3rd Edition

Waterdeep

1/3rd
Realm
Forgotten Realms

Coast

Any champion can use wizard spells when defending Waterdeep.


Menzoberranzan

2/3rd
Realm
Forgotten Realms

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 can 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.


Ruins of Zhentil Keep

3/3rd
Realm
5
Forgotten Realms

Rare
Coast

Can defend itself as a level 5 monster and can only be attacked by clerics.


This FORGOTTEN REALMS realm is a good choice for the front of a player's formation, since its special power limits which champions can attack it. Since only clerics can attack the Ruins of Zhentil Keep, this realm teamed wish the Living Scroll (408/3rd, automatically defeats heroes and clerics) is a deadly combination. Champions defending this realm who are immune to ollensive spells are also good choices when facing an attacking champion.

The Ruins of Zhentil Keep can defend itself as level 5 monster champion. This realm champion can have only allies attached during a round of combat, no magical items or artifacts can be used. If the realm champion is defeated, the realm is then razed. Other good cards to play with Ruins of Zhentil Keep include the holding Border Forts (198/3rd) and the event Crossed Blades (8/DL Chase).


Shadowdale

4/3rd

Realm

Forgotten Realms

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


Cormyr

5/3rd

Realm

Forgotten Realms

Coast

Can cast any Wizard spell.


Cormyr can cast spells during phase 3 and 5 of that player's turn. This realm can also cast spells such as Dispel Magic (346/358/3rd) or Spell Turning (398/3rd) during another player's turn as if it were a champion in that player's pool. Spells that are turned back upon Cormyr may or may not affect it. Death Spell (392/3rd) would do nothing if spell turned to Cormyr, but Creeping Doom (28/FR) would cause the realm to be razed unless dispelled or otherwise negated. Cormyr is a good realm to use when casting spells that would affect your champions if turned back upon them, such as Wish (46/FR).


Sembia

6/3rd

Realm

Forgotten Realms

Coast

Attacking players must discard a card from their hand or pool for each champion sent forward.


The card must be discarded by the attacking player as soon as a champion is brought forward to attack, regardless of whether or not the defender chooses to defend the realm.

Each time an opponent brings forth na attacker to attempt to raze Sembia, he must discard a card from his hand. The only time this power does not function is if the attacking champion is immune to the special powers of the realm it's attacking, like Jarl the Frost Giant (40/RR) or a champion with Ihe Crown Of Souls (67/RL).

Playing this realm in the front of a formation may make it a target for opposing players' spells and events to raze or discard it without attacking. Cards that can be attached to Sembia to help defend against these cards include the Geneva Conclave (Promo 2), the Moonwell (23/FR), and Daren's Instant Fortress (29/AR).

Other good cards to play with this realm include Drizzt Do'Urden (45/3rd) and Erital Kaanipzirel (81/AR).


Moonshae Isles

7/3rd

Realm

Forgotten Realms

Coast

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


Thay

8/3rd

Realm

Forgotten Realms

Any champion can use wizard spells when defending Thay.


Calimshan

9/3rd

Realm

Forgotten Realms

Coast

Defending champions gain +1 for each magical item they own.


This FORGOTHEN! REALMS realm is a good one in have if a player has a maximum number of magical items in their deck (12 under 4th Edition rules). For each magical item a defending Champion possesses, he gains one additions level.

A good choice for a Champion to defend this realm is Mordenkainen (162/3rd), since no magical items attached to him can be removed by any means.


Calimshan liff fur to the south of the Heartlands of the FORGOTTEN REALMS campaign worlit. II /s a hoibed of intrigue and double crosses.

Composed of dozens of warring city-states, the nation has 'the potential to outshine all others, Sadly, the political struggles of Calimshan are out done only by the conflicts between its merchant lords.


Pirate Isles

10/3rd

Realm

Forgotten Realms

Coast

Flyers cannot attack this realm.


Vaasa

14/3rd

Realm

Forgotten Realms

Coast

Vaasa is populated by fierce roving bands of monsters and barbarians. Heroes of base level 3 or less cannot attack it.


Champions with potent special powers, such as Dr. Mordenheim (97/RL or Tasslehoff Burr font (39/DL), cannot attack this realm. This card works well with the rule card Time of Troubles (99/FR), or other cards which force low

level champions to attack. Because of the small piece of water in the topleft corner of this realm, it is vulnerable to attacks from swimming champions and allies.


The High Forest

16/3rd

Realm

Forgotten Realms

Defenders of the High Forest are immune to offensive magical items.


The High Forest is na excellent realm if a defender wants to be immune to offensive magical items held by opposing

champions. Powerful items such as the Shield of Wickedness (316/3rd) and the Sword of the High King (5/PO) do not affect any champion defending the High Forest. This power is only good against offensive magical items, and does nothing to the powers or bonuses of defensive magical items. Champions that are proof against the special

power of this realm include Jar! the Frost Giant (40/RR), and a champion with the artifact Crown of Souls (67/RL).


Rashemen

22/3rd
Realm
Forgotten Realms

Coast

Red Wizard champions may not attack Rashemen. All other wizards lose 2 levels when attacking.


Good cards to play with Rashemen include the holdings Castle Draw (37/3rd) and Keep of the Dead (64/AR), or lhe champion The Living Scroll (408/3rd) and the event The Apple of His Eye (12/FR chase),


Damara

23/3rd

Realm

Forgotten Realms

Special

Double the level of a defending Forgotten Realms champion.


Narfell

24/3rd

Realm

Forgotten Realms

Coast

The riders of Narfell add 3 levels to all defending champions and allies.


Narfell is an excellent realm for decks with high level champions and allies. The defending champion and each ally

played gain 3 levels when fighting to protect Narfell against an attacker. Holdings mat work well with this FORGOTTEN REALMS realm include Hillsfar (34/3rd), Blackstaff Tower (19/FR), and Kestrel's Keep (63/AR).

Other good cards to use when defending Narfell include multiple War Party (54/3rd) allies, the event Surprise Raid (101/3rd), and the Champion Rig Chief Bagoomba (435/3rd).


Dragonspear Castle

25/3rd

Realm

Forgotten Realms

All allies of a defending monster gain 2 levels.


Daggerdale

26/3rd

Realm

Forgotten Realms

Allies cannot be used when attacking this realm.


Darkhold

27/3rd

Realm

Forgotten Realms

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


The special power of Darkhold cannot be used unless the Ruins of Zhentil Keep (3/3rd) is in play somewhere. If uins of Zhentil Keep is anywhere else in play (your formation or the formation of an opponent), champions and allies defending Darkhold each gain 3 levels. Ruins of Zhenlil Keep does not have to be unrated for this power to be used.

Holdings that work well with this FORGOTTEN REALMS realm include Hillsfar (34/3rd), Blackstaff Tower (19/FR), and Kestrel's Keep (63/AR).

Other good cards to use when defending Darkhold include multiple War Party (54/ 3rd) allies, the event Surprise Raid (101 /3rd), and the Champion Big Chief Bagoomba (435/3rd).


