Card release: Kabra’Kan

New cards have been released on Eredan iTCG:

Tumi Mochica. Rare. Staff. Mage. Sap Heart. Hom’Chai. Permanent. Spirit +1. Chain. At the start of the game, “Tumi Mochica” is attached to “Kabra’Kan” if he is one of your characters. If you play a Nature Spell, Choose a Nature Spell where to buy essays for college from your Discard pile, it will be played after your cards. Your characters gain Chain Nature Spell.

Kabra’Kan (2 evolutions in all).
On its Mage evolution: Rare. Sap Heart. Hom’Chai. Warrior. Mage. Nature Guemelite. Spirit 2. Attack 3/6. Defense 3. Health Points 15. Your Mages have Spirit +1 until the end of the game. If “Kabra’Kan” dies, your Hom’Chai have Defense +2 and Spirit +1 until the end of the game. Odd turns: Choose a Hom’Chai ally, an “Idol of Life” is created and attached to him.

or

On its Warrior evolution: Uncommon. Sap Heart. Hom’Chai. Warrior. Spirit 1. Attack 8/10. Defense 2. Health Points 14. Gain Chain if buy essay papers now you play a shield. As long as “Kabra’Kan” is dead, your other Warriors have Attack +0/+4. Turns 2, 3 and 4: Your other Hom’Chai have Defense +2 for the following two turns.

Feather shield. Common. Shield. Warrior. Sap Heart. Activates after the fight. Permanent. Chain. Defense +1. If played by “Kabra’Kan”, an additional Defense +1 and ativates immediately. Hom’Chai: Heals 2 health points.

The following cards are reeditions of older cards:

Rockspeaker. (3 evolutions in all). On teacher homework its last evolution: Uncommon. Sap Heart. Hom’Chai. Mage. Spirit 1. Attack 4/6. Defense 2. Health Points 14. Defense +1 until the game ends if you cast a Spell. Attack +1 until the game ends if you play an Item. Can attach “Tribal Mask” on one of your other characters. If “Rockspeaker” dies, your other Sap Hearts heal 2 Health points. Turns 1, 3 and 5: Attack +1 and Defense +1.

Hornet cloud. Common. Nature Spell. Mage. Sap Heart. You opponent has Spirit -2. Mage: one “Magic Poison” is created and played if your opponent doesn’t have any “Magic Poison” attached to him.

Sensory alteration. Common. Nature Spell. Mage. Sap Heart. Duration 4 turns. An “Arachnophobia” is created and played. Attack +1 the 4 next times a Nature Spell is activated.

Tribal Mask. Common. Armor. Hom’Chai. Elfine. Activates after the fight. Permanent. Attack +1 and Defense +1. An additional Attack +1 and Defense +1 for each of your other characters carrying a “Tribal Mask” and having a different race from your character as this card activates.

These cards are now available in the Newcomers Booster.

Enjoy the game!

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