February 8th will not be available in the new Arrival Booster. You will have to turn to Basic or Guilded Boosters!
Here is the list of cards concerned:

Kotoba
Iro the Emperor's Champion. (and his two evolutions). Legendary. Character. Kotoba. Warrior. Human. Male. Spirit 0. Attack 6/8. Defense 2. Health points 13. Gain Chain if you play a One handed Sword. Attack +1 and Defense +1 if you play "Kusanagi". Turns 1, 3, 5: Attack +1 and Defense +1.
Acrobatic fight. Rare. Action. Kotoba. Marauder. Choose one of the Items in you Hand, it is played immediately after the cards have just been played. Tracker : you can choose one extra Item.
Needle-launcher. Rare. Other Item. Kotoba. Marauder. Tracker. The opposing character has Attack -2 and Defense -1. At the end of the fight, there is an even chance that this card will be placed in your Hand. Chain.
Kotoba Shadow. Uncommon. Action. Kotoba. Marauder. The Attack penalties on your character and the Defense bonuses on the opposing character are ignored. Tracker : Defense +2. Draw two extra cards during the next Draw phase.
Kaiken. Uncommon. One handed Weapon Dagger. Kotoba. Warrior/Marauder. Attack +2 and Defense +2 until the end of the fight, then Attack +1. Dual Wield. Permanent.
The art of tracking. Uncommon. Kotoba. Marauder. The opposing character has Attack -1 and Spirit -1. Tracker : Attack +X where X equals your character's Spirit. At the end of the fight, this card has 50-50 chance of being place in your Deck.
Borrowing. Common. Action. Kotoba. Warrior.Choose a Weapon attached to one of your out of combat characters.Your character gains that Weapon's Attack bonus this turn.Chain.
Iron wall. Common. Action. Warrior.Each time one of your characters activates an Item, he has Defense +1 until the end of the Turn. Kotoba : all your Warriors have Defense +1.Duration: 3 Turns. Chain.
Taishi sword. Common. Item one handed sword. Kotoba. Warrior. Attack +3 et Defense -1. At the end of the fight, the opposing character suffers 2 to 3 direct damage points. Activates after the fight. Permanent.
Fabulous destiny. Rare. Zil Warriors. Theurgy of Destiny. Priest. Defense +4. Heals 1 Health point for each cards in your Hand and in the opponent's Deck. At the end of the fight this card is placed in the opponent's Deck.
Alpha. Rare. Zil Warriors. Action. Warrior. Is attached to one of your characters which has the highest max Attack. He has max Attack +2 and Defense +1. You characters gain Chain if they play one of "The Pack" cards. Permanent.
Alyce. (and her two evolutions). Uncommon. Character. Zil Warrior. Mage/Priest. Shadow Guemelite . Woman. Spirit 2. Attack 3/5. Defense 2. Health points 12. Cannot play a Theurgy of Faith nor Divine Anger.Turns 2, 3, and 6: 2 cards from the opponent's Discard Pile are removed from the game.
Annoyance. Uncommon. Action. Marauder/Warrior/Berserker.If your character has a Weapon attached to himself : Attack +X where X equals your character's bonus Attack (+3 max).
The Pack or Berserker : +5 maximum instead of +3. Zil : Chain.
Interlude. Uncommon. Action. Zil Warrior. Attack +1 and Defense +1. The players draw 2 cards less during the next Draw phase. Circus : your characters gain 1 Health point. Chain.
Vicious circle. Common. Theurgy of Destiny. Zil Warriors. Priest. Attack +2 and Defense +1. Chain Theurgy. Each "Vicious Circle" in your Discard Pile is placed in your Hand.At the end of the fight, this card is placed on the top of the opponent's Deck.
Black fang skin. Common. Weapon Item. Zil Warriors . Your character becomes Beast in addition to his other Races.The opposing Beasts have Defense -2. The Pack : Attack +3/+1. Permanent.
The survival of the fittest . Common. Action. Zil Warriors . Attack +2 and Defense -1. The Pack : an extra Attack +2 and an extra Defense -1.
Out of sight.... Common. Action. Defense +1. If the opposing character has no race in common with your character, an additional Defense +2. Chain : "... out of mind."
...Out of mind. Common. Action. Attack +1. If the opposing character hasn't any class in common with you character, an additional Attack +2.
Enjoy the game!
Hors ligne
Jisas why don´t u make guild boosters exclusive for the guild then? Its awfull getting noz card at kotoba boosters -.-
No good... No evil... Just a Judge
It´s all about Mastery!
Hors ligne
Jisas why don´t u make guild boosters exclusive for the guild then? Its awfull getting noz card at kotoba boosters -.-
I second the motion... all in favor? or at least the rare
should be clan base
Dernière modification par Cossette (04-04-2012 05:36:27)
Breathless
Great things comes in small packages... A booster perhaps?
http://xat.com/englisheredan
Hors ligne
Damncaster a écrit :Jisas why don´t u make guild boosters exclusive for the guild then? Its awfull getting noz card at kotoba boosters -.-
I second the motion... all in favor? or at least the rare
yup, i only buy kotoba booster looking for those weapons for the imperial deck
No good... No evil... Just a Judge
It´s all about Mastery!
Hors ligne
I know right! why am i getting zil cards in a noz booster lol
Hors ligne
Damncaster a écrit :Jisas why don´t u make guild boosters exclusive for the guild then? Its awfull getting noz card at kotoba boosters -.-
I second the motion... all in favor? or at least the rare
That would be way too convenient and cost saving...
Pirates and Temple Guardian.
Hors ligne
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