Card Release: Marlok's Golem
Par Eredan, Tuesday 17 October 2017 à 17:14 - iTCG - #1599 - rss
Effects: Gain Chain if you play a Spell or a Staff. When a Staff is played by your Zill characters, it becomes an Item Other and Marlok's Golem gains Spirit or Defense +1 until the end of the game. Turn 2, 4 and more: A Staff from your Deck or Discard pile is played.
Moonshadow
Rare Staff Zil Warriors, MageEffects: Permanent. Dual Wield. Spirit, Attack and Defense +1 to +2. When this card activates, a "Dementia", a "Mimicry" or a "The Black Hand" is created and played. Non-multi Class Mage: At the end of the fight, deal an Attack even if you have already dealt magic damage in this turn.
Super Pack
For this release, the Marlok's Golem Super Pack is available in store for a limited time! This Super Pack is available in two versions: one with Marlok's Golem Damned version, the other with his Sacred version. The Marlok's Golem Super Pack contains: “Marlok's Golem” Damned or Sacred version + 5 Standard Zil boosters, so 66 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 and/or patched:- Marlok
- The Marquis
- Cerebral crook
- Dementia
- Hit the Road
- Dishonour on sale
- Temptation
Patch
Changes brought to the cards are colored. Marlok (1 evolution in total) Uncommon Class: Mage Guild: Zil Warriors Race: Human, Mental Guemelite Caste: Night Terror Spirit: 3 Attack: 4/7 Defense: 3 Health Points: 15Effects: Gain Chain if you play a Staff. Each time you play a Spell or a Staff: Spirit, Attack and Defense +1 until the end of the turn. If you deal magic damage to an opposing character, his allies and him have Spirit -1 for the next 3 turns. Turn 1, 4 and more: Spirit and Defense +2.
The Marquis (3 evolutions in total)
Common Class: Mage Guild: Zil Warriors Race: Human, Shadow Guemelite Caste: Courtier, Night Terror Spirit: 2 Attack: 4/8 Defense: 3 Health Points: 14
Effects: Your Zil characters gain +1 to Spell damage. -2 to damage suffered if you play a Shadow or Mental Spell. After playing your cards, a "Dishonour on sale" from your Deck is played. Turn 2, 3 and 6: Spirit +2.
Cerebral crook
Rare Staff Mage
Effects: Permanent. Spirit +1 to +2. Draw an extra card during the draw phases. Non multi-class Mage: Your character deals an additional Attack that equals his min. Attack plus his printed Spirit. Zil or Nehantist: +1 to the effects of the Spells played in Chain. Chain Spell.
Dementia
Uncommon Shadow Spell Zil Warriors, Mage
Effects: Choose an opposing character, he suffers 4 magic damage. Mage: +1 magic damage per Shadow or Mental Guemelite. All the characters gain the Shadow and Mental Guemelite Races. Duration: 3 fights.Hit the road
Uncommon Action
Effects: Choose an out-of-combat living character. If he is untapped, he gets tapped. If he is tapped, he gets untapped. Your Zil characters have Spirit +1 for two turns. Chain.Hit the road... and don't you come back no more, no more , no more!
Dishonour on sale
Common Action
Effects: Attack, Defense or Spirit +1 to +2 until the end of the game. If "The Marquis" or "Ogoe Kage" is one of your characters, you get two of the previous bonuses instead of only one. Courtier: At the end of the fight, this card is placed in your Deck.
Temptation
Common Shadow Spell Zil Warriors, Nehantist, Mage
Effects: When this card activates, the opponent can discard two cards from his Hand to discard this card. Permanent. This card is attached to the opposing character. Spirit -2. At the end of the fight, you lose 1 Health Point per card played during this turn. These cards are now available in the Newcomers booster! Have fun!
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