1st Edition

Waterdeep

1/1st

Realm

Forgotten Realms

Special Realm

Coast

Any champions can use wizard spells when defending Waterdeep.


This card cannot be used to cast step 3 or 5 spells. 11' Disrupted Magic (27/RL) is in effect, this card allows defending champions to cast cleric spells instead. Waterdeep is best used in decks that have wizard spells, but do not have many champions capable of casting wizard spells. If Arabel (36/lst) is attached to Waterdeep, its monster can cast wixard spells. Mulmaster (33/lst) is a good holding to attach lo Waterdeep. Moonwell (23/FR) is a good holding for this realm, allowing the defending champion to cast both types of spells. Berdusk (31/lst), Tantras

(32/lst), Suzail (35/lst) and the Geneva Conclave (Promo 2) are poor choices.


The City of Splendors is the most important and influential city in the northern reaches, and perhaps in all Faerun. The metropolis is the hub of trading from the mineral-rich lands to the north to the merchant kingdoms to the south.


Menzoberranzan

2/1st

Realm

Forgotten Realms

Special Realm

Underdark

Can be played at any time. Immune to flyers.


As with an event, Menzoberranzan can be played at any time, even if a realm has already been played in phase 1. This makes Menzoberranzan a "must have" card in all decks. Menzoberranzan cannot be played while Map of Life is in play.

Menzoberranzan is immune to flyers, and therefore cannot be attacked by flyers. However, the ally White Weird, which is a flyer, can be played as an event to remove a holding from Menzoberranzan. Because of the phrasing on the card, Menzoberranzan may be attacked by flyers if Takhisis's Helmet of Power is in play.

Although Menzo may be played at any time, the player with priority must be allowed to play first during this "Menzo pause".


Card Combo: If the holding Border Forts is attached to Menzoberranzan it becomes almost impossible to attack.


Zhentil Keep

3/1st

Realm

5

Forgotten Realms

Rare

Coast

Zhentil Keep can defend itself as a level 5 cleric.


Shadowdale

4/1st

Realm

Forgotten Realms

Special Realm

Any champion can cast cleric and wizard spells when defending Shadowdale.




Cormyr

5/1st

Realm

Forgotten Realms

Special Realm

Coast


Sembia

6/1st

Realm

Forgotten Realms

Special Realm

Coast


Moonshae Isles

7/1st

Realm

2

Forgotten Realms

Special Realm

Coast

The Moonshaes can defend themselves as a level 2 hero. All defending allies gain 3 levels.


Thay

8/1st

Realm

Forgotten Realms

Special Realm

Any champion can use wizard spells when defending Thay.


Calimshan

9/1st

Realm

Forgotten Realms

Special Realm

Coast


Pirate Isles

10/1st

Realm

Forgotten Realms

Special Realm

Coast

Flyers cannot attack this realm.


Ravens Bluff

11/1st

Realm

Forgotten Realms

Special Realm

Coast

Any champions can use wizard spells when defending Ravens Bluff.


The Great Rift

12/1st

Realm

Forgotten Realms

Special Realm

Flyers cannot attack this realm.


Myth Drannor

13/1st

Realm

Forgotten Realms

Uncommon

Any champion can use wizard spells when defending Myth Drannor. Increases player's maximum hand by one.


Vaasa

14/1st

Realm

Forgotten Realms

Special Realm

Coast


Jungles of Chult

15/1st

Realm

5

Forgotten Realms

Special Realm

Coast

Chult can defend itself as a level 5 monster.


The High Forest

16/1st

Realm

Forgotten Realms

Special Realm


Sword Coast

17/1st

Realm Forgotten Realms

Special Realm

Coast

The defending player can return one ally to his hand after each round of battle.


Anauroch

18/1st

Realm

Forgotten Realms

Special Realm

All attackers lose one level.


Each champion and ally loses 1 level when attacking Anauroch.


Impiltur

19/1st

Realm

1

Forgotten Realms

Special Realm

Coast

All champions and allies who defend Impiltur gain 1 level.


Icewind Dale

20/1st

Realm

Forgotten Realms

Special Realm

Coast

The attacking champion must discard one magical item chosen by the defender.


The attacking champion must discard a magical item, if he has one. The power does not necessarily have to be used at the start of battle. The defender may hold this power in reserve and force the attacker to discard an item later in the battle. If the attacking champion does not have a magical item at the start of battle, the defender may choose to discard an item played later in the battle.


The High Moor

21/1st

Realm

Forgotten Realms

Special Realm

Coast

Any defending monster gains 4 levels.

Rashemen

22/1st

Realm

Forgotten Realms

Special Realm

Coast


Damara

23/1st

Realm

Forgotten Realms

Special Realm

Double the level of a defending Forgotten Realms champion.


This realm is not vulnerable to swimmers unless it is exposed. There appears to be a small bit of coastline showing at the bottom of the card.

However, examining the FORGOTTEN REALMS campaign world map shows that this is a tiny lake, high in the Earthspur Mountains. It hardly qualifies as coastline. This card doubles the level of the champion as it enters into the battle, even champions provided by holdings, such as Arabel (36/lst). This means that magical items and artifacts brought with ihe champion from the pool are also doubled. Magical items, artifacts, allies, spells and any other cards played afterward are not doubled. If Berdusk OI/ 1st), Hillsfar (36/lst) or either Fortifications (37 & 38/lst) holdings are attached, their level bonuses add to the Champion after Damara doubles them. This realm is valuable enough to be worth protecting with the Geneva Conclave (Promo 2) holding.


Narfell

24/1st

Realm

Forgotten Realms

Special Realm

Coast


Dragonspear Castle

25/1st

Realm

Forgotten Realms

Special Realm

All allies of a defending monster gain 2 levels.


Daggerdale

26/1st

Realm

Forgotten Realms

Special Realm

Allies cannot be used when attacking this realm.


Darkhold

27/1st

Realm

Forgotten Realms

Special Realm

All defenders of Darkhold gain 2 levels if Zhentil Keep is in play anywhere.


Haunted Hall of Eveningstar

28/1st

Realm

Forgotten Realms

Rare

Coast

Draw one card and place it in your hand when this realm is played or rebuilt.


This card was replaced with 421 in the 3rd edition.


Evermeet

29/1st

Realm

Forgotten Realms

Special Realm

Any champion can use wizard spells when defending Evermeet. Flyers cannot attack.


The Trollmoors

30/1st

Realm

Forgotten Realms

Special Realm


Berdusk

31/1st

Holding

Forgotten Realms

Uncommon

A wizard or cleric gains 3 levels when defending the attached realm.


Tantras

32/1st

Holding

Forgotten Realms

Uncommon

No spells can be cast when attacking or defending Tantras.


Mulmaster

33/1st Holding

Forgotten Realms

Uncommon

Draw another card every time a spell card is played.


This is a very powerful card, and should be included in any deck that can use it (i.e. has realms from Forgotten Realms world). If a Disintegrate spell is used to destroy a realm with Mulmaster attached, the player may still draw a card. If the card drawn is Dispel Magic (wizard spell), Dispel Magic (cleric spell), Spell Turning, etc., he may play the card to save the realm. If a spell is dispelled, the player with Mulmaster still draws a card for the original spell, and also for the Dispel Magic.


Hillsfar

34/1st

Holding

Forgotten Realms

Uncommon

Any champion gains 3 levels when defending the attached realm.


Suzail

35/1st

Holding

Forgotten Realms

Uncommon

Any champion can cast wizard spells when defending the attached realm. If attached to Cormyr all defenders also gain 4 levels.


Arabel

36/1st

Holding

Forgotten Realms

Uncommon

The attached realm can defend itself as a level 4 monster. If attached to Damara, the level is doubled to 8.




Fortifications

37/1st

Holding

Forgotten Realms

Uncommon

Each defender of the attached realm gains 2 levels.


Fortifications

38/1st

Holding

Forgotten Realms

Uncommon

Each defender of the attached realm gains 3 levels.


Selune

39/1st

Holding

Forgotten Realms

Uncommon

Undead cannot attack the attached realm.


Peasant Militia

40/1st

Holding

Forgotten Realms

Uncommon

Each champion and ally attacking the attached realm loses 1 level.


Alias the Sell-Sword

41/1st

Hero

6

Forgotten Realms

Uncommon

Immune to offensive spells.


King Azoun IV

42/1st

Hero

7

Forgotten Realms

Rare

All allies of King Azoun IV gain 1 level.


Maligor the Red

43/1st

Wizard

3

Forgotten Realms

Rare

Once per battle Maligor can shift one opposing ally to his own side.


Elminster the Mage

44/1st

Wizard

9

Forgotten Realms

Uncommon

Immune to offensive spells.


Drizzt Do'Urden

45/1st

Hero

8

Forgotten Realms

Common

Elf (drow)

When defending Drizzt must be defeated twice in one battle before he is discarded.


Drizzt's special power makes him a very effective defender. Because this power activates upon defeat in battle, the power is negated by the Ring of Reversion and Thought Eater.



Midnight, Goddess of Magic

46/1st

Wizard

7

Forgotten Realms

Rare

If only one Midnight is in play, wizards cannot cast spells without her permission. She also destroys all magical items held by the opposing champion.


Wizards must ask Midnight's permission to cast spells, even cleric spells. Once a wizard receives Midnight's permission, that permission cannot be revoked until the start of the next player's turn. Wizards may ask permission before playing a spell card. Only Wizards need to ask permission. Other champions capable of casting wizard spells do not need Midnight's permission. Midnight Copying Midnight's permission power actually copies the text as it is written. So, by copying her power Drawmij merely duplicates the command that wizards must ask the original Midnight for permission to cast spells. The copying is therefore redundant.


Torg Mac Cei, the Ironlord

47/1st

Hero

6

Forgotten Realms

Uncommon

Dwarf

Torg's level is doubled when defending or attacking the Great Rift.


The Pereghost

48/1st

Monster

7

Forgotten Realms

Rare

Flyer

All the pereghost's allies gain 2 levels.


Bruenor Battlehammer

49/1st

Hero

5

Forgotten Realms

Rare

Dwarf

Bruenor gains 2 levels when fighting a monster.

This card was replaced with 422 in the 3rd edition.


Marco Volo

50/1st

Hero

3

Forgotten Realms

Uncommon

At the start of the players turn, he can look at the top card of any draw pile and discard it if he wants.


The Harpers

51/1st

Hero

6

Forgotten Realms

Common

The harpers can cast wizard and cleric spells, but the player must choose one type (wizard of cleric) in each battle when this card is used.


The Harpers may cast any type of spell (wizard or cleric) except during battle, at which time the player must select only one type of spell to cast.


Gnomes of Samek

52/1st

Hero

4

Forgotten Realms

Uncommon


Adventurers!

53/1st

Hero

3

Forgotten Realms

Common

Can use cleric and wizard spells.


War Party

54/1st

Ally

4

Common

Orc


Crime Lord

55/1st

Hero

7

Forgotten Realms

Uncommon

Harmful

The Crime Lord can also be played as an event to destroy one holding. The destroyed holding and the Crime Lord are discarded.


