Cards Withdrawn from the NewComer Booster

From tomorrow onwards, the card release of October 30th will be withdrawn from the NewComer Booster!




Illegal cargo. Rare. Action. Pirates. Marauder. Duration 2 turns. This card is attached to an opposing character. He has +2 to damage suffered. Each time the holder suffers damage, an other card attached to him is discarded. Chain Powder Weapon.

Accelerated production. Rare. Time. Mage. Duration 4 turns. All the characters gain Chain if they play a Spell or an Item. Tempus, Stone Linkers or Pirates: a Spell or an Item from your Hand is played.

Raveneau. (3 evolutions in all). On its last evolution : Uncommon. Pirates. Marauder. Human. Spirit 1. Attack 7/10. Defense 2. Health points 14. Attack +2 against the Warriors. An "Illegal cargo" from your Hand or from your Deck is played after your cards. Turns 1, 3 and 4: gain Chain if you play a Powder Weapon.

Synthetic crystal. Uncommon. Other. Stone linkers. Duration 2 turns. A "Fire Stone-heart" is created and played. Attack, Defense and Spirit +1 for each different type of active spell.

Black market. Common. Action. Warrior. Marauder. Attack +2. If you don't have a Weapon attached to you, you suffer 3 direct damage. Choose an active Weapon or in a Discard pile. A copy of this Weapon is created an played. Pirate: Chain.

Concealment. Common. Action. Stone linkers. Duration 3 fights. One copy per character only. Each time a character deals you damage, he has Attack -1, and if you are a Fire Guemelite, he has Spirit -1. Chain.

Cheap potion. Common. Potion. Noz'Dingard Envoys. Stone linkers. Defense +1 to +2 per Spell in your Hand. Chain if your Defense is inferior to +4.

Enjoy the game!

Christmas Event

Hi! I'm Santi, the daughter of that guy in red. Christmas is boring for me, my parents are too busy delivering all their gifts, and I'm alone at home. So I've decided to organize a great tournament!

Ready?

Now and until December 27th 2013 at noon (French time) you can take part in the great Christmas tournament. It is a very special one since you play with pre-built decks instead of playing with your cards.

You can choose a free Deck among those offered every day.

After you have played 5 games with this Deck, you can choose another one for 100 Fee'z.

For each victory, I'll give you 3 coins. Otherwise, you'll only get one.

The tournament:

The brave will be rewarded.

Here are the details about the rewards you can win:

Winner: 50 000 Crystals, 100 Champion Medallions.

Second: 45 000 Crystals, 100 Champion Medallions.

From 3rd to 5th: 40 000 Crystals, 100 Champion Medallions.

From 6th to 50th: 10 000 Crystals, 50 Champion Medallions.

Rest of the first 3rd: 20 Champion Medallions.

At the beginning of the day, you can choose a Deck for free. If after you have played 5 games, you are not pleased with it, you can change it during the day for 100 Fee’z.

You like one or several decks?

You can get it for 1500 Fee'z. (1 copy of each Deck per account).

Each game played with a Deck reduces its price by 1%.

Whenever you want you can reduce its price for 10 coins.

Caution, you cannot go below 50%.

Rewards:

Whenever you want, you can swap 75 coins to get:

Claus' Claw. Collector, Unique - Claw One Hand Item Weapon. Permanent. Dual Wield. Attack +1 to Attack +3.

As this card is activated, the Clothes and Armors attached to your opponent are placed in his Deck.

Or 250 coins to get:

Santa. (3 evolutions in all). On its last evolution. Mythical. Character. Warrior. Marauder. Human. Attack 7/9. Defense. 2. Health points 14. At the start of the turn, a "Christmas Gift" is created and attached to a character picked at random. At the start of the fight, a surprise card is played after the other cards are played. Caution, it can be a legendary one!

How can I get coins?

For each victory in the tournament, you win 3 coins.

A defeat or draw you get 1 coin.

You also get 50 coins in each 399/400 Fee’z booster.

