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From tomorrow onwards, the card release of May 30th will not be available in the new Arrival Booster.
Here is the list of cards concerned:
Sap Hearts
[card]Briskness[/card]. Rare. Action. Sap Heart, Warrior, Elfin. If the Defense of the opposing character is superior to your character's, Attack +3. Otherwise, your character deals an additional attack equal to his printed Min Attack. Chain "Elfine intimidation" or "Briskness".
[card]Power of our ancestors[/card]. Rare. Action. Sap Heart, Warrior. Attack +2. If there is at least 3 different Races among your characters, a non-Item opposing card attached to one of the characters in battle is discarded. Chain.
[card]Fe'y. (and his two evolutions)[/card]. Uncommon. Character. Sap Heart. Mage. Dais. Attack 2/4. Defense 1. Health points 13. At the start of the fight, the opposing character has Attack -1 until the end of the game and Defense -1 or Spirit -1. If "Fe'y" casts a Nature spell, he heals 1 Health point at the end of the fight. Turns 1, 3 and 6: Spirit +2.
[card]Elfine intimidation[/card]. Uncommon. Action. Seap Heart, Warrior. The opposing characters have Defense -2. Elfine: Duration 2 turns. Chain "Elfine intimidation" or "Briskness".
[card]Brambles prick[/card]. Uncommon. Action. Seap Heart. The opposing character has Attack -2 and Spirit -2. Choose a Sap Heart Item in your Discard pile, it is played and will activate immediately.
[card]Piercing arrows[/card]. Uncommon Other item. Sap Heart. If it is played after an Arc, Attack +2 and the card is placed in your Deck at the end of the fight. The Defense bonuses on the opposing character are divided by two (rounded up). Elfine: these bonuses are ignored.
[card]Back to the soil[/card]. Uncommon. Nature Spell. Spa Heart. Mage. Attack +X where X equals your character's Spirit. Nature Guemelite: an additional Attack +2. World-Tree: Duration 2 fights.
[card]Mystical Bow[/card]. Common. Arc Item. Sap Heart. Permanent. Attack +1. As this card activates and at the start of each fight, the opposing character has Defense -2 until the end of the turn if his Defense is superior to you character's. Elfine or Dais: Chain "Piercing arrows".
[card]Feign death[/card]. Common. Action. Sap Heart. Warrior. At the end of the fight, your character heals 2 Health points or 5, if there is more than 2 Items in the Discard Piles. Duration 2 fights. Chain if one of your characters alive is a Hom'chai or a Beast.
Desert Nomads
[card]Scorpio blow[/card]. Rare. Action. Desert Nomad, Marauder. This card is attached to the opposing character. Duration 5 turns. At the end of the fight, this character suffers 1 direct damage per Marauder or Nomad card in play (6 maximum). Eclipse: Choose the character this card is attached to.
[card]Idolatry[/card]. Rare. Divine Anger Theurgy Desert Nomads, Priest. The opposing character suffers X magic damages where X equals half the damages suffered by your character since the start of the game (rounded down, 12 maximum).
[card]Big scimitar[/card]. Rare. Sword Two handed Item. Desert Nomads, Warrior. Activates after the fight. Permanent. Attack +4. Each time your character suffers damages he has Attack +2/+0 until the end of the turn. Temple guardian: Defense +1.
[card]Inakta[/card]. Uncommon. Character. Desert Nomad. Human. Marauder. Eclipse. Spirit 0. Attack 6/9. Defense 0. Health points 15. Attack +1 against Warriors. Your other Nomads have Max. Attack +1 until the end of the game. At the start of the turn, once the characters are untapped, if "Itnaka" is tapped, she has -4 to damage suffered. Turns 1, 3 and 5: Attack +2.
[card]Frontal Attack[/card]. Uncommon. Action. Desert Nomad, Marauder. Attack +1. Eclipse: a non-item card attached to the opposing character is discarded. Chain Nomad card.
[card]Desertification[/card]. Uncommon. Action. Desert Nomads, Warrior. Permanent. Permanent. Only one copy per character. Temple guardian: -1 to damage suffered. Immortal: every 3 turns, an opposing card in play is discarded. Chain.
[card]Slyness[/card]. Common. Action. Marauder, Female. Attack +1. At the end of the fight, "if Well-informed" is in play, the opposing character suffers 3 direct damages. Duration 3 turns. Chain.
[card]Well-informed[/card]. Common. Action. Marauder, Male. Attack +1. At the end of the fight, if "Slyness" is in play, your character heals 3 Health points. Duration 3 turns. Chain.
[card]Sand storm[/card]. Common. Action. Desert Nomad. Permanent. At the start of the turn Attack +3/+2 until the end of the game if this character is taped, otherwise this card is discarded.
[card]Familiar ground[/card]. Commune. Action. Desert Nomads. Choose up to 2 cards attached to characters in battle, they are discarded. Your character suffers 1 to 2 direct damages per card chosen. Temple Guardian: Chain.
Enjoy the Game!
Hors ligne
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