Card release: Ahzred, the Royal Guard Champion
Par Eredan, Wednesday 26 June 2013 à 14:24 - iTCG - #962 - rss
To celebrate the arrival of our new Champion, we propose you this week a pre-builded Deck that will allow you to try a new playing style, obtaining some cards of the week. Come to discover until Sunday 30th of June at 8 PM (Paris time) the Deck: The Royal Guard, for only 999 Fee'z.
This Deck includes : Ahzred, the Royal Guard Champion - Shrikan - Hakim - Celestial Light X2 - Celestial Power X2 - Disembodiment X1 - Sol'ra Eclipse X2 - Lamentation of Sol'ra X3 - Holy blade from Kehper X3 - Desert's children X2 - Sun Emblem X3 - Naptys' eyes X2 - Inner quest X2
Also, to evolve Ahzred, the Royal Guard Champion, you have to pass the test "An Important Day" in the Adventure Mode.
Celestial Power. Rare. Faith. Desert Nomads. Priest. Gardien du Temple. Heals 3 Health points. You can play a Weapon from your Hand. If you do so, the Weapon immedialty activates, otherwise Attack +3.
Celestial Light. Rare. Faith. Desert Nomads. Runic Legion. Priest. Choose a character, he gains 5 Health points. Temple Guardian or Nox Rune : 4 Theurgies from your Discard pile are placed in your Deck. Chain.
Ahzred, the Royal Guard Champion. (2 evolutions in all). On its last evolution : Rare. Desert Nomads. Warrior, Priest. Human. Gardien du Temple, Champion. Spirit 0. Attack 7/8. Defense 1. Health points 27. Start the game with 18 Health points. Your Temple Guardians gain Chain if they play a Two handed Sword. Turns 3, 4 and 8: your Temple Guardians gain 3 Health point.
Crushing Dogma. Uncommon. Runic. Runic Legion. Priest. Heals 3 Health points. Chain Theurgy. 2 Cor Runes: your characters have Attack +2 until the end of the game. 2 Nox Runes: every opposing character has -2 to each one of his characteristics superior to its printed value until the end of the game.
Erine, servant from Antellechia. (2 evolutions in all). On its last evolution : Uncommon. Runic Legion. Priest. Human. Archonte. Spirit 3. Attack 5/8. Defense 3. Health points 14. Your Priests have Spirit +1. At the end of your fights, if you have only one Archont alive, your Priests have Attack +1 until the end of the game. Turns 4, 6 and 7: Attack +2 and Defense +2.
Runecraft. Uncommon. Runic. Runic Legion. Priest. Defense +3 and Spirit +3. Choose one of your Runics, he gains 3 Health points and a Yr Rune. At the end of the fight, this card is placed in your Deck.
Runecraft. Uncommon. Runic. Runic Legion. Priest. Defense +3 and Spirit +3. Choose one of your Runics, he heals 3 Health points and gains a Cor Rune. At the end of the fight, this card is placed in your Deck.
Runecraft. Uncommon. Runic. Runic Legion. Priest. Defense +3 and Spirit +3. Choose one of your Runics, he gains 3 Health points and a Nox Rune. At the end of the fight, this card is placed in your Deck.
Lania, Thyrs priest. (3 evolutions in all). On its last evolution : Uncommon. Runic Legion. Priest. Human. Spirit 3. Attack 3/6. Defense 2. Health points 13. At the start of your fights, choose one of your Runics. At the end of the fight, he will heal 2 Health points +1 for each different type of Rune attached to your Runics. Turns 1, 5 and 6: Defense +2.
Inner quest. Common. Faith. Desert Nomads. Priest. A Sword from your Discard pile or from your Deck is placed in your Hand. Temple Guardian: -3 to suffered damages. Chain Theurgie.
Weapons Blessing. Common. Faith. Priest. Duration 5 turns. If you have only one Weapon, Attack +3. At the start of your next fights, if the weapon is in your Discard pile, the weapon will be played. Champion: heals 4 Health points. Chain.
Enjoy the game!
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