Evermeet

29/3rd
Realm
Forgotten Realms

Special

Realm

Any champion can use wizard spells when defending Evermeet. Flyers, swimmers and earthwalkers cannot attack it.


The Trollmoors

30/3rd

Realm

Forgotten Realms

The Trollmoors regenerate and must be defeated twice in one turn before being razed.


To become razed and flipped down, Trollmoors must be defeated twice in a row during one battle. These defeats need not be on consecutive rounds of a battle, but must be during the attacking player's turn. The realm cannot be

razed once by one player, then again by a second; it must be done by one player in one battle. When the realm is first defeated but not flipped, the attacker does not gain a spoils of victory.

A good tactic to use with this realm is to allow it to be razed once by a champion that is too powerful to be defeated. This allows a defender to Lxmore selective in which attacking champions he thinks he can defeat.

Good cards to play with this realm include the holding Border Forts (198/3rd), the champions Drizzt Do'Urden (45/3rd) and Erital Kaan-lp/irel (81/AR), and the artifact the Shield of Huma (53/DL).


Berdusk

31/3rd

Holding

Forgotten Realms

UC

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


Tantras

32/3rd

Holding

Forgotten Realms

UC

No spells can be cast when attacking or defending Tantras.


Mulmaster

33/3rd

Holding
Forgotten Realms

UC

Draw another card every time a spell card is played.


Hillsfar

34/3rd

Holding
Forgotten Realms

UC

Any champion gains 3 levels when defending the attached realm.


Suzail

35/3rd
Holding

Forgotten Realms

UC

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


Arabel

36/3rd

Holding
Forgotten Realms

UC

The attached realm can defend itself as a level 4 monster.


Castle Draw

37/3rd

Holding

Forgotten Realms

Uncommon

The foul air of Castle Draw causes each attacking champion to become ill. All champions, even if victorious, are discarded.


An attacking Champion is even discarded if the champion has the Power to withdraw from combat, such as Erital Kaan-Ipzirel (81/AR) or Seluna Darkenstar (20/PO). Simply attacking the realm causes the champion to be discarded at the end of combat. If successful , that player can bring another champion to continue the battle.

Champions that are immune to the effects of holdings include Oonga the Ape (30/RR) and Ankhtepot (84/RL). Other cards that can counter Castle Draw include the Horn of Blasting (53/FR) and Tuigan Invasion (36/PO). Good choices for realms to attach Castle Draw include The Trollmoors (30/3rd) and The Coral Kingdom (11/FR).


Fortification

38/3rd

Holding
Forgotten Realms

Common
Each defender of the attached realm gains 3 levels.


Selune

39/3rd
Holding

Forgotten Realms

Common
Undead cannot attack the attached realm.


Peasant Militia

40/3rd
Holding

Forgotten Realms

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


Alias the Sell-Sword

41/3rd

Hero
6

Forgotten Realms

UC

Immune to offensive spells.


King Azoun IV

42/3rd

Hero
7

Forgotten Realms

R

All allies of King Azoun IV gain 1 level.


Maligor the Red

43/3rd

Wizard
4

Forgotten Realms

R

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


Elmister the Mage

44/3rd

Wizard

9

Forgotten Realms

R

Immune to offensive spells.


Drizzt Do'Urden

45/3rd
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

46/3rd

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.


Torg Mac Cei, the Ironlord

47/3rd
Hero
6
Forgotten Realms

Uncommon
Dwarf

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


The Pereghost

48/3rd
Monster

7
Forgotten Realms

R

All the pereghost's allies gain 2 levels.


Marco Volo

50/3rd
Heroe

3
Forgotten Realms

UC

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


The Harpers

51/3rd
Heroe

3
Forgotten Realms

UC

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


Gnomes of Samek

52/3rd
Hero
4
Forgotten Realms

Uncommon

Gnome

Gnome. Earthwalker. The gnomes' armor gives them the ability to ignore one ally, magical item, or offensive spell each round.


Adventurers!

53/3rd
Hero
3

Forgotten Realms

Uncommon

Can use cleric and wizard spells.


War Party

54/3rd

Ally

4

Common

Orc

If more than two of this card are involved in one round of combat (on either side), each war party receives an additional +4 for each war party in play. No limit per deck.


This 3rd edition ally is one of only a few cards that circumvents the core SPELLFIRE game rules. This card's special power allows a player to put more than one of this particular ally in a 55 card deck.

This power does not apply to 1st or 2nd Editions of War Party, since neither of those versions has the special power of no limit per deck. Because of this ruling, it is possible to have 1st or 2nd and 3rd editions of this card in one deck; but those cards are limited to one per deck.

The effect this ally has in battle come into play only if multiple War Parties are played during one round of combat. Each War Party played after the first two gains a large bonus. Three totals +48, four +80, and so on. This applies to War Parties on both sides of the battle.

Other cards that make War Party even deadlier include Surprise Raid (101 /3rd) and The Forbidden City (2/RR).


Crime Lord

55/3rd

Hero

7

Common

Harmful

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


Adventurers

56/3rd
Hero

4
Common
All allies of these adventurers gain 1 level.


The Jotunslayers

57/3rd
Hero
4
Forgotten Realms

Common
Dwarf

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


Armies of Bloodstone

58/3rd
Ally
4
Uncommon

This ally can "save" a champion - the player can withdraw his champion from combat and continue with a new one (allies and spells are discarded). The "rescued" champion cannot attack or defend until this player's next turn.


The Iron Legion

59/3rd
Ally
3
Common

This ally instills fear in all opposing heroes, reducing their base level to 0 in battle.


Tergoz Tenhammer

60/3rd

Hero

5

Greyhawk

Common

Tergoz's mighty hammer has slayed ten men with one blow! Allies are so terrified they cannot be played against Tergoz.


Myrmidons

61/3rd
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

62/3rd
Wizard
4
Forgotten Realms

Rare

Immune to psionicists. The magister and all attached items can be moved from the player's pool to his hand during his phase 5.


Karlott the Shaman

63/3rd
Cleric
4
Forgotten Realms

Uncommon

Must remain in his pool for one turn; after that, he may be discarded to the Abyss to retrieve a used event to the player's hand


Acording do the game’s current rules, Karlott can be sent to the Abyss to bring an event found there to his player’s hand (and not an used event, since they’re put in the Void, not into the Abyss), which makes the card much weaker than its original special power.


King Halvor II

64/3rd
Hero
5
Forgotten Realms

Uncommon

The king has a permanent +5 magical item (flaming sword) attached to him that cannot be removed by any means


Pteranadon

65/3rd
Ally

+2
The Pteranadon gains 3 levels when defending Chult.


Freater Feyr

66/3rd
Monsters

5

Forgotten Realms

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


Cleric of Torm

69/3rd
Cleric
5
Forgotten Realms

Rare

May be discarded at any time from a player's pool to eliminate any ally from play.


Cleric of Mask

70/3rd
Cleric
5
Forgotten Realms

R

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


Drow Matron

71/3rd
Wizard

5
Forgotten Realms

Uncommon
Elf (drow)

The drow matron gains 3 levels when defending Menzoberranzan.


Dracolich

72/3rd
Monster

6
Forgotten Realms

Rare

Can use wizard spells. Undead. Flyer.


