4th Edition

Spellfire Reference Guide, Volume III

Part 4 - 4th Edition

Inventory:


Chase Cards


Menzoberranzan

1/500

Realm

Forgotten Realms

Uncommon

Underdark

Menzoberranzan can be played at any time. The realm is immune to flyers.


This card is a reprint of Menzoberranzan (2/1st-3rd) with an altered text, but the same special power.

This realm is an excellent choice for any deck, since its ability to be played at any time allows a player to put more realms down in his formation faster than his opponent. The drawback is that this realm is so popular, that there is a chance of opponents putting it in play first.

Menzoberranzan's power prohibits both champions and allies who are flyers from attacking it. Consequently, it functions best when played in the second or third rank of a formation, behind other realms so that an attacking champion must have a special movement power to get to it. This usually restricts all attacks on the realm solely to earthwalkers, since flyers cannot attack, and the realm has no coast for swimming champions to get there.

Cards that work well with Menzoberranzan are ones that further hamper champions based upon their movement capabilities. The holding Border Forts (198/3rd) stipulates that only flyers can attack the realm to which it is attached, so if attached to Menzoberranzan, the realm is impossible for almost anyone to attack it. This combination is best used when Menzoberranzan is in the lead position, thereby blocking attacks on the realms in the back ranks. The Triton Throne (65/DU) is also a good choice to attach to the realm. The Song of the Dragonlance (24/DU) dungeon card also works well with Menzoberranzan, once again restricting attacks against the realm to earthwalkers, although swimmers could attack it if it were exposed in the formation.

For further information, see SFRG 1, p. 97 and SFRG 2, p. 122.

Menzoberranzan is the Underdark drow city that famed ranger Drizzt Do'Urden (253/4th) hails from, and is also the home base for the drow mercenary Jarlaxle (94/UD). It is a city beset with chaos as all of its leading drow houses compete for power and for the favor of Lolth, the Spider Queen (166/3rd).

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.

Menzoberranzan 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 Zentil Keep

2/500

Realm

Forgotten Realms

Rare

Coast

The Ruins of Zhentil Keep can be attacked only by clerics. It can defend itself as a level 5 monster.


This card is a reprint of Ruins of Zhentil Keep (3/3rd) with an altered text, but the same special power. In the 1st and 2nd edition the card was named Zhentil Keep and has another power.

The Ruins of Zhentil Keep is an excellent choice for any deck, since its power allows only one the current seven champion types to attack it. Thus, it functions best if played in the lead position of the formation.

Cards that work well with the Ruins of Zhentil Keep include the Living Scroll (408/3rd), which automatically defeats clerics, and Mayor Charles Oliver O'Kane (433/3rd), who defeats all female clerics (among others) that face him. In addition, holdings and other cards that further restrict the type of champions who can attack it are also excellent choices, such as Border Forts (198/3rd), and The Triton Throne (65/DU).

When the realm is used to defend itself, only allies can be played with it. Therefore, some choice instant win allies would be best to play with the realm, such as Loup-Garou (236/4th) and Ki-Rin (248/4th).

For further information, see SFRG 2, p. 123.


The city of Zhentil Keep was a walled city on the Moonsea that housed a large temple dedicated to Bane, Lord of Strife, until he was destroyed during the Time of Troubles and Cyric the Mad assumed his position. The temple worked with the corrupt Zhentish government, alongside the insidious Black Network, in attempts to control the lands and trade routes in the region. Cyric's mad obsessions finally took their toll on the city, and in a plan that backfired against him, Zhentil Keep was destroyed by the very giant, dragon, and orc forces that he himself had gathered together. The survivors of this once-powerful city now struggle to rebuild it.


Sembia

3/500

Realm

Uncommon

Forgotten Realms

Coast

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


This card is a reprint of Sembia (6/3rd). Sembia (6/1st-2nd) has no special power.