When played as an event, Crime Lord is considered a harmful event.


Adventurers

56/1st

Hero

4

Forgotten Realms

Common

All allies of these adventurers gain 1 level.


The Jotunslayers

57/1st

Hero

4

Forgotten Realms

Common

Dwarf

The Jotunslayers are level 8 if the opposing champion is a monster.


Armies of Bloodstone

58/1st

Ally

4

Uncommon


The Iron Legion

59/1st

Ally

3

Common




Tergoz Tenhammer

60/1st

Hero

5

Greyhawk

Common


Myrmidons

61/1st

Ally 4

Rare

When the Myrmidons are discarded, the player shuffles all discards back into the draw deck.


After being used in battle, the Myrmidons are discarded like any other ally. The entire discard pile, including the Myrmidons, is then shuffled back into the draw pile.

The Myrmidons' power is not triggered if the card is sent to Limbo or the Abyss.


The Magister

62/1st

Wizard

4

Forgotten Realms

Rare


Karlott the Shaman

63/1st

Cleric

4

Forgotten Realms

Uncommon


King Halvor II

64/1st

Hero

5

Forgotten Realms

Uncommon


Pteranadon

65/1st

Ally

2

Common

Flyer

The pteranadon gains 3 levels when defending Chult.


Gorgosaurus

66/1st

Ally

3

Rare

The Gorgosaurus gains 3 levels when defending Chult.


Greater Feyr

67/1st

Monster

5

Forgotten Realms

Rare

The first enemy ally played against the feyr in each battle is discarded immediately.


Cleric of Gond

68/1st

Cleric

4

Forgotten Realms

Rare


This card was replaced with 402 in the 2nd edition.


Cleric of Torm

69/1st

Cleric

5

Forgotten Realms

Rare

Cleric of Mask

70/1st

Cleric

4

Forgotten Realms

Rare

This card and attached magical items and artifact are kept face down, and revealed only in battle.


Only the champion, attached magical items, and an attached artifact are kept face down. Any other attached cards remain face up. Faces down cards are revealed once an opposing champion is selected.


Drow Matron

71/1st

Wizard 5

Forgotten Realms

Uncommon

Elf (drow)

The drow matron gains 3 levels when defending Menzoberranzan.


Dracolich

72/1st

Monster

6

Forgotten Realms

Rare

Dragon

Can use wizard spells. Undead. Flyer.


Vasos Flameslayer

73/1st

Hero

5

Forgotten Realms

Rare

Dwarf

Vasos gains 3 levels when fighting monsters.


Allisa of the Mist

74/1st

Hero

5

Forgotten Realms

Common

Allisa gains 3 levels when fighting monsters.


Grypht the Saurial

75/1st

Wizard

4

Forgotten Realms

Uncommon


Worden Ironfist

76/1st

Hero

5

Forgotten Realms

Rare

Dwarf

Worden gains 3 levels when fighting monsters.



Amarill

77/1st

Cleric

3

Forgotten Realms

Uncommon

If Amarill is defeated, the player can pull one other champion from his discards and return it to his hand.

Joliet the Rash

78/1st

Hero

4

Forgotten Realms

Common

Once in play, must attack on the player's turn, every turn, or be discarded.


Dwarf of Earthfast

79/1st

Hero

2

Forgotten Realms

Common

Gains 4 levels if the opposing champion is a monster.


The Black Courser

80/1st

Monster

4

Forgotten Realms

Rare

The Black Courser's level is 8 when fighting dragons or undead.


Hornhead Saurial

81/1st

Ally

3

Common


Dagrande

82/1st

Hero

4

Forgotten Realms

Uncommon

Dwarf


Mind Flayer

83/1st

Ally

3

Rare

When played, the mind flayer can immediately shift one opposing ally to its own side for that round of battle. The ally loses 1 level.


Noble Djinni

84/1st

Ally

4

Rare

The opponent cannot play flyers this round and all opposing flyers already in the battle are discarded.


Hubadai

85/1st

Hero

4

Forgotten Realms

Rare

Flyer.


This card was replaced with 405 in the 2nd edition.


Intellect Devourer

86/1st

Ally

1

Uncommon

Immediately destroys an opposing champion of level 5 or less.

Shandrill

87/1st

Hero

3

Forgotten Realms

Common

Immune to offensive spells.


Triceratops

88/1st

Ally

3

Rare

Triceratops gains 6 levels when defending Chult.


This card was replaced with 423 in the 3rd edition.


Cleric of Malar

89/1st

Cleric

4

Forgotten Realms

Common

This cleric gains 2 levels when attacking realms from outside the Forgotten Realms.


Airship

90/1st

Event

Uncommon

Harmful

Destroys any two allies, chosen by this card's player.


Airship's power to destroy two allies need not be used all at once. It can destroy one ally, and then later in the same round of battle, destroy a second ally. Airship can be used as a counter-effect card against allies. For example, if Loup-Garou is played, Airship can be immediately played to discard the Loup-Garou without having to play a magical item. Because Airship is an event, it may be played at any time. This includes players not involved in the current combat.


Bad Omens

91/1st

Event

Common

Harmful

All allies and champions lose one level until the player's next turn.


Fortunate Omens

92/1st

Event

Common

Helpful

All allies gain 3 levels until the player's next turn.


This is not a particularly powerful card, since all allies, not just the player’s allies, are increased 3 levels.


Rod of Shapechange

93/1st

Artifact

Forgotten Realms

Uncommon

Select any champion from the discard pile and use it in battle in place of this champion. After winning the battle, this champion and artifact return to the pool: the substitute is discarded.

The Rod of Shape Change conveys all the powers of the imitated champion, including powers that are invoked after battle, such as Iuz the Evil's ability to raze a realm. The champion from the discard pile may not use any items attached to the champion with the Rod.

If the substitute champion is defeated, the champion with the Rod is discarded. If the champion with the Rod is discarded, powers invoked after battle may not be used, since the champion with the Rod never participated in the battle.


Dwarven Hammer

94/1st

Magical Item

3

Rare

Weapon


Staff of Striking

95/1st

Magical Item

3

Rare

Weapon

The bonus becomes +5 if attached to a cleric.


Horrors of the Abyss

96/1st

Wizard Spell

5

Uncommon


Flameblade

97/1st

Magical Item

2

Rare

Sword


This card was replaced with 408 in the 2nd edition.


Figurine of Wondrous Power

98/1st

Magical Item

3

Common


Cataclysm!

99/1st

Event

Uncommon

Harmful

Destroys one realm of the player's choice; that realm is discarded.


A "must have" card for all decks. This is a very powerful event, since it forces an opponent's realm to be discarded. If a player's last realm is discarded, he must discard his pool at the end of the current turn. Immediately playing Menzoberranzan or Caer Allison will prevent loss of the pool.

If Cataclysm! is played by the attacking player during a battle (known as Ward's Cataclysm!), the battle is over and the attacker is entitled to Spoils of Victory. Each champion returns to its pool.


Cúpula BSW 2008: não pode afetar reinos destruídos (virados). Seu efeito somente funciona em reinos inteiros/construídos (unrazed). Para efeito de "destruir", compreendemos que o termo "destroy" ou "destroyed" (destruir, destruído) equivale a "raze" (arrazar), portanto, a palavra destruir, expressa nessas cartas, cumpre o requisito de arrasar quando for necessário.


Good Fortune

100/1st

Event

Uncommon

Helpful

The player of this card draws five cards immediately.


Surprise Raid

101/1st

Event

Common

Helpful

The player's champion and allies are doubled in level for one round of battle.


The champion's modified level at the time the event is played is doubled. Cards that modify the champion’s level (e.g. artifacts, magical items, spells, etc.) that are played subsequent to the event are not doubled. Allies are doubled regardless of when played.


Banner of the One-Eyed God

102/1st

Magical Item

1

Common

All of this champion's allies gain 1 level.


Viperhand

103/1st

Magical Item

Uncommon

Any champion with the Viperhand can cast wizard spells.


Orb of Doom

104/1st

Magical Item

2

Common


Staff of Conjuring

105/1st

Magical Item

5

Common


Spell of Formless Horror

106/1st

Wizard Spell

3

Uncommon

Cast on opposing champion to reduce its level by 3. Spell remains until dispelled

.

Safe Harbor!

107/1st

Event

Rare

Helpful

Every player can immediately rebuild one razed realm.


Labor of Legend

108/1st

Event

Common

Helpful

One razed realm is rebuilt by a champion from the pool: the champion is discarded.


Any champion in the pool can be discarded, including a Trapped! champion.


Wand of Light

109/1st

Magical Item

3

Uncommon

Elf Galleon

110/1st

Ally

3

Rare


The Free City of Greyhawk

111/1st

Realm

Greyhawk

Rare

Coast

Any champion defending Greyhawk can cast cleric and wizard spells.


The Lands of Iuz

112/1st

Realm

Greyhawk

Uncommon

Coast

Any champion defending the Lands of Iuz can cast wizard spells. All defenders gain 3 levels if anyone has Iuz in play.


The Pomarj

113/1st

Realm

Greyhawk

Special Realm

Coast

A monster defending the Pomarj gains 3 levels.


Hold of the Sea Princes

114/1st

Realm

1

Greyhawk

Special Realm

Coast

The realm can defend itself as a level 1 champion.


The Yeomanry

115/1st

Realm

Greyhawk

Special Realm


Blackmoor

116/1st

Realm

Greyhawk

Uncommon

Coast

All magical items and artifacts defending Blackmoor gain 2 levels.


The Horned Society

117/1st

Realm

Greyhawk

Special Realm

Coast



The Wolf Nomads

118/1st

Realm

Greyhawk

Special Realm

Coast


Sterich

119/1st

Realm

Greyhawk

Special Realm

Any monster defending Sterich gains 5 levels.


Nyrond

120/1st

Realm

Greyhawk

Special Realm


Veluna

121/1st

Realm

Greyhawk

Special Realm

Any champion defending Veluna can use cleric spells.


Furyondy

122/1st

Realm

Greyhawk

Special Realm

Coast


The Great Kingdom

123/1st

Realm

Greyhawk

Rare

No undead can attack the Great Kingdom. The player's maximum hand increases by two.


Temple of Elemental Evil

124/1st

Realm

Greyhawk

Uncommon

Draw three cards immediately when the temple is played.


Greyhawk Ruins

125/1st

Realm

Greyhawk

Uncommon

All Greyhawk champions of this player gain 2 levels.


Perrenland

126/1st

Realm

Greyhawk

Special Realm

Coast


Keoland

127/1st

Realm

Greyhawk

Special Realm





Celene

128/1st

Realm

Greyhawk

Special Realm


The Bright Desert

129/1st

Realm

Greyhawk

Special Realm

Coast

Cannot be attacked by heroes.


Theocracy of the Pale

130/1st

Realm

Greyhawk

Special Realm


The Bone March

131/1st

Realm

Greyhawk

Special Realm

Coast

Heroes cannot be played in defense of this realm.