Vasos Flameslayer

73/3rd
Hero
5
Forgotten Realms

Rare
Dwarf

Vasos gains 3 levels when fighting monsters.


Allisa of the Mist

74/3rd
Hero
5
Forgotten Realms

C

Allisa gains 3 levels when fighting monsters.


Grypht the Saurial

75/3rd
Wizard
4
Forgotten Realms

Uncommon

Negates the levels and special powers of all offensive magical items of less than +4 enchantment.


This champion is extremely effective against offensive magical items of less than +4 enchantment. This immunity includes offensive magical items that have no level bonus, such as the Shield of Wickedness (316/3rd) or Coibhniu's Warhammer (32/UD). Grypht is, however, affected by the level bonus of defensive magical items, such as the Necklace of Protection (34/UD) or Midnight's Mask of Disguise (16/AR). This champion works well with other cards that offer some type of immunity. Such cards include the All-Knowing Eye of Yasmin Sira flO/AR), the Net of Entrapment (217/3rd), and the Figurine of Wondrous Power (98/3rd). Since Grypht is a wizard champion, his ability to use spells like Wish (46/FR) and Limited Wish (43/FR) can protect him from other powerful card combinations.

Saurials are not considered dragons.



Worden Ironfist

76/3rd

Hero

5

Forgotten Realms

Rare
Dwarf

Worden gains 3 levels when fighting monsters.


Amaril

77/3rd
Cleric

3
Forgotten Realms

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


Joliet the Rash

78/3rd
Hero
4
Forgotten Realms

Common

Once in play, Joliet must attack each turn, if possible, or be discarded. If victorious when attacking, Joliet gets a spoils of victory, even if a realm is not razed.


If Joilet wins a round of battle, he draws and can play a spoils of victory. The battle may continue, and if the realm under attack is ultimately razed, the player may draw and play another card as spoils of victory.


The beneficial results of using Joliet the Rash in combat are better lli.in normal — but not without a price. Each round that this champion is in a player's pool, he must attack or be discarded. If Joliet cannot attack for reasons beyond his player's control, he is not discarded. Possible reasons for Joliet not being able to attack include a realm's power, such as Doc's Island (5/RR), or an event that prevents attacks, such as Solid Fog(382/3rd). If Joliet is victorious when attacking, even IF the realm is not razed, that player draws a spoils of victory. Cards that aid this champion in battle, such as the Sword of the High King (5/PO) or the Net of Entrapment (217/3rd), work well as attached items.


Dwarf of Earthfast

79/3rd
Hero
2
Forgotten Realms

Common

Gains 4 levels if the opposing champion is a monster.


The Black Courser

80/3rd
Monster

4
Forgotten Realms

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


Hornhead Saurial

81/3rd
Ally
3
Common

The attached champion and all his allies are immune to magical items of +3 or less.


Dagrande

82/3rd

Hero

4

Forgotten Realms

Uncommon

Dwarf, Earthwalker. Particularly proud of his ability to cleave through an opponent, Dagrande gets twice as many Spoils of Victory if victorious.


Dagrande must meet the normal conditions required for Spoils of Victory, but can draw two cards if spoils are earned


Dagrandc is another dwarf hero with the ability of earth Will king, making him an excel Ion I choice as an attacking

champion. What makes this champion extra special when attacking is the power to draw twice as many cards if he is to get a spoils of victory. Unlike Tithian (301 /3rd) or Joilet the Rash (7H/3rd), Dagrande does not gain a spoils simply for winning a battle, unless he is defending a realm. When attacking, he must actually raze the realm before obtaining a spoils. If some other Si'P i MKI; card gives Dagrande the ability to draw more than one spoils of victory, such as The Golden Age (22/DL Chase), then that amount is doubled. Hence, if he is supposed to draw one spoils, He would draw two; two spoils equals four, and so on. Unless otherwise stated, any of the spoils drawn can be played immediately.


Mind Flyer

83/3rd
Ally

+3
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

84/3rd
Ally
4
Rare

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


If played against a flying champion or ally, the Noble Djinni causes the card to be discarded.

However, it is important to note that the Noble Djinni itself is not a flyer. Since there are a fair number of flying champions and allies, the Noble Djinni becomes one of the more powerful instant defeat allies in the SPELLFIRE game.

The use of the Noble Djinni can also be preventative, keeping an opponent from playing flying allies during the course of a battle. It can also be used in conjunction with the Staff of Conjuring (105/3rd) to keep flyers out of more than one round of combat.


Intellect Devourer

86/3rd
Ally
1
Uncommon

Immediately destroys an opposing champion of level 5 or less.


Though this ally's level bonus is only +1, its special power is devastating given the right circumstances. The power of the Intellect Devon rer discards any opposing Champion of base level 5 or less, regardless of the level bonuses of attached items,

allies, or levels gained from events. This ally is best saved as a special surprise for an attacking low level champion.

Cards that work well with this ally include rule cards Brandobaris Inversion (65/PO) and the Time of Troubles (99/FR), forcing lower level champions to be played. Since lower level champions are forced to face off against the Living Wall (58/PO), the Intellect Devourer is also a good ally for that champion.


Shandrill

87/3rd

Hero

3

Forgotten Realms

Immune to offensive spells.


Cleric of Malar

89/3rd
Cleric

4
Forgotten Realms

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


Airship

90/3rd
Event
Uncommon
Harmful

Destroys any two allies chosen by this card's player; choice does not have to be immediate. (Harmful)


Airship's power to destroy two allies need not be used all at once. It can destroy one ally, and then later destroy a second ally. Because of the additional wording on the 3rd edition card, Airship remains in play until the second ally is destroyed, even if the current battle is over.

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

91/3rd
Event
Uncommon
Harmful

All champions and allies, other than the event player's, lose 2 levels until the player's next turn. (Harmful)


Fortunate Omens

92/3rd
Event
Uncommon
This player's allies gain 3 levels until his next turn. (Helpful)


Rod of Shapechange

93/3rd
Artifact

Forgothen 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.


Dwarven Hammer

94/3rd
Magical Item

3
Rare

Weapon
The mighty hammer of the dwarves slays any giant opposing the attached champion. (Off)


Staff of Striking

95/3rd
Magical Item

3
Rare

Weapon

The bonus becomes +5 levels if attached to a cleric. (Off)


Horrors of the Abyss

96/3rd

Wizard Spell

5
Uncommon

After the round of battle is concluded (win or lose), this spell and the opposing champion are sent to the Abyss. (Off/4/5)

 

Figurine of Wondrous Power

98/3rd
Magical Item

3
Common

The bearer is immune to psionic attacks. If on the losing side of a battle, he can eliminate one magical item in play. (Off)


Cataclysm!

99/3rd
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.


Good Fortune

100/3rd
Event
Uncommon
Helpful

The player of this card draws five cards immediately.


