The explosion provoked by the Sol'ra Avatar leads to a gigantic fire in the Eltarite forest. The future of the people is unknown and the nomads are in search of retaliation, they have decided to organize a hunt in the forest. But in the end who will be the hunter and who will be the prey?

Save a tree, eat a Solarian !
There are a lot of reinforcements in the Sap of Heart's Guild, with a notably large series of cards which integrate nicely into the Tree-World Deck. The Elfines are not at rest and gain a new Bow to poison their enemies from a distances !
This week we have given you more generic cards then usual and at the top of the list is the Spell of Guem!

Hundawa. (and his two upgrades). Rare. Character. Sap of Hearts. Tree-World. Warrior. Guemelite of the nature. Spirit 2. Attack 5/8. Defense 2. Health points 13. Gain Chain if you play a Sap Heart Item. Turns 1 and 5: gain Chain if you play a Nature Spell.

Ivory Bow . Rare. Two Handed Bow Weapon Item. Sap of Hearts. Elfine/Daïs. Attack +2 if a "Magic Poison" is attached to the opposing character. If not, Attack -2 and a "Magic Poison" is created and is attached to him. Permanent.

Quintessence. Rare. Guem Spell. Mage. Heals X Health points where X is equal to the number of different Spell types in play and in your Discard pile (7 maximum).

Camouflage. Rare. Action. Defense +3 and Spirit +1. Permanent. Tree-World: Chain. This card is discarded the next time your character deals Physical Damage.

Chestnut. (and his two upgrades). Uncommon. Character. Sap of Hearts. Warriors. Elfine. Spirit 1. Attack 4/7. Defense 1. Health points 12. Gain Chain if you play a Bow. "Chestnut" deals an additional Attack equal to her printed Attack min. Turns 1,3 and 6 : Defense +1.

Hit for Hit. Uncommon. Action. Each time your character suffers damage he has +1 to damages dealt. Warrior: Defense +2 and Chain.

Precision Shot. Uncommon. Action. Sap of Hearts. Elfine. Attack +4 if your character carries a Bow. Chain "Quick Draw".

The Rain Dance. Uncommon. Nature Spell. Sap of Hearts. Mage. At the end of the Turn, each Nature Spell in each Discard pile has one out of 3 chances to be placed in its owner's Deck. Daïs: All characters have Attack -1. Duration: 4 Turns.

Regeneration. Uncommon. Nature Spell. Sap of Hearts. Mage. Mage: Choose one of your characters and attach this card to him. This character gains 2 Health points at the end of each Turn. Duration 3 Turns.

Sanctuary of Roots. Uncommon. Nature Spell. Sap of Hearts. Mage. Defense +2 and Spirit +1. 2 cards from your Discard pile are placed in your Deck. Warrior: 2 cards from the opposing character's Discard pile are removed from the game..

Skin of Stone. Uncommon. Earth Spell. Sap of Heart. Mage. Defense +2 and Spirit -1. Permanent. Each time your character suffers damage, a weapon carried by the opposing character has one out of two chances to be discarded, in which case "Skin of Stone" is also discarded. .

Moarg. (and his two upgrades). Common. Character. Sap of Hearts. Warrior. Hom'chaï. Spirit 0. Attack 5/8. Defense 1. Health points 15. Gain Chain if you play a Spear. As long as "Moarg" is dead, all your Sap Heart characters gain Defense +1 and Spirit +1. Turns 3 and 4: Defense +1

Allergy . Common. Action. Sap of Hearts.All the characters non Nature Guemlite has Defense -1 and Spirit -1. Duration 3 Turns. Tree-World: Chain.

Cohesion. Common. Action. Sap of Hearts. If at least three different Races are represented by your living characters: your Hom'Chai gains Attack +1, your Guemelites have -2 received Damage, your Beasts gain 3 Health points and your Elfines gain Defense +1. Duration 2 Turns.

Net Traps. Common. Action. Sap of Hearts. Hom'chaï/Elfine. At the start of the fight, if the opposing character has played 2 cards he gains +2 to physical and magical damage he suffers. Duration 4 Turns. Chain Sap of Hearts card.

Shouldn't Have !. Common. Action. Sap of Hearts. Beast/Hom'chaï. Choose one of your dead characters, your character gains Attack +X where X is equal to the negative Health points of the character chosen. (+6 maximum)

Guerrilla. Common. Action. The next time when one of your characters in-combat suffers Damage, he has Attack -1 and Defense -1. Chain.

The Grand Hunt. Common. Action. Attaches to the opposing character Defense -2. Permanent.

Sinking. Common. Earth Spell. Mage. Deal X magic damage to the opposing character where X is equal to your character's Spirit +3 to 4. Attaches to the opposing character. Permanent. At the start of the Turn this character is tapped and this card is discarded.

Quercus Mask. (and his upgrade). Common. Weapon Item. Attack +1. -2 Magic Damage points received by your character. Permanent. Activates at the end of the fight.

Bonus !

Just until next Wednesday November 30, 2011 at 12 O'Clock (French Time), you can buy an Act Basics Booster or the New Arrivals in the store and you will obtain a bonus card in addition to all the other normal content!

Enjoy the Game !

Eredan iTCG, the Trading Card Game.
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