The Duchy of Urnst

132/1st

Realm

Greyhawk

Special Realm


The Sea Barons

133/1st

Realm

Greyhawk

Special Realm

Coast

Any holding attached to the Great Kingdom also applies to this realm.


Any holding affecting Great Kingdom also affects the Sea Barons. This includes the Shield Lands if used to rebuild the Great Kingdom.


Bissel

134/1st

Realm

Greyhawk

Common

Any champion can use cleric spells while defending Bissel.


The Scarlet Brotherhood

135/1st

Realm

Greyhawk

Uncommon

Coast

Player can eliminate one champion from any pool at the start of his turn. This realm is then razed.


The Scarlet Brotherhood's power can be used by a player using the dungeon card Labyrinth of Castle Greyhawk, but the player must still raze the Scarlet Brotherhood, voluntarily ignoring the power of the dungeon card.


Irongate

136/1st

Realm Greyhawk

Special Realm

Coast

Any defending hero gains 4 levels.


Principality of Ulek

137/1st

Realm

Greyhawk

Common

Coast


County of Sunndi

138/1st

Realm

Greyhawk

Common


Duchy of Tenh

139/1st

Realm

Greyhawk

Common


Burneal Forest

140/1st

Realm

Greyhawk

Common

Any champion and allies who attack Burneal Forest lose 2 levels.


Castle Hart

141/1st

Holding

Greyhawk

Common

Any champion and allies defending Castle Hart gain 2 levels.


Arms of the Horned Society

142/1st

Holding

5 Greyhawk

Rare

The attached realm can defend itself as a level 5 hero.


Arms of Iuz

143/1st

Holding

Greyhawk

Rare

Any champion defending the attached realm can cast cleric spells.


This card was replaced with 401 in the 2nd edition.


Arms of Greyhawk

144/1st

Holding

Greyhawk

Rare

No Greyhawk realms with holdings of any player can be attacked by monsters or flyers.


Arms of the Great Kingdom

145/1st

Holding

Greyhawk

Rare

All undead allies of this player are doubled in level, whether attacking or defending.





Arms of Furyondy

146/1st

Holding

Greyhawk

Common

The attached realm is unaffected by all harmful event cards.


Arms of Nyrond

147/1st

Holding Greyhawk

Common

Monsters cannot attack the attached realm.


Skull Keep

148/1st

Holding

4

Greyhawk

Common

Any champion defending the attached realm gains 4 levels.


Fortification

149/1st

Holding

Greyhawk

Common

The attached realm and all its defenders are immune to offensive wizard and cleric spells.


Siege!

150/1st

Event

Uncommon

Harmful

Razes the first realm of every player, regardless of special powers. If a player's first realm is already razed, he ignores this event.


Siege! functions on realms that are immune to events, due to the wording "regardless of special powers."


War Banner

151/1st

Magical Item

1

Common

Every champion and ally of this player gains 1 level. (Def)


Adding this magical item to a champion immediately adds 2 levels, one for the magical item's level (icon) and one for its special power (text).


Codex of the Infinite Planes

152/1st Artifact

Greyhawk

Common

All of this player's champions are immune to offensive magical items and spells. (Def)


Crystal of the Ebon Flame

153/1st

Magical Item

6

Uncommon

The champion who holds this crystal must attack on his turn or be discarded. (Off)


If the rules prohibit this champion from attacking, he is still discarded.





Hordes of Castle Greyhawk

154/1st

Ally

5

Rare


Skeletal Horde

155/1st

Monster

5

Greyhawk

Common

Undead.


Eye and Hand of Vecna

156/1st

Artifact

5/2

Greyhawk

Uncommon

The attached champion gains 5 levels when attacking, 2 when defending.


For purposes of determining a champion's level while in the pool, the Eye and Hand of Vecna adds 2 levels.


Orb of Dragonkind

157/1st

Artifact 4

Greyhawk

Uncommon

This player's GREYHAWK realms and their defenders cannot be attacked by dragons or monsters


Baba Yaga's Hut

158/1st

Artifact

Greyhawk

Uncommon

The attached champion and its allies are all considered flyers.


Chariot of Lyrx

159/1st

Artifact 3

Greyhawk

Rare

The attached champion gains 3 levels and becomes a flyer; all allies can also fly.


Cup of Al'Akbar

160/1st

Artifact

Greyhawk

Uncommon

If the player discards three cards from his hand at the end of his turn he can return any one card from the discard pile to his hand.


Rary the Traitor

161/1st

Wizard

4

Greyhawk

Common

Rary gains 3 levels when fighting a wizard and/or 3 levels when defending a realm with an attached holding.


Mordenkainen

162/1st

Wizard

7

Greyhawk

Rare


Tysiln San

163/1st

Wizard

5

Greyhawk

Uncommon

Elf (drow)


Otto

164/1st

Wizard

6

Greyhawk

Rare

Otto can cast both wizard and cleric spells.

Mika the Wolf-Nomad

165/1st

Wizard

7

Greyhawk

Rare

Mika gains 3 levels when the opponent uses allies against him.


Lolth, the Spider Queen

166/1st

Monster

9

Greyhawk

Rare

Lolth can cast both wizard and cleric spells. If Lolth is defeated, shuffle her back into the draw deck.


Iuz the Evil

167/1st

Monster

8

Greyhawk

Uncommon

Iuz can cast wizard spells. If defeated, Iuz forces one razed enemy realm to be discarded, or razes one realm.


When defeated in battle, Iuz gets to raze any realm (player's choice) or discard any razed realm. Iuz can choose to affect a realm of a player not involved in the battle. Once Iuz enters battle, his power can be triggered. Thus if an opponent plays Treasure or Wish to remove Iuz before putting forth a defender, Iuz can still raze a realm. Because Iuz's power activates upon defeat in battle, the power is negated by the Ring of Reversion and Thought Eater.

Iuz never gets spoils of victory when losing, even if he razes the realm he was attacking.

If Iuz is attacking a Greyhawk realm whose player is using the dungeon card Labyrinth of Castle Greyhawk, Iuz may choose to raze that realm, but no other Greyhawk realms of the player with the Labyrinth.


Card Combo (from Spellfire Reference Guide Volume II): If the Winged Boots is attached to Iuz, he can attack, lose the round, use his special power to raze a realm or discard a razed realm, and then return to the pool to attack again on the next turn. Note, however, that this strategy will not work if Iuz's opponent is a flyer.


Card Combo (from Spellfire Reference Guide): Known as Butler's Blinking Iuz, when Iuz is losing a battle, he can cast Blink, which causes the caster (Iuz) to lose the battle (and therefore raze a realm) but the caster returns to the pool. This allows Iuz to use his power again in another battle.

Similar to the above combo, the Ring of Regeneration can be attached to Iuz. When Iuz is defeated, he razes a realm, but thanks to the Ring, he goes to Limbo instead of the discard pile. Iuz can then return to the pool to again enter battle, lose, and raze another realm. This combo works only once, since the Ring of Regeneration is discarded at the first defeat.


Card Combo (from Liga BSW Forum): O combo Iuz, o Maligno com Sabotador Suicida é válido, desde que o reino arrasado não seja o reino que está sendo atacado. Desta forma Iuz arrasa não um, mas dois reinos de seu adversário, mesmo se o campeão defensor tenha um nível menor do que o de Iuz!


Mutiny!

168/1st

Event

Rare

Harmful

No battles can be fought until the player's next turn. A battle in progress stops immediately with no victor; allies are discarded.

This event is useful if you are winning the game, or if you are unable to defend yourself. If you are winning, play it immediately after your turn. That wav no other player can collect spoils of victory and perhaps play an extra realm. If you are vulnerable, save this card until someone allacks you, then play il Lo end the battle. A Calm (400/106 or Delsenora (10/lst Chase) played to cancel this event will allow a player to attack or continue an attack.

This card was replaced with 407 in the 2nd edition.


Swordwraith

169/1st

Ally

4

Rare

Undead.


Sysania

170/1st

Cleric

4

Greyhawk Uncommon

Flyer.


Kiara

171/1st

Hero

2

Greyhawk

Uncommon

Elf

Kiara can destroy one magical item being used against her. The affected item is discarded.


Hettman Tsurin

172/1st

Hero

2

Greyhawk

Rare

If Hettman does not attack, at the end of his turn the player can randomly draw one card from another player's hand and discard it.


Griffon

173/1st

Magical Item

2

Rare

The attached champion becomes a flyer.


This card was replaced with 424 in the 3rd edition.





Sea Zombie

174/1st

Ally

4

Rare

Undead.


This card was replaced with 425 in the 3rd edition.


Mist Wolf

175/1st

Event

Rare

Harmful

No allies can be played until this player's next turn. Allies in play are discarded immediately.


Tyrinon

176/1st

Hero

5

Greyhawk

Uncommon

Flyer.


Quagmiela the Dragon

177/1st

Monster

5

Greyhawk

Uncommon

Flyer.


Seragrimm the Just

178/1st

Hero

5

Greyhawk

Rare

Undead. Seragrimm can only defend, but never attack.


This card was replaced with 410 in the 2nd edition.


Skulk

179/1st

Ally

1

Rare

This player can now play allies face down; their value is not revealed until both players pass and the winner is determined.


This card was replaced with 403 in the 2nd edition.


Berserk Fury!

180/1st

Event

Rare

All heroes gain 5 levels until the current player's next turn.


Wolf Nomads

181/1st

Hero

4

Greyhawk

Common

The nomads gain 2 levels if Mika is in the player's pool.


Zadoc

182/1st

Ally

2

Rare


This card was replaced with 406 in the 2nd edition.


Miles

183/1st

Ally

2

Uncommon


Trystan

184/1st

Ally

2

Common


Thorvid

185/1st Hero

5

Greyhawk

Rare

Thorvid gains 3 levels when fighting monsters, undead, or flyers.


Fairy Madness

186/1st

Event

Rare

Fairy madness affects one champion (not currently in battle). That champion is turned face down and cannot be used until after its next turn.


This card was replaced with 426 in the 3rd edition.


Nenioc

187/1st

Cleric

5

Greyhawk

Uncommon


Young Gold Dragon

188/1st

Monster

4

Greyhawk

Common

Flyer. The Dragon can use wizard spell.


Arch-Druid

189/1st

Cleric

4

Greyhawk

Rare

If only one arch-druid is in play, clerics cannot cast spells without his permission.


Hell Hound

190/1st

Ally

5

Uncommon

All cards friendly to the hell hound are immune to fireball spells.


Griffon

191/1st

Monster

4

Greyhawk

Rare

Flyer.


This card was replaced with 412 in the 2nd edition.


Giant Skeleton

192/1st

Ally

3

Rare

Undead. Any magic sword or spear used by the opposing champion must be discarded immediately.


Skeleton

193/1st

Ally

1

Common

Undead.


Winged Horror

194/1st

Monster

7

Greyhawk

Uncommon

Flyer


Treants of the Grandwood

195/1st

Ally

5

Uncommon

The treants and all cards in the player's force are immune to all offensive wizard spells except fireball.