Surprise Raid

101/3rd
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

102/3rd
Magical Item

+1

Common
All of this champion's allies gain 1 level. (Def)




Viperhand

103/3rd
Magical Item

Uncommon

Any champion with the Viperhand can cast wizard spells. (Def)


Orb of Doom

104/3rd
Magical Item

2
Common

The attached champion may attack again this round if victorious. If he razes a realm, the champion and all attachments are discarded (Def)


The Orb of Doom allows a champion a second attack in the same battle. The champion may only attack two times.


Staff of Conjuring

105/3rd
Magical Item

5
Common

Can retrieve an ally from the discard pile during each battle the attached champion is in. If defeated, the staff is broken and sent to the Abyss. (Def)


The retrieved ally may be placed in the hand. Whether or not the retrieved ally is taken to the hand, the ally cannot be brought into play until the player is losing the round of battle, just as cards cannot be played unless a player is losing the round.


Spell of Formless Horror

106/3rd
Wizard Spell

3
Uncommon

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


Safe Harbor

107/3rd
Event

Rare

Helpful

Every player can immediately rebuild one razed realm.


Labor of Legend

108/3rd
Event

Common

Helpful

One razed realm is rebuilt by a champion from the player's pool; the champion is discarded.


Wand of Light

109/3rd
Magical Item

3
Uncommon

Any undead, werecreature, or vampire loses 2 levels against the wand. (Off)


Elf Galleon

110/3rd
Ally
3
Rare

Flyer. Swimmer. All allies played after the elf galleon in this battle are also flyers and swimmers.


The Free City of Greyhawk

111/3rd
realm

Greyhawk
Rare

Coast

Any champion defending Greyhawk can cast cleric and wizard spells.


The Lands of Iuz

112/3rd
realm

Greyhawk
UC

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

113/3rd
Realm

Greyhawk
M

Coast

A monster defending the Pomarj gains 3 levels.


Hold of the Sea Princes

114/3rd
realm

Greyhawk
M

Coast.

This realm can defend itself as a level 1 champion.


The Yeomanry

115/3rd
Realm
Greyhawk
Special

Earthwalkers gain 2 levels when defending the Yeomanry.


Blackmoor

116/3rd
Realm
Greyhawk
UC

Coast

All magical items and artifacts defending Blackmoor gain 2 levels.


The Horned Society

117/3rd
Realm
Greyhawk
Special

Coast

At the start of this player's turn, send one champion to Limbo until the end of that player's next turn.


The Wolf Nomads

118/3rd
Realm
Greyhawk
Special

Coast

The Wolf Nomads are immune to the power of Iuz the Evil. But they are fearful of dragons, and dragons gain 1 level when attacking this realm.




Sterich

119/3rd
Realm
Greyhawk
Realm
Any monster defending Sterich gains 5 levels.


Nyrond

120/3rd
Realm
Greyhawk
Elves, gnomes, and halflings gain 3 levels when defending Nyrond.


Veluna

121/3rd
Realm
Greyhawk
Special

Any champion defending Veluna can use cleric spells.


Furyondy

122/3rd
Realm
Greyhawk
Special

Coast

When first played, Furyondy can remove one wizard from play (the wizard is discarded).


The Great Kingdom

123/3rd
Realm
Greyhawk
No undead can attack the Great Kingdom. The player's maximum hand increases by two.


Temple of Elemental Evil

124/3rd
Realm
Greyhawk

Uncommon
Draw three cards immediately when the temple is played.


Greyhawk Ruins

125/3rd
Realm
Greyhawk

Uncommon
All Greyhawk champions of this player gain 2 levels.


Perrenland

126/3rd
Realm
Greyhawk
Special

Coast

Maximum hand size for all opposing players is reduced by one.


Keoland

127/3rd
Realm
Greyhawk
Special

Can defend itself as a level 0 hero and use allies and magical items. If this hero successfully defends the realm, he can keep one ally or magical item.




Celene

128/3rd
Realm
Greyhawk
Special

Monsters cannot attack or defend Celene. Elves gain 2 levels when defending this realm.


The Bright Desert

129/3rd
Realm
Greyhawk

Special

Coast
Cannot be attacked by heroes.

Theocracy of the Pale

130/3rd
Realm
Greyhawk
Special

Clerics refuse to attack the Theocracy; clerics who defend the realm, however, double their base level.


The Bone March

131/3rd
Realm
Greyhawk
Special

Coast

Heroes cannot be played in defense of this realm. Undead defenders gain 4 levels.


The Duchy of Urnst

132/3rd
Realm
Greyhawk
Special

The naval fleet of the duchy is so powerful that the realm is immune to swimmers.


The Sea Barons

133/3rd
Realm
Greyhawk

Special

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


HookHill

134/3rd
Realm
Greyhawk
Common

This player's Geryhawk realms are immune to offensive spells and harmful events if Bissel is also in play anywhere.


The special power of this GREYHAWK realm functions only if the realm Bissel (!34/2nd) is somewhere in play (held either by the same player or an opponent).The difficulty here is that Bissel was a 1st and 2nd Edition SPELLFIRE card, and was replaced with Hookhill in 3rd Edition. Hence, the realm Bissel is no longer in print and may be hard to find.

If both Hookhill and Bissel are in play at the same time, all GREYHAWK realms held by the owner of Hookhill are immune to offensive wizard and cleric spells and harmful events. This combination protects against cards like Creeping Doom (28/FR), Estate Transference (437/3rd), and Cataclysm! (99/3rd).

This special power protects only realms, and not defenders or other champions in that player's pool. However, this immunity is transferred to any holdings attached to that player's GREYHAWK realms.


The Scarlet Brotherhood

135/3rd
Realm
Greyhawk

Uncommon

Coast

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


Irongate

136/3rd
Realm

Greyhawk
Special

Coast

This player's Geryhawk champions are immune to offensive spells and harmful events if Irongate is also in play anywhere.


Principality of Ulek

137/3rd
Realm
Greyhawk
Common
Coast

This realm has coastal fortifications and is immune to all swimmers.


County of Sunndi

138/3rd
Realm
Greyhawk
Common

Any champion can use wizard spells when defending the County of Sunndi; spells are doubled in level.


Duchy of Tenh

139/3rd
Realm
Greyhawk

Common

If Menzoberranzan is played or razed while this realm is in play, this player draws 3 cards.


Burneal Forest

140/3rd
Realm
Greyhawk

Common

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


Castle Hart

141/3rd
Holding
Greyhawk

Common

Any champion and allies defending Castle Hart gain 2 levels.


Ancient Arms of the Horned Society

142/3rd
Holding
5

Greyhawk
Rare

This player's Greyhawk monsters all have the ability to earthwalk, as do their allies.


Ancient Arms of Greyhawk

144/3rd
Holding
Greyhawk
Rare

If Iuz the Evil is in play, this player's undead are doubled in base level.


Ancient Arms of the Great Kingdom

145/3rd
Holding
Greyhawk
Rare

All undead allies of this player are tripled in level, when attacking or defending.


If the Ancient Arms of the Great Kingdom is copied using Hallucinatory Terrain, the player's undead allies' levels are multiplied by nine.


Ancient Arms of Furyondy

146/3rd
Holding
Greyhawk
Common

The attached realm deflects all offensive spells and harmful events directed at it to any other realm of the player's choice.