Sembia is an excellent realm for a player to have in his lead formation, since every time an opponent chooses a champion to attack the realm, he must discard a card. This realm will serve a player best if he can find ways to defend the realm several times without having to discard the defenders, or by choosing defenders that can defend twice. Champions who would work well with this include Drizzt Do'Urden (253/4th), Minerva (333/4th), Flame (27/DR), and Selune Darkenstar (20/PO). Magical items that have the same effect as these champions include the Scimitar of Speed (205/4th) and the Winged Boots (186/4th). This strategy forces opponents to retain hardly any cards in the hand or pool if an attack persists.

Additionally, other cards that affect an opponent's card quantity work well with this realm. Having the Ring of Winter (455/4th) in the pool and the Perrenlands (19/4th) in the formation behind Sembia can make it very hard for opponents to successfully attack. Couple Sembia with a holding like Castle Draw (37/3rd) or the Forgotten Crypt (13/NS) and an opponent must discard even more cards from his possession.

For further information, see SFRG 2, p. 123.


Myth Drannor

4/500

Realm

Forgotten Realms

Uncommon

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


This card is a reprint of Myth Drannor (13/1st-3rd) with an altered text, but the same special power.

Although Myth Drannor does not have any dramatic offensive effects to damage an attacker, the realm serves two versatile purposes for the owning player. First, by allowing any defending champion to use wizard spells, it increases the number of cards playable in combat by non-wizard defenders, these cards perhaps being the deciding factor for a victorious defense. Second, this realm allows a player to hold more than the eight card maximum in his hand at the end of his turn. Having an extra card in the hand might make the difference between winning and losing a round of combat; additionally, a player may now more judiciously decide whether or not a card should be played into his pool, rather than being forced to put cards in the pool because of the eight card limit.

Since the realm is benign in its effects on other players, and the realm has no attack restrictions, it will probably be less likely a target for destruction with events like Cataclysm (119/4th) and spells like Disintegrate (393/2nd) than realms like The Ruins of Zhentil Keep (2/4th). Rather, it will probably be a focus of combat attacks. So, holdings that punish players for attacking it will work well with it, such as Castle Draw (37/3rd) and the Forgotten Crypt (13/NS). Another good attachment that punishes attackers is the Net of Ensnarement (57/DU).

For further information, see SFRG 1, p. 101.

Myth Drannor was the fabled city of elven glory in the heart of the woods of Cormanthor. Unfortunately, great evils arose from within its own walls, and today all that remains of this city are monster-infested ruins.


Icewind Dale

5/500

Realm

Forgotten Realms

Uncommon

Coast

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

This card is a reprint of Icewind Dale (20/1st-3rd).


This realm is a good realm to have in the lead of the formation, since its power works only in phase 4 when other players' champions attack it. For each champion sent forward, the defender can choose to discard any one magical item that the attacking champion has attached to it. If the attacking champion does not have an attached magical item, whether attached when he attacked or added during the battle, the power is then unusable. A good combination to use with Icewind Dale is to play the Loup-Garou ally (236/4th) when defending; if the opponent has a good magical item hidden in his hand, he must play it, and consequently lose the item, or he will lose the battle.

For further information, see SFRG 1, p. 103.

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.


Damara

6/500

Realm

Forgotten Realms

Uncommon

Doubles the level of a defending Forgotten Realms champion as he is sent forward; cards subsequently played are not doubled.


This card is a reprint of Damara (23/1st-3rd) with an altered text, but the same special power.

The Power of Damara is only useable in combat, and consequently is ideal for the front rank in the formation. This realm gives a defender a huge advantage when combat victory is determined by total point levels. Note that this doubling effect doubles the adjusted level of the champion, which means the totals of any and all attachments are included as he is sent out. This doubling also affects the world bonus of +3 given to all Forgotten Realms champions, as well as any bonuses in levels granted by holdings such as Hillsfar (34/3rd) and Fortifications (38/3rd) and any bonuses granted from an attached realm artifact such as the Net of Ensnaring (57DU).

