This week, Zil Warriors and Sap Hearts are given a place of honor

Zil Warriors

When the wolf comes out of his den, the rest of the pack is not far behind. Here is Brutus, a guy who hasn't got one brain but... two, one in each arm! This card release reinforces all the different types of Zil Warrior decks and adds some spice to the game thanks to the Pack Deck.

My turn!. Rare. Action. Zil Warrior. The Pack. Choose a non-Weapon, non-Armor card in play, this card is then discarded. Warrior: an "Alpha" from you discard pile or from you Hand is played.

Difference of opinion. Rare Action. Zil Warrior. Marauders. The next card played by the opposing character is ignored unless it is a Zil or a Marauder card. Chain Zil or Marauder card.

Brutus. (and its two evolutions). Uncommon. Character. Zil Warrior. Warrior. The Pack. Human. Male .Spirit 0. Attack 5/7. Defense 2. Health points 13. Gain Chain if you play a Two Handed weapon. At the start of the fight, Attack and Defense +1 for each opposing character alive. Turns 3, 5 and 6: Attack +2/+1.

Indigestion. Uncommon. Shadow Spell. Zil Warrior. Mage.3 cards from the opposing player's Hand are discarded. If your character isn't Circus, the opposing player chooses a card in his Discard Pile and places it in his Hand.

Wolf paw. Uncommon. Two handed Axe Weapon Item. Zil Warrior. Warrior. Activates after the fight. Permanent. Attack +1 for each one of your Marauders and Defense +1 for each one of your Warriors. The pack: an additional Attack +1. Activates immediately.

It adds up. Common. Action. Zil Warriors. Attack +2. The Pack: Defense +1 and Spirit +1. If you have more than 3 cards in Hand, an additional Attack +2.

Pickpocket. Common. Pet. Zil Warrior. Circus. This card is attached to an opposing character who has no "Pickpocket" attached to him. Duration: 4 fights. At the start of the fight, a card from its owner's Deck is placed in his Discard pile. All the Circuses have Defense +1.

Blind test. Common. Action. Attack +X or Defense +X or Spirit +X where X is a number between 2 and 4 chosen at random.

Count the points. Common. Destiny Theurgy. Priest. Defense +X where X equals the difference between the number of cards in your Discard pile and the number of cards in the opposing one (+6 maximum).

Sap Heart

It's springtime, the world-tree is in blossom and Hom'chais draw from their ancestral roots. Who would be crazy enough to enter a forest that is coming back to life? Our world-tree friends are going to cause you no end of trouble while the Hom'chais will avenge each one of their losses. This information offers a new way of playing Hom'chais and boosts nature Mages.

Keep-the-totems. (and its two evolutions). Rare. Character. Sap Heart. Warrior/Mage. Hom'chai. Male. Attack 4/8. Defense 2. Health points 13. As long as "Keep-the-totems" is dead your other Sap Hearts have Spirit +1. Turns 2 and 5: one of your other Hom'chais has Attack +1 until the end of the game.

Gust. Rare. Air Spell. mage. The opposing character suffers X magic damages where X equals twice you character's Spirit, + 2 if "Gust" has already been played this turn.

Squasher. Rare. Two handed Weapon item. Sap heart. Hom'chai. Activates after the fight. Duration: 5 turns.Attack +5. Hom'chai: at the end of the fight, the opposing characters out of combat suffer 2 direct damage points.

Hom'chai effigy. Uncommon. Jewel Item. Sap heart. Spirit +1. You character becomes Earth Guemelite in addition to his other Races. If your character dies, your Hom'chais have attack +1 and Defense +1 until the end of the game. Permanent. Chain.

To our ancestors. Uncommon. action; Sap Heart. You character becomes Beast, Dais, Elfine and Hom'chai in addition to his other Races. Duration: 2 turns. Chain action Sap Heart.

That's a real weapon. Uncommon. Action. Sap Heart. Warrior. If your character has a Two Handed weapon attached to him, an Item attached to the opposing character is placed in your Discard pile. Hom'chai: Attack +1 and Defense +2. Chain.

Wild buds. Uncommon. Nature Spell. Sap Heart. Mage. At the end of the fight, X magic damages are spread amongst the opposing characters alive where X equals you character's Spirit +4. World-tree: each opposing character alive suffers 1 additional magic damage for every Nature Spell in play (+5 maximum). Permanent.

Being at one with nature. Common. Action. Sap Heart. Nature Guemelite. Attack -2 and Defense +2. Permanent. At the end of the fight, Attack +2/+1 and Heals 1 Health point. World-Tree: Chain Nature Spell.

Double clay. Common. Nature Spell. Mage .Defense +4. Mage: Duration: 3 fights.

Germination. Common. Nature Spell. Sap Heart. World-tree. "Root" is created and played.A "Vengeful Liana" or an "Unfortunate Encounter" from your Deck is attached to one of your World-Trees out of combat. Dais: Chain.

Enjoy the Game!

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