Cúpula BSW 2010: Foi tornada Counter-effect, portanto pode ser baixada a qualquer momento para obter seu poder de refletir eventos maléficos e feitiços ofensivos para qualquer reino em jogo à escolha de seu possuidor. Esta carta só afeta eventos e feitiços lançados contra os reinos.


Ancient Arms of Nyrond

147/3rd
Holding

Greyhawk
Common

This player's monsters have the ability to fly, swim, or earthwalk as needed.


Skull Keep

148/3rd
Holding
4
Greyhawk
Common

Any champion defending the attached realm gains 4 levels.


Fortification

149/3rd
Holding
Greyhawk
The attached realm and all its defenders are immune to offensive wizard and cleric spells.


Siege!

150/3rd
Event

Uncommon

Razes the first realm of every player, regardless of special powers; if a player's first realm is already razed, he ignores this event. (Harmful)


War Banner

151/3rd
Magical Item

+1

Common

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


Codex of the Infinite Planes

152/3rd

Artifact
Greyhawk
Common

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


Crystal of the Ebon Flame

153/3rd
Magical Item

+6

Uncommon

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


Hordes of Castle Greyhawk

154/3rd
Ally
5
Rare

If used in the victorious defense of a Greyhawk realm, these allies remain with the realm until it is razed.


Lich Conclave

155/3rd
Monster
5
Greyhawk
Common

Undead. Can cast wizard and cleric spells. All allies played with it become undead.


Eye and Hand of Vecna

156/3rd
Artifact
5/2
Greyhawk
Uncommon

The attached champion gains 6 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

157/3rd
Artifact
4
Greyhawk
Uncommon

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


Baba Yaga's Hut

158/3rd
Artifact
Greyhawk
Uncommon

All of this player's allies are considered flyers.


Chariot of Lyrx

159/3rd
Artifact
3
Greyhawk
Rare

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


Mordenkainen

162/3rd
Wizard
7
Greyhawk
Rare

Any magical item attached to Mordenkainen cannot be removed by any means.


Mordenkainen's special power refers to removal of magical items against the player's will. Magical items whose power is triggered by voluntarily discarding the item, such as Blamblower and Well of Many Worlds can still be discarded and used normally.

When Drawmij is in battle, he cannot borrow a magical item from Mordenkainen.


Tysiln San

163/3rd
Wizard
5
Greyhawk
Uncommon

Elf (drow). This champion hates Dragonlance heroes and automatically wins any battle against them.


Iuz the Evil

167/3rd
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.


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!


Avatar’s Bane

169/3rd
Ally
4
Rare

Undead. If on the losing side of a battle, this ally destroys one avatar in play anywhere, chosen by this player.


Sysania

170/3rd
Cleric
4
Greyhawk

Uncommon

Flyer. Sysania confers the ability to fly on all allies played with her.


Kiara

171/3rd
Hero
2
Greyhawk
Uncommon
Elf

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


This card’s special powers only affects an opposing champion.


Hettman Tsurin

172/3rd

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.


Mist Wolf

175/3rd

Event

Rare

Harmful

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


Tyrinon

176/3rd
Hero
5
Greyhawk
Uncommon
Flyer

Tyrinon's allies all become flyers. They are strengthened by his presence, and each gains 2 levels.


Quagmiela the Dragon

177/3rd
Monster
5
Greyhawk
Uncommon

Flyer

Alone of monsters Quagmiela can stand against the Lovely Colleen (perhaps because he attacks from behind); combat is resolved normally.


Berserk Wrath!

180/3rd
Event
Rare

Only this player’s heroes gain 5 levels until the end of his next turn.


Wolf Nomads

181/3rd

Hero

4

Greyhawk

Common

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


Miles

183/3rd
Ally
2
Uncommon

If played against a champion who has 4 or more attached cards, Miles strips the champion of all but one card (chosen by the opposing player).


Trystan

184/3rd
Ally
2
Common

This ally negates the special power of one ally (chosen by this player).




Thorvid

185/3rd

Hero

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


For further information see SFGR 1, p. 158.


Nenioc

187/3rd
Cleric
5
Greyhawk
Uncommon

Nenioc may be sacrificed to bring out an avatar, but she is shuffled back into the player’s draw pile rather than discarded.


Young Gold Dragon

188/3rd

Monster

4

Greyhawk

Common

Flyer. The Dragon can use wizard spell.


Arch-Druid

189/3rd
Cleric
4
Greyhawk
Rare

All other clerics must ask the arch-druid for permission to cast spells. While the arch-druid is in play, no avatars may be played.


Hell Hound

190/3rd
Ally
5
Uncommon

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


Skeleton Commander

192/3rd
Ally
3
Rare

Undead. Level rises to 6 if played from 6 pm to 6 am. Any magical item weapons held by the opposing champion are discarded and no more can be played.


Skeleton

193/3rd
Ally
1
Common

Undead. The skeleton multiplies: it gains 4 levels for each additional undead ally played with it.


Winged Horror

194/3rd
Monster
7
Greyhawk
Uncommon

Undead. Flyer. Any magical item weapons attached to the horror are doubled in level.


Treants of the Grandwood

195/3rd

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

196/3rd
Hero
4
Greyhawk
Common

This ranger automatically defeats all Forgotten Realms heroes.


Border Forts

198/3rd

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

199/3rd

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

200/3rd
Magical Item

2
Uncommon

Confers the ability to teleport; the attached champion and all allies can attack any realm, regardless of powers. (Def)


Transformation!

201/3rd

Event

Common

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


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.


Slave Revolt!

202/3rd
Event
Uncommon

All opposing players must discard one champion from their pool (chosen by this player). (Harmful)


Bruce's Revenge

203/3rd
Event
Common

This player can swap two of his opponent's realms with each other in their formations; any attached holdings are discarded. (Harmful)


Bribery!

204/3rd

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!

205/3rd

Event

Uncommon

Helpful

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


Kevin's Blade of Doom

206/3rd
Magical Item

2
Common
Sword

If the combat level of the attached hero or monster is greater than 20 (after all modifiers), the champion automatically wins the battle. (Off)


Ancient Arms of Veluna

209/3rd
Holding
Greyhawk
Common

All allies played in the successful defense of any Greyhawk realm held by this player are resurrected (returned to his hand) instead of discarded.


Flight

211/3rd
Wizard Spell

Common

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


Shapechange

212/3rd
Wizard Spell

6
Rare
(Def 3/4)

The caster can choose to become a different champion type (cleric, wizard, hero, monster, or psionicist) for this round of battle.


Barbarian's Revenge

213/3rd
Event
Rare

All players who have four or more unrazed realms in play must discard a realm from their formation or two realms from their hand. This event is immune to Limited Wish. (Harmful)


Storm at Sea

214/3rd
Event
Rare

All players draw three cards face up. Any realms drawn must be discarded immediately. All other cards are kept in hand. (Harmful)


This is an event used to prevent opponents from getting realms, though it can affect the event player as well. Storm at Sea is also an event that can be played to draw cards into a player's hand (though you do have to discard any realms you draw).

