From tomorrow onwards, the card release of 10th April will not be available in the NewComer Booster!
Dazzling presence. Rare. Action. Duration 2 turns. Your opponents’ effects that reduce or increase the damage they deal you are ignored. Champion: duration 1 additional turn. Chain.
Quercus. (2 evolutions in all). On its last evolution : Rare. Sap Heart. Warrior. Dais, Nature Guemelite . Arbre-Monde, Champion. Spirit 2. Attack 6/8. Defense 3. Health points 16. At the end of each turn, a World-Tree ally has Attack +1 or Defense +1 or Spirit +1 until the end of the game. At the start of the fight, 6 magic damage are divided up among the opposing characters. Turns 4, 5, 7: you gain Chain.
The Scourge of souls. (2 evolutions in all). On its last evolution : Rare. Nehantists. Warrior. Demon, Nehant Guemelite. Champion. Spirit 2. Attack 9/9. Defense 3. Health points 14. Gain Chain if you play a Nehantist Item. Your Warriors cannot be wounded by the Items they play. Turns 3, 5 and 7: your opponent has Defense -2 and suffers 2 direct damage.
Daijin the Crow. (2 evolutions in all). On its last evolution : Rare. Kotoba. Marauder. Shadow Guemelite . Corbeau, Champion. Spirit 3. Attack 9/11. Defense 2. Health points 15. Attack +1 and Spirit +1 against Humans. Gain Chain if you don’t have the initiative. Even turns: -1 to damage suffered for each Crow card in play (-3 maximum).
Archmage Artrezil. (2 evolutions in all). On its last evolution : Rare. Zil Warriors. Mage. Shadow Guemelite , Guem Guemelite. Champion. Spirit 3. Attack 3/6. Defense 2. Health points 15. After having played your cards, the last playable card in your Discard pile is played. Odd turns: a card from the opposing Deck is removed form the game.
Commander Zahal. (2 evolutions in all). On its last evolution : Rare. Noz’Dingard Envoys. Warrior. Dragon Guemelite . Chevalier Dragon, Champion. Spirit 1. Attack 7/8. Defense 3. Health points 14. Gain Chain if you play or you are wearing “Dreist”. After having played your cards, if “Dreist” is in your Deck or in your Discard pile, it is played. Turns 1, 3 and 5: Defense +2 and Spirit +2.
Dreïst. Uncommon. Sword. Unique. Noz’Dingard Envoys. Permanent. Dual Wield. Attack +2 and Spirit +2. If you have a Champion, your Warrior allies have Attack +1. At the end of your fights, Heal 2 Health Points if you are a Dragon Knight
Breakfast of champions. Uncommon. Other. Your characteristics equal their printed value if they were inferior. One of your Champions wins 2 Health Points and has Attack +1, Defense +1 and Spirit +1 until the end of the game.
Gaze of the Crow. Uncommon. Jewel. Kotoba. Permanent. Attack +2. At the end of your fights, a card from your Discard pile is placed in your Deck, or two of them if your opponent has suffered magic damage. Champion: Chain.
Champion aura. Uncommon. Action. Spirit +3. -1 to damage suffered for each one of your untapped allies and +1 to damage dealt for each one of your tapped allies. Champion: duration 4 turns. Chain.
Relic-carrier. Uncommon. Action. Unique. Choose an opposing active card. The copies of it that are in your opponent’s Deck and Hand are discarded. Champion: these cards are removed from the game.
Dark secret. Uncommon. Action. Choose an opposing Champion, he has Attack -2, Defense -2 and Spirit -2 until the end of the game. Chain.
Admiration. Uncommon. Action. You obtain your order bonus if you don’t have it yet. If you have a Champion, your allies are untapped and have Attack +1 until the end of the game. Chain.
Cage of the cursed souls. Common. Other. Nehantists. Duration 4 turns. Each opposing character has Defense -2 and an additional Defense -1 if he is a Champion. You suffers 3 direct damage if you are not wearing a Cursed Item. Chain Cursed Item.
Don Amber. Common. Armor. Sap Heart. Permanent. Defense +2. If you have a Champion, the One Hand Weapons played by your allies and yourself will activate immediately.
Book of Shadows. Common. Magic Book. Zil Warriors. Mage. Permanent. Your Shadow Guemelites have Attack +1 and Defense +1. If you have a Champion, choose a Shadow spell in one of the Discard piles, it is place in your Hand.
Intervention of the champions. Common. Action. You copy the min Attack, the Defense and the Spirit of one of your Champions.
Hero from the past. Common. Action. Attack +2 and Spirit +1 for each one of your tapped allies. If you have a dead Champion, an additional Attack +3 and Chain.
Distort destiny. Common. Action. You win the Champion caste. You can play cards reserved for Champions after this card. Chain.
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