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!