Rangers of Hornwood

196/1st

Hero

4

Greyhawk

Common


Magical Barding

197/1st

Magical Item

2

Rare

(Def)


This card was replaced with 411 in the 2nd edition.


Border Forts

198/1st

Holding

Forgotten Realms

Common

Only flyers can attack the attached realm.


Card Combo: With Border Forts attached, Menzoberranzan becomes almost impossible to attack.


Ren's Crystal Ball

199/1st

Artifact

Greyhawk

Common

At the beginning of his turn, the owner of Ren's crystal ball can inspect the top three cards of any deck and discard one.


Falcon Figurine

200/1st

Magical Item

2

Uncommon

(Off)


Transformation!

201/1st

Event

Common

Harmful

All players must discard their hands and immediately draw five cards.


This card strikes all players equally, but there are ways to skew the effects in your favor. If you can't play this event so it hurts an opponent while helping you, it is no better than Good Fortune (100/ 1st) and possibly worse. Calm (400? 1st) is effective against Transformation.

One use for Transformation is to save it for battle: Once you have used your other cards attacking or defending, play this event to replenish your hand. Ideally, play the card when your opponent has more than five cards. This is more likely in a multiplayer game, when you have depleted your hand defending against several attacks.

The card can also be used offensively If you have depleted your hand, wail until your opponent draws cards to begin a turn (or has just played Good Fortune). Before he can play any of the just-drawn cards, play Transformation! Transformation also depletes a deck faster, possibly ending a game sooner.


Enslaved!

202/1st

Event

Uncommon

Harmful

All players must discard one champion from their pool.


Siege

203/1st

Event

Common

Harmful

All players must discard one realm from their front rank. The next realm played must go into the front position.


Players discard their frontmost realm, either razed or unrazed.


Bribery!

204/1st

Event

Rare

Harmful

Play immediately after champions are selected. The bribed champion returns to the owner's pool and that player must select another champion or lose the battle.


Charge!

205/1st

Event

Uncommon

Helpful

All of this player's champions gain 3 levels until the end of the player's next turn.


Magic Sword

206/1st

Magical Item

2

Common

+5 vs. undead. (Off)


Enlarge

207/1st

Wizard Spell

3

Rare

Champion can attack flyers with an additional +3. (Def/4)


This card was replaced with 427 in the 3rd edition.


Ring of Shooting Stars

208/1st

Magical Item

4

Rare

Hero can "lend" +1 to a champion in a combat where he is not involved. (Off)


The power of the Ring can be used in each round of battle. This card was replaced with 428 in the 3rd edition.


Arms of Veluna

209/1st

Holding

Greyhawk

Common

Resurrect one ally which just participated in successful defense of the realm. Resurrected card returns to hand.


Fast Talking!

210/1st

Event

Uncommon

Harmful

Everyone is convinced all artifacts and magical items in play no longer work. All players discard all magical items and artifacts.


Only magical items and artifacts in play are discarded.


Flight

211/1st

Wizard Spell

Common

Champion and all allies become flyers for this battle. (Def/4)


Shapechange

212/1st

Wizard Spell

6

Rare

(Def/4)


Barbarian Raiders!

213/1st

Event

Rare

Harmful

All players must discard one realm, from their hand or from the table.


As with Siege (203/lst), this is an event that is as likely to hurt you as it is to hurt na opponent. If you play with a lot of realms, or if you happen to have a Calm (400/lst), feel free to play the Barbarian Raiders! event. Don't play this card unless you have a realm in your hand that you don't mind losing, a realm on the table that you want to get rid of, or a Calm or other card to prevent Barbarian Raiders from affecting you. Of course, it's ideal to play this event when you have no cards either in your hand or on the table.

As with Siege, you might have good luck with this card

very early in the game, when another player has only one realm down and you have none. While Siege is almost sure to be effective, Barbarian Raiders might only take a realm from the other player's hand.


Treasure Fleet

214/1st

Event

Rare

Helpful

All players draw three cards.


Potion of Fire-Breathing

215/1st

Magical Item

6

Rare

Discard after one use. (Off)


This card was replaced with 429 in the 3rd edition.


Arms of the Shield Lands

216/1st

Holding

Greyhawk

Common

Attach this holding to a razed Greyhawk realm to rebuild it instantly.

Net of Entrapment

217/1st

Magical Item

Uncommon

This champion's opponent cannot play allies. (Off)


The Net prohibits an opponent from playing allies. Any allies played before the Net is played are discarded.


Johydee's Mask

218/1st

Artifact

Greyhawk

Rare

The wearer assumes the level or gains the special power (but not both) of any champion in play.


A player using Johydee's Mask may choose each turn, during phase 3, to imitate the power or level of any other champion in play. The Mask imitates the power of a particular champion, but the holder of the Mask does not become that champion. For example, if a player uses the Mask to imitate the power of Midnight there is still only one Midnight in play. The holder of the Mask can destroy magical items, but cannot stop wizards from casting spells.

If the champion being imitated is discarded, the champion with Joydee's Mask continues to assume that champion's powers until phase 3 of the player's next turn. At that time a champion currently in play must be selected to be imitated.

If the Mask is discarded but then brought back into play, a new champion must be selected to be imitated.


This card was replaced with 413 in the 2nd edition.


Helm of Teleportation

219/1st

Magical Item

Rare

One other champion (belonging to the same player) can join this champion as an ally. That champion returns to the pool after this round, but cannot be used again this battle.


This magical item allows a player to use a champion from his hand or pool to aid the champion with the Helm in a round of battle. The champion being used as an ally cannot have previously participated as a champion in a round during this battle. Similarly, it cannot participate as a champion in a later round of the current battle. If the player is victorious, the champion used as an ally returns to the pool. If defeated, the champion used as an ally is discarded.

When a champion is drawn into battle as an ally through use of the Helm, that champion retains all its powers and attached cards. For example, if Colleen is brought into battle as an ally, an opposing monster would be automatically defeated. These powers are not affected by an opponent's Ring of Reversion since that card only affects opponent's champions (not allies). Because the Champion drawn into battle is functioning as an ally, it is susceptible to cards affecting allies, such as Airship and Brine Dragon. The Helm can only be used once in a round, so if a champion/ally is destroyed, another champion cannot be brought into battle in its place.


This card was replaced with 415 in the 2nd edition.


Rod of Dispel Magic

220/1st

Artifact

Greyhawk

Uncommon

A champion with this rod can cancel one magical spell when attacking or defending.


Draj

221/1st

Realm

Dark Sun

Special Realm

Nonflying attackers lose 2 levels.


Raam

222/1st

Realm

1

Dark Sun

Special Realm

All defenders of this realm gain 1 level.


Urik

223/1st

Realm

4

Dark Sun

Special Realm

Allies cannot be played to attack Urik. Urik can defend itself as a level 4 champion.


Urik defends itself as a hero, since no particular type of champion is specified on the card.


Tyr

224/1st

Realm

5

Dark Sun

Special Realm

Owner draws one extra card per turn. Tyr can defend itself as a level 5 hero.


The extra card is drawn during phase 1, so no extra card is drawn on the turn in which Tyr is first played.


Gulg

225/1st

Realm

7

Dark Sun

Uncommon

The first ally to attack Gulg itself each battle is destroyed. Gulg can defend itself as a level 7 hero.


Nibenay

226/1st

Realm

Dark Sun

Uncommon

This card is not flipped face down unless Nibenay is razed twice in a row.


This card would more properly have been worded "In order to be razed, Nibenay must be defeated twice in one battle". The defeats do not have to come in successive rounds. The attacker does not receive spoils of victory until the realm is defeated twice and flipped over.

Nibenay's power is combat - related. Razings from spells, such as Creeping Doom, or champion powers, such as Iuz the Evil are not affected by Nibenay's power.


Balic

227/1st

Realm

4

Dark Sun

Special Realm

All attacking allies are halved (rounded up). Balic can defend itself as a level 4 hero.



The Mud Palace

228/1st

Holding

Dark Sun

Uncommon

The Mud Palace increases hand size by two cards.


North Ledopolus

229/1st

Holding

Dark Sun

Uncommon

One card can be drawn and played immediately in defense of the attached realm.


When the realm to which North Ledopolus is attached is attacked, the defender draws a card. He may play it immediately or put it in his hand.


South Ledopolus

230/1st

Holding

Dark Sun

Uncommon

The attached realm can use an ally as a champion. The ally is still discarded after the battle.


Any ally can be used as a champion to defend the realm with South Ledopolus attached. The ally is considered a hero. The ally retains any special powers.


Altaruk

231/1st

Holding

Dark Sun

Common

Any champion defending the attached realm can cast cleric spells.


Salt View

232/1st

Holding

Dark Sun

Common

Monsters cannot attack the attached realm.


Ogo

233/1st

Holding

Dark Sun

Uncommon

Any champion and allies attacking the attached realm lose one level for fear of Ogo's cannibal halflings.


Makla

234/1st

Holding

Dark Sun

Uncommon

Makla adds 1 level to all defenders of the attached realm.


Kalidnay

235/1st

Holding

Dark Sun

Common

Any monster defending the attached realm gains 4 levels.


Arkhold

236/1st

Holding

Dark Sun

Common

Allows owner to draw one extra card per turn.


Salt View

237/1st

Holding

2

Dark Sun

Common

Defending champion gains 2 levels


Waverly

238/1st

Holding

Dark Sun

Rare

The attached realm cannot be attacked by flyers and spells cannot be used against its defenders.


This card was replaced with 404 in the 2nd edition.


Bodach

239/1st

Holding

Dark Sun

Rare

A champion attacking the attached realm can have only one ally.


This card was replaced with 414 in the 2nd edition.


Giustenal

240/1st

Holding

Dark Sun

Uncommon

A champion attacking the attached realm cannot play more than three allies per round.


Yaramuke

241/1st

Holding

Dark Sun

Common

Poisoned water destroys one of the attackers allies as it is played (defender's choice).


Lost Oasis

242/1st

Holding

Dark Sun

Common

The owner can draw one card and play it immediately when the attached realm is attacked.


Any card drawn can be played, including a realm or a spell normally castable only in another phase.


Grak's Pool

243/1st

Holding

5

Dark Sun

Common

The oasis acts as a permanent +5 ally to any champion who defends the attached realm.


Silver Spring

244/1st

Holding

Dark Sun

Common

If the attached realm is razed, one other opponent's realm of the defender's choice is razed also.

Card Combo (from Scavenger's Spellfire Corner ): If the Silver Spring holding is attached to Ancient Kalidnay, razing Ancient Kalidnay to gain another turn also razes another realm.


Bitter Well

245/1st

Holding

Dark Sun

Common

This oasis destroys any flyers that attack the attached realm.


Black Waters

246/1st

Holding

Dark Sun

Common

No were-creature or monsters can attack any realm held by this player.


Fort Melidor

247/1st

Holding

Dark Sun

Common

Allies defending every Dark Sun realm held by this player gain 1 level.


