Advent Calendar

A new Christmas has arrived in the world of Eredan iTCG and it's the grand return of the traditional advent calendar.
Each day, when you first connect the Advent Calendar will appear. By clicking on the day and the date you will earn a gift, this year the Eredan iTCG team will be spoiling you!

Like last year, those who will have opened all the windows will obtain a trophy and a special reward on December 24th.

Note : if you miss a window, you can open it and obtain the gift for the price of 15 Fee'z. And you can continue on your way to earning the advent calendar trophy. The calendar will be available until and including December 31st .

See you on December 1st at 00:00 AM (French time) for your first gift!

You might have guessed! True that Amnezy hasn't been very discreet about them on her Facebook page . A new guild has arrived on Eredan iTCG: The Stone Linkers. These characters are adventurer merchants, specialists of the magic of elements who know all about Stone-Hearts.

You already know Temüjin, the collector character given with the Eredan ITCG Artbook , and you'll soon discover new characters.

NB: Caution, the "Water Elemental" and the "Earth Elemental" characters are now affiliated to the Stone Linkers. Therefore, decks that are not Stone Linker ones in which there was at least one of these two characters are now invalid. What's more, we have created a new subtype of cards called Stone-heart Jewel Items made of the following cards: Blackened Stone-heart, Nehantic Stone-heart and Stone-heart.

The Big Lottery!

The Eredan iTCG team has organized a big lottery with several lots including exclusive ones at stake! At least 50 lots will be rewarded in all. Here is the list of lots:

- 1 "All the January cards" Pack: You've got it right, one of you will receive a copy of each card released in January (level 1 only, for characters and event cards (weekly or monthly) not included).

- 1 Stone Linker Pack: this pack contains 2 copies of 2 characters (Catalyma, Master Maen), 1 Air Elemental, 1 Fire Elemental, 1 Earth Elemental, 1 Water Elemental, 1 Sorrow harpoon , 1 Rubble plus 3 copies of each Stone Linker card, that is 26 cards (Temüjin isn't part of this pack).

- 3 "All collectors" pack: this pack contains the collector versions of the following cards. Anathematize, Assassination, Strike The Iron, Smash the Spirit, Ceremonial, Blackmail, Freeze!, The Rain Dance, Root, Team Spirit, Let my guns talk !, Nehant’s inspiration, Playing with feelings, Mentalism, Obesity, Hit the Road, Perversion, Tranquility, Supplying, Triumph, Overwhelming Victory.

- 10 Ex-libris signed by the Eredan iTCG team.

- 10 Packs that contain 10 200XP cards.

- 10 Packs of 20000 Crystals.

- 15 NewComer Boosters.

How can I participate?

To get a change of winning one of the numerous lots you need a lottery ticket.
How can I get a ticket?

You get:
- 1 in each Advent Calendar window.
- 1 in Basic Boosters.
- 3 in NewComer boosters.
- 6 in the ready-to-play decks (decks bought with Fee'z).

The lottery will end on December 31st at noon (French time), the drawing of lots will take place on January 2nd 2013!

NB: The lottery tickets you got during the "Eredan iTCG Artbook lottery" event aren't valid for this lottery.

Good Luck to all of you and happy December on Eredan iTCG!

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Wake The Guardian of the Council Up!

You have until Wednesday December 5th at noon (French time), to take part in this Council of the Guilds' adventure.

The Axioms

To wake the Guardian of the Council up, you need nine Axioms. These are items which were once entrusted to the guilds but have disappeared since. Each guild has to get back its own lost item.

For that, you have nine missions displayed on the web page background:

- Each mission hides a fight against one of the Bosses of the adventure mode selected randomly.
- You must defeat him with a guilded Deck that corresponds to the mission to get a chance of obtaining the precious Axiom (For example, to try and get the Spiritual Axiom back, you need to play a Kotoba Deck).
- Each mission costs 10 energy points.
- The more victories you gain, the more chances you get to obtain the Axiom at stake.

You can't get past a Boss? You don't have enough time? You can obtain the Axiom that corresponds to a mission by spending 199 Fee'z or by using a Council Favor. You can obtain a Council Favor in 12 card boosters and 4 Council Favors in Legendary Packs.

Spiritual Axiom: Other Item. Collector. Kotoba. Permanent. Attack +2. Chain.

