New card release tomorrow!
That implies changes in the NewComers Booster. From tomorrow onwards, the card release of February 22nd 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:

Put the world to rights. Rare. Action. Pirates. At the end of fight, your character gains 1 Health Point for each Item attached to him (2 maximum). Mechanist: 6 maximum. Chain Item.

Without cover. Rare. Action. Warrior/Marauder/Berserker. Defense +2 if an Armor or a Weapon is attached to your character. The number of damage points dealt by the opposing character is reduced by 2 if he has no Armor nor Weapon attached to him. Chain.

Firecracker chain. Rare. Item - Other. Pirates. Mage/Warrior. This card is attached to the opposing character. Permanent. At the end of the Turn, this character loses a certain number of "Powder" Token determined at random and suffers X Magic Fire damage points where X equals the number of Tokens lost +2. Mage: The opposing character gains 4 "Powder" Tokens.

S.A.R.A.H. (and her two evolutions). Uncommon. Character. Pirates. Warrior. Golem. Mechanist. Spirit 0. Attack 5/6. Defense 2. Health Points 13. Gain Chain if you play a Two handed weapon. At the start of the fight, the first two cards in your Discard Pile are placed in your Deck. Turns 4 and 6: Spirit +1.

Experimental weapon. Uncommon. Powder Weapon Item. Pirates. Warrior. Activates at the end of the fight. Attack +3. Permanent. At the start of the fight, if at least 4 "Powder" Tokens are attached to your character, 4 of them are removed and one of the opposing characters who has the highest number of "Powder" Tokens suffers 6 Fire magic damage points.

Masterpiece . Uncommon. Action. Pirates. Human. Mechanist.A "Analyze" and a "Teamwork" are created and played. Choose one of the 2 cards, the other is removed from the game.

Artificial intelligence. Common. Item - Other. Pirates. Golem. Spirit +1. Permanent. The first Pirate Action in your Discard Pile is played. Mechanist: Chain.

P.L.O.P. Common. Powder Weapon Item. Pirates. Warrior/Marauder. Permanent. Dual Wield. At the start of the fight, choose an opposing character. He suffers 1 direct damage +1 if at least one "Powder" Token is attached to him and gains one "Powder" Token. Marauders: Chain.

Fake. Common. Action. Pirates. As this card activates and at the start of each fight, an Item attached to the opposing character is placed in his owner's Deck. Craftsman: Permanent.

Vizier Mahamoud. (and its two evolutions). Rare. Character. Desert Nomads. Warrior. Temple guardian/Immortal. Human. Male. Spirit 0. Attack 5/7. Defense 0. Health points 15. Gain chain if you play a Nomad Sword. At the end of the turn, one of your Immortals who has less than 17 Health points gains 1 Health point. Turns 1 and 8: Your Temple Guardians have Defense +1 until the end of the game.

Premonition. Uncommon. Mental spell. Unique. Draw cards until you have 7 in Hand, then choose one card from your Hand. The others are placed in your Deck.

Mineptra's sword.. (and its evolution). Uncommon. Two handed sword Item. Desert Nomad. Activates after the fight. Permanent. Attack +3 and heals 2 Health points..

Guard the temple. Uncommon. Action. Desert Nomads. Warrior. Defense +1. Chain. Duration: 2 fights. Temple Guardian: next time your character suffers damages, he has Attack +3.

Psychopump. Uncommon. Action. Desert Nomads. If your character dies, your other Immortals gain 1 Health point for every card attached to him. Permanent.

Gift of immortality. Common. Action. Desert Nomads. Attack +1 and heals 1 Health point. Immortal: at the end of the fight, if your character has less than half of his printed Health points, another one of your Immortals gains 3 Health points.

Your weakness is your strength. Common. Action. Attack +1 and Defense +1. An Additional attack +1 if the opposing character has more than 15 or less than 5 Health points.

Sol’ra bumblebee. Common; Jewel Item. Desert Nomads. Priest. Heals 1 Health point each time a Theurgy Nomad activates. Chain Nomad Theurgy. Permanent.

. Common. Dagger Item. Desert Nomad. Marauder/Priest. Activates at the end of the fight. Dual Wield. Permanent. Attack +3/+1. Chain "Sol'ra Eclipse" or "Requiem from the Grave". Eclipse: activates immediately.

Heal the guardians. Common. Theurgy of Faith . Desert Nomads. Priest. Your Nomads have their maximum Health and their Health points upgraded by 1. Chain: Theurgy. Temple Guardian: your temple Guardians heal 1 to 2 health Points.

Enjoy the Game !

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