Dungeon of Gulg

248/1st

Holding

Dark Sun

Common

Any champion and allies attacking the attached realm lose 1 level.


Ziggurat

249/1st

Holding

Dark Sun

Uncommon

The level bonus (number in icon) of any wizard spell cast in defense of the attached realm is doubled.


Temple

250/1st

Holding

Dark Sun

Common

The attached realm can cast cleric spells.






Mogadisho's Horde

251/1st

Ally

1

Common

If this card is on the losing side of a battle, all holdings of the opponent are discarded.


All holdings in play are discarded, not holdings in the opponent's hand.


Assassins

252/1st

Ally

2

Uncommon

Halfling

If this card is on the losing side of the battle, it destroys one champion anywhere in play chosen by the losing player.


One of the best of the "avenging allies" cards that exact vengeance after a loss in battle. This card allows the player to choose one champion to be destroyed. Note that the champion is destroyed, not defeated in battle. Therefore special powers such as those of Iuz the Evil, Strahd Von Zarovich, and Drizzt Do'Urden are not triggered.

The power of the Assassins is triggered when the battle is over, and the player has lost.


Halfling Mercenaries

253/1st

Ally

1

Common


War Band

254/1st

Ally

3

Common

orc


Kank Lancers

255/1st

Ally

6

Uncommon


Nomad Mercenaries

256/1st

Ally

2

Common

Dwarf


Gladiators

257/1st

Ally

9

Uncommon


Rikus

258/1st

Hero

6

Dark Sun

Uncommon

Rikus can attack twice; if he wins his first round, he can attack again with new allies.





Neeva

259/1st

Hero

7

Dark Sun

Rare

Flyer


Sadira

260/1st

Wizard

4

Dark Sun

Common


Agis

261/1st

Hero

5

Dark Sun

Uncommon

When attacking, can psionically destroy one monster in the defender's pool before battle begins.


Agis' power is considered an offensive psionic power. Agis can use his power as soon as a defending champion is chosen. If an opponent chooses not to defend the realm being attacked, Agis cannot use his power.


Anavias

262/1st

Hero

2

Dark Sun

Rare

When attacking, psionically negates the power of all enemy holdings for the duration of battle.


Anavias negates the power of holdings for the entire battle, not just the round in which she participates.

Anavias' power is considered a defensive psionic power.


Vaerhirmana

263/1st

Wizard

4

Dark Sun

Rare

Half-elf


Herminard

264/1st

Hero

4

Dark Sun

Common


T'kkyl

265/1st

Hero

3

Dark Sun

Common


Azhul

266/1st

Hero

4

Dark Sun

Uncommon




Chividal

267/1st

Hero

2

Dark Sun

Rare

Halfling

Chividal can psionically destroy one opposing ally at any point during the round.


This card was replaced with 416 in the 2nd edition.


Bagual

268/1st

Cleric

2

Dark Sun

Common


Rowan

269/1st

Ally

1

Uncommon

Elf


Shayira

270/1st

Cleric

3

Dark Sun

Common


Ashathra

271/1st

Ally

2

Common


Stug

272/1st

Ally

2 Common


Ka'Cha

273/1st

Ally

3

Uncommon


Galek

274/1st

Ally

2

Common

Half-elf


Wind Dancers

275/1st

Event

Uncommon

Harmful

All flyers in play are destroyed immediately.


Water Hunters

276/1st

Event

Common

Harmful

All undead in play are destroyed immediately.



Silver Hands

277/1st

Event

Uncommon

All champions killed in the last battle are restored to the players' pools. Play only after a battle is completely resolved.


Only the champions are restored to the pool. Allies, spells, and any attached items are discarded.


Sky Singers

278/1st

Event

Common

Harmful

Destroys all magical items in play.


Silt Stalkers

279/1st

Ally

3

Common

Elf


Night Runners

280/1st

Ally

2

Uncommon

Elf


So-ut

281/1st

Ally

3

Rare

This card was replaced with 430 in the 3rd edition.


Cistern Fiend

282/1st

Monster

2

Dark Sun

Common

Enemy allies cannot be used against this fiend.


Sloth

283/1st

Ally

1

Common


Mul Savage

284/1st

Monster

6

Dark Sun

Rare


Inhuman

285/1st

Ally

2

Uncommon


Pyreen

286/1st

Ally

3

Rare

This card was replaced with 431 in the 3rd edition.


Cha'thrang

287/1st

Ally

1

Uncommon


Spirit of the Land

288/1st

Event

Rare

Prevents one Dark Sun realm or holding from being razed or discarded or restores one razed realm from any world. An attacker gets no spoils of victory and the battle is over.


The attacker does not receive spoils if attacking a Dark Sun realm, on which Spirit of the Land is played to avoid the razing. Spirit of the Land can be played on any other realm to rebuild it, but the attacker would receive spoils.

Spirit of the Land can also prevent a Dark Sun realm from going to the Abyss, such as with Estate Transference.


Thri-kreen

289/1st

Ally

3

Rare


Wijon

290/1st

Ally

2

Common


Mikor

291/1st

Ally 3

Uncommon


Salicia

292/1st

Ally

3

Rare


This card was replaced with 432 in the 3rd edition.


Zurn

293/1st

Ally

1

Uncommon


Powell

294/1st

Ally

1

Common


Barber

295/1st

Ally

3

Rare

This card was replaced with 433 in the 3rd edition.


Wachter

296/1st

Ally

2

Common



Foucault

297/1st

Ally

3

Uncommon


Stef'fa Naf'ski

298/1st

Monster

5

Dark Sun

Rare


Captain Kazhal

299/1st

Hero

9

Dark Sun

Rare

Destroys one magical item held by the opposing champion at any time during the battle round.


Dlasva

300/1st

Hero

3

Dark Sun

Uncommon

Dlasva can psionically destroy one opposing ally during a round of battle.


Tithian

301/1st

Hero

5

Dark Sun

Rare

If Tithian attacks and wins a round of battle, the defending realm is razed immediately.


Tithian immediately razes the realm when he wins a round of battle. This power is triggered regardless of how he wins the battle. For example, if Tithian is in battle with a monster, and Treasure is played, the monster is discarded and Tithian wins the round and the realm is razed. If Pit Trap! is played on Tithian, he loses the ability to raze a realm.

Card Combo (from Spellfire Reference Guide): Known as Butler's Balderdash!, if the spell Thrice Hearty Cup of Balder the Red is cast on Tithian in phase 3, he automatically wins the round and thus razes the realm being attacked.


Verrasi

302/1st

Ally

2

Uncommon


Defiler

303/1st

Wizard

6

Dark Sun

Common

If the Defiler casts one or more spells, one friendly realm is razed or one friendly holding is shuffled back into the draw pile.


Dragon King

304/1st

Monster

8

Dark Sun

Rare

Can cast wizard spells.


Borys

305/1st

Monster

9

Dark Sun

Rare

Dragon

Can cast wizard and cleric spells.


Preserver

306/1st

Wizard

6

Dark Sun

Common


Punisher

307/1st

Ally 3

Common


Gith

308/1st

Ally

1

Uncommon


Tiger

309/1st

Ally

1

Common


Orb of Power

310/1st

Magical Item

Common

Offensive spells and magical items have no effect against the champion with this orb. (Def)


The Orb of Power negates offensive spells and offensive magical items played against the champion with the Orb. Spells and items are negated even if they were played before the Orb was played, although their effects may continue. For example, a Lightning Bolt that was cast before the Orb of Power was brought into play would no longer count as +5, but any magical item or ally it may have discarded does not return.


Rings of All Seeing

311/1st

Magical Item

Uncommon

Allows the owning player, at the beginning of his turn, to look at one player's hand. (Def)


Treasure

312/1st

Event

Common

All monsters are bribed to desert; discard all monsters in battle or in pools.


If used in battle, this event causes both sides to end the battle with no winner. The spells, allies, and other cards are discarded with the monsters. The battle is ended and another battle cannot be started. That attacker's combat options are finished.


Shield of Destruction

313/1st

Magical Item

1

Common

(Def)


Shield of Annihilation

314/1st

Magical Item

2

Uncommon

(Def)


Shield of Devastation

315/1st

Magical Item

2

Common

(Def)


Shield of Wickedness

316/1st

Magical Item

Common

One enemy ally, chosen by the shield's owner, is forced to switch sides and fight for the shield's owner for one round of battle. (Off)


If the Shield of Wickedness is used in combat to steal an ally, and is then destroyed, the ally returns to its original owner.


Shield of Gore

317/1st

Magical Item

3 Uncommon

(Off)


The Heartwood Spear

318/1st

Artifact

Dark Sun

Common


Kills any opposing dragon or monster in the battle automatically.


The Caravan

319/1st

Event

Common

Play only between two players' turns. The player of this event can take a turn immediately. Afterward, play resumes where it left off.


Caravan cannot be played until every player has had their first turn.

The Caravan Caravan is played between two player's turns. Multiple Caravans cannot be played in succession; as soon as one is played you are no longer "between turns". Thus, all other Caravan's must be held in hand until the current Caravan turn ends. Note that the active player (the one who just ended his turn) gets priority to play his or her Caravan before other players.


The Necklace

320/1st

Magical Item

Uncommon

Defensive

Allows the attached champion to cast wizard spells.


Elemental Cleric

321/1st

Cleric

2

Dark Sun

Common

The elemental is immune to offensive wizard spells.


Elven Archer

322/1st

Ally

3

Rare


The Outcast

323/1st

Hero

5

Dark Sun

Rare

Can use cleric or wizard spells.


Thugs

324/1st

Ally

1

Uncommon


Desert Warrior

325/1st

Hero

2

Dark Sun

Rare

The desert warrior's first ally each round is considered a +4, regardless of the ally's actual level.


This card was replaced with 434 in the 3rd edition.


Desert Warrior

326/1st

Hero

3

Dark Sun

Rare

The desert warrior's first ally each round is considered a +3, regardless of the ally's actual level.


This card was replaced with 417 in the 2nd edition.


Desert Warrior

327/1st

Hero

4 Dark Sun

Rare

All allies played on the desert warrior gain an additional +1.


This card was replaced with 435 in the 3rd edition.


Marauder

328/1st

Ally

3

Common


Shaqat Beetles

329/1st

Ally

1

Common


Tembo

330/1st

Monster

3

Dark Sun

Uncommon

The opponent cannot use allies for defense or offense.


Tembo's power prohibits opponents from using allies while in combat with Tembo.


