08/11/2016 Release
New cards have been released on Eredan iTCG!
All the following cards have from now on a Damned and Sacred evolution.
Ank Serah (3 evolutions in total)
Original design by Crusic Webster, fancard contest winner
At its last evolution:
Rare
Classes: Warrior, Marauder
Guild: Desert Nomads
Race: Solarian
Cast: Eclipse, Immortal
Spirit: 0
Attack: 2/10
Defense: 0
Health points: 17
Effects:
Gain Chain if you play an Action. Each time one of your characters is wounded, "Ank Serah" gains Attack +0/+1 until the end of the game.
At the end of the Fight, Heals X Health points where X equals the the number of Actions played during the Turn.
Odd Turns: Attack +1 and an Action from your Discard Pile is placed in your Hand.
Super Pack
For this release, the Ank Serah Super Pack is available in store for a limited time!
The Ank Serah Super Pack contains "Ank Serah" + 5 Standard Nomad boosters, so 60 of the newest cards, from which 40 from your Guild and at least 5 Rare, 20 Uncommon and 5 Damned or Sacred as well as up to 5 additional Destiny XP cards!
Reedition
The following cards have been reedited:
- Djamena
- Prince Metchaf
- Psychopump
- Repulsion
- Protection of the king priest
Patch
Changes brought to the cards are colored.
Djamena (3 evolutions in total)
At its last evolution:
Uncommon
Classes:
Warrior, Marauder, Priest
Guild: Desert Nomads
Race: Solarian
Casts: Eclipse, Temple Guardian
Spirit: 1
Attack: 6/9
Defense: 0
Health points: 16
Effects:
Attack +2 against Warriors.
Attack +1 until the end of the game for each of your other Eclipse characters.
Spirit +1 until the end of the game for each of your other Temple Guardians.
Turns 4, 5 and 6: Heals 2 to 3 Health points.
Prince Metchaf (3 evolutions in total)
At its last evolution:
Rare
Classes: Warrior,
Marauder
Guild: Desert Nomads
Race: Solarian
Spirit:
2
Attack: 7/9
Defense: 0
Health points: 17
Effects:
Your Nomads gain Chain if they play a Nomad Weapon.
At the start of the game, copies the Casts of his Nomad allies.
At the end of the Fight, all your Nomads gain 1 Health point and Attack +2/+0 until the end of the game if they carry a Weapon.
Turns 4, 6, 7 et 8: The Defense of the opposing character is divided by 2 (rounded down).
Psychopump
Uncommon
Action
Desert Nomads
Effects:
If your character dies and until the end of the game, your other Immortals gain 1 Health point for each card attached to him, your other Temple Guardians Attack +1/+0 for each card attached to him and your other Eclipse characters Attack +0/+1 for each card attached to him.
Permanent.
Repulsion
Common
Action
Desert Nomads
Effects:
Duration: 3 Turns. If an Eclipse dies, your characters gain Attack +3 until the end of the game.
Immortal: Among the cards attached to the characters in battle, two opposing cards and one of yours are discarded.
Temple Guardian: At the end of the third Turn, this card returns to your Deck.
Protection of the king priest
Common
Action
Desert Nomads
Effects:
Duration: 2 Turns. Defense +2 and Spirit +1.
Immortal: Your opponent loses his Casts if you don't play any card after this one.
Temple Guardian: -1 to suffered damage.
Eclipse: +1 to damage dealt.
Chain.
These cards are now available in the Newcomers booster.
Have fun!