The length of the event has been extended by 48 hours due to technical problems. it will end on Sunday December 29th at noon.

Good luck to all of you!

Santa.

Cards Withdrawn from the NewComer Booster

From tomorrow onwards, the card release of October 16th will be withdrawn from the NewComer Booster!




Altered vision. Rare. Air. Noz'Dingard Envoys. Mage. Deals X magic damage to your opponent where X is the sum of his Attack Max bonus and of your Spirit.

Black mark . Rare. Action. Desert Nomads. Nehantists. Marauder. Duration 3 turns. Choose a character out of combat and attach this card to him. He cannot win anymore Spirit nor Defense. Nehantist: Chain Marauder card.

Musical comedy . Uncommon. Action. The opposing player choses up to 4 of his active cards he wants to keep. All the others have a 3 in 4 chance to be discarded. Chain.

Communicator. Uncommon. Other. Duration 3 turns. Each time a character suffers magic damage, the Heals are reduced by 1. Courtier or Noz: Chain Mage card.

Scuttlebutt . Common. Action. 2 untapped and out of combat characters are tapped. A card that is attached to you is discarded, and if it is one of your cards, a card from your Hand is played.

Protection amulet . Common. Jewel. Permanent. Warrior: Spirit +1. Mage: Defense +2. Marauder: Heals 3 Health points. Chain.

Ouait-Ka. (1 evolutions in all). On its last evolution : Common. Nehantists. Warrior. Undead. Spirit 0. Attack 6/7. Defense 2. Health points 14. Cannot chain any card. After having played your cards, if you have a living Necromancian, choose a Necrosis in your Discard pile, it is played. Turns 3, 5 and 6: Heals 2 Health points and +1 to damage suffered.

Lord Dragon Alishk. (3 evolutions in all). On its last evolution : Common. Noz'Dingard Envoys. Mage. Human. Compendium. Spirit 3. Attack 4/5. Defense 2. Health points 14. +1 to Fire Spell damage. Your Noz have Spirit +1. Turns 4, 6 and 7: Spirit +1 and a Fire Spell from your Deck is placed in your Hand.

Lord Dragon Alishk. (3 evolutions in all). On its last evolution : Common. Noz'Dingard Envoys. Mage. Human. Compendium. Spirit 3. Attack 4/5. Defense 3. Health points 13. +1 to Draconic Spell damage. Your Noz have Defense +1. Turns 4, 6 and 7: Defense +2 and a card attached to your opponent is discarded.

Enjoy the game!

Results for the Writer Tournament

Congratulations to all the participants and thank you for your great texts. Here is the list of winners and you can now read their text on wiki.

1st: Ilfana wins 200 000 cx + his text is published on the forum and on wiki.

2nd: Baptiste_Rajczyk 100 000cx + his text is published on the forum and on wiki.

3rd: araigne79 50 000cx + his text is published on the forum and on wiki.

Recliff, Dreico, _Tichan_, Juneo, Luz Nocturna win 10000 crystals each + their texts are published on the forum and on wiki.

Bravo and enjoy the game on Eredan iTCG!

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 Monday December 16th at noon (French time).

Enjoy the game on Eredan ITCG.

Cards Withdrawn from the NewComer Booster

From tomorrow onwards, the card release of October 9th will be withdrawn from the NewComer Booster!




Faintness. Rare. Action. Duration 3 turns. Choose a character and attach this card to him. The Healing he deals is reduced by 3. Chain.

Xcel the Sorcerer's staff. Rare. Staff. Stone linkers. Permanent. Spirit +2. At the start of each turn, you gain Chain if you are wearing an Earth, Air, Fire or Water Spell. As this card activates, a "Shearing" from your Deck, your Hand or your Discard pile is played.

The Hailwalker. (3 evolutions in all). On its last evolution : Rare. Sap Heart. Warrior, Mage. Dais. Arbre-Monde. Spirit 2. Attack 6/9. Defense 1. Health points 15. Can attach "Root" to any opposing character. Attack +1 if you cast a Nature Spell. Turns 1, 3 and 5: Spirit -1, Defense +1 and Attack +1.