Shadow Axiom: Other Item. Collector. Zil Warrior. Permanent. At the start of the fight, your opponent suffers 1 direct damage. Chain./p>

Draconic Axiom : Other Item. Collector. Noz'Dingard Envoys. Permanent. Spirit +1. Chain.

Amber Axiom: Other Item. Collector. Sap Heart. Permanent. As this card activates and at the start of the fight, your opponent has Defense -2 until the end of the turn. Chain.

Neutral Axiom: Other Item. Collector. Mercenaries. Permanent. You gain Chain. Chain.

Corrupted Axiom: Other Item. Collector. Nehantists. Permanent. As this card activates and at the start of the fight, your opponent has Attack -2 until the end of the turn. Chain.

Solar Axiom: Other Item. Collector. Desert Nomads. Permanent. At the end of the fight you heal 2 Health points. Chain.

Stolen Axiom: Other Item. Collector. Pirates. Permanent. As this card activates and at the start of the fight, your opponent has Spirit -2 until the end of the turn. Chain.

Runic Axiom: Other Item. Collector. Permanent. Defense +2. Chain.

The Guardian of the Council

Once you possess all nine Axioms, you can access the room where the Guardian of the Council hides. That pitiless mechanical creature doesn't seem to obey you very much so you are going to have to get him under control to complete the adventure.

You will then obtain a trophy, the title of Hand of the Council and the character card: Guardian of the Council.

You can't beat the guardian? Weaken him for 199 Fee'z.

Guardian of the Council: (1 evolution in all). Mythical. Character. Mercenary. Warrior. Unknown. Spirit 1. Attack 5/7. Defense 1. Health points 15. After having played your cards, an Axiom from your Deck is played. Turns 1, 3 and 7: Defense +2.

Enjoy the game!

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iTCG : Netjhim

 

Netjhim. (3 evolutions in all). On his last evolution : Rare. Character. Desert Nomad. Priest. Human. Spirit 2. Attack 5/7. Defense 0. Health points 18. Each time one of your Priests suffers damage points, a card from your Discard pile is placed in your Deck. Turns 1, 3, 6 and 10: the opposing characters loose 1 Health point and their Maximum Health point limit is reduced by 1 until the end of the game.

Protection of the people. Rare. Action. Desert Nomads, Priest, Warrior. Permanent. At the start of the fight, heals 1 Health point per character who has already been healed during the game.

Wood staff Uncommon. One Hand Weapon Item Stick. Desert Nomads, Priest. Permanent. Spirit +1. At the start of fight, you can choose up to two cards in any Discard pile, these cards are withdrawn from the game and you win 2 Health points per Nomad card among them.

Precognition. Uncommon. Destiny Theurgy. Desert Nomads, Priest. Duration 2 fights. At the end of the fight, your opponent suffers X magic damage points where X is the sum of the Heal points received by both characters in battle this turn. Chain Theurgy.

Heat stroke. Common. Action. Desert Nomads. You and your opponent suffer 1 direct damage point per card worn by one or the other (5 maximum). Temple Guardian: a dead opponent suffers 10 direct damage points. Warrior: Chain.

Naptys' eyes. Common. Action. Desert Nomads. Each character in battle heals 4 Health points. Each Temple Guardian heals 2 Health points. Chain Theurgy.

Repulsion. Common. Action. Desert Nomads Duration 3 turns. If an Immortal dies, the others have 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 placed in their owner's Deck. Chain.

Enjoy the game!

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Cards withdrawn from the NewComer Booster

From tomorrow onwards, the card release of September 26th, will not be available in the NewComer Booster.

Here is the list of cards concerned:

Utkin, Nehant kid. (3 evolutions, in all). On his last evolution: Rare. Character. Nehantist. marauder. Demon. Nehantic Guemelite. Spirit 2. Attack 7/10. Defense 2. health points 15.Attack +1 against Marauders and Berserkers. At the end of the fight, if your opponent has less than 4 cards in his Hand, Utkin deals 2 direct damages to an opposing character. Turns 2 and 5: Attack +2.

Nehantic hold. Rare. Nehantic Spell. Nehantists, Mage. Duration 2 turns. Each opposing character has Spirit -2 and suffers 2 magic damages for each Corruption attached to him (6 maximum).

