Card Release: Nahima

New cards are available on Eredan iTCG!

All the following cards have from now on a Damned and Sacred evolution. For this release, you can choose between a Nahima Damned version Super Pack and a Nahima Sacred version Super Pack.

Nahima(3 evolutions in total)

At her last evolution:

Uncommon
Class: Mage
Guild: Sap Heart
Race: Elfine
Caste: World-Tree
Spirit: 2
Attack: 1/8
Defense: 2
Health Points: 14

Effects:

At the start of the game, if your allies are Dais, the opposing characters have Attack -2 until the end of the game and "Nahima" becomes Dais instead of her current Race.
All your non-multi Race Dais have Spirit +1 to +2 until the end of the turn when they play a Spell.
Turn 2, 5 and 6: A Nature Spell from your deck or discard pile is played after all other cards played.

Dais Bravery

Rare
Nature Spell
Sap Heart

Effects:

Deal X magic damage, X equal to your Spirit.
Dais: Deal 2 additional magic damage for each wounded ally.
World-Tree:Gain as much Health Points as the damage dealt by this Spell.

Spiritual Branch

Uncommon
Staff

Effects:

At the start of the game, "Spiritual Branch" is attached to "Nahima" if she is one of your characters in play.
Dais: Spirit, Attack and Defense +1. If you play two Nature Spells, a "Strangulation" is played from your deck.

Super Pack

For this release, the Nahima Super Pack is available in store for a limited time! This Super Pack is available in two versions: one with Nahima Damned version, the other with her Sacred version.

The Nahima Super Pack contains: “Nahima” Damned or Sacred version + 5 Standard Sap Heart 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:

  • Ebony
  • Spiritspeaker
  • Spiritual Guide
  • Appeasement
  • Bright branches
  • Whisper
  • Strangulation
  • Photosynthesis

Patch

Changes brought to the cards are colored.

Ebony(2 evolutions in total)

Uncommon
Class: Mage
Guild: Sap Heart
Race: Daïs
Caste: World-Tree
Spirit: 3
Attack: 4/7
Defense: 2
Health Points: 14

Effects:

If "Ebony" plays at least a Nature Spell, he has 50% of chance to play a "Decomposition" from your deck or discard pile.
At the end of the fight, gain 1 Health Points for each Nature Spell active.
Turn 2, 5 and 6: Defense +2 and Spirit +2.

Spiritspeaker (4 evolutions in total)

Common
Class: Mage
Guild: Sap Heart
Race: Daïs
Caste: World-Tree
Spirit: 2
Attack: 2/5
Defense: 2
Health Points: 14

Effects:

If "Spiritspeaker" plays a Sap Heart Action, he has Attack +2 and Defense +1 until the end of the turn.
If "Spiritspeaker" dies, all opposing characters suffer 1 direct damage.
Turn 2, 4 and 6: Spirit +2 and a Sap Heart Action is played from your deck.

Spiritual Guide

Rare
Action
Sap Heart

Effects:

Duration: 3 turns.
Your Warriors have Attack +2 and Defense +1.
Your Mages have Spirit +2 and Defense +1.
Dais: The opposing characters have Spirit -2.
World-Tree: Permanent.

Appeasement

Uncommon
Nature Spell
Sap Heart, Mage

Effects:

Your opponent has Attack -3.
A "Whisper", a "Friend of spirits" or a "Reforestation" from your Deck is played.

Bright Branches

Uncommon
Nature Spell
Sap Heart, Mage

Effects:

Duration 2 fights.
World-Tree: Attack, Defense and Spirit +2, or +3 if "Bright Branches" or "Vengeful Lianas" are active.
If you have a World-Tree ally, your Opponent has Attack, Defense and Spirit -1.

Whisper

Uncommon
Action
Sap Heart

Effects:
Defense +2. Duration 2 turns.
World-Tree: Each time that an Action or an Item played by one of the opposing characters activates, he suffers 2 direct damage points, +1 if his Spirit is different from his Defense.
Non-multi Race Dais: Duration 1 to 2 additional turns.

Strangulation

Common
Nature Spell
Sap Heart, Mage

Effects:

Deals X magic damage, X equal to your Spirit, +1 to +2 for each "Quercus' awakening" or "Root" in play.

Photosynthesis

Common
Light Spell
Mage

Effects:

Attack +1, Defense +1 and Spirit +1. A non-AoE Light or Nature Spell from your Hand is played.
Dais: you can choose the Nature or Light Spell played from your hand.

These cards are now available in the Newcomers booster!

Have fun!

Halloween - The return of the Spirits

Malwein the pumpkin-headed black mage offers you to dress up and celebrate Halloween at his side. He prepared a special place for you to fight in the proper atmosphere : "Halloween Monsters". Scare your opponents or make them die laughing with the help of unlikely costumes. Complete trophies, collect Spirits and obtain terrifying rewards!

