iTCG: 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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