Fireball

331/1st

Wizard Spell

Common

Destroys immediately all opposing allies of level 4 or less. (Off/4)


Lightning Bolt

332/1st

Wizard Spell

5

Common

Immediately destroys one opposing ally of level 4 or less or one magical item of caster's choice. (Off/4)


Paralyze

333/1st

Wizard Spell

Common

Cast on a champion before battle to prevent that card from defending. Cast during a battle to eliminate one ally of the caster's choice. (Off/3/4)


Magic Missile

334/1st

Wizard Spell 3

Common

(Off/4)


Wall of Fire

335/1st

Wizard Spell

Common

Only flyers can attack across the wall. (Off/4)


Wall of Iron

336/1st

Wizard Spell

3

Common

Only flyers can attack across the wall. Use on defense only. (Def/4)


Wall of Stone

337/1st

Wizard Spell

4

Common

Only flyers can attack across the wall. Use on defense only. (Def/4)


Wall of Force

338/1st

Wizard Spell

5 Common

Only flyers can attack across the wall. (Def/4)


Invisibility

339/1st

Wizard Spell

Rare

An invisible champion can bypass a defending hero (not a monster, wizard, or cleric) and destroy the realm. The defending hero returns to the pool.


In the case of this card, "destroy" means raze a realm. The realm is not discarded. The battle is over and the attacker takes spoils of victory.

This card was replaced with 418 in the 2nd edition.


Cone of Cold

340/1st

Wizard Spell

5

Common

(Off/4)


Sleep

341/1st

Wizard Spell

Common

Eliminates up to three opposing allies of level 1 or 2 chosen by the caster. (Off/4)


Shield

342/1st

Wizard Spell

2

Common

(Def/4)

Fly

343/1st

Wizard Spell

Common One champion or ally becomes a flyer. (Def/4)


Crushing Fist

344/1st

Wizard Spell

4

Rare

The crushing fist adds 4 levels or destroys one magical item, at the choice of the caster. (Off/4)


Anti-Magic Shell

345/1st

Wizard Spell

Rare

Makes one champion immune to all offensive spells and prevents him from casting any spells himself. (Def/4)


This card was replaced with 419 in the 2nd edition.


Dispel Magic

346/1st

Wizard Spell

Common

Cancels the effect of any spell. (Def/3/4)


Dispel Magic cancels the effect of any spell, offensive or defensive, including another Dispel Magic spell. The 3rd edition rules make it clear that Dispel Magic, Spell Turning, and Reflection may be cast at any time to dispel or turn a just-cast spell. A player must have a champion in the pool or in battle capable of casting the spell and must specify which champion is casting the spell.


Improved Phantasmal Force

347/1st

Wizard Spell

6

Common

(Off/4)


Fear

348/1st Wizard Spell

Rare

Attach to any enemy champion in a pool; that card cannot attack or defend until the fear is dispelled. (Off/3)


Cure Light Wounds

349/1st

Cleric Spell

1

Common

(Def/4)


Cure Serious Wounds

350/1st

Cleric Spell

2

Common

(Def/4)


Sticks to Snakes

351/1st

Cleric Spell

4

Common

(Off/4)


Blade Barrier

352/1st

Cleric Spell

Rare

Destroys all opposing allies of level 5 or less. Cast only when defending. (Off/4)


Bless

353/1st

Cleric Spell

Common

The champion and each of its allies gain 1 level this round. (Def/4)


Sanctuary

354/1st

Cleric Spell

Rare

The cleric who casts sanctuary loses this round of battle, but is not discarded; it returns to the pool instead. (Def/4)


Wind Walk

355/1st

Cleric Spell

Rare

The champion and all his allies this round are treated as flyers. (Def/4)


Bark Skin

356/1st

Cleric Spell

2

Common

Adds 2 levels to a single defender. (Def/4)


Charm

357/1st

Wizard Spell

Common

Opponent loses one ally of the caster's choice, chosen immediately. (Off/4)


Dispel Magic

358/1st

Cleric Spell

Common

Cancels the effect of any spell. (Def/3/4)


Dispel Magic cancels the effect of any spell, offensive or defensive, including another Dispel Magic spell. The 3rd edition rules make it clear that Dispel Magic, Spell Turning, and Reflection may be cast at any time to dispel or turn a just-cast spell. A player must have a champion in the pool or in battle capable of casting the spell and must specify which champion is casting the spell.


Darkness

359/1st

Cleric Spell

Common

This battle ends immediately with no victor or loser; champions return to their pools, allies to the players' hands, spells are discarded. Darkness has no effect against monsters. (Def/4)


Protection

360/1st

Cleric Spell

Common

The opponent cannot use undead in this battle round; any already played as allies are discarded. An undead champion loses the battle but returns to the pool. (Def/4)


Chariot of Sustarre

361/1st

Cleric Spell

Common

One champion or two allies can fly for one round of battle. (Def/4)


Sunray

362/1st

Cleric Spell

Rare

The sunray kills all undead in one player's pool. (Off/3)


This card was replaced with 436 in the 3rd edition.


Wall of Thorns

363/1st

Cleric Spell

2

Common

Cast only when defending. Only attackers of level3 or higher can cross the wall. (Def/4)


Wall of Fire

364/1st

Cleric Spell

1

Uncommon

Cast only when defending. Only attackers of level 4 or higher can cross the wall. (Off/4)


Holy Word

365/1st

Cleric Spell

Common

Destroys all undead allies on both sides of a battle instantly. (Off/4)


Raise Dead

366/1st

Cleric Spell

Rare

Any one defeated champion can be selected from the player's discard pile and placed back in his hand. (Def/3/5)


Note that the wording on the card specifies a defeated champion (i.e. a champion discarded through battle) can be brought back to the hand with Raise Dead.







Flame Strike

367/1st

Cleric Spell

Uncommon

Destroys any number of opposing allies with levels totaling 6 or less, selected by the caster. Discard immediately. (Off/4)


Protection From Lightning

368/1st

Cleric Spell

Common

Lightning cannot harm the caster or his allies in this battle. (Def/4)


This spell provides protection from any cards with lightning in the name for the entire battle, not just the round in which the spell is cast. Cards affected are Lightning Bolt, Chain Lightning, Call Lightning, and Lightning Glyph.


Silence

369/1st

Cleric Spell

Uncommon

The opposing champion cannot cast any spells in this battle. (Off/4)


Silence works for one round and the opposing champion can't cast spells for the rest of that round. If the opposing champion becomes immune to magical spells for some reason (e.g. Orb of Power) then the opposing champion can again cast spells in that round. This spell only affects the champion in the battle. The opposing player could use another champion in its pool to cast Dispel Magic or Spell Turning.


Invisibility to Undead

370/1st

Cleric Spell

Common

This champion ignores undead opponents.


Wall of Fog

371/1st

Wizard Spell

Common

No attacks are allowed against any player until the caster's next turn. (Off/3)


Forget

372/1st

Wizard Spell

Common

One ally forgets to attack or defend this turn; discard the ally. (Off/4)


Web

373/1st

Wizard Spell

Common

Destroys any opposing allies of level 3 or less already in play. (Off/4)


Blink

374/1st

Wizard Spell Common

A champion who is about to lose a round of battle escapes to the player's pool, but the battle is still lost. (Def/4)


Hold Undead

375/1st

Wizard Spell

Common

Opposing undead allies have no effect on the outcome of this battle. (Off/4)

Charm Monster

376/1st

Wizard Spell

Common

An opposing monster returns to its pool; the caster wins this round of battle. (Off/4)


Wind of Disenchantment

377/1st

Event

Rare

An anti-magic storm sweeps across the cosmos, destroying all magical items in play.


Black Tentacles

378/1st

Wizard Spell

Uncommon

All champions of level 4 or less die, regardless of whether they are in battle or in pools. (Off/3/4)


Fire Shield

379/1st

Wizard Spell

5

Uncommon

(Off/4)


Ice Storm

380/1st

Event

Common

Destroys all champions and allies of level 4 or less in play anywhere.


Phantasmal Killer

381/1st

Wizard Spell

+?

Rare

The champion gains one level for each ally played against him. (Off/4)


This card was replaced with 420 in the 2nd edition.


Solid Fog

382/1st

Event

Common

Unearthly fog prevents all attacks against all players until this player's next turn.


This event prevents all attacks. If played during battle, the battle is ended. Champions return to their pools with no spoils of victory. Spells and allies are discarded. Because this is a harmful event, a player may play Calm or discard Delsenora (10/1st Chase) and attack another player.


Animate Dead

383/1st

Wizard Spell

Common

A wizard who casts this spell can fight again in the next round of battle, regardless of whether he won or lost the previous round. (Def/4)


This does not prevent a champion who loses from being discarded, just postpones the discarding for one round. During that one round, the wizard who cast the spell can fight again. If an attacking wizard casts this spell, but loses the round, it is discarded immediately, since the battle is over.



Cloudkill

384/1st

Wizard Spell

Common

Opposing allies of level 3 or less are discarded and no more can be played this round.


Feebleminded

385/1st

Wizard Spell

Common

An opposing spellcaster cannot cast any spells for the rest of this round.


Magic Jar

386/1st

Wizard Spell

Common

If the defender is defeated, the current attacking champion becomes the defending champion in the next round of this battle and then is discarded.


If there is no further round of battle, the attacker is discarded immediately.


Faithful Hound

387/1st

Event

Common

Only flyers can attack any realm until the player's next turn.


Passwall

388/1st

Wizard Spell

Common

Negates any wall spell.


Rock to Mud

389/1st

Wizard Spell

Common

Only flyers can attack this player's realms until the player's next turn.


Chain Lightning

390/1st

Wizard Spell

5

Common


Death Fog

391/1st

Wizard Spell

Common

Kills all champions of level 5 or less in one player's pool and prevents survivors from attacking until after that player's next turn.


Death Spell

392/1st

Wizard Spell

Common

Kills any one champion or ally of the caster's choosing of level 7 or less. (Off/3/4)


Death Spell kills one champion or ally, chosen by the player, of level 7 or less. When determining level, all adjustments (such as artifacts, magical items, spells, and events) are counted. The opponent may not play additional cards after Death Spell in an attempt to raise the level of the target champion or ally above 7. Because the card states "any one champion or ally of the caster's choosing," this spell can be used to destroy a champion not involved in the current battle.


Disintegrate

393/1st

Wizard Spell

Rare

Destroys one realm, regardless of position. The destroyed realm must be discarded. This player can make no attacks this turn.


Disintegrate may be cast if drawn as Spoils of Victory, assuming the player has a champion capable of casting the spell, even if the player attacked on his turn.

This card was replaced with 437 in the 3rd edition.

Remember that once this spell is cast, the player cannot attack any realm during his turn. If the optional Dispel Magic rules are being used, a Disintegrate that has been dispelled still prevents the casting player from attacking. A spellturned Disintegrate has no effect against the caster.


Cúpula BSW 2008: não pode afetar reinos destruídos (virados). Seu efeito somente funciona em reinos inteiros/construídos (unrazed). Para efeito de "destruir", compreendemos que o termo "destroy" ou "destroyed" (destruir, destruído) equivale a "raze" (arrazar), portanto, a palavra destruir, expressa nessas cartas, cumpre o requisito de arrasar quando for necessário.


Liga BSW (ROC2-2011): mesmo estando com Control Wind em seu poço, o jogador que usa o feitiço Desintegrar perde seu passo 4.


