Cards withdrawn from the NewComers Booster
Par Eredan, Tuesday 15 May 2012 à 16:19 - iTCG - #503 - rss
New card release tomorrow!
That implies changes in the NewComers Booster. From tomorrow onwards, the card release of March 7th 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:
Nehantic Receptacle. (and its two evolutions). Legendary. Character. Nehantists. Mage. Demon/Nehant Guemelite. Spirit 2. Attack 1/4. Defense 1. Health points 13. Cannot be wounded by the effects of your cards. During the fight, before the cards are activated, a Nehantic Spell from your Hand is played. Turns 2, 4, and 6: one of the opposing characters who has the most Corruptions attached to him, suffers 4 magic damage points.
Overconfidence. Rare. Nehantic Spell Corruption. Nehantists. Attaches to the opposing character. Permanent. Attack -1 and Spirit -1. At the end of the fight, he suffers 3 magic damage points, +2 if this character has his Order bonus.
My name is legion. Rare. Nehantic Spell Corruption. Nehantists. Attaches to the opposing character. Permanent. At the start of the turn, this character suffers X+1 magic damages where X equals the number of characters who have at least one Corruption attached to them. Nehant Guemelite: a copy of this card is created and attached to another opposing character.
In the name of Nehant. Uncommon. Nehantic Spell Corruption. Nehantists. Defense +1. Duration : 2 fights. As this card activates, if at least one of the characters in battle has his Order bonus, choose a Corruption from your Discard Pile, this card is played.
Fatal Countdown. Uncommon. Action. Attack +5, -1 for each card in the opposing player's Hand. The opposing player draws 2 cards less during the next draw phase.
Contagion. Uncommon. Nehantic Spell Corruption. Nehantists. Attaches to the opposing character. Permanent. Attack -1 and Defense -1. At the end of the fight, if this character has his order bonus, one of this player's characters has Attack -1 until the end of the game.
Skull of an azoriel . Common. Jewel Item. Nehantists. As this card activates and at the start of each fight, the characters in battle gain their order bonus, if they haven't already. Permanent. Demon: your character suffers 2 direct damage points. Chain Nehantic Spell.
Chaotic destiny. Common. Nehantic Spell Corruption. Nehantists. Choose a character and attach this card to him. Attack +1. Permanent. If he is one of your Warriors or Marauders, he gains these two classes.
Kiss of Nehant. Common. Nehantic Spell. Nehantists. Deals 4 to 5 magic damage points to the opposing character. Heals X Health points where X equals the damages dealt by this card.
Cerebral crook. Rare. Item Staff. Mage. Activates after the fight. Permanent. Draw an extra card during the draw phases. Non multi-class Mage: Your character deals an additional Attack that equals his printed Attack + his printed Spirit.
Brawl. Rare. Uncommon. Action. Your character suffers 5 direct damage points. The opposing character has Printed Attack = 0/1.
Heartrending dilemma. Uncommon. Time Spell. Mage. Tempus.If you have less than 4 cards in Hand: at the end of the turn, the Turn Counter advances four additional turns. Otherwise, choose an opposing character, he will suffer X magic damage points where X equals the current Turn number +4. 4 cards from your Hand are discarded.
Doloreann. (and her two evolutions). Uncommon. Character. Mercenary. Mage. Tempus. Human. Female. Spirit 1. Attack 2/4. Defense 1. Health points 14. Turns 2, 5 and 8: a card from your Deck is placed in your Hand.
Magic study. Uncommon. Draconic Spell. Mage. Deals 4 magic damage points to the opposing character. Non Multi-class Mage: at the end of the fight, deals magic damage points to the opposing character, where X equals your character's Spirit +2. Duration: 2 fights.
Heroic Act. Common. Action. Warrior. Avalonian. Defense +X where X equals your character's Level -1. Your character and another one of your characters gain 1 Level until the end of the game. Chain Jewel.
Know your enemy. Common. Action. Marauder. Attack +1 for each opposing Warrior. Defense +1 for each opposing Marauder. Spirit +1 for each opposing Mage.
Double or quit. Common. Action. Defense -3 and Spirit +3 or Defense +3 and Spirit -3. Chain.
Vital energy. Common. Divine Anger. Priest. Deals X magic damage points to the opposing character where X equals the number of characters alive.
Combustion. Common. Fire Spell. Mage. Deals 4 to 7 Magic Damage points to the opposing character.
Enjoy the Game!
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