One combination would be to defend with Belwar Dissengulp (91/UD), who doubles all magical items attached to him. Have two or three items previously attached (like the +8 Clockwork Ogre (71/DU) and the +5 Staff of Conjuring (165/4th) as he is put forward, and his total is incredibly high (in this example, Belwar is level 4, he gains +3 for the world bonus, +16 and +10 for each respective magical item, for a grand total level of 66)! The only pitfall with this strategy is that an opponent will usually get to play the first card in combat, and he could play instant defeat cards (such as Intellect Devourer (213/4th).

For further information, see SFRG 1, p. 104.


Daggerdale

7/500

Realm

Forgotten Realms

Uncommon

Allies cannot be used when attacking Daggerdale.


This card is a reprint of Daggerdale (26/1st-3rd) with an altered text, but the same special power.

Daggerdale is another realm whose power is only a benefit in combat. Limiting an opponent to the type of cards that can be played in combat is an excellent way to increase the odds of winning. This realm power works best when used with other champions and items that further restrict the type of playable cards. If the Dungeon card Bats in the Belfry (23/DU) is in the defender's deck, the attacker can also no longer use offensive magical items in the attack. Then, put up a defender such as Adon (282/4th), who is immune to offensive spells and artifacts, or Dregoth, Undead Dragon King (74/AR), who is immune to offensive spells and psionics; now the cards an attacker can play are severely limited.

For further information, see SFRG 1, p. 105.

Daggerdale is one of the small towns in the Dalelands that constantly suffers under the vile schemes of Zhentil Keep and the Zhentarim. Now that Zhentil Keep lies in ruins, Daggerdale's fight against treachery has eased, and Randal Morn, the rightful ruler of Daggerdale, can now openly take action to strengthen his town's presence in Faerun.


Evermeet

8/500

Realm

Forgotten Realms

Uncommon

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


This card is a reprint of Evermeet (29/3rd) with an altered text, but the same special power. Evermeet (29/1st-2nd) prevents only flyers from attacking.


While Evermeet's power to allow any defending champion to use wizard spells in the defense of the realm is quite helpful, its best power lies in its strong defense: only champions who do not have special movement capabilities can attack it. It functions well anywhere in the formation, but it is virtually unattackable if in a protected rank. A good attachment to this is Border Forts (198/3rd), which limits attackers to flyers, and since the realm cannot be attacked by flyers, the realm cannot be attacked. Other choice cards that make demands for flyers, swimmers or earthwalkers that Evermeet will not allow (and thus guarantee combat victories) include Rand the Bowyer (13/PO), Wall of Iron (336/3rd) and other "wall" spells, Control Weather (53/BR), and Reverse Gravity (385/4th). Remember, however, that victories won in the above ways as a defender garner no spoils of victory, because the defeated attacker is not discarded, but just returns to his pool.

For further information, see SFRG 1, p. 106.

Evermeet is the secluded island of the elves. It is the place that all elves of Faerun aspire to journey to at the twilight of their lives. It is also the last elven refuge against invading races and encroaching civilization, harboring elves driven from their native forests. It is a place of wondrous beauty, and strongly protected from any intruders who might seek access to the land.


The Trollmoors

9/500

Realm

Forgotten Realms

Uncommon

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


This card is a reprint of The Trollmoors (30/3rd). The Trollmoors (30/1st-2nd) has no special power.

This realm is a good defensive realm in that it requires two successful razes by attacking champions in order for it to be flipped down. The successful razes need not be consecutive, but the two razes must all occur in the player's current phase 4. Any holding that is attached to the Trollmoors is removed after the first successful raze, even though the realm is not yet flipped face down. This realm offers two distinct benefits when it is the subject of an attack: First, the defender may allow a more formidable attacking champion the first raze, hoping to get an easier foe for the next attack. Secondly, it forces the opponent to attack one extra time, and if that player is low on champions, he might not be able to continue the attack. Good cards to use in conjunction with the Trollmoors are champions that can defend twice before being discarded or defend but return safely to the defender's pool, such as Drizzt Do'Urden (253/4th), Seluna Darkenstar (20/PO), and Minerva (333/4th).