If the event player has ample realms in his hand, or another card to negate this event for him, Storm at Sea is a good event to have. This event could also be one of desperation, playing it if you're in dire need of cards for battle or another situation.

This event can be Calmed (400/3rd) for individual players, or can be canceled all together with Limited Wish (43/ FR), Intercession (48/RR),and similar cards.

Cards drawn through the use of Storm at Sea are not considered spoils of victory, and cannot be put into play out of turn.


Ancient Arms of the Shield Lands

216/3rd
Holding
Greyhawk
Common

Attach this holding to a razed Greyhawk realm to rebuild it instantly, causing one other Greyhawk realm in play to be razed (chosen by this player). Limit one per deck.


The player of the Ancient Arms of the Shield Lands should be careful; if no other player has an unrazed Greyhawk realm, the player must raze one of his own Greyhawk realms. If there are no unrazed Greyhawk realms in play, the realm rebuilt with the Ancient Arms of the Shield Lands must be razed.


Net of Entrapment

217/3rd
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.


Rod of Dispel Magic

220/3rd

Artifact

Greyhawk

Uncommon

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


Draj

221/3rd

Realm

Dark Sun

Special

Nonflying attackers lose 2 levels.


Raam

222/3rd

Realm

1

Dark Sun

Special

All defenders of this realm gain 1 level.


Urik

223/3rd

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

224/3rd

Realm

5

Dark Sun

Special

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

225/3rd

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

226/3rd

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

2273rd

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

228/3rd

Holding

Dark Sun

Uncommon

The Mud Palace increases hand size by two cards.


North Ledopolus

229/3rd

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

230/3rd

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

231/3rd

Holding

Dark Sun

Common

Any champion defending the attached realm can cast cleric spells.


Mekillot Mountains

232/3rd

Holding

Dark Sun

Common

Avatars cannot attack any realm held by this player.


Ogo

233/3rd

Holding

Dark Sun

Uncommon

All champions and allies who attack the attached realm lose 3 levels – any reduced to 0 are discarded immediately.


Makla

234/3rd

Holding

Dark Sun

Uncommon

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


Kalidnay

235/3rd

Holding

Dark Sun

Common

Any monster defending the attached realm gains 4 levels.


Arkhold

236/3rd

Holding

Dark Sun

Common

Allows owner to draw one extra card per turn.


Salt View

237/3rd

Holding

2

Dark Sun

Common

Defending champion gains 2 levels


Giustenal

240/3rd

Holding

Dark Sun

Uncommon

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


Yaramuke

241/3rd

Holding

Dark Sun

Common

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


Lost Oasis

242/3rd

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

243/3rd

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

245/3rd

Holding

Dark Sun

Common

This oasis destroys any flyers that attack the attached realm.


Black Waters

246/3rd

Holding

Dark Sun

Common

No werecreature or monsters can attack any realm held by this player.


Fort Melidor

247/3rd

Holding

Dark Sun

Common

Allies defending any Dark Sun realm held by this player are doubled in level.


Dungeon of Gulg

248/3rd

Holding

Dark Sun

Common

All champions (if defeated) and allies who attack this realm are sent to the Abyss at the end of the battle.



Ziggurat

249/3rd

Holding

Dark Sun

Uncommon

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


Temple

250/3rd

Holding

Dark Sun

Common

The attached realm can cast cleric spells.


Mogadisho's Horde

251/3rd

Ally

1

Common

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


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


Assassins

252/3rd
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.


Halfling Mercenaries

253/3rd
Ally
1
Common

Strip any existing artifact and magical items from an opponent; do not affect any played after the mercenaries are in play.


The Halfling's powers affect only the opponent in combat.

253—Halfling Mercenaries: This card’s special powers only affects an opposing champion.


War Band

254/3rd
Ally
3
Common
Orc

+8 vs undead.


Kank Lancers

255/3rd
Ally
6
Uncommon

All opposing swimmers (champions and allies) are discarded immediately; no more can be played against it.


Nomad Mercenaries

256/3rd
Ally
2
Common
Dwarf

Can be played any time to participate in another player’s battle; level rises to 6. Regardless of the outcome, the mercenaries return to this player, who receives no spoils. Limit 3 per deck.


Gladiators

257/3rd
Ally
9
Uncommon

If played with a Dark Sun champion, the gladiators remain with that champion until he is defeated or discarded.


Rikus

258/3rd

Hero

6

Dark Sun

Uncommon

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


Neeva

259/3rd
Hero
7
Dark Sun

Rare
Flyer. When defending a Dark Sun realm, her level is doubled.


Sadira

260/3rd
Wizard
4
Dark Sun

Common

Sadira can use any psionic power. Psionicists must ask her permission to use psionic powers, though they can still use their stated special powers abilities.


For the SPELLFIRE player that fears the use of psionics in a game, Sadira is a must-have champion. Opposing psionicist champions must ask permission from the player with Sadira to use psionic power cards.

This restriction applies to psionicists only (designated by the psionicist icon), and not other types of champions whose special powers may include the use of psionic power cards; such as the Kirre (56/PO) or Acererak the Eternal (38/RR). In addition, Sadira has no effect on a champion's special power that is psionic in natural (see individual champion entries, mainly psionicists).

A good combination to use with Sadira would be the Ego Coin (419/3rd) and either the icon of Magic (19/RR Chase) or the Nectar of the Gods (20/RR Chase). This would have several types of champions asking permission from Sadira to use their powers.


Agis

261/3rd
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.


Erellika

262/3rd

Hero

2

Dark Sun

Rare

Can cast wizard and cleric spells. When defending, negates all psionic powers for that battle. When attacking, negates the powers of all enemy holdings for the duration of that battle.


Though her level is low, Erellika is a good choice for a multi-purpose champion. This champion is not only able to cast both wizard and cleric spells, but gains other special powers depending on whether she's attacking or defending.

When attacking, Erellika and any attached items are immune to the special powers of all opposing holdings. This does not affect the special powers of the realm the champion is attacking.

When defending, Erellika negates the use of offensive psionic power cards and a champion's special (offensive & defensive) psionic powers for that round of battle. Consult individual champion's (psionicist) entries to see if a special power is psionic in nature. Other cards that work well with this Champion include Brandobaris'.s Inversion (65/PO), Time of Troubles (99/FR), The Psychometron of Nerad (3/AR Chase), and The Heartwood Spear (3l8/3rd).


Vaerhirmana

263/3rd

Wizard

4

Dark Sun

Rare

Elf

Vaerhirmana can negate one psionic power per turn, regardless of whether in a pool or in combat.


Vaerhirmana can cancel a psionic champion power or a psionic power card. "Once per turn" means from phase three of the player's turn to phase three of the player's next turn.


Herminard

264/3rd
Hero
4
Dark Sun

Common

Herminard has a death wish and if he dies while defending a Dark Sun realm, the opposing champion (though victorious) must be discarded too.


T'kkyl

265/3rd
Hero
3
Dark Sun

Common

Although allies may be played against T'kkyl, if successful, the thri-keen eats them. (They are sent to the Abyss and not the discard pile.)