Tiredness. Rare. Nehantic Spell. Corruption. Nehantists, Mage. Permanent. This card is attached to the opposing character. The character has Attack -5 during the fight when this card activates, then Attack -2 at the end of this fight.

Eredan's wisdom (2 evolutions, in all). On his last evolution: Rare. Staff Item. Unique. Permanent. Defense +2, Spirit +2 and +2 to magic damages of (non- AoE) Spells played by your character. At the end of the fight, if "Ciramor" is in play, he becomes Noz and this card is attached to him. Chain Spell.

NB: Eredan's wisdom is the evolution of Eredan's cursed wisdom. It needs a particular trophy : The Destiny of the Guardian to evolve. What's more, the cards that are necessary for its evolution had been removed from the market.

Forbidden Nehantic books. Uncommon. Magic Book Item. Nehantists. Permanent. At the end of the turn, a card is picked in each Discard pile and withdrawn from the game. As this card activates and at the start of the fight, the opposing character has Defense -2 and Spirit -2 and you suffer 3 direct damages. Chain.

Hesitation. Uncommon. Action. Nehantists, Marauder. Permanent. Your other "Hesitation" cards in play are discarded. You opponent draws one card less during the next draw phases. At the start of the fight, Attack +3 until the end of the turn if your opponent has played less than 2 cards. Chain.

Mental control. Common. Corruption Nehantic Spell. Nehantist, Mage. Permanent. Attaches to the opposing character. Spirit -2. One "Desolation of the Heart" from your Hand is played.

Allegiance of the demon Common. Action. Nehantists, Demon. Defense +2. One Hand Weapons that you have played after this card will activate immediately. Chain Nehantist Weapon.

Nehant heritage. Common. Action. Attack +1 and Spirit -1 for each Nehant Spell in play (6 maximum). If "Break the first chain", "Break the second chain" and "Break the third chain" have been activated in that order during the game, the maximum is 666.

Demoniac agility. Common. Action. Nehantists, Marauder. Attack +2. Choose one of your tapped characters, he gets untapped. Demon: Chain.

Enjoy the game!

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PatchNote

PatchNote

- The bug that sometimes duplicated the card played after Scheme has been fixed.

- In the Adventure mode, The Door to Infinity has been removed from the deck of the Champion of the Arena for the "Sand of the Arena" campaign.

- The bug that sometimes made the game end in a draw when Bluff had been played, has been fixed.

Bravo to our first two winners of the "Eredan iTCG Artworks" : oOBuzzyOo and Gaishi You still have a whole week to obtain tickets and win the other two copies at stake!

Enjoy the game!

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Black Friday News

Discounts

The following discounts are available in the Eredan iTCG store until next Monday at noon (French Time):

  • 30% discount on the trophies in store and on those you buy directly.
  • 30% discount on the ready-to-play Decks (Decks you can buy with Fee'z).
  • 30% discount on the Energy packs.

Have a good week-end on Eredan iTCG !

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Tournament of the Million - Treachery

Tournament of the Million - Treachery

Crystals thunder is rumbling louder and louder!! Another 1 million crystals at stake this weekend!!

Dates:

From now on and until Sunday November 25th at 8:00 PM (French time).

Restrictions

Format: 3 characters + 20 to 50 Cards.

At the start of the game you have one chance out of two to have to exchange your deck with your opponent's.

Banned cards:

Ourenos, (all evolutions), Scragh. Lost Scroll from Kan-del

Rewards:

Open your eyes because the reward is exceptional! At least 1 million crystals will be distributed to the gamers!

1rst: 125.000 Cx guaranteed + 1250 Cx per registration beyond the 100th registration.
2nd: 85.000 CX guaranteed + 850 Cx per registration beyond the 100th registration.
3rd and 4th: 55.000 CX guaranteed + 550 Cx per registration beyond the 100th registration.
from the 5th to the 8th: 25.000 CX guaranteed + 250 Cx per registration beyond the 100th registration.
from the 9th to the 16th: 10.000 CX guaranteed + 100 Cx per registration beyond the 100th registration.

500.000 crystals will be shared between the gamers of the first third, with a fix value of 5.000 crystals per person if there are more than 100 registrations in this tournament.