Among these rewards, you will have the opportunity to easily get many costumes and later on Malwein as well as different masks in their Damned and Sacred version.

If you wish to obtain these rewards faster, you can get 300 Spirits in each 399/400 Fee'z booster.

This event will end Wednesday, November 1st at noon (CET). Happy Halloween to all of you!

Legendary Packs re-edited!

Greetings everyone,

In case you missed them upon their release, the Legendary Packs Snow tornado and Last barrier are now available in store for a limited time. Make the most of this opportunity!

These packs contain:

"Snow tornado" or "Last Barrier" + 1 other Legendary card, 11 Rares, 48 Uncommons, and 84 Commons, selected from acts 5 to 14.

Also to be found in this offer: 1 Foiler card, 4 XP +100 cards, 1 XP +200 card, and 1 XP +500 card.

Beware! The Legendary Packs will only be available in store until Wednesday, 25th October at noon (CEST).

Have a good end of the week on Eredan iTCG!

Card Release: Marlok's Golem

New cards are available on Eredan iTCG!

All the following cards have from now on a Damned and Sacred evolution. For this release, you can choose between a Marlok's Golem Damned version Super Pack and a Marlok's Golem Sacred version Super Pack.

Marlok's Golem (3 evolutions in total)

At his last evolution:

Rare
Class: Warrior, Mage
Guild: Zil Warriors
Race: Golem, Mental Guemelite
Spirit: 2
Attack: 7/7
Defense: 4
Health Points: 14

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, Mage

Effects:
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: 15

Effects:
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!

Friday 13th = 13% off the boosters!

Friday the 13th Discount!

Make the most of this Friday 13th discount: 13% off 12-card boosters!

This special offer starts now and ends on Wednesday, October 18th 2017 at noon (CET).

Enjoy the game on Eredan ITCG.

Beginning of Act 14

Act 14 : Renewed Guem

Today, Eredan enters Act 14 - Renewed Guem. Cards from Act 14 will from now on be added in Standard boosters and those from Act 11 in Veteran boosters.

Have a great day on Eredan iTCG!

Card Release: Ogedei

New cards are available on Eredan iTCG!

All the following cards (except "The guild's cape") have from now on a Damned and Sacred evolution. For this release, you can choose between an Ogedei Damned version Super Pack and an Ogedei Sacred version Super Pack.

Ogedei (3 evolutions in total)

At his last evolution:

Rare
Class: Mage
Guild: Stonelinkers
Race: Air Guemelite, Fire Guemelite
Spirit: 2
Attack: 4/6
Defense: 2
Health Points: 14

Effects:
The opposing characters have Spirit -2.
Each time an opponent character suffers Air magic damage, he has 50% of chance that a card attached to him is discarded.
Even turns: 1 to 3 cards from your discard pile are placed in your deck.

Amalgon's reception

Uncommon
Guem Spell
Stonelinkers, Mage

Effects:
Duration: 3 turns. Chain.
Guemelite: As this card activates, a Stone Heart of one of your elements is created and played.
If you play a Water or Lightning Spell in Chain: Spirit and Defense +1.
If you play a Fire or Air Spell in Chain: The opposing character has Spirit and Attack -1.

Super Pack

For this release, the Ogedei Super Pack is available in store for a limited time! This Super Pack is available in two versions: one with Ogedei Damned version, the other with his Sacred version.

The Ogedei Super Pack contains: “Ogedei” Damned or Sacred version + 5 Standard Stonelinkers 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:

- Master Larzaen (Air and Fire)
- Master Larzaen (Water and Earth)
- Air Elemental
- Stone-heart pouches
- Elemental might
- Viral propagation
- Violent breeze
- Air Stone-heart
- The guild's cape

Patch

Changes brought to the cards are colored.

Master Larzaen (2 evolutions in total)

Uncommon
Class: Mage
Guild: Stonelinkers
Race: Air Guemelite, Fire Guemelite
Spirit: 3
Attack: 4/5
Defense: 3
Health Points: 14

Effects:
Your characters gain Chain if they play a Staff.
If an Air Spell is played by one of your characters, an opposing character has Spirit -1 until the end of the game.
Turns 1, 2 and 4: A "Shearing" is created and played.

Master Larzaen (2 evolutions in total)

Uncommon
Class: Mage
Guild: Stonelinkers
Race: Water Guemelite, Earth Guemelite
Spirit: 3
Attack: 5/6
Defense: 3
Health Points: 14

Effects:
Until the end of the game, if one of your characters dies, the Stone-hearts attached to him are attached to one of your other living characters.
Each time "Stone wall" or "Water cycle" are played, Defense +1 until the end of the game.
Turns 1, 2 and 4: An Earth Stone-heart is created and played after your cards.