Azhul the Hasty

266/3rd
Hero
4
Dark Sun

Uncommon

Azhul may attack with new allies as many times as he wants every turn until he razes a realm or is defeated.


Bagual

268/3rd
Cleric
2
Dark Sun

Common

Once during each combat round, Bagual can retrieve and cast a cleric spell from this player's draw pile. Reshuffle the pile after each draw.


Bagual can only cast phase 4 spells with his power.


Rowan

269/3rd
Ally
1
Uncommon

Elf. Rowan can send one opposing ally of magical item to the Abyss.


Shayira

270/3rd

Cleric

3

Dark Sun

Common

Negates the special powers (but not level bonuses) of all cards played against her.


"Cards played" means cards played after combat has begun. Shayira does not negate the opposing champion or any cards attached to the opposing champion before combat begins.


Ashathra

271/3rd
Ally
2
Common

Can be discarded at any time to discard one opposing ally.


Stug

272/3rd
Ally
2
Common

If on the losing side of a battle, Stug can rob a victorious player of his spoils of victory, allowing a player not involved in the battle to draw spoils instead.


Stug is an ally whose singular use involves robbing an opposing player of his spoils of victory. For optimum use, Stug should be played only in a threeplayer game by an attacking

champion wanting to prevent a defender from receiving spoils. If played at any other time, the card's effects are limited.

The special power of this ally can be used only if Stug is present at the end of the battle; ie. has not been discarded as a result of card-play sometime during the round of combat.

The special power of Stug is written specifically for a three or more player game; however, if Stug is used in a two-player game it can prevent the drawing of spoils altogether.

Because Stug's level bonus is rather low, its best to use this ally only for its special power.


Ka'Cha

273/3rd
Ally
3
Uncommon

Negates the power of all +1 or +2 allies played against him.


Galek

274/3rd
Ally
2
Common
Half-elf

Can draw a card from the opposing playe’s draw pile, playing it on this player’s side if applicable, otherwise discarding it.


Wind Dancers

275/3rd

Event

Uncommon

All flyers in play are destroyed immediately.(Harmful)


Water Hunters

276/3rd

Event

Common

Harmful

All undead in play are destroyed immediately. (Harmful)


Silver Hands’ Revenge

277/3rd
Event
Uncommon

This player’s champions killed in the last battle are restored to his pool. Play only after a battle is completely resolved. (Helpful)


Silt Stalkers

279/3rd
Ally
3
Common
Elf

If on the losing side of a battle, all magical items in play are shuffled back into the draw pile.


Night Runners

280/3rd
Ally
2
Uncommon
Elves.If on the losing side of a battle, this player can choose one magical item, artifact, or rule card in play anywhere to be discarded.


Cistern Fiend

282/3rd
Monster
2
Dark Sun

Common

Immune of offensive and defensive spells. Enemy allies cannot be used against this fiend.


Sloth

283/3rd
Ally
1
Common

When played in battle, the opposing player must immediately discard one card from his hand.


Mul Savage

284/3rd
Monster
6
Dark Sun

Rare

Immune to offensive and defensive magical items.


Inhuman

285/3rd
Ally
2
Uncommon

Attached champion and allies are immune to ally powers for this round of combat.


Cha'thrang

287/3rd
Ally
1
Uncommon

All nonflying allies opposing Cha’thrang lose 4 levels.


Spirit of the Land

288/3rd

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

289/3rd
Ally
3
Rare

All nonhuman allies (elves, dwarves and halflings) lose 2 levels from fear of the thri-kreen.


Wijon

290/3rd
Ally
2
Common

Wijon can double the level of one ally played after him (choice need not be immediate).


Mikor

291/3rd
Ally

3
Uncommon

If on the losing side of a battle, Mikor transfers all non-event cards in this player’s Abyss to his discard pile.


Zurn

293/3rd
Ally
1
Uncommon

Zurn can ally himself with any victorious champion, returning with that champion to the pool.


Powell

294/3rd
Ally
1
Common

Powell can be discarded to the Abyss during phase 3 to retrieve a magical item.


The magical item can be retrieved from either the discard pile or the Abyss.


Wachter

296/3rd
Ally
2
Common

Wachter's bonus increases to +8 if played from 6 AM to 6 PM.


Foucault

297/3rd
Ally
3
Uncommon

Elf. Foucault and all other attached cards are immune to all spells and magical items with the words "fire" or "flame" in their title.


Stef'fa Naf'ski

298/3rd
Monster
5
Dark Sun

Rare

Psionically negates the special power of an opposing champion in battle. If defeated, he negates the special power of a champion in any pool until Dispel Magic is cast on the affected champion.


Stef'fa Naf'ski's first power is clearly psionic. However, his second special power, negating a champion's special power after Stef'fa Naf'ski is defeated, is not considered a psionic power, since a Dispel Magic will negate the power. Dispel and Magic Draining Field will not negate Stef'fa Naf'ski's power.


Captain Kazhal

299/3rd
Hero
9
Dark Sun

Rare

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


Dlasva

300/3rd
Hero
3
Dark Sun

Uncommon

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


Tithian

301/3rd
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.


Verrasi

302/3rd
Ally
2
Uncommon

No magical items with a bonus greater than +3 can be played after Verrasi joins the battle.


Rogue Defiler of Tyr

303/3rd
Wizard
6
Dark Sun

Common

Each time the defiler casts a spell during combat, her player discards one card from his hand and draw a replacement from his draw pile.


The Lion of Urik

304/3rd
Monster
8
Dark Sun

Rare
Dragon

Can cast wizard spells and use psionic powers.Immune to psionic attack.


Borys the Dragon

305/3rd
Monster
9
Dark Sun

Rare

Flyer. Can cast wizard and cleric spells and use psionic powers. Immune to psionic attack.


Preserver

306/3rd

Wizard

6

Dark Sun

Common

If defeated by a Dark Sun champion, the preserver is sent to Limbo until his end of this player’s next turn, when he returns to his pool.


Punisher

307/3rd
Ally

3
Common

If on the losing side of a battle, the punisher returns to the player's hand instead of being discarded.


Gith

308/3rd
Ally
1
Uncommon

If two gith are played in the same round of combat, each increases to a +7.


Tiger

309/3rd
Ally
1
Common

If played during defense, this shape-changed druid remains with the realm until it’s razed.


Orb of Power

310/3rd
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.

The Orb's power is considered an immunity, so the Orb has no effect if an opposing champion has the Wand of Negation.


Rings of All Seeing

311/3rd
Magical Item

Uncommon

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


Treasure

312/3rd

Event

Common

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


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

313/3rd
Magical Item

1
Common

Absorbs the effects of one offensive spell played against the attached champion (this player’s choice) once per turn. (Def)


Shield of Annihilation

314/3rd
Magical Item

2
Uncommon

Instantly annihilates one opposing enemy ally played against the attached champion (this player’s choice). (Off)


Shield of Devastation

315/3rd
Magical Item

2
Common

Negates the power of one offensive magical item used against the attached champion (this player’s choice) once per turn. (Def)


Shield of Wickedness

316/3rd
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

317/3rd
Magical Item

3

Uncommon

Allies of less than +4 cannot be played against the attached champion and allies of +1 or +2 currently in battle are discarded. (Off)


The Heartwood Spear

318/3rd
Artifact
Dark Sun

Common

Kills any opposing dragon or monster in the battle automatically.