Registration Fee

Registration: 10.000 crystals or 400 Fee'z

Good luck to all of you, may good fortune be with you!!

Enjoy the game!

Eredan iTCG, The Trading Card Game.
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Edrianne

 

Death .... Rare. Action. Warrior, Undead. Defense +5 and you suffer 3 direct damage points. If this card is a Necrosis or if your next card is "...becomes us", choose an Undead Action from your Hand, it is played. This card becomes a Necrosis until the end of the game.

Nehantic sign. Rare. Nehantic Spell. Mage. Permanent. One copy per character. Defense +2, Spirit +2 and -1 to damage points suffered. You become Nehantist instead of your other Guilds.

Karrie (1 in all). On level 1: Uncommon. Character. Nehantist. Warrior. Undead. Spirit 0. Attack 6/7. Defense 3. Health points 13. Cannot chain any card. After having played your cards, if you have a living Necromancian, choose a Necrosis from your Discard pile, it is played. Turns 2, 6 and 8: Attack +2 for each one of your Warriors.

Submerge. Uncommon. Action. Nehantists.Duration 3 turns. Choose a character and attach this card to him. The holder has Attack +2 per Demoniac Servant Pet in play and your suffer 3 direct damage points. Chain Spell.

Edrianne. (3 evolution, in all). On her last evolution: Common. Character. Nehantist. Mage. Human. Spirit 2. Attack 4/6. Defense 2. Health points 14. At the start of the fight, choose a character, for each Corruption he wears, 1 Nehantic Spell from your Discard pile is placed in your Deck (3 maximum). Turns 4 and 6: Defense +2 and one of your allies heals 1 Health point.

Blackness . Common. Action. Nehantists. Permanent. This card is attached to your opponent and becomes a Demonic Servant Pet. Each time a holder's ally suffers damage points not dealt by "Blackness", the holder suffers 1 to 2 direct damage points. Chain Nehantist card.

... becomes us. Common. Action. Undead. Each one of your Undead Warriors heals between 1 and X Health points where X equals his Defense. This card and two Undead Actions from your Deck become Necrosis until the end of the game.

Enjoy the game!

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Update of the Player Profile

Dear plays,

We are eventually going to handle an update we had planned a long time ago, the update of the profile window.

We have integrated new information about players, that indicate more precisely their progressions, their clan emblem, the number of trophies they obtained or to what extent their collection is completed for example!

We have decided to display this new profile as if it were a character card, the different elements of this card represent your information and your progression.

What's more, now, you can choose 3 of the trophies you won and showcase them on your profile. Choose those your are the most proud of!

You can now choose a bigger Avatar so it is more adapted to the format of a character card (the most adapted format is 320x290 pixels).

Now, player profiles appear on screen when you hover the mouse on a nickname so you can quickly check which players are part of a ranking and of a game room or rapidly evaluate your opponent before a game starts, without even having to click.

Please note that the permanent ELO (displayed in the "Spirit" characteristic of your profile) has been corrected: from now on, it will change during all the tournament games to make it more representative of players' general performances.

The ELO Amnezy score has been removed from profiles because it only makes sens once a week, when the tournament is ending.

We hope you will appreciate these modifications.

Enjoy the game on Eredan iTCG!

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Cards withdrawn from the NewComer Booster

From tomorrow onwards, the card release of September 19th, will not be available in the NewComer Booster.

Nebsen, Ra's Sphynx(and his two evolutions). Its last evolution: Legendary. Desert Nomad. Warrior/Priest. Solarian/Beast. Spirit 3. Attack 6/8. Defense 0. Health points 18. Your Nomads have their maximum Health upgraded by 2 until the game ends. Your character have +1 to the Theurgy Heals, Actions and Items they play. As long as they don't participate in a fight they have -3 to damages suffered. Turns 5, 7 and 12: Attack +2 and Defense = 3.

Divine Punishment. Rare. Divine Anger Theurgy. Unique. Desert Nomad. Priest. Deals 7 magic damages to the opposing character and if he has less than 1 Health point, another character suffers 7 magic damages.

Avenge the avenger. Rare. Action. Desert Nomad. Marauder. Permanent. Permanent. Attack +3 for each of your dead Eclipse. An additional Attack +2 if "Reinforce the Faith " is in play. Chain "Ptolaris" or "Go for broke".

