Cards withdrawn from the NewComer Booster

From tomorrow onwards, the card release of October 2nd will be withdrawn from the NewComer Booster!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

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