The Hailwalker. (3 evolutions in all). On its last evolution : Rare. Sap Heart. Warrior. Dais. Arbre-Monde. Spirit 1. Attack 6/9. Defense 2. Health points 15. Gain Chain if you play a Dagger. If "Keizan" is one of your characters and alive, all opposing characters have Min Attack -2. Turns 1, 3 and 5: Spirit -1, Defense +1 and Attack +1.

Viral propagation. Uncommon. Air. Stone linkers. Permanent. One of the opposing characters has Attack, Defense or 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.

Dionaea. (4 evolutions in all). On its last evolution : Uncommon. Sap Heart. Warrior, Mage. Dais, Nature Guemelite . World Tree. Spirit 2. Attack 5/7. Defense 2. Health points 13. Spirit +1 if you play a Nature Spell. Defense +1 if you play an Item. +1 to physical and magic damage if you play an Action. Turns 1, 3 and 6: your opponent cannot chain cards.

Unfortunate Encounter. Uncommon. Nature. Sap Heart. Mage. Dais. Arbre-Monde. At the end of your fights, if the opposing character does not have his Order bonus, he has Spirit -1 this Turn and suffers 5 magic damage points. Duration : 4 Fights.

Catalyna. (2 evolutions in all). On its last evolution : Uncommon. Stone linkers. Mage. Water Guemelite , Fire Guemelite . Spirit 2. Attack 5/8. Defense 2. Health points 14. Can cast Fire spells without restriction. Spirit +1 for each "Fire Stone-heart" in play. Turns 1 and 4: Spirit +1.

Catalyna. (2 evolutions in all). On its last evolution : Uncommon. Stone linkers. Mage. Air Guemelite , Earth Guemelite . Spirit 2. Attack 7/7. Defense 3. Health points 14. Can cast Earth spells without restriction. Defense +1 for each Earth Spell in play. Turns 1, 4 and 6: Defense +2.

Trip up. Common. Action. Choose up to 3 Items that are either active or in Discard piles. If one of them belongs to you, they are placed in their owner's Deck.

Parasitizing. Common. Action. Sap Heart. Dais. Duration 2 fights. This card is attached to your opponent. As it activates and at the start of its next fight, he has Attack -1 per other card attached to him and Spirit -2 if there is more than 2. Chain Sap Heart.

Elemental disruption gem . Common. Other. Stone linkers. Permanent. A Stone-heart of one of your elements is created and played. Choose a character and attach this card to him. He has +2 to magic damage suffered. At the end of the turn, if he is untapped, he is tapped, otherwise he is untapped.

Germination. Common. Nature. Sap Heart. Mage. Arbre-Monde. A "Root" is created and played. A "Vengeful Liana" or an "Unfortunate Encounter" from your Deck is attached to one of your World-Trees out of combat. Dais: Chain.

Fair trade. Common. Action. Stone linkers. Permanent. If this card is removed from the game, all the cards from your Discard pile are placed in your Deck. Guemelite: Defense +1 for each one of your (dead or alive) Gemelites who is of them same type as you. Chain

Air Elemental. (1 evolutions in all). On its last evolution : Common. Stone linkers. Warrior. Air Guemelite . Spirit 2. Attack 7/8. Defense 3. Health points 16. Gain Chain if you play an Other Item. 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.

Enjoy the game!

PatchNote

The Necrotic armor card has been modified this way:

- the effect that said that it could go back to the hand of its owner has been removed.

- it now gives Chain and no more Chain Action.

These modifications are the consequence of a bug that we discovered but could not fix without making more important modifications.

- The reedited version of Fake death can now be used to make Zejabel level up correctly.

- The reedited version of Ica-Rusty's Mechanical Arm can now be used to make Hic-kar level up correctly.

- Sometimes, two versions of the same card did not have the same Load in the Quilingo tournament, these problems have been fixed.