Go for broke. Uncommon. Action. Desert Nomad. Attack +5 and Defense =0. At the end of the fight, Attack -4 until the end of the game. Temple Guardian: 3 Nomad Actions in your Discard pile are placed in your Deck. Chain "Supernova".

Rejection. Uncommon. Action. Desert Nomad. Warrior, Priest. The 2 characters in battle exchange their Defense bonuses.

Give it up! Uncommon. Action. Desert Nomad. If your opponent hasn't any cast, he has Defense -2. Immortal: He looses his casts. Chain if there are more than 2 Nomad cards in play.

Emerald's cut. Uncommon. Divine Anger Theurgy. Desert Nomad. Priest. If the next opposing card is an Action, it is ignored and placed in the opposing Hand. If it is a Theurgy, it is ignored and the opposing character suffers 4 to 6 magic damages. Chain Nomad Theurgy.

Deus ex machina. Common. Divine Anger Theurgy. Priest. Deals 10 magic damages to the opposing character if all your characters (dead or alive) are non-multi class Priests and all your cards in Hand are Theurgies.

Desert's children. Common. Action. Desert Nomads. Warrior. You suffer 2 direct damages. Choose another Nomad character, he has Attack +2 until the end of the game. Temple Guardian: Attack +2 if the chosen character is a Temple Guardian. Chain.

Ayopt's Sarcophagus. Common. Item Other. Desert Nomad. Warrior, Priest. Duration: 5 turns. Defense +2 and Spirit +1. If the holder dies, one opposing character suffers X magic damages where X equals the Health points received by the holder during the Turn. Chain Theurgy.

Enjoy the game!

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iTCG: Limited Edition of the New Legendary Pack + Lottery

New Legendary Pack: Limited Edition

There is a brand new Legendary Pack in the Eredan iTCG store. Here are its characteristics:

  • Available until Novembre 30th, 2012 included.
  • Contains150 cards selected randomly among all the Acts, including 1 legendary guilded Character*, 12 Rare, 48 Uncommon, 84 Common, 1 500XP Experience Destiny card, 3 200XP Experience Destiny cards and a "Foil" card which you can make a card you choose a Foil card with.
  • This pack does not contain two copies of the same card.
  • Price: 4999 Fee'z.

* * Among the following characters: Iro, the Imperial champion; Zil, the Living shadow; Master-Mage Pilkim; Ourenos; Admiral Al Killicrew; Nehantic Receptacle; Nebsen, Ra's Sphynx and Centorium Aurius.

Lottery

To celebrate the release of this new Legendary Pack and of the Eredan iTCG Artbook, we have organized a lottery that will last until November 30th. You can get tickets from 12 and 4 card boosters (1 ticket), or from the Legendary Pack (20 tickets). Tickets are valid for both draws:

- 1 draw on Monday November 26th, two players will win a copy of the "Artworks from Eredan iTCG" (each).

- 1 draw on December 3rd, two players will win a copy of the "Artworks from Eredan iTCG" (each).

Important message concerning Ourenos:

For balance's sake, a new version of Ourenos will be created in January. The current version of Ourenos will remain unchanged but it will not be playable in tournaments anymore nor will it be available in boosters. Players who possess that version will get the opportunity to swap it for the new version.

Enjoy the game!

" Eredan iTCG, The Trading Card Game.
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Mathurin

 

Bursts of gunfire. Rare. Action. Pirates, Warriors, Marauder. The opposing characters suffer 1 or 2 direct damage points. If you wear a Powder Weapon, they gain 1 "Powder" Token.

Cartridge pouch. Rare. Other Item. Pirates, Marauder, Warrior. Duration 5 turns. The opposing characters have Defense -1. At the end of the turn, for each powder Weapon in play, a character gains 2 "Powder" Tokens. Marauder: Chain.

Mathurin (3 evolutions in all). On his last evolution: Uncommon. Character. Pirates, Marauder, Human. Spirit 1. Attack 7/10. Defense 2. Health points 14. Attack +2 against Demons. If you play a Powder Weapon, a card attached to you opponent is discarded. At the start of the turn, a character gains 1 "Powder" Token. Turns 2 and 3: after you have played your cards, a "Fusillade" is created and played.

