So the battle rages on at the Tomb of the Elders, Ozymandias the Emissary of Sol'ra, arrives. It's time for the Nomads to liberate what is enclosed in the The Stone fallen from the sky, allowing Solar to take form! The great powers consume the Guem land and the future is bleak for all guilds. Is this the end of the conflict?

New Nomads !
Your characters have the ability to invoke an eclipse and some cards are stronger than others!
The Priests get a strong card and Ozymandias alone will bring strength to the battle plus he has a hidden secret...
Do you want to know which role he will play?

Ozymandias (and his three evolutions). Rare. Character. Nomads. Priest. Solarian. Spirit 1. Attack 5/6. Defense 0. 15 Health Points. Attack +2 if you play a Theurgy Nomad. Turns 2, 4 and 6: Defense +1.
Attention : Ozymandias last evolution will unlock the " Solarian" trophy (Have the following Solarian characters: : Ahlem - Aziz - Djamena - Hasna - Kararine - Kroub - Prince Metchaf - Shrikan - Soraya - Urakia - Iolmarek - Ozymandias. (no matter which upgrade)).

Incarnation. Rare. Action. Nomads. Marauder/Priest. The opposing character gains 3 Health points. Choose an opposing character, deals 5 Magic Damage points. Eclipse: Chain.

Requiem from the Grave. Rare. Action. Nomads. Attack +1. All the characters gain +1 Damage points that they suffered. Permanent.

The Passing Caravan... Rare. Action. The next card played by your opponent is ignored and placed in his Hand. Defense -3. Chain "...the Howling Dog".

Hatching (and his evolution) Rare. Action. Nomads. Deals X Magic Damage points to the opposing character where X equals your character's Spirit +1 for each of your living Priests.

Mouktar (and his two evolutions). Uncommon. Character. Nomads. Marauder. Human. Eclipse. Spirit 0. Attack 6/8. Defense 1. 13 Health points. Attack +1 against Marauders. Turns 1, 4 and 5: Attack +1 and Defense +1.

Tranquility Uncommon. Action. Spirit +1. Attack +1 if one of your characters is a Priest. Priest non multi-class: your other characters gain Attack +1 and Spirit +1. Duration: 2 fights.

Sol'ra Eclipse Uncommon. Action. Nomads. All the opposing characters have Defense -2. Duration 2 Turns. Priest: Additional Durations of 2 Turns. Chain.

Reinforce the Faith Uncommon. Action. Your Marauders gain Attack +1 for each of your living Eclipse characters and an additional Attack +1 if "Solar Eclipse" is active. Eclipse: Duration 2 Turns. Marauder non multi-class: Chain Action.

Petition. Uncommon. Theurgy of Faith. Nomads. Priests. Your character has Attack min. +1 until the end of the game for each of your active "Litany". Your "Litany" in- game and in your Discard pile are placed in your Deck. Temple Guardian: An additional Attack min. +1 until the end of the game.

Hakim (and his two evolutions). Common. Character. Nomads. Warrior. Human. Temple Guardian. Spirit 0. Attack 5/7. Defense 1. 14 Health points. Gain Chain if you play a Two Handed Weapon. Turns 2 and 5: can play Theurgies.

Litany. Common. Action. Nomads. All your Nomads gain Spirit +1. The "Petition" in your Discard pile is placed in your Deck. Temple Guardian: Attack +1 and Defense +1. Duration: 2 fights. Chain. "Petition".

Sun Armor Common. Item Weapon. Nomads. Your character does not suffer dealt damage at the start of the Turn by "Sol'Ra Avatar". Permanent. Chain.

Burning Soul (and his evolution) Common. Action. Nomads. Marauder. Attack + X where X is equal to the Health points of your opponent divided by 4 (rounded upwards, +8 maximum).

Sacred Gift. Common. Action. Nomads. At the end of the fight, your character gains X Health points where X equals the number of Damage points he suffered by the effects of your cards this Turn +1 (maximum 5) Duration: 3 fights. Chain.

Harshness . Common. Action. Nomads. Spirit = 0 and Attack +2 by a living Mage. The opposing character has Spirit = 0. Chain. "Sol’Ra Avatar" : Permanent.

Basking in the Sun Common. Action. Nomads. The moment this card is activated and at the start of each fight, your character loses 1 Health point and the opposing character has Attack -3 until the end of the Turn. Duration: 2 Fights. Chain.

...the Howling Dog Common. Action. If the number of cards in opponent's Hand is even, he has Attack -4 and Spirit -2. If non, he has Attack -1 and Spirit -1.

Fallen from the Sky Common. Action. All the priest gain Spirit +1. All the other characters have Spirit -1. Duration: 3 Turns.

Take in Stride Common. Action. Attack +2. If your character deals Magic damage, he gains an additional Attack +3.

Bonus !

Just until Wednesday November 2, 2011 (French Time), you can buy a Basic, Act, or New Arrival Booster at the store and you will receive a bonus card with all the other regular content!

Enjoy the Game !

Eredan iTCG, The Trading Card Game.
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