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The Pirates and the Desert Nomads have the place of honor this week.
Pirates
The Pirates are getting ready to mount an onslaught on Bramamir. Galene the mechanics genius shows us his most wonderful creation - S.A.R.A.H - a marvel of cogs and perfection! This card release is mostly devoted to mechanists but these new cards will also make it possible to complete the different Pirate decks.
Put the world to rights. Rare. Action. Pirates. At the end of fight, your character gains 1 Health Point for each Item attached to him (2 maximum). Mechanist: 6 maximum. Chain Item.
Without cover. Rare. Action. Warrior/Marauder/Berserker. Defense +2 if an Armor or a Weapon is attached to your character. The number of damage points dealt by the opposing character is reduced by 2 if he has no Armor nor Weapon attached to him. Chain.
Firecracker chain. Rare. Item - Other. Pirates. Mage/Warrior. This card is attached to the opposing character. Permanent. At the end of the Turn, this character loses a certain number of "Powder" Token determined at random and suffers X Magic Fire damage points where X equals the number of Tokens lost +2. Mage: The opposing character gains 4 "Powder" Tokens.
S.A.R.A.H. (and her two evolutions). Uncommon. Character. Pirates. Warrior. Golem. Mechanist. Spirit 0. Attack 5/6. Defense 2. Health Points 13. Gain Chain if you play a Two handed weapon. At the start of the fight, the first two cards in your Discard Pile are placed in your Deck. Turns 4 and 6: Spirit +1.
Experimental weapon. Uncommon. Powder Weapon Item. Pirates. Warrior. Activates at the end of the fight. Attack +3. Permanent. At the start of the fight, if at least 4 "Powder" Tokens are attached to your character, 4 of them are removed and one of the opposing characters who has the highest number of "Powder" Tokens suffers 6 Fire magic damage points.
Masterpiece. Uncommon. Action. Pirates. Human. Mechanist.A "Analyze" and a "Teamwork" are created and played. Choose one of the 2 cards, the other is removed from the game.
Artificial intelligence. Common. Item - Other. Pirates. Golem. Spirit +1. Permanent. The first Pirate Action in your Discard Pile is played. Mechanist: Chain.
P.L.O.P. Common. Powder Weapon Item. Pirates. Warrior/Marauder. Permanent. Dual Wield. At the start of the fight, choose an opposing character. He suffers 1 direct damage +1 if at least one "Powder" Token is attached to him and gains one "Powder" Token. Marauders: Chain.
Fake. Common. Action. Pirates. As this card activates and at the start of each fight, an Item attached to the opposing character is placed in his owner's Deck. Craftsman: Permanent.
Desert Nomads
The vizier Mahamoud follows the Desert Nomads, guiding the Immortals and the temple guardians on the road to redemption.
Vizier Mahamoud. (and its two evolutions). Rare. Character. Desert Nomads. Warrior. Temple guardian/Immortal. Human. Male. Spirit 0. Attack 5/7. Defense 0. Health points 15. Gain chain if you play a Nomad Sword. At the end of the fight, one of your Immortals who has less than 17 Health points gains 1 Health point. Turns 1 and 8: Your Temple Guardians have Defense +1 until the end of the game.
Premonition. Uncommon. Mental spell. Unique. Draw cards until you have 7 in Hand, then choose one card from your Hand. The others are placed in your Deck.
Mineptra's sword (and its evolution). Uncommon. Two handed sword Item. Desert Nomad. Activates after the fight. Permanent. Attack +3 and heals 2 Health points.
Guard the temple. Uncommon. Action. Desert Nomads. Warrior. Defense +1. Chain. Duration: 2 fights. Temple Guardian: next time your character suffers damages, he has Attack +3.</p>
Psychopump. Uncommon. Action. Desert Nomads. If your character dies, your other Immortals gain 1 Health point for every card attached to him. Permanent.
Gift of immortality. Common. Action. Desert Nomads. Attack +1 and heals 1 Health point. Immortal: at the end of the fight, if your character has less than half of his printed Health points, another one of your Immortals gains 3 Health points.
Your weakness is your strength. Common. Action. Attack +1 and Defense +1. An Additional attack +1 if the opposing character has more than 15 or less than 5 Health points.
Sol’ra bumblebee. Common; Jewel Item. Desert Nomads. Priest. Heals 1 Health point each time a Theurgy Nomad activates. Chain Nomad Theurgy. Permanent.
Noun-ta. Common. Dagger Item. Desert Nomad. Marauder/Priest. Activates at the end of the fight. Dual Wield. Permanent. Attack +3/+1. Chain "Sol'ra Eclipse" or "Requiem from the Grave". Eclipse: activates immediately.</p>
Heal the guardians. Common. Theurgy of Faith . Desert Nomads. Priest. Your Nomads have their maximum Health and their Health points upgraded by 1. Chain: Theurgy. Temple Guardian: your temple Guardians heal 1 to 2 health Points.
Enjoy the Game !