Puncher. Uncommon. Powder 2 Handed Weapon Item. Pirates, marauders, Warrior. Permanent. Choose an opposing character, he has Defense -3. At the start of the fight, he suffers 4 physical damage points +1 per "Powder" token he is wearing (+3 maximum).

Plunder. Common. Action. Marauder. If your opponent wears no Item, he has Attack -2, otherwise one of his Items is discarded and an Item from your Deck is placed in your Hand. Chain.

Rub salt... . Common. Action. Marauder. Duration 2 turns. All your Marauders have Attack +2. Chain "... in the wound".

... in the wound. Common. Action. Marauder. Attack +1 to Attack +2 for each one of your Marauders who has an Attack bonus superior to 1.

Enjoy the Game!

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PatchNote

- The bug that stopped Interval from giving his additional Defense bonus on turn 8 has been fixed.

- Spirit Master used to put cards on top of the Deck instead of placing them randomly. This has been corrected.

- The text of The spooker, level 3, has been clarified, it now says: "Turns 1 and 5: your opponent cannot play nor activate any Spells. "

Enjoy the game!

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The Legendary Centorium Aurius

 

Centorium Aurius (3 evolutions in all). On his last evolution: Legendary. Character. Runic Legion, Warrior, Human Guemelite. Spirit 2. Attack 8/10. Defense 3. Health points 15. Gain Chain if you play an Action. At the start of the game, your Runics gain a Cor rune. Your characters gain Chain during turns 1 and 2. Turns 2 and 5: Attack +2 per rune worn.

Runic ouch!. Rare. Action. Runic Legion. Cor Rune: Deals 3 magic damages to your opponent, +1 per Cor rune worn by your characters. Priests: Chain.

Volcanic blade. Uncommon. One Hand Sword Weapon. Runic Legion, Warrior. Permanent. Duel Wield. Attack +2. If your character already wears a Weapon, he gains 2 Cor runes. Chain.

Secret rituals. Uncommon. Action. Runic Legion. Unique. At the start of the game, this card is attached to one of your Runics. Permanent. Attack -1. Each time one of your Runics activates a non-Runic card, he gains a Yr Rune.

Dirty Tricks!. Uncommon. Action. War Guemelite. Attack +X, Defense +X and Spirit +X where X equals the number of war Guemelites in play.

Evocation. Common. Action. Runic Legion. Attack +1 and Defense +1. Your Yr runes and your Nox runes become Cor runes. Human: Chain.

Vespers. Common. Action. Runic Legion. Defense +2. Choose one of your characters, he gains a Nox rune and a Cor rune. Priest: Chain.

Enjoy the game!

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Cards withdrawn from the NewComer Booster

From tomorrow onwards, the card release of September 5th, will not be available in the NewComer Booster.

Here is the list of cards concerned:

Zil Warriors

Mallascaria (and its two evolutions). Its last evolutions: Rare. Character. Zil Warrior. Mage. Shadow Guemelite. Female. Spirit 2. Attack 3/5. Defense 2. Health points 14. At the start of the fight, if there are more than 5 Spells reserved to Shadow Guemelites in your Discard pile and in your Deck, one of them is placed in your Hand. If you play 2 Shadow Spells, "Night Vision" or "Favor of the night" is created and played. Turns 2, 5, 6 and 9: Defense +2 and Spirit +1.

Shadow agony. Rare. Shadow Spell. Zil Warrior, Mage, Shadow Guemelite. oThe opposing characters suffer 3 magic damages, +2 for each "Shadow tentacle" attached to them. A "Shadow tentacle" is created and played.

Razor blade. Rare. One Hand Weapon Dagger. Zil Warriors, Marauder. Permanent. Dual Wield. +1 to physical and direct damages dealt and suffered. At the start of the turn, Min. Attack +4 or Max. Attack +4 until the end of the turn.

Dementia. Uncommon. Shadow Spell. Zil Warriors, Mage. Choose an opposing character, he suffers 3 to 5 magic damages. Mage: +1 magic damage per Shadow Guemelite. All the characters gain the Shadow Guemelite race. Duration 2 fights.

Collective intelligence. Uncommon. Action. Zil Warriors. Spirit +1 for each one of your Warriors and Priests. Warrior: Chain Weapon. Your other characters have -2 to damages suffered. Priest: Chain Destiny Theurgy. Your other Warriors and Priests heal 2 Health points.

