Card release: Protectors
Par Eredan, Wednesday 23 October 2013 à 14:42 - iTCG - #1100 - rss
To celebrate the arrival of our new Dais, this week, we offer you to acquire a pre-built Deck that will make you experience a new game play style and get some of this week's cards. You have until Sunday, October 20th, 8:00 PM (French time)to discover this back to this "Divine Protectors" deck for 999 Fee'z.
This Deck is made of: Änkhou - Shrikan - Ahzred, the Royal Guard Champion - Prestigious Great Helmet X1 - Celestial Light X1 - Kapokek's pavis X2 - Resilience globe X2 - Celestial Power X2 - Combat Trance X2 - Weapon Blessing X1 - Sol'ra Eclipse X1 - Sunhit X2 - Uniblade guard X3 - Divine barrier X1 - Lamentation of Sol'ra X1 - Divine power X1 - Sun Emblem X2 - Inner quest X2 - Familiar ground X1.
The card re-edited is: Nemaria's necklace.
Resilience globe. Rare. Destiny. Priest. -6 to damage suffered. Permanent. Temple Guardian: choose the character to whom this card is attached. At the end of the fight of its holder, this card is discarded.
Änkhou. (3 evolutions in all). On its last evolution : Uncommon. Desert Nomads. Warrior, Priest. Human, Unknown. Gardien du Temple. Spirit 0. Attack 6/8. Defense 1. Health points 23. Start the game with 18 Health points. Gain Chain if you play a Shield. Turns 1, 3 and 7: your Temple Guardians have Defense +1 until the end of the game.
Divine barrier . Uncommon. Faith. Priest. Duration 2 turns. Choose a character and attach this card to him. If it is you or one of your allies, he has -4 to damage suffered. Otherwise -4 to damage dealt. Chain.
Uniblade guard. Uncommon. Sword. Runic Legion. Desert Nomads. Permanent. Activates after the fight unless an other "Uniblade guard" is in play. Attack and Defense +2. Cor Rune or Temple Guardian: an additional Attack +3 and heals 3 Health points.
Nemaria's necklace . Uncommon. Jewel. Craftsman. Priest. Permanent. You gain Runic Theurgy Chain. At the end of your fights, a Runic that has less than 8 Health points heals X Health points and a non-Runic suffers X magic damage where X equals your Spirit (5 maximum).
Getting out of here. Common. Action. Warrior. Priest. Permanent. Attach this card to an ally, he has -3 to damage suffered and the caster has +2 to damage suffered. At the start of each turn, the holder heals 1 Health point. At the end of the turn, if the caster is dead, this card is discarded, otherwise, the holder is tapped.
Attentive sentinel. Common. Action. Kotoba. Warrior. Duration 8 turns. Defense -3 and Spirit +1. Your allies have Defense and Spirit +2. At the end of your fights, Defense +1 and heals 1 Health point. Chain.
Securitech case. Common. Tool. Pirates. Craftsman. Mécaniste. At the end of your fights, if there is more than 3 active cards played by the opposing character, he suffers 8 direct damage and this card is discarded. Permanent.
Enjoy the game!
Resilience globe. Rare. Destiny. Priest. -6 to damage suffered. Permanent. Temple Guardian: choose the character to whom this card is attached. At the end of the fight of its holder, this card is discarded.
Änkhou. (3 evolutions in all). On its last evolution : Uncommon. Desert Nomads. Warrior, Priest. Human, Unknown. Gardien du Temple. Spirit 0. Attack 6/8. Defense 1. Health points 23. Start the game with 18 Health points. Gain Chain if you play a Shield. Turns 1, 3 and 7: your Temple Guardians have Defense +1 until the end of the game.
Divine barrier . Uncommon. Faith. Priest. Duration 2 turns. Choose a character and attach this card to him. If it is you or one of your allies, he has -4 to damage suffered. Otherwise -4 to damage dealt. Chain.
Uniblade guard. Uncommon. Sword. Runic Legion. Desert Nomads. Permanent. Activates after the fight unless an other "Uniblade guard" is in play. Attack and Defense +2. Cor Rune or Temple Guardian: an additional Attack +3 and heals 3 Health points.
Nemaria's necklace . Uncommon. Jewel. Craftsman. Priest. Permanent. You gain Runic Theurgy Chain. At the end of your fights, a Runic that has less than 8 Health points heals X Health points and a non-Runic suffers X magic damage where X equals your Spirit (5 maximum).
Getting out of here. Common. Action. Warrior. Priest. Permanent. Attach this card to an ally, he has -3 to damage suffered and the caster has +2 to damage suffered. At the start of each turn, the holder heals 1 Health point. At the end of the turn, if the caster is dead, this card is discarded, otherwise, the holder is tapped.
Attentive sentinel. Common. Action. Kotoba. Warrior. Duration 8 turns. Defense -3 and Spirit +1. Your allies have Defense and Spirit +2. At the end of your fights, Defense +1 and heals 1 Health point. Chain.
Securitech case. Common. Tool. Pirates. Craftsman. Mécaniste. At the end of your fights, if there is more than 3 active cards played by the opposing character, he suffers 8 direct damage and this card is discarded. Permanent.
Enjoy the game!
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