24/05/2016 Release

New cards have been released on Eredan iTCG!

Malicia (3 evolutions in all)

At its last evolution:

Rare
Classes: Mage, Craftsman
Guild: Zil Warriors
Races: Human, Shadow Guemelite, Mental Guemelite
Casts: Circus, Night Terror
Spirit: 2
Attack: 5/7
Defense: 4
Health points: 14

Effects:

Your characters gain Chain until the end of the game if they play a Mental Spell.
At the start of the Turn, if Malicia is alive, draw an additional card. If not, a "Gypsy cards" is created and attached to a random opponent.
Odd Turns: A "Gypsy cards" is created and played.

Gypsy cards

Uncommon
Other

Effects:

Permanent. Chain.
Malicia: Heals 2 to 4 Health points.
Night Terror: A "Gypsy Cards" card is created and attached to the opposing character.
Choose an opposing character and attach this card to him. He has Attack -1 and Spirit -1.

For this release, the Malicia Super Pack is available in store for a limited time!

The Malicia Super Pack contains: "Malicia" + 5 Standard Zil boosters. That is 60 cards, including at least 5 Rare (or Legendary) and 20 Uncommon.

Reedition / Patch:

Changes brought to the cards are colored.

Choose a card

Uncommon
Action

Effects:

Duration: 2 fights. Chain.
If your next card and the next opposing card share the same type, Defense +2 and the opposing character has Defense -2 until the end of the Turn.
Circus: these effects are applied in any case.
Mental Guemelite: the opposing character has Attack -2.

Blackmail

Uncommon
Destiny Theurgy
Priest, Zil

Effects:

Defense +1. Chain.
The opposing player chooses a card from his Hand, it is placed in yours.
The opposing character has Spirit -1 and Defense -1 until the end of the game.
Night Terror: You gain an additional Defense +2. A Mental Spell from your Discard pile is placed in your Deck.

Astral Projection

Common
Mental Spell
Mage

Effects:

Choose another Mage or Mental Guemelite. X equals the Spirit of the chosen character (max. +5).
If the chosen character shares a common Guild with your character: Defense +X.
Night Terror: If not, the character with the lowest Spirit suffers X magical damage.

Win using Magic

Uncommon
Mental Spell
Mage

Effects:

Night Terror: Spirit +2. Defense +2 against Warriors and Marauders. Chain.
+X to magic Spell damage (non AoE) dealt by your character where X equals your character's Spirit.

Lobotomy

Uncommon
Mental Spell
Mage

Effects:

X equals the difference between the number of cards in your Hand and in the opponent's.
Deals X+3 magical damage to the opposing character.
Night Terror: +X additional magic damage.

Mentalism

Uncommon
Mental Spell
Mage, Noz'Dingard Envoys, Zil Warriors

Effects:

Choose a Fire, Mental or Draconic Spell from your Discard pile, it is placed in your Deck.
Deals 5 magic damage to the opposing character.
Night Terror: +2 additional magic damage. Chain.

Premonition

Rare
Mental Spell
Mage

Effects:

Draw cards until you have 6 in your Hand.
Night Terror: a "Lobotomy" card is created and played after your other cards.
Mental Guemelite: 2 cards from your Discard pile are placed in your Deck.
At the end of the Fight,
choose 1 card from your Hand, the others are placed in your Deck.

Memories of one's teachings

Common
Mental Spell
Mage, Noz'Dingard Envoys, Zil Warriors

Effects:

Duration: 5 Fights. Choose a character and attach this card to him. Attack -1 and Defense +1.
At the start of the fight, Spirit +1 until the end of the Turn for each Spell played by one of the characters in battle.
Night Terror: Chain.

Devourer Hat (2 evolutions in all)

At its last evolution:

Rare, Unique
Clothing
Night Terror

Effects:

Permanent. At the start of the game, this card is placed in your Hand.
Choose another of your characters and attach this card to him.
Night Terror: He becomes Priest.
He becomes Zil, Mental Guemelite and Night Terror.

If played by Arckam: Chain. Defense +1.
Permanent. At the start of the game, this card is placed in your Hand. Choose another of your characters and attach this card to him. Night Terror: He becomes Priest. He becomes Zil, Mental Guemelite and Night Terror. If played by "Arckam": Chain. Defense +1.

Arckam (3 evolutions in all)

At its last evolution:

Common
Class: Craftsman
Guilds: Zil Warriors
Races: Shadow Guemelite, Mental Guemelite
Casts: Circus, Night Terror
Spirit: 1
Attack: 8/9
Defense: 2
Health points: 14

Effects:

Can attach Craftsmen Items to any character. Gain Chain if you play a Craftsman card.
As long as Arckam is alive, the opposing characters who have a Spirit superior to 2 have Spirit -1.

Turns 2, 4 and 6: Defense +1 and Spirit +1 until the end of the game.

The Psychurgist

At its last evolution:

Common
Class: Priest
Guild: Zil Warriors
Race: Mental Guemelite
Casts: Circus, Night Terror
Spirit: 3
Attack: 4/9
Health points: 14

Effects:

Can play neither Theurgies of Faith nor of Divine Anger.
At the end of the fight, the opposing character has Defense -1 and Spirit -1 until the end of the game, the "Blackmail" cards from your Discard Pile are placed in your Deck.
Turns 1, 4 and 5: One card is chosen at random from your opponent's Hand and put into your Hand.

These cards are now available in the Newcomers Boosters.

Enjoy the game!