Choose a card. Uncommon. Action. If your next card and the next opposing card are the same type of cards, Defense +2 and the opposing character has Defense -2. Circus: these effects are applied in any case. Chain.

Favor of the night. Uncommon. Shadow Spell. Mage. Duration 3 turns. Your Shadow Guemelites have Defense +2. Shadow Guemelite: a Shadow Spell from your Discard pile is placed in your Hand.

Shadow tentacle. Common. Shadow Spell. Zil Warriors, Mage. Duration 3 fights. This card is attached to the opposing character. Attack -1, Defense -1 and Spirit -1. If played by a Shadow Guemelite: at the end of the fight, a card attached to the carrier, that is not a "Shadow Tentacle", is discarded.

Night vision. Common. Shadow Spell. Zil Warriors, Mage. Attack +X where X equals your Spirit +1 for each "Favor of the night" in play. Shadow Guemelite: this bonus takes the highest of your characters' Spirits into account.

NB : "Turned to the Shadow Side" has been modified so it can now interact with Mallascaria.

Pirates

Illegal traffic. Rare. Action. Pirates, Craftsmen. Choose 1 to 2 Items from your Hand, they are played. At the end of the fight, the characters who have these Items attached to them suffer 1 direct damage for each Item attached to them.

Pirate booze. Rare. Action. Pirates. Defense +X where X equals the number of Items attached to you (maximum 3). Mechanist: Attack +X. If you wear less than 2 Items, one Item from your Deck is played. Chain

Balastar (and his two evolutions). Its last evolution: Uncommon. Character. Pirates. Warrior, Craftsmen. Human. Mechanist. Male. Spirit 1. Attack 5/7. Defense 3. Health points 14. Can attach Craftsmen Items on any character. Your Craftsmen have Attack +1 and Defense +1. At the start of the fight, you can choose a Craftsmen Item in play, it is placed in your Hand. Turns 1, 3 and 4: Attack +1 and Defense +1.

Emergency generator. Uncommon. Other Item. Pirates, Craftsman. Permanent. When this card activates, you earn 2 Health points. At the start of the fight, "Overload" is created and played if your character can play it. Craftsman: Chain.

Size 50 monkey wrench . Uncommon. Tool Item. Pirates, Craftsmen. Permanent. Warrior: Defense +2. Marauder: Min Attack +2. Craftsman: +1 to damage dealt.

Mechanic bracelets. Common. Item of Clothing. Craftsmen. Permanent. Attack -1 and Defense -1. As this card activates: an additional Attack -2 until the end of the turn. Chain.

Repulsion belt. Common. Item of Clothing. Craftsman. Permanent. -1 to damage dealt. As this card activates, Spirit -1 until the end of the turn. Chain.

Metal 1 - Fist 0. Common. Action. Pirates. An opponent who has no Weapon nor Armor attached to him suffers 2 direct damages. Mechanist: Defense +2 if you have more than 3 Items attached to yourself.

Pirate vaccine (and its evolution: Infected serum). At its last evolution: Common. Potion Item. Warrior, Craftsmen. Duration 3 to 6 turns. At the end of the fight, the carrier suffers 1 direct damage per "Infected serum" attached to him. If played by "Balastar": as this card activates, the carrier suffers 1 direct damage per "Infected serum" attached to him.

Enjoy the Game!

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Thebirak's secrets in store

Thebirak's secrets

Players who haven't completed the trophy: Thebirak's secrets, can now access it in the Eredan iTCG store.

Cumulate 100 points.
At the end of each game, you earn 1 point for each one of your characters that played cards from 3 different acts (except Event cards).
You earn 6 additional points if you haven't played any card from an act above the current turn.
You earn 5 additional points if you play an Event card from acts 1 to 6 (each act will be taken into account once).
You must play against different players.

You will earn the card Thebirak's secrets and the title: from Thebirak.

Thebirak's secrets : Action. Collector. Unique. Choose between 0 and 4 cards in your hand, they are placed in your Deck and your Character has Defense +1 for each card chosen. During the next draw phase, draw 2 extra cards.

Enjoy the game!

Eredan iTCG, The Trading Card Game.
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