Maridix

Seres - Djinn

 
  Card 314

Battle Area:

  1. Water = 00
  2. Earth = 00
  3. Heaven = 00

Attack and Defense

  1. Wisdom = 00
  2. Dexterity and Strength = 00
  3. Powers = 00

  4. Fire = 00

Game

NUC Cards is a board game. With trays representing the opponents' lands and the battlefield.
The characters exist timelessly. In one era, historical, mythological and literary characters meet in this game.
An epic oxygen game of great kings, notable warriors, heroes and anti-heroes, mighty magicians and gods between creatures and beings ...
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Maridix

Seres - Djinn

* Maridix is a character created by NUC Cards.

This being is a Djinn slave, able to accomplish 1 wish and get lost with his lamp, then:

Examples of possible wishes (1 card reach):

Free Titans; transform into another character or object; attract the favor of the gods, locate character or object; carrying character or groupings around the world, in a snap of fingers; take an entire city; predict the power of attack of the adversary, among others ...

Possess any game card (up to the maximum number card, 900) regardless of where you are:

  • Resource,
  • Power,
  • Weapon
  • Property
  • Objects,
  • Animal,
  • Value,
  • Humans,
  • Beings,
  • Creatures,
  • Gods,
  • Titans,
  • Among others.
     

Djinn

Story:

Djinn is a supernatural entity, generated over 12,000 years ago, from Islamic culture and mythology. In the Western world, he is represented as a genius in the lamp.

In Arab or Islamic mythology, Djinn is a genius or a supernatural entity. The Djinns dwell in an intermediate world, between the human and the instance where the angels are. It may be associated with good and evil.

 

Origin of Djinn

The word genius is possibly an aportuguesement of the term Djinn, which can be written transliterated as: Djinn, Djin, Djim, Jinni and Jinn.

it is believed that the Djinns inhabited paradise, like angels. But they rebelled, and they were cast out of paradise.

Many people in the Middle East believe that a Djinn can take on human or animal form.

Despite their superhuman powers the geniuses of popular stories could be stuck in rings, lamps or special bottles by any skilled wizard. In this case, the sorcerer could force the Djinn to perform supernatural tasks at his command, always holding the hope of one day releasing him.

When convinced, Djinns could, for example, help sages and fortune tellers predict the future.

Types of Djinns

There are at least four types of Djinn recognized by Arab mythology:

  1. Ghul: treacherous spirits that change shape;
  2. Ifrit: diabolical spirits;
  3. Si'la: treacherous spirits invariably;
  4. Marid: benign spirits of variable form.

 

 

 


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