iTCG: Cards withdrawn from the newcomers booster

From tomorrow onwards, the card release of 19th june 2013 will not be available in the newcomers booster!




Pocket shooter. Rare. Powder. Pirates. Marauder. As this card activates, choose an opposing character, you deals him a physical attack equal to 5, +3 if your character has another Powder Weapon or a “Powder” Token attached to him. Marauder: Attack +1. Permanent. Dual Wield.

Helen the Buccaneer. (3 evolutions in all). On its last evolution : Rare. Noz’Dingard Envoys, Pirates. Marauder. Human. Spirit 1. Attack 6/10. Defense 2. Health points 14. Attack +1 if your opponent wears an Item. Start the game with a “Loot Chest” from your Deck. Turns 2, 3 and 5: you can ignore the pre-requisite to play Items. You can choose one Item in game: it is removed and it will be played following the cards already played.

Tracker Bell. Rare. Jewel. Kotoba. Marauder. Defense +2. Duration 2 fights. As this card activates one Item from your Deck is placed in your Hand, and you play an Item. Human: Attack +1. War Guemelite: Spirit +1.

S.A.R.A.H. (3 evolutions in all). On its last evolution : Uncommon. Pirates. Warrior. Golem. Mécaniste. Spirit 0. Attack 6/7. Defense 3. Health points 15. Gain chain if you play a Two Handed Weapon. At the start of your fights, the first three cards in your Discard Pile are placed in your Deck, Defense +1 for each Item and Attack +1 for each Action among these three cards. Turns 3, 4 and 6: Spirit +1.

Loot Chest. Uncommon. Other. Pirates. Permanent. As this card activates and at the start of any turn an Item from a Discard Pile is removed from the game. If it’s the case, your Pirates have Attack +1/+0. When the bearer loses this card, every Item that this card has removed from the game is placed in the Discard Pile of his owner.

Cursed Signet ring. Uncommon. Jewel. Unique. Nehantists. Permanent. As this card activates, the characters who don’t wear any Cursed Items suffer 2 direct damage points. Chain Cursed Items.

Tantad’s booty. Common. Jewel. Runic Legion. Warrior. Priest. Craftsman. Permanent. You have 1 extra Rune slot (max 6) and gain one Yr Rune. Priest: +1 to your Theurgy Heals. Warrior: Defense +2.

Lord-Dragon Necklace. Common. Jewel. Noz’Dingard Envoys. Duration 4 fights. Choose a non-AoE Draconic Spell from your Hand. At the start of your next fights, a copy of this spell is created and played. Chain

Sun Emblem. Common. Jewel. Desert Nomads. Gardien du Temple. -1 to suffered damages. The Attack bonus of your next Theurgy is doubled. Chain Theurgy.

Tantad’s booty. Common. Jewel. Runic Legion. Warrior. Priest. Craftsman. Permanent. You have 1 extra Rune slot (max 6) and gain one Cor Rune. Priest: +1 to your Theurgy Heals. Warrior: Defense +2.

Tantad’s booty. Common. Jewel. Runic Legion. Warrior. Priest. Craftsman. Permanent. You have 1 extra Rune slot (max 6) and gain one Nox Rune. Priest: +1 to your Theurgy Heals. Warrior: Defense +2.

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