The Caravan

319/3rd
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.

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

320/3rd

Magical Item

Uncommon

Allows the attached champion to cast wizard spells and confers immunity to psionic powers. (Def)


Elemental Cleric

321/3rd
Cleric
2
Dark Sun

Common

The elemental is immune to offensive wizard spells.


Elven Archer

322/3rd
Ally
3
Rare

The elven archer’s skill with the bow is such that it can kill, instantly, one enemy ally of its choice.


The Outcast

323/3rd
Hero
5
Dark Sun

Rare

Can use cleric or wizard spells.


Thugs

324/3rd
Ally
1
Uncommon

Can be attached to any realm during phase 3 as a permanent ally.


Marauder

328/3rd
Ally
3
Common

Can be discarded at any time to negate an event created by using the Bell of Might.


Shaqat Beetles

329/3rd
Ally
1
Common

If defeated in combat, these parasites attach themselves to the victorious champion, reducing his level to 1.


Tembo

330/3rd
Monster
3
Dark Sun

Uncommon

The opponent cannot use allies for defense or offense.


Fireball

331/3rd

Wizard Spell

Common

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

Lightning Bolt

332/3rd
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

333/3rd
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

334/3rd
Wizard Spell

3
Common

The level bonus is increased to +5 if cast by a level 7 or 8 champion, or +9 if cast by a champion of level 9 or higher. (Off/4)


Wall of Fire

335/3rd
Wizard Spell

Common

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


Wall of Iron

336/3rd
Wizard Spell

3
Common

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


Wall of Stone

337/3rd
Wizard Spell

4
Common

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


Wall of Force

338/3rd
Wizard Spell

5

Common

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


Cone of Cold

340/3rd
Wizard Spell

5
Common

Destroys one artifact, chosen by the caster. (Off/4)


The artifact chosen does not have to be attached to the opponent in combat, but may also come from any pool.

This spell can be used to remove an artifact from anywhere in play, even another player’s pool.


Sleep

341/3rd
Wizard Spell

Common
Eliminates up to three opposing allies of level 1 or 2 chosen by the caster. Can be cast during any battle, including those between opponents. (Off)

Shield

342/3rd
Wizard Spell

2
Common

Negates the Magic Missile spell. (Def/4)


Fly

343/3rd
Wizard Spell

Common

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


Crushing Fist

344/3rd
Wizard Spell

4
Rare

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


Dispel Magic

346/3rd
Wizard Spell

Common

Can be cast at any time to cancel the effects of a just-cast spell or to cancel an existing spell. (Def)


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

347/3rd
Wizard Spell

6
Common

If cast by an undead champion, he can bypass a defending wizard or cleric and raze a realm. The defending champion returns to his pool. (Def/4)


Fear

348/3rd

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

349/3rd
Cleric Spell

1
Common

Can be cast to retrieve an ally of level 1 or 2 who was discarded during this battle. (Def/4)


Cure Serious Wounds

350/3rd
Cleric Spell

2
Common

Can be cast to retrieve an ally of level 3 or 4 who was discarded during this combat. (Def/4)


Sticks to Snakes

351/3rd

Cleric Spell

4

Common

Increases to +6 if cast by a level 7 or 8 champion, and increases to +8 if cast by a level 9 or higher champion. (Off/4)


Blade Barrier

352/3rd
Cleric Spell

Rare

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


Bless

353/3rd
Cleric Spell

Common

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


Sanctuary

354/3rd
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

355/3rd
Cleric Spell

Rare

The champion and all his allies are considered flyers for this round. (Def/3/4)


Bark Skin

356/3rd
Cleric Spell

2
Common

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


Charm

357/3rd
Wizard Spell

Common

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


Dispel Magic

358/3rd
Cleric Spell

Common

Can be cast at any time to cancel the effects of a just-cast spell or to cancel an existing spell. (Def)


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

359/3rd
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

360/3rd
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

361/3rd
Cleric Spell

Common

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


Wall of Thorns

363/3rd
Cleric Spell

2
Common

Cast only when defending. Only attackers of level 3 or higher can cross the wall. (Def/4)


Wall of Fire

364/3rd
Cleric Spell

1
Uncommon

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


Holy Word

365/3rd
Cleric Spell

Common

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


Raise Dead

366/3rd
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)


Flame Strike

367/3rd
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

368/3rd
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

369/3rd
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.


Improved Invisibility to Undead

370/3rd
Cleric Spell

Common

If on the losing side of a battle with an undead, this champion can slip by and return to his pool. He is not defeated, and may defend or attack again this battle. (Def/4)


Wall of Fog

371/3rd
Wizard Spell

Common

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


Forget

372/3rd
Wizard Spell

Common

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


Web

373/3rd
Wizard Spell

Common

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


Blink

374/3rd
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

375/3rd
Wizard Spell

Common

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



Charm Monster

376/3rd
Wizard Spell

Common

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


Wind of Disenchantment

377/3rd
Event
Rare

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


Black Tentacles

378/3rd

Wizard Spell

Uncommon

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


This card is missing from the Reference Guide Volume II, even though it should be there.


Fire Shield

379/3rd

Wizard Spell

5

Uncommon

The caster and his allies are immune to all spells with the words “fire” or “flame” in the name. (Def/3/4)


Ice Storm

380/3rd
Event
Common

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


Solid Fog

382/3rd
Event
Common

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


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 (10/3rd Chase) and attack another player.


Animate Dead

383/3rd
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

384/3rd

Wizard Spell

Common

Opposing allies of level 3 or less are discarded and no more can be played this round. (Off/4)


Feebleminded

385/3rd
Wizard Spell

Common

An opposing spellcaster cannot cast any spells for the rest of this round. (Off/4)


Magic Jar

386/3rd
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. (Off/4)


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


Mordenkainen’s Faithful Hound

387/3rd
Event
Common

After an opponent puts forward a champion in attack, this playe’s hound sounds a warning. The defender can put his champion on the battlefield first thus activating his special powers first. (Helpful)

Passwall

388/3rd
Wizard Spell

Common

Negates any wall spell.


Rock to Mud

389/3rd
Wizard Spell

Common

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


Chain Lightning

390/3rd
Wizard Spell

5
Common

This spell bonus increases to +7 if cast by a champion of level 7 or higher. (Off/4)


Death Fog

391/3rd
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. (Off/3)


Death Spell

392/3rd
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.


Geas

394/3rd
Wizard Spell

Common

The affected champion can neither attack nor defend until after the owner's next turn. (Off/3)


Banishment

395/3rd
Wizard Spell

Common

Destroys one monster of the caster's choice. (Off/3/4)


Control Undead

396/3rd
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. (Off/4)


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

397/3rd
Wizard Spell

Common

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

398/3rd
Wizard Spell

Common

Can be cast at any time to return a just-cast spell back at its caster as if the original target had cast it. (Def)


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.


Calm

400/3rd
Event
Chase

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


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.


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