For further information, see SFRG 2, p. 126.

The Trollmoors are a dark, dangerous place, but especially so at night, for it is then that the legion of trolls inhabiting these moors congregate in force. These hideous, regenerating monsters fear no one, attack any they encounter on sight.


The Coral Kingdom

10/500

Realm

Forgotten Realms

Rare

Coast

The Coral Kingdom can be attacked only by swimmers.


This card is a reprint of The Coral Kingdom (11/FR) with an altered text, but the same special power.

The Coral Kingdom is an excellent defensive realm, and is an obvious choice for the front rank. Since the realm is so difficult to raze in combat, it will be the target of spells and events that destroy or raze it without having to be in combat. Therefore, three good holdings to attach to the realm that make it immune to events and offensive spells include The Geneva Conclave (Promo #1), Moonwell (77/4th), and Hellgate Keep (17/NS). Additionally, if the realm is the target of swimming attacks, cards that destroy swimmers or prohibit their use in combat are invaluable, such as Aquilla (98/UD), Poisioned Water (17/PO Chase), Gales at Sea (161/4th), Pelath the Bronze Dragon (28/DR), and Habbakuk Interferes (92/DL). Two other good holdings to attach to this realm are Border Forts (198/3rd), which consequently makes the realm unattackable, and Nagawater (78/4th), which instantly destroys all swimming allies.

For further information, see SFRG 1, p. 328.

The Coral Kingdom lies deep beneath the waves of the Trackless Sea around the Moonsea Isles. It is the home to a horde of sahuagin, the evil fish-man race that terrorizes sea travelers. At one time, the sea devils actually held King Tristan Kendrick of the Moonseas hostage in its murky abode, but he was eventually rescued by his daughter Alicia and her adventuring friends.

This is an excellent realm to have in the first position, since only swimmers can attack. If the holding Border Forts is attached, the realm becomes even more difficult to attack. Only champions that are both flyers and swimmers, such as Mykell and Deathstream are able to attack. In addition to the attackers discussed above, the Coral Kingdom can be attacked by a champion with the Scroll of 7 Leagues.

Coral Kingdom is bluelined as a coastal realm.


Raurin

11/500

Realm

Forgotten Realms

Uncommon

If Raurin is razed, the attacking champion must be discarded.


This card is a reprint of Raurin (17/FR).

This vengeful realm is an excellent choice for the front rank, because the attacking champion that actually causes the realm to be flipped must be discarded. It makes attackers think twice before attacking. Plus, it gives the defender a chance to remove a tough, troublesome champion from the game if that champion is sent forward to attack Raurin. Consequently, the realm might be the target of events and spells that destroy or raze it out of combat, so a holding like Hellgate Keep (17/NS).

For further information, see SFRG 1, p. 330.


The Vilhon Reach

12/500

Realm

Forgotten Realms

Uncommon

Coast

If the Vilhon Reach is razed, this player can discard one razed realm from another player's formation.


This realm functions as an excellent, defensive counter-measure against opponents who seek to raze the realm, whether through combat or other means. Note that if the realm is destroyed without being razed (such as Cataclysm (119/4th)), then its power to discard an opponent's razed realm does not activate. If the owner of this realm does not mind it being razed, then some nice havok can be wrought on opposing players. For example, the owner of this realm might play Horde (8/FR) or Earthquake (403/4th) which can cause all players to raze a realm; then, when this player razes The Vilhon Reach, he can discard one of his opponents' realms that just became razed. A Tarrasque (134/4th) could also cause the same effect, but only if the other players play the Tarrasque on The Vihon Reach. If the owner