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My viziers ability is umm meh
New englishchat: http://xat.com/EnglisheredanNeo---Online
"Tea is best enjoyed with your fellow monsters"
-Frederica Bernkastel
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it must evolve on later lavels ;o
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R[4u']it must evolve on later lavels ;o
saw the later level already its meh
New englishchat: http://xat.com/EnglisheredanNeo---Online
"Tea is best enjoyed with your fellow monsters"
-Frederica Bernkastel
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Im sorry, but the Immortals did not deserve another upgrade yet...
Pirates did though, so kudos . Ill be lookin forward to fight the pirate decks.
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welcome back eclipse marauders. been awhile since I've used you
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'Ke a écrit :R[4u']it must evolve on later lavels ;o
saw the later level already its meh
What stats does it have ? Or abilities?
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jackal19 a écrit :'Ke a écrit :R[4u']it must evolve on later lavels ;o
saw the later level already its meh
What stats does it have ? Or abilities?
its 7/8, 1 def, 16 health. same abilities
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alec1012 a écrit :jackal19 a écrit :saw the later level already its meh
What stats does it have ? Or abilities?
its 7/8, 1 def, 16 health. same abilities
and that's the reason its meh
New englishchat: http://xat.com/EnglisheredanNeo---Online
"Tea is best enjoyed with your fellow monsters"
-Frederica Bernkastel
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Can someone explain the "Battle of the guilds" meter? How does it work and what does it show? When are points awarded?
Thanks!
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S.A.R.A.H on the other hand could be a game-changer
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Got say, if those are his stats... Not sure he can take the place of Metchef on Immortal line up..
He would fit better in a TG warrior line up.
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When someone is available to do so, please post final evo picks of Sarah and Vizier!
The worst is yet to come and all I have to trade is only everything.
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SARAH is creepy DARN!
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Fire cracker chain and the tommy gun. more fun ways to produce pirate's fire
Never lost a fair game... or played one.
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When someone is available to do so, please post final evo picks of Sarah and Vizier!
+1
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soulst3al3r a écrit :alec1012 a écrit :What stats does it have ? Or abilities?
its 7/8, 1 def, 16 health. same abilities
and that's the reason its meh
Must agree.... really bad... considering he is rare. Its much better Urakia all the way
EDIT: the sword lvl 2 its great!!!
Dernière modification par Santuros (22-02-2012 18:43:34)
I wish I could show you when you are lonely or in darkness the astonishing light of your own being. (Hafez)
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vizier absolutly owns prince metschaf... turn bonus is adding 1 def for all ure chars till end of game and it activates turn 1,3,5 and 8... another thing is that he gives hp to a char with 15 life or less which the nerved ability of prince metchaf... and to be honest the cut defence in half ability that metschaf has is actually seldom of any real use...
for my part i would replace metschaf for vizier as soon as i could lay hands on him but i m not going to buy boosters for this release... not even with free feez
then someone said something about pirates deserving an update more then nomads do... contrary is the case imo... this act (war of sol'ra) has seen only 2 nomad chars including vizier already and pirates got 5 now
also i m asking where is the counter powder card? only way to protect against powder pirates is to somehow drop the powder keg and use fire emblem which is kotoba only... bad bad bad
Wash the spears... while the sun climbs high.
Wash the spears... while the sun climbs low.
Wash the spears... who fears to die?
Wash the spears... no one I know!
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SARAH finish discart,but loose a lot to Ant kind of mage
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vizier absolutly owns prince metschaf... turn bonus is adding 1 def for all ure chars till end of game and it activates turn 1,3,5 and 8... another thing is that he gives hp to a char with 15 life or less which the nerved ability of prince metchaf... and to be honest the cut defence in half ability that metschaf has is actually seldom of any real use...
for my part i would replace metschaf for vizier as soon as i could lay hands on him but i m not going to buy boosters for this release... not even with free feez
then someone said something about pirates deserving an update more then nomads do... contrary is the case imo... this act (war of sol'ra) has seen only 2 nomad chars including vizier already and pirates got 5 now
also i m asking where is the counter powder card? only way to protect against powder pirates is to somehow drop the powder keg and use fire emblem which is kotoba only... bad bad bad
Wrong, he only rises the defense of temple guardians
I wish I could show you when you are lonely or in darkness the astonishing light of your own being. (Hafez)
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Yes I'm not sure the Vizir will kick Metchaf out of the immortal line-up.
SARAH is quite good. Each new golem has interesting capacities. I wish the next golem would be Noz to go with Bomzar.
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Mate you just read my mind because I did put a new idea for noz golem. Check it out and tell me what you think.
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Maybe a crystal Golem?Aerounant could buff him....Or even delko,that would be cool.I'm thinking like that:
Golems got low spirit,but they could use(on the noz guild)magic,but the magic would not me from spirit,but a printed magic damage.Just like:[card]Mentalism[/card],[card]Burn In hell[/card],and stuff.They could got a big defence,but ironicaly they loose to mage...
Edit:
Premonition. Uncommon. Mental spell. Unique. Draw cards until you have 7 in Hand, then choose one card from your Hand. The others are placed in your Deck.
What does happen with the card that i choose?Its played?Copied?Discarted?
Dernière modification par Stormholt (22-02-2012 20:29:58)
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pirates own now O_O_O
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