Cúpula BSW 2013: Quando uma carta suporte, evento, etc é cancelada, o custo ou consequência do seu uso/lançamento devem ser cumpridos. Com exceção quando a maneira de utilização estiver especificada no texto ou regra da carta.


Geas

394/1st

Wizard Spell

Common

The affected champion can neither attack nor defend until after the owner's next turn.


Banishment

395/1st

Wizard Spell

Common

Destroys one monster of the caster's choice.


Control Undead

396/1st

Wizard Spell

Common

The caster can ask any player for his largest undead ally card and use it in this round of battle. The ally is discarded afterward.


This spell allows the caster to use any player's largest undead ally in the current battle. The ally card may be in play or come from a player's hand. The caster may not take an undead ally from any deck.


Finger of Death

397/1st

Wizard Spell

Common

Kills any one champion or ally of level 5 or less. (Off/3/4)


Finger of Death kills one champion or ally, chosen by the player, of level 5 or less. When determining level, all adjustments (such as artifacts, magical items, spells, and events) are counted. The opponent may not play additional cards after Finger of Death in an attempt to raise the level of the target champion or ally above 5. Because the card states "any" champion, this spell can be used to destroy a champion not involved in the current battle.


Spell Turning

398/1st

Wizard Spell

Common

Turn a just-cast spell back at its caster, as if the original target had cast it. (Def/3/4)


Spell Turning turns an offensive spell back against its caster. Spell Turning must be played immediately after the spell being turned, although events may be played between the original spell and Spell Turning. The 3rd edition rules make it clear that Dispel Magic, Spell Turning, and Reflection may be cast at any time to dispel or turn a just-cast spell. A player must have a champion in the pool or in battle capable of casting the spell and must specify which champion is casting the spell.


Cúpula BSW 2008: Caso utilizado em um feitiço que não afete o lançador (campeão) a exemplo de Desintegrar, ao retornar para o lançador original não trará qualquer efeito e simplesmente se dissipará.


Ancient Curse

399/1st

Event

Rare

Choose one champion with an attached artifact or magical item to be killed immediately. Discard the champion and his possession.


Ancient Curse discards any champion with one or more attached artifacts or magical items. Ancient Curse cannot be used to discard a realm with an attached realm artifact, even if that realm has a realm champion and is defending itself.


This card was replaced with 409 in the 2nd edition.


Calm

400/1st

Event

Chase

This magical calm undoes the harmful effect of an event, but only for the player of this card.


Calm cancels the effect of a harmful event for the player of the Calm card. Calm does not eliminate the event. Calm has no effect on helpful events.


Sakornia

1/1st Chase

Hero
6
AD&D
Rare

Sakornia gains 3 additional levels when using an artifact.


Edormira, Red Dragon

2/1st Chase

Monster
7
AD&D
Rare

Flyer. No monster can defend against Edormira.


Gloriana

3/1st Chase

Wizard
6
AD&D
Rare

Gloriana can cause a gust of wind to blow all flyers out of the battle; no flyers can be played against her.


Any flyers in battle with Gloriana are immediately discarded. If Gloriana is attacking, flyers cannot defend.


Gib Ekim

4/1st Chase

Hero
5/7
AD&D
Rare

Gib can fight as either a wizard (5) or a hero (7); the player must choose at the start of the round.


Neirgral, Green Dragon

5/1st Chase

Monster
7

AD&D
Rare

Flyer. Neirgral is so frightening that no allies of level 4 or less can be played on either side.



Dagaronzie, Green Dragon

6/1st Chase

Monster

8

AD&D

Rare

Flyer. Dagaronzie can instantly destroy any two allies played against it in a round of battle.


Fejyelsae

7/1st Chase

Hero
10
AD&D
Rare

If any allies are played with Fejyelsae, she drops to level 7.


Dragon Rage!

8/1st Chase

Event
Rare

All creatures fear the dragon rage! Every player must discard one champion from his pool or hand.


Shalbaal, Red Dragon

9/1st Chase

Monster
6
AD&D
Rare

Flyer. Every time Shalbaal wins a round of battle, the player randomly draws one card from the defeated player's hand and discards it. The player must laugh while doing this.


Delsenora

10/1st Chase

Cleric
7
AD&D
Rare

Delsenora is also an oracle. She can cancel the effect of one event card for this player, but must be discarded afterward.


Delsenora functions just like Calm (400/1st), negating the effect of harmful events for the player. Delsenora can be discarded at any time, even in battle, to "calm" an event.





Gib Evets

11/1st Chase

Monster
8
AD&D
Rare
Dragon

This creature is so magic-resistant that magical items and spells have no effect against it; only artifacts can hurt it.


Dori the Barbarian

12/1st Chase

Hero
6
AD&D
Rare

Dori gains 2 levels when fighting a cleric or a wizard.


Gib Htimsen

13/1st Chase

Monster
9
AD&D
Rare

This nether monstrosity is immune to all spells, events, magical items, and artifacts.

Gib Htimsen is immune to opponents spells, events, magical items, and artifacts. He may use his own events, magical items, and artifacts.

Gib Htimsen is named for TSR staffer Bruce Nesmith.


Darbee

14/1st Chase

Hero
6
AD&D
Rare

Darbee gains 4 levels when fighting a monster.


Aurum, Gold Dragon

15/1st Chase

Monster
7
AD&D
Rare

Flyer. Aurum gains 1 extra level per friendly ally (in addition to the ally's bonus).


Halcyon

16/1st Chase

Cleric
7
AD&D
Rare

Every time Halcyon wins a round of battle, the player can return one card from the discard pile to his hand.


If Halcyon attacks, but no champion is put forth to defend, she is still considered to have won a round of battle, and may thus retrieve a card from the discard pile. Assuming a realm was razed, the player would also get spoils of victory.


Card Combo (from Spellfire Reference Guide Volume II): Halcyon can enter battle, cast Mindkiller on the opposing champion to win the battle, and then retrieve Mindkiller from the discard pile. If the Boots of Fharlaghn is attached, Halcyon can continue attacking, repeating the cycle.


Stryck

17/1st Chase

Monster
7
AD&D
Rare
Dragon

When Stryck attacks, she gets to pick her opponent from those champions in the defender's pool.


Alicia

18/1st Chase

Wizard
8
AD&D
Rare

Alicia's protective spells give her complete immunity against magical items; opponents' magical items have no effect.


Alicia is the only champion immune to defensive magical items as well as offensive magical items. The Spellfire Reference Guide incorrectly indicates Alicia has immunity to spells.


Red Zeb

19/1st Chase

Monster

9
AD&D
Rare
Dragon

No allies of level 3 or less can be played against the horrid Zeb.

The Avatar

20/1st Chase

Event
Rare

The Avatar instantly destroys all undead champions and/or allies.


Smolder, Red Dragon

21/1st Chase

Monster
8
AD&D
Rare

Flyer. If Smolder loses a round of battle, he destroys one of his owner's holdings for revenge.


Lovely Colleen

22/1st Chase

Hero
7
AD&D

Rare

All monsters are awed by her beauty. Colleen wins the round automatically if the opposing champion is a monster.


Card Combo (from the Sussman Zone): If Bloodstone's Spectral Steed is cast on Colleen, only monsters can enter combat with her.


Card Combo (from the Sussman Zone): When Colleen is defending a realm with the Pristine Tower attached, the attacking champion is automatically defeated.


Ember, the Red Dragon

23/1st Chase

Monster
9
AD&D
Rare

Flyer. If Ember is defeated, the victor can draw two spoils of victory cards (the dragon's hoard).


Andra the Wise

24/1st Chase

Cleric
8
AD&D
Rare

Andra carries an enchanted staff that prevents any undead allies from being played against her.


Karm, Black Dragon

25/1st Chase

Monster
10
AD&D
Rare

Flyer. Karm can cast wizard spells but is excessively proud; no allies can be played to aid him.

ESPECIAIS DA PRIMEIRA EDIÇÃO



Discovery of Spellfire

401/1st
Event
Chase

The user can examine all other players' hands and discard one card from each.


This card was replaced with 438 in the 3rd edition.


Magical Champion

402/1st
Magical Item

Chase

Attach this item to an ally from your hand. The ally becomes a champion (hero) until discarded for any reason. Its level is unchanged. (Def)


While this magical item is only useful when attached to an ally, it may be attached to a champion.


Traitor

403/1st
Event
Chase

One ally of this player's choice switches sides for the duration of this round.


This card was replaced with 439 in the 3rd edition.


Chaos Shield

404/1st
Artifact
1
Forgotten Realms

Chase

A champion with this shield gains 1 level for every ally currently opposing him.


Slave Realm of Tulek

405/1st
Realm
Dark Sun

Chase

No cleric or wizard can attack this realm.


Phorbes's Scrolls

406/1st
Wizard Spell

7
Chase

Besides adding 7 levels, the scrolls force the largest enemy ally played so far to be discarded. (Off/4)


Mercenary Gold

407/1st
Ally
8
Chase

One opposing ally of level 1 or 2, chosen by this player, is discarded.


Living Scroll

408/1st
Monster
0
Forgotten Realms

Chase

The Living Scroll defeats a hero or cleric automatically. But it is automatically defeated by a wizard or monster.


Ren's Bell of Death

409/1st
Artifact
3
Forgotten Realms

Chase

Allies of level 4 or higher cannot be used against the champion who carries Ren's Bell of Death.


Labyrinth Map of Shuuc

410/1st
Artifact
4
Forgotten Realms

Chase

A champion with this map is never discarded; if defeated, he escapes into the labyrinth and returns to the player's pool at the end of the player's next turn.


If a champion with the Labyrinth Map of Shuuc is defeated in battle it is put in Limbo. The champion then returns to the player's pool at the end of the player's next turn. If at that time the champion cannot return to the pool for any reason (such as the Rule of the Cosmos), the champion is discarded. This includes a Rule of the Cosmos conflict because another player has played a Labyrinth Map of Shuuc.

Unlike most other circumstances in which a champion goes to Limbo, a champion with the Map does not lose attached items. Note that the champion must be defeated in battle. If a champion is discarded for some other reason, it stays discarded. For example, if the Labyrinth Map of Shuuc is attached to Helm, and he is discarded to cancel an event, he is discarded.


Annulus

411/1st

Artifact
3
Dark Sun

Chase

At the beginning of its owner's turn, this helm of telepathy (fashioned from a mummified illithid's head) allows the player to examine an opponent's hand.


Scroll of 7 Leagues

412/1st
Magical Item

7
Chase

The possessor of this scroll (and allies) can attack any realm without flying. (Def)


The Scroll allows an attacker to "teleport" to any realm to attack regardless of movement restrictions. The Scroll does not negate other restrictions, such as limitations on what type of champion can attack a realm. For example, a monster with the Scroll still cannot attack Bright Desert (can only be attacked by heroes).


Map of Life

413/1st
Event
Chase

No player can play a realm or rebuild a realm until this player's next turn.


Map Of Life prevents any realm, including Menzoberranzan from being played.


