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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