Air Elemental (1 evolution in total)

Common
Class: Warrior
Guild: Stonelinkers
Race: Air Guemelite
Spirit: 2
Attack: 7/8
Defense: 3
Health Points: 16

Effects:
Gain Chain if you play an Item Other. Can play Air Spells without restrictions.
As long as "Air Elemental" is out-of-combat, he has -2 to damage points suffered.
Turns 1, 4 and 7: Spirit +1. Attack +3 if an Air Spell is in your Discard pile.

Stone-heart pouches

Rare
Item Other
Stonelinkers, Mage

Effects:
Choose a Water, Earth, Air or Fire Spell in play, a Stone-heart of that type of element is created and played on your character and one of his allies.

Elemental might

Rare
Guem Spell
Guemelite

Effects:
Air Guemelite: Attack +2.
Water Guemelite: Spirit +2.
Earth Guemelite: Defense +2.
Fire Guemelite: +3 Spell magic damage.
Stonelinkers: Duration 2 fights.

Viral propagation

Uncommon
Air Spell
Stonelinkers, Mage

Effects:
Permanent. One of the opposing characters has Attack, Defense and Spirit -3, an other is tapped, and 2 opposing cards attached to the third character are discarded.
At the end of each turn, for each character untapped, this card has a one in 9 chance of being discarded.

Violent breeze

Common
Air Spell
Mage

Effects:
Choose 3 characters. Yours and the Mages have Spirit +2 and Defense +2, the others have Attack and Spirit -2 and get tapped.
Noz or Stonelinkers: Duration 3 turns.

Air stone-heart

Common
Stone-heart
Stonelinkers

Effects:
Permanent.
As this card activates and at the start of the fight, choose a character. If he is tapped and out-of-combat, he has Spirit = 0 until the end of the turn, otherwise he has Spirit -1 and gets tapped.
If "Air Elemental" is alive, the opposing characters have Spirit, Attack and Defense -1 until the end of the game.
Chain Air Spell.

The guild's cape

Common
Clothing
Stonelinkers

Effects:
At the start of the game, this card is attached to one of your Stonelinkers if you have at least two of them.
Permanent. Defense +1 and Spirit +1.
Your Air, Fire, Earth or Water Guemelites gain the Stonelinkers Guild and the Mage Class.
Chain.

These cards are now available in the Newcomers booster!

Have fun!

Card Release: Elektro

New cards are available on Eredan iTCG!

All the following cards have from now on a Damned and Sacred evolution. For this release, you can choose between an Elektro Damned version Super Pack and an Elektro Sacred version Super Pack.

Elektro (3 evolutions in total)

At his last evolution:

Rare
Class: Mage
Guild: Pirates
Race: Lightning Guemelite
Spirit: 2
Attack: 3/7
Defense: 2
Health Points: 15

Effects:
Elektro has +3 Lightning damage (non-AoE) for each of your dead characters.
If you played two Lightning Spells, a Spell (non-AoE) of your deck will be played.
Even turns: Spirit +1 until the end of the game.

Super Pack

For this release, the Elektro Super Pack is available in store for a limited time! This Super Pack is available in two versions: one with Elektro Damned version, the other with his Sacred version.

The Elektro Super Pack contains: “Elektro” Damned or Sacred version + 5 Standard Pirates 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:

- The Ugly Corc
- Specters of the lightning struck
- Tetany
- Treaty on the magic of Lightning

Patch

Changes brought to the cards are colored.

The Ugly Corc (3 evolutions in total)

At his last evolution:
Common
Class: Mage
Guild: Pirates
Race: Human
Spirit: 2
Attack: 2/5
Defense: 3
Health Points: 14

Effects:
Your Pirate Mage allies have Defense +1 and additional Defense +2 if they play a Lightning Spell.
At the end of the fight, a Lightning Spell of your discard pile is placed in your deck.
Turn 2, 4 and 5: a "Static Charge" is created and played.

Specters of the lightning struck

Uncommon
Lightning Spell
Pirates, Mage

Effects:
This card is attached to your opponent. He has Spirit -2 for each dead character and he suffers X magic damage points where X equals your Spirit.
Duration: 3 turns.

Tetany

Uncommon
Lightning Spell
Pirates, Mage

Effects:
Your opponent has Attack -1 for each Lightning Spell in game.
Lightning Guemelite: Duration 2 turns. Opponent character's allies have too Attack -1 for each Lightning Spell in game.

Treaty on the magic of Lightning

Common
Magic Book

Effects:
One copy per character. Duration 6 turns.
Spirit +2.
At the end of the fights, you gain 1 Health Point for each Lightning Spell played in this turn.

These cards are now available in the Newcomers booster.

Have fun!