Card Combo (from WarIndx@aol.com): After playing Map of Life, play Biding Your Time before your next turn. This forces your opponents to go two turns without playing a realm, then allows the player to take two turns once Map of Life is no longer in effect. An alternative is to play the Map, then play Calm to allow the player to play realms, and cast Extension I to prolong the effect of Map of Life.

Event Wheel can also be used to prolong the Map of Life.


Supernatural Chill

414/1st
Event
Chase

Unnatural winter strips 2 levels from every champion and ally until this player's next turn. Any card reduced to level 0 is discarded immediately.


Card Combo (from Shadowlord's Spellfire Page): With the rule card Brandobaris's Inversion (All champions of base level 6 and above are reduced to level 2...) in play, play Supernatural Chill. All champions with a base level of 6 and above (before Brandobaris's Inversion is played) are discarded.

Map to Mercenary Army

415/1st
Ally
8
Chase

Offensive wizard spells have their levels (if any) halved (rounding up) when used against this ally.


Pit Trap!

416/1st

Event
Chase

Traps a winning champion so a realm is not razed. The champion is discarded as if he had lost the battle.


Pit Trap! is used when a realm is not defended to avoid razing the realm. Because Pit Trap! affects winning champions, champions that have special powers triggered upon defeat, such as Iuz the Evil and Erital Kaan-Ipzirel cannot use their powers.

Because there is no defender, there are no Spoils of Victory when Pit Trap! is played.

If Pit Trap! is calmed or negated, the realm is razed.

Pit Trap! cannot be used during an attack on a dungeon card.


Mind Flayer Lord

417/1st
Monster
8
Forgotten Realms

Chase

The illithid immediately destroys all opposing allies of level 3 or less. The illithid can only be joined by allies of at least level 4.


Aurak Draconian Lord

418/1st
Monster
8
Dragonlance
Chase

If the aurak is defeated, it also forces the champion who killed it to be discarded.


Card Combo (from Scavenger's Spellfire Corner): If Winged Boots is attached to the Aurak Draconian Lord, the Lord can lose the round, discard the opposing champion, and then return to the pool to do it again next turn. Of course, this only works if the opponent is not a flyer.


Ego Coin

419/1st
Magical Item

Chase

A champion with this coin can have any number of attached artifacts, and of any world.


Chest of Many Things

420/1st
Magical Item

5
Chase

The champion with this chest can fly, and can function as a hero, wizard, cleric, or monster; the player chooses which type of champion before each round

.

The player chooses what type (hero, wizard, cleric, monster) his champion will be during phase 3 of his turn. The champion retains that type until phase 3 of the next turn, at which time a new type may be chosen.


Card Combo: Attach the Chest of Many Things to Joliet the Rash and choose for Joliet to become a cleric. Then attach the Boots of Fharlanghn. Now Joliet may make unlimited attacks on an opponent's realm and draw a spoils after each victory.


Gelatinous Cube

421/1st
Monster
0
AD&D
Chase

If the opposing champion loses in combat, his attachments are transferred to the cube. It receives all bonuses from the items while under its control. When the cube is defeated, the cards go to their owner's discard pile.


Gatekeeper

422/1st
Monster
1
AD&D
Chase
Undead

Immune to events and offensive spells. Can be sent to the Abyss to send home all champions (champions return to the player's hand).


The Gatekeeper can be discarded (sent to the Abyss) during phase 3 and in return all of the player's champions in the Abyss can be returned to the player's hand. The Gatekeeper must be in the pool at the time it is discarded.


Age of Entropy

423/1st
Rule
AD&D
Chase

At the end of each player's turn (after discarding down to maximum hand size), that player must discard a card from his hand or pool, or raze a realm.


Orb of Green Dragonkind

424/1st
Artifact
AD&D
Chase

Once per turn can duplicate the level and special powers of any dragon in play. The orb cannot be used again until the player's next turn.


The dragon to be duplicated is selected in phase 3 of the player's turn. This choice and the duplicated powers remain in effect until phase 3 of the player's next turn.

When as a part of the duplication of a dragon's power, the champion with the Orb is considered a dragon. The champion is affected by cards that target dragons, and the champion can use spells and unarmed combat cards that can only be used by dragons.


The Undead Htimsen

425/1st
Monster
3
AD&D
Chase

Undead. Flyer. If played between 6 PM and 6 AM, his level rises to 10. Spiritual kin to the Gib Htimsen, this vampire automatically defeats psionicists.


Tapestry of the Stag

426/1st
Artifact
5
Greyhawk
Chase

This player's champions are immune to the special powers (but not the level) of all Ravenloft champions and allies.


Dori the Barbarian's Cape

427/1st
Artifact
5
AD&D
Chase

Champion cannot be discarded by harmful events, offensive spells, or psionic powers. Once per turn, he can cancel one helpful event played. He must attack every turn, if possible or be discarded.


The Cape can cancel one helpful event each turn. For this purpose, turn is defined as running from phase 3 of the player's turn to phase 3 of the player's next turn.

The Cape also requires the champion to attack each turn, if possible under the rules. This includes attacks on an opponent's dungeon card. If the player cannot attack an opponent's realm (because, for example, they are all razed), he must attack an opponent's dungeon card or discard the champion with the cape. The Cape may be attached to champions that can only defend, such as Ambassador Carrague (with the Ego Coin) and Lurker in the Deep.

If it is possible for the champion with the Cape to attack, but the player sends forward another champion, and the opponent does not defend and razes the realm, the champion with the Cape must be discarded.


Weasel Attack

428/1st

Event

Chase

When attacking, this player can choose an opponent's champion to take his champion's place in combat. That player must fight with his own cards. If he wins, the realm is automatically razed; both he and the even player draw spoils. If he loses, his champion is discarded and his foremost realm is razed; the event player draws spoils. (Harmful)


After a player puts forth a champion to attack, he may play Weasel Attack and substitute another player's champion for his own.

The substitute champion does not need to meet movement requirements of the realm being attacked. The original attacker, however, must have been able to reach the realm.


Cúpula BSW 2008: Quando defletido o usuário de Deflection escolhe outro jogador a ser atacado e receber os efeitos do evento maléfico. O usuário de Weasel que fará todas as ações contra si mesmo, caso seja ele o escolhido. Quem utilizou o Weasel pode realizar novos ataques ainda neste turno.

Se copiado Weasel o jogador pode guardar a cópia somente até seu próximo turno e será obrigado a utilizá-lo.


The Barbarian's Decree

429/1st
Rule
Greyhawk
Chase

The glory of combat demands that all players attack each turn (if possible). Any who do attack are rewarded by the gods: Their champions may attack twice each round unless defeated in combat or the realm is razed.


The Abyssal Vortex

430/1st
Rule
Greyhawk
Chase

Wish and Limited Wish spells cannot be cast. All spells and allies played while this card is in effect are discarded into the Abyss.


Prismal the Outrageous

431/1st
Wizard
8
Forgotten Realms

Chase

Can cast wizard and cleric spells and is immune to offensive magical items. Prismal and his allies can attack any Forgotten Realms realm, regardless of position or powers, and he gains two spoils of victory if he razes it.


Malatra, the Living Jungle

432/1st
Realm
6
Forgotten Realms

Chase

Malatra can defend itself as a level 6 monster. It cannot be attacked by any champion or ally that is a swimmer. The level of attacking champions and allies that are not flyers is halved.


Mayor Charles Oliver O'Kane

433/1st

Hero

6

Forgotten Realms

Chase

His allure and charm are beyond compare, and all female heroes, wizards, and clerics who face him in battle return to their pools, defeated. He gains 3 levels when defending a Forgotten Realms realm

.

The Spellfire Reference Guide Volume II incorrectly states that O'Kane's base level is increased by 3 when defending a Forgotten Realms realm. Because the card does not specify base level, the bonus is to O'Kane's adjusted level.


Bengoukee the Witch Doctor

434/1st

Wizard

7

Forgotten Realms

Chase

Can cast wizard and cleric spells and is immune to all spells cast in phase 3. Phase 4 spells cast by the witch doctor are a twice the level bonus.


Big Chief Bagoomba

435/1st

Hero

5

Forgotten Realms

Chase

Bagoomba is a figurehead of great charisma. When defending, the levels of his allies are doubled, and opposing allies of level 3 or less cannot be played.


The Genie Bottle

436/1st

Event

Chase

All spells in play are dispelled, including a just cast spell, and all holdings and rule cards are removed from play. Can be Calmed by individual players but cannot be canceled. (Harmful)


The Genie Bottle event negates all spells in play. For example, Disintegrate is cast, Reflection is played to counter the first spell, then Dispel Magic is played to counter the Reflection. If Genie Bottle is then played, all spells (Disintegrate, Reflection, Dispel Magic) are negated. (Counter-effect spells are considered to be played simultaneously with the original spell.) The event cannot be negated. However, if a player plays Calm or discards Delsenora (10/1st Chase), his holdings and spells are not discarded. Rule cards have no owner, so are still discarded.


Estate Transference

437/1st

Wizard Spell

Chase

This spell places a realm and any attached holding in the Abyss. If spell-turned or reflected, the caster of this spell is placed in the Abyss. This player can make no attacks this turn. Limit one per deck. (Off/3)


If Re-target or The Last Sea is used to redirect the spell, the new target, not the caster, is sent to the Abyss.

The Spellfire Reference Guide Volume II indicates the player casting Estate Transference loses his phase 4 and will "automatically move on to phase 5." However, the caster is still in phase 3, and may play other cards as allowed in phase 3, before moving on to phase 5.


Liga BSW (ROC2-2011): mesmo estando com Control Wind em seu poço, o jogador que usa o feitiço Estate Transference perde seu passo 4.


Cúpula BSW 2013: Quando uma carta suporte, evento, etc é cancelada, o custo ou consequência do seu uso/lançamento devem ser cumpridos. Com exceção quando a maneira de utilização estiver especificada no texto ou regra da carta.


Cúpula BSW 2015: Quando refletida, porém dispersada pelo jogador original, o campeão que lançou o feitiço não deve ir para o Abismo, revogando o que foi decidido na Cúpula BSW de 2008.


Starshine

438/1st

Cleric

8

AD&D

Chase

Starshine and her allies can attack any realm regardless of its position or powers. If defeated, she can be placed beneath a realm to duplicate the effects of any opposing holding in play.


The Starving Artist

439/1st

Ally

3

Chase

If on the losing side of a battle, no one gains a spoils of victory, and one opponent (this player's choice) must discard his hand down to two.


The reference to being on the losing side of a battle means losing a round of battle.


The King of the Elves

440/1st

Hero

9

AD&D

Chase

Automatically defeats any wizard played against him but is instantly defeated by an undead champion. If defeated in battle, all wizards of base level 7 or higher are discarded from every player's pool.


If The King of the Elves attacks, and an undead wizard, such as Gib Irod or Winslow the Lich, defends, both champions are discarded. The battle may continue with another champion brought forward.

If The King of the Elves is defending against an undead wizard, both champions are discarded, the player draws spoils, and the battle is over.

That's the Spellfire Oracle, Jim Butler, pictured on the card.


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