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From tomorrow onwards, the card release of July 11th, will not be available in the NewComer Booster.
Here is the list of cards concerned:
Zil Warriors
[card]Oukanda[/card]. Rare. Character. Zil Warrior. Human. Male. Spirit 0. Attack 6/9. Defense 1. Health points 12. Gain Chain if you play an Armor. Turns 3, 5 and 7: Attack +1.
[card]N'ba[/card]. Rare. Character. Zil Warrior. Priest. Human. Male. Spirit. Attack 4/8. Defense 2. Health points 13. If you play a Destiny Theurgy, draw an additional card during the next draw phase. At the end of the turn, a Destiny Theurgy from your Discard pile is placed in your Deck. Turns 1, 4 and 5: Spirit +1.
[card]Put-up job[/card]. Rare. Destiny Theurgy. Zil Warrior, Pirest. As this card activates, choose a character and attach it to him. He is untapped and can no longer chain cards. Your characters have Defense +3 and gain Chain if they play a Destiny Theurgy. Duration 5 turns.
[card]N'ta[/card]. Uncommon. Character. Zil Warrior. Marauder. Shadow Gumelite. Male. Spirit 1. Attack 5/9. Defense 1. Health points 13. Attack +1 against the Warriors. Turns 1, 4 and 5: Defense +2.
[card]Half-light[/card]. Uncommon. Shadow Spell. Zil Warrior, Mage, Shadow Guemelite. Your character's Defense and Spirit cannot be modified by the opposing cards. Duration 2 fights. As this card activates, if your character's Spirit is superior to 4, choose a card attached to a character, it is discarded.
[card]Treachery[/card]. Uncommon. Destiny Theurgy. Zil Warrior, Priest. Attack +X where X equals the opposing character's Attack bonus (maximum +7). At the end of the fight, this card is placed in the opposing Deck. Next time this card is discarded, a non Zil character suffers 3 direct damages.
[card]D'ari[/card]. Common; Character. Zil Warrior. Beast. Male. Attack 5/9. Defense 0. Health points 13. Gain Chain if you play an Armor. Turns 3, 5 and 7: Defense +1.
Fright . Common. Destiny Theurgy. Zil Warrior, Priest. The opposing character has Defense = 1 and Spirit = 1. At the end of the fight, this card is placed in the opposing Deck. Chain Theurgy.
[card]Stolen knife[/card]. Uncommon. One hand Weapon Dagger Item. Permanent. Attack +1/+2. Marauder or Mage: Spirit +1. Chain Dagger or Chain if your character has a Dagger attached to him.
Desert Nomads
[card]Ra's broken sword[/card]. Rare. One hand Weapon. Desert Nomad, Warrior. Unique. At the start of the game, if all your characters are Humans, this card is placed in your Hand. Activates after the fight. Permanent. Attack +3. If your character has another One Handed Sword attached to him, Defense +2.
[card]Domination[/card]. Rare. Action. Desert Nomad, Warrior. If your character has more Health points than the opposing character, Attack +2 and Defense +2. Immortal: Chain. Duration 2 fights.
[card]Omniscience[/card]. Rare. Faith Theurgy. Priest. Your character has Defense +2 and earns the Classes of your other characters. Your other characters have Attack +1 or +2 if they are Priests. Chain Theurgy. Duration 2 fights.
[card]Ba-Sthet[/card]. Uncommon. Desert Nomad. Warrior. Human. Immortal. Female. Spirit 0. Attack 6/7. Defense 0. Health points 14. Gain Chain if you play a One handed Sword. Turns 1, 5 et 6 : Attack +1.
[card]Divine armor of Naptys [/card]. Uncommon. Armor Item. Desert Nomad, Warrior. Defense +2. Permanent. Immortal: at the start of the turn, one of your Immortals who has less than 10 Health points heals 1.
[card]Sacrilege[/card]. Uncommon. Action. This card is attached to the opposing character, he has Defense -1 and Spirit -1 for each Priest in game (-2 maximum). All the priests have Attack +1. Chain Action. Duration 4 turns.
[card]Embalmment[/card]. Uncommon. Destiny Theurgy. Priest. Choose a character. If he is yours, he heals X Health points otherwise, he suffers X magic damages where X equals your character's Spirit.
[card]Sand blade[/card]. Common. Action. Desert Nomad, Marauder. Attack +2 and an additional Attack +1 for each character whose Defense is superior to 4. Eclipse: Defense = 2. Chain "Scorpio blow" or "Sand blade".
[card]Martyr[/card]. Common. Action. Desert Nomad, Priest, Warrior. The two characters in battle suffer 4 direct damages. Temple guardian: the characters out of fight suffer 1 direct damage. Chain.
[card]Ptolaris[/card]. Common; Action. Desert Nomad. Choose a character in battle. If he is Nomad he heals 2 Health points, +1 per dead character. Otherwise he suffers 1 direct damage for each one of your characters alive and each opposing dead character.
Enjoy the Game!
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Ha, nomads out of the newcomers, new legendary coming, save your feez people
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Yeah, and probably against nehantists (free win), they will fight against another legendary
Nehant vs saps (ourenos release)
Nehant vs zil (zil the shadow release)
Nehant vs mercenary (they already have scragh)
Nehant vs Nomad (nomad legend release)
Dernière modification par rutse (11-09-2012 18:34:24)
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Yeah, and probably against nehantists (free win), they will fight against another legendary
Nehant vs saps (ourenos release)
Nehant vs zil (zil the shadow release)
Nehant vs mercenary (they already have scragh)
Nehant vs Nomad (nomad legend release)
Wow, your totally right! What the HECK FEERIK! What do you have against NEHANT PLAYERS?!
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Just hope that feerik don't make another mega jerk OP legendary...
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Just hope that feerik don't make another mega jerk OP legendary...
They really just need to do an overall rebalance of the legendaries. Poor Iro and Nehant will never compete..
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It should be a guy who copied castes and created solaris at turn 4 or more
btw I WANT MY SOLARIS!!!
No good... No evil... Just a Judge
It´s all about Mastery!
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It should be a guy who copied castes and created solaris at turn 4 or more
btw I WANT MY SOLARIS!!!
Lol, i saw you saying "Created Solaris" and i already know that you would talk that xD
Creating solaris may do him a easy target for Sentence...
And please feerik give his solaris back?
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Stolen Knife removed? Guess I have good timing as I bought a few on the market just yesterday.
Adventure mode - made to have players try new decks. But Bosses are unbeatable.
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