iTCG: Cards withdrawn from the NewComer Booster
Par Eredan, Tuesday 11 December 2012 à 17:10 - iTCG - #733 - rss
From tomorrow onwards, the card release of October 10th, will not be available in the NewComer Booster.
Here is the list of cards concerned:
Sanctified hammer(2 evolutions in all). On its last evolution: Rare. Hammer One hand Weapon Item. Mercenaries, Ice Elf, Human. Permanent. Attack +2. At the end of the fight, if you are Avalonian or Priest, heals 1 Health point per physical damage you have dealt. "Sevylath": Chain. Your characters heal 2 Health points.
Political spying. Rare. Action. Courtier. You gain your opponent's Guilds and Castes. Choose a card in the opposing Discard pile, it is played.
Waste of time. Rare. Action. Time. Choose a card attached to a character, it is discarded. Turns 7 and more: you can choose up to 2 cards instead of one. 2 Time Spells from your Discard pile are withdrawn from the game. Chain Time Spell.
Ysild (3 evolutions in all). On its last evolution: Uncommon. Character. Mercenaries. Warrior. Human. Avalonian. Woman. Spirit 1. Attack 7/9. Defense 3. Health points 14. Gain Chain if you play an Armor or a Jewel. Draw one more card during the draw phases. Turns 2, 4 and 7: Defense +2 and Spirit +1.
A just cause. Uncommon. Quest Action. Unique. Permanent. At the start of the turn, if one of your Avalonians has upgraded to level 6 or more, he heals 7 Health points and 5 opposing cards in play as well as this card are discarded.
Ice skin. Uncommon. Action. Ice Elfe. Duration 3 fights. Defense +1 and +1 to magic damage dealt. A "Northern Lights" or an "Amethyst Blizzard" from your Discard pile is placed in your Hand. Chain if 3 Ice Elves are alive.
Chivalrysation. Common. Action. Duration 6 turns. Choose one of your Avalonians and attach this card to him. He gains one Level until the end of the game. At the start of the fight, an Armor from your Hand is played if you don't have one attached to you and a Weapon from your Hand is played if you don't have one attached to you.
Interval. Common. Time Spell. Mage. Defense +2 and Spirit +1. At the end of the turn, the turn counter advances an additional Turn. If the number of the current turn is superior to 7, an additional Defense +3, otherwise, at the end of the turn, the turn counter advances an other additional turn.
Oath of friendship. Common. Action. Ice Elfe. This character and another one of your characters have Attack +1 and Defense +1 until the end of the game. Berserker: if both characters have their Rage bonus, they heal 2 Health points.
Ice Spear. Common. Other Item. Ice Elf. Permanent. You gain the Water Guemelite Race. Berserker: An "Ice skin" and an "Ice axe" from your Discard pile or from your Hand are played.
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