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#1 03-07-2012 14:46:55

kmilea
Staff Feerik
Inscription : 03-02-2012
Messages : 462

July 3rd 2012 : Cards withdrawn from the NewComers Booster

news_sapient.jpg

From tomorrow onwards, the card release of May 2nd will not be available in the new Arrival Booster.

Here is the list of cards concerned:
bc5qStFh.pngLlisrYlb.png

[card]Sapient, Oracle of Orpiance[/card]. (and his two evolutions). Rare. Character. Runic legion. Archon. Priest. Human. Male. Spirit 2. Attack 5/6. Defense 2. Health points 12. At the end of the fight, your Runic Priests have Attack +1 until the end of the game.Turns 1, 4 and 6: Attack -1 and Defense +2.

[card]Runic training[/card]. Rare. Action. Humans. Defense +2. Defense +2. Chain. 2 Cor Runes: your Runic have Attack +3 until the end of the game. Nox Rune: Draw 2 extra cards during the next draw phase. 3 Runic cards from your Discard pile are placed in your Deck.

[card]Aura of the goddess[/card]. Uncommon. Runic Theurgy. Priest. Defense +2 and Spirit +2. Chain Runic Theurgy. Cor Rune: at the end of the fight, this card is placed in your Deck. Nox Rune: Attack +X where X equals your character's Spirit.

[card]Sword of Dame Ockles[/card]. Uncommon. Runic Theurgy. Runic Legion. Priest. This card is attached to the opposing character. Duration 4 fights. Each time this character activates a card, he suffers X magic damages where X equals the opposing character's Spirit.

[card]Nemaria's trident.[/card] Uncommon. Runic Legion. Activates after the fight. Permanent. Attack +4. "Runic Warrior Agillian": activates immediately. Cor Rune and Nox Rune: The opposing characters have +2 to damage suffered. Cor Rune: The opposing character suffers 2 direct damages.
[card]
Resistance[/card]. Uncommon. Runic Legion. Warrior. At the end of the fight, if your character has less than 1 Health point, he heals 5. If the opposing character has less than 1 Health point, he suffers 5 direct damages. Chain. Cor Rune: -2 to physical and magic damage suffered. 2 Nox Runes: Permanent.

[card]Protection of the Pantheon[/card] (and its two evolutions). Common. Action. Runic Legion. Defense +1 and gains a Cor Rune. The next Spell played by the opposing character is ignored and placed in his Hand. Chain Runic Item.

[card]Priest diadem[/card] (and its two evolutions). Common. Jewel Item. Runic Legion. Warrior/Priest/Craftsman. Permanent. One copy of this card per character only. Spirit +2 and gains a Yr Rune.If this card is played by "Coranthia, Nemaria worshiper": a the start of the fight, this character gains a Yr Rune.

[card]Haresian force[/card]. Common. Action. Runic Legion. An opposing non-Item card attached to the opposing character is Discarded. Nox Rune: Choose another card attached to a character, it is Discarded. "Runic Lord Hares": Chain.

[card]Technical improvisation[/card]. Rare. Action. Pirates. Craftsman. Choose up to 3 Items in play or in your Hand, they are withdrawn from the game. The opposing character suffers 3 magic Fire damages +2 for each Pirate or Craftsman Item chosen.

[card]Spark things off[/card]. Rare. Lightning Spell. Pirates. Mage. Choose an opposing character out of combat. He suffers X + 2 magic damages where X equals your character's Spirit.The opposing character has Attack -3 and suffers X magic damages. Mage: Duration 2 turns. The damages of this card are upgraded by 1 to 2 for every other Lightning Spell in play (+5 maximum).

[card]Flammara[/card]. (and his two evolutions). Uncommon. Character. Pirates. Fire Guemelite. Warrior. Spirit 0. Attack 6/8. Defense 1. Health points 9. Gain chain if you play a Powder Weapon. At the start of the game, "Flammara" gains 2 "Powder" tokens. At the end of the fight, "Flammara" loses 1 "Powder" token for each damage suffered this turn (4 maximum) and heals 1 Health point for each token lost that way. Turns 1, 3 and 4: Attack +1.
[card]
Pocket spy[/card]. Uncommon. Other Item. Craftsman. At the start of the fight, the opposing character gains his Order bonus and this card is attached to one of your characters. Pirate Humans have Attack +1 and Spirit +1. Permanent.

[card]Mechanic hornet.[/card] Uncommon. Other Item. At the start of the turn, your characters who have at least one Powder Weapon and one "Powder" token attached to them gain Chain and have +2 to damage dealt until the end of the turn. Duration: 5 turns. Chain if your character has a least 2 "Powder" tokens attached to him.
[card]
Labor chain[/card]. Uncommon. Action. Craftsman. Defense +2 to Defense +3. Duration: 4 turns. Your craftsmen gain Chain if they play an Item. Chain Item.

[card]What a mess!.[/card] Common. Action. Pirates. Craftsman.As this card activates and at the start of each fight, the opposing player can discard up to 2 cards. If he discards less than 2, the opposing character has -1 to magic damages and physic damages that he deals until the end of this turn for each Craftsman alive. Chain. Permanent.
[card]
Appropriation[/card]. Common. Action. Attack +1 and Defense +1 for each Item attached to the opposing character. Chain Item.

[card]Sham powder.[/card] Common. Action. Pirates. A Powder weapon from your Deck is played and the characters in battle gain 3 "Powder" tokens. At the start of the turn, your characters who have more than one "Powder" Token attached to them, lose 2 of them and have Defense +1 and Spirit +1. Duration: 3 turns.

Enjoy the Game!


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