Master Tournament : Double Tap Standard

Masters Tournament: Double Tap Standard

A hard fight is coming on Eredan iTCG ! This week-end 1 million crystals at stake!

Dates:

From now and until Sunday December 8th at 8 PM (French time).

Restrictions:

Format : 3 characters and 20 to 50 Cards.

Cards from the Standard series only. 2 copies of each card maximum.

The forbidden cards are those of the current (standard) Quilingo tournament.

Prizes:

At least 1.000.000 crystals will be distributed among all the participants.

  • 1st of the ranking: 250.000 guaranteed Crystals + the Title: The Tournament Master.
  • 2nd: 170.000 guaranteed Crystals.
  • 3rd and 4th: 110.000 guaranteed Crystals.
  • from 5th to 8th: 50.000 guaranteed Crystals.
  • from 9th to 16th: 20.000 guaranteed Crystals.

Players in the first fourth of the ranking will share a jackpot of 1.000.000 Crystals.

Furthermore, every player that played at least 5 games will receive 1000 Crystals AND players that have won at least 10 games will receive 10 Medallions.

Registration Fee:

199 Fee’z, or free enrollment if you hold the trophy Masters Qualifier of the week.

Good Luck and may the fortune be with you!

Eredan iTCG, The Trading Card Game.

Find this game also on Facebook !

Revenge is store

Players who haven't completed the trophy: Revenge, can now get it from the Eredan iTCG store.

Kill 35 different characters (evolutions or alternative version of characters aren't considered as different characters).

You will earn the card named Vendetta and the title: Revenge.

Vendetta.: Action. Collector. Unique. Permanent. +1 to damage dealt. Chain.

PatchNote

- The bug that stopped The Antares from moving correctly Sweet from Ïolmarek has been corrected.

- The bugs created by the effects of Game Board have been corrected.

- You can now add cards reserved for Hom'chai and Elfines to a deck in which you have Ourenos.

- The updates for the Quilingo tournament will now take place every 4 tournaments (next update December 11th).

Cards Withdrawn from the NewComer Booster

From tomorrow onwards, the card release of October 2nd will be withdrawn from the NewComer Booster!




Murasama's sheath. Rare. Other. Unique. Kotoba. Warrior. Duration 2 turns. The characteristic bonuses of the Weapons that you play at the start of your fights are doubled. Kotoba: Duration 5 more turns.

Naelrung. Rare. Sword. Unique. Noz'Dingard Envoys. Permanent. Dual Wield. Attack, Defense and Spirit +1 to 2. After you have played your cards, choose a Dragon Knight. If he is an ally of yours, he heals 4 Health points and is untapped and this card is placed in your Deck.

Al-Zerek. Rare. Dagger. Unique. Desert Nomads. Permanent. Attack +3. All the characters have Defense -1. As this card activates and at the start of your fights, choose a character. At the end of the turn, he is untapped. Chain.

Balmrung. Rare. Sword. Unique. Nehantists. Permanent. Defense +2 and Spirit +1. As this card activates and at the start of your fights, Attack +1 until the end of the turn per active Corruption (+6 maximum). Chain Nehantic Spell. Mage: no maximum.

Ixor. (2 evolutions in all). On its last evolution : Rare. Runic Legion. Warrior. War Guemelite . Spirit 1. Attack 7/9. Defense 2. Health points 16. Your War Guemelites gain Chain if they play a Two handed Weapon. During a turn, if an opponent suffers more than 5 physical damage and stays alive, your War Guemelites have Attack +2 during the next 2 turns. Turns 1, 4 and 8: your Runics have -1 to damage suffered.

Astria. (2 evolutions in all). On its last evolution : Rare. Runic Legion. Priest, Craftsman. Human. Spirit 2. Attack 5/8. Defense 3. Health points 14. Can attach Craftsman Items to any character. You Runic Priests start the game with a Nox Rune. They gain Chain if they play "Enemy of the gods". Turns 1 and 6: Defense +2 and Spirit +2.

Form a phalanx. Rare. Action. Runic Legion. Warrior. Duration 2 turns. Cor Rune: each war Guemelite has Attack +1 until the end of the game and Attack +1 for each Cor Rune attached to him. Nox Rune: Your Humans have Defense +1 for each Nox Rune attached to your characters.

Stamping. Rare. Action. Runic Legion. Warrior. War Guemelite . Your War Guemelites gain a Yr Rune. The opposing character's Defense is divided by 4 (rounded up). Chain.

Stamping. Rare. Action. Runic Legion. Warrior. War Guemelite . Your War Guemelites gain a Cor Rune. The opposing character's Defense is divided by 4 (rounded up). Chain.

Water cycle. Rare. Water. Stone linkers. Mage. Duration 3 turns. As this card activates, the Stone Linker Stone-hearts you are wearing are removed and played. Water Guemelite: At the end of the 3rd turn, heals 1 Health point for each Stone-heart you are wearing.

Stone-heart pouches . Rare. Other. Stone linkers. Mage. Choose a Water, an Earth, an Air or a Fire Spell in play, a Stone-heart of that type of element is created and played.

Fire Stone-heart . Rare. Stone-heart. Stone linkers. Permanent. As this card activates, your opponent suffers 6 Fire magic damage points. Chain Fire Spell.

Wyrm's teeth. Uncommon. Dagger. Marauder. Permanent. As this card activates and at the start of your fights, each player can discard up to 4 cards, then the characters in battle have Attack +X and Defense -X where X is the difference between the number of cards discarded bu each player.

Tear of Kei’zan. Uncommon. Dagger. Sap Heart. Duration 3 fights. Dual Wild. Defense +1. Attack +1 each time you deal or suffer physical damage (maximum +5). A Weapon from your Deck is placed in your Hand.

Valerius. (3 evolutions in all). On its last evolution : Uncommon. Runic Legion. Warrior. War Guemelite . Spirit 1. Attack 8/9. Defense 3. Health points 14. Gain Chain if you play a Runic Action. Chose a character after you have played your cards. He is taped and wins a Cor Rune. Turns 2, 3 and 6: your Runic have -1 to damage suffered.

Valerius. (3 evolutions in all). On its last evolution : Uncommon. Runic Legion. Warrior. War Guemelite . Spirit 1. Attack 8/9. Defense 3. Health points 14. Gain Chain if you play a Runic Action. Chose a character after you have played your cards. He is taped and wins a Nox Rune. Turns 2, 3 and 6: your Runic have -1 to damage suffered.

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

Water Stone-heart. Uncommon. Stone-heart. Stone linkers. Permanent. As this card activates and at the start of the fight, an opposing card attached to one of your characters is discarded. Chain Water Spell.

Combined blow . Common. Action. Runic Legion. Warrior. War Guemelite . Attack +2 if all your characters have a Rune attached to them. Cor Rune: Attack +3/+5. Chain "Runic slicer".

Scission seal. Common. Action. Runic Legion. Duration 2 turns. All the characters have -2 to the damage they deal. Cor Rune: Defense +3 and Duration 2 additional turns. Chain if one of your allies is Priest or Craftsman.

Air Stone-heart. Common. Stone-heart. Stone linkers. 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. Chain Air Spell.

Earth Stone-heart. Common. Stone-heart. Stone linkers. Permanent. As this card activates, your opponent suffers X physical damage points where X equals your Defense (4 minimum). Chain Earth Spell.

Stone wall. Common. Earth. Stone linkers. Mage. Duration 3 turns. As this card activates, Defense +3, your Earth Guemelite allies have Defense +2. Earth Guemelite: at the end of the third turn, your characters have Defense +2 until the end of the game.

Shearing. Common. Air. Stone linkers. Mage. Duration: 3 turns. As this card activates an opposing character out of combat is tapped and suffers 4 to 5 magical damage. Air guemelite: At the end of the third turn, the opposing characters tapped suffer 4 magical damage.

Enjoy the game!