Caution, we made a mistake in the list of cards that are withdrawn from the NewcComer Booster. Here is the right news.
We do apologize and wish you a good game.
New card release tomorrow!
That implies changes in the NewComers Booster. From tomorrow onwards, the card release of January 25th will not be available in the new Arrival Booster. You will have to turn to Basic or Guilded Boosters!
Here is the list of cards concerned:
Ardrakar the Dragon Knight (and its two evolutions). Rare. Character. Noz'Dingard Envoys. Human/Dragon's Guemelite. Dragon Knight. Warrior. Woman. Spirit 2. Attack 5/8. Defense 2. Health points 13. Gain Chain if you cast a Draconic Spell. Turns 2, 4, and 6 : Attack +1.
Piguy. Rare. Protective Pet. Printed Defense = 4. Permanent.
Knight's honour. Rare. Noz'Dingard Envoys. Draconic Spell. Mage. Defense +1 for each of your Dragon Knights still alive. Attack +1 for each of your dead Dragon Knights. Spirit +1 for each of your dead Noz. Chain.
Darkat. Uncommon. Offensive Pet. Printed Attack = 7/9. Permanent.
Azure. Uncommon. One handed sword. Noz'Dingard Envoys. Dragon Knight. Unique. Attack +2 and Spirit +2. Activates at the end of the fight. Permanent. At the end of the fight, if your character has less than 5 Health points, the opposing character suffers X magic damage points where X equals your character's Spirit +4, and "Azure" is placed in your Deck.
Vaerzar. (and its two evolutions). Common. Character. Noz'Dingard Envoys. Mage. Human. Compendium. Spirit 1. Attack 2/3. Defense 1. Health points 13. At the start of the fight, if a pet is attached to "Vaerzar" Defense +1. Turns 4, 5 and 6 : your characters who have a Magic Pet attahed to them have Defense +1 until the end of the game.
Cut and thrust!. Common. Noz'Dingard Envoys. Draconic Spell. Mage. The Weapons attached to the opposing character are discarded. If no Weapon has been discarded : Attack +3/+X where X equals the opposing character's Defense. Dragon Knight : Defense +1 and Spirit +1.
Cutirrel. Common. Magical Pet. Noz'Dingard Envoys. Printed Attack = 3. Permanent.
Affinity. Common. Action. Noz'Dingard Envoys. If a Magic Pet is attached to your character, the opposing character suffers X Magic damage points where X equals your character's Spirit +4. If not, the opposing character has Defense -2. Chain.
Osmosis. Common. Action. Noz'Dingard Envoys. At the start of each Turn, your characters who have a Pet attached gain, until the end of the turn: Spirit +1 if it's a Magic Pet, Attack +2 if it's an Offensive Pet, Defense +1 if it's a Protective Pet. Permanent.
Offering to the World-Tree. Rare. Action. Sap Heart. Warrior. Defense +1. The first Item from your Discard pile is played immediately following your cards played this turn. Hom'Chai : the second Item in your Discard Pile too.
Thorny situation. Rare. Action. Sap Heart. Warrior. Attack +1 to +2. An additionnal attack +1 for every "Thorn" in any Discard Pile. Beast : Chain.
Pilferess. (and its two evolutions). Uncommon. Character. Sap Heart. Warrior. Beast. Woman. Spirit 0. Attack 6/8. Defense 1. Health points 13. Gain chain if you play an Armor. Turns 2, 3 and 5: your Elfines gain 1 health point.
Quercus' awakening. Uncommon. Sap Heart. Nature Spell. Mage. The opposing characters can't chain as long as "Root" is attached to an opposing character. Duration: 2 Fights.
Leaf tornado. Uncommon. Action. Sap Heart. Attack +1. Permanent. At the start of the fight, if the opposing character have already played 2 cards, he suffers 2 direct damage points and an Item attached to him is discarded. Mage : the opposing character suffers 3 direct damage points.
Thorn. (and its evolution) Uncommon. One handed Flail. Warrior. Attaque +1. Attack +1. Hom'Chai : At the beginnning of the fight one opposing character suffers 1 direct damage point and that card is discarded. Dual Wield: Flail. Permanent.
The warrior's heritage. Uncommon. Action. Sap Heart. Choose one of your other Warriors, he dies and your character has Attack +X where X equals the chosen character's printed Min Attack. Hom'Chai : Defense +3.
Asrow. Common. Action. Sap Heart. Your characters gain Defense +2 for this turn and Defense +1 for the next. Elfine or Dais : Chain.
Strangulation. Common. Sap Heart. Nature Spell. Mage. Deals 3 magic damage points +3 if "Quercus' awakening" is in play, +3 if "Root" is attached to the opposing character.
Enjoy the game!
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