Summary: 4 New Creatures from the Water Element including the Water Phantom in the Set.2.
Ice Security Guard (C)

Race – Elemental
Affiliation – Tritonan Queendom
Summon/Activation – 2/1
HP/Attack – 3/1
- Perfect Dodge against Fire Creatures.
Comment: This is interesting card because the ability is specifically against the opposite element creatures.
Corsez Shadow Hider (C)

Race – Human
Affiliation – Corsez Family
Summon/Activation – 3/2
HP/Attack – 2/1
- Corsez Shadow Hider always attacks from back.
- Dodge Attempt
Moving Isle of Okunada (R)

Race – Base
Affiliation – Okunada Monastery
Summon/Activation – 4/2
HP/Attack – 3/1
- Fortress
- While this creature is on non-water field, adjacent allied creatures will gain Perfect dodge during opponent’s turn.
- Destroy Moving Isle of Okunada if it is on a Fire field.
Tinoan Gate Salma (Phantom UR)

Race – Hero
Affiliation – Tritonan Queendom
Summon/Activation – 5/3
HP/Attack – 4/3
- When Tinoan Gate, Salma is summoned, other allied creatures on a water field gain X point of HP, where X is number of water fields.
- If Tinoan Gate, Salma attack (but does not destroy) a creature, that creature is pushed back one field in the direction of the attack (provided the field is empty) and cannot counter attack.
- Enemies on adjacent fields add 2 to their *mana cost (include newly summoning creatures).
Note: Again, this part of translation is a bit unclear, but sounds likethe card is talking about both activation as well as summoning cost.
Comment: If it’s truly affect the summoning cost of opponent creature, this would be very strong card to deprive enemy’s mana. Assuming this is the case, I might use this over the Lattoo.
Filed under: News, Set.2 News
I’m a big fan of the Moving Isle of Okunada. First we had the turtle, now we have the snail. This interacts very well with creatures that share protection. A bit pricey, but this is one of those cards that can just flat out win the game sometimes as the fourth creature on the board.
The phantom seems very usable as well, for much the same reason. This is another kind of card that you play with the intention to win next turn. Take out the cheap activation attacker that is beating on your weakest guy by either flat out killing him or moving him, and then block your opponent from replacing him with a new summon. Nice. The extra HP part of the equation is just gravy, as that serves the same means.
That is a great phantom. Do we assume that if we play one of these phantom hero’s that we can’t play a normal hero from set one as well? I have noticed so far all the new cards we have seen are much much higher on average in their mana cost, but I’ve not seen to many mana making cards. There is plenty of mana stealing it seems but not actual card like ten tyrants. I hope more mana generating cards show up to help give biolith a bit of a boost.
@Paydak
I liked your turtle snail joke.
@Spazzfish
One hero per deck applies, so you are correct that we have to choose either these Set.2 phantom hero or Set.1’s theme deck hero.
And I agree with you that many creatures in this Set appears to be high mana costing.
i used to work as a security guard and I could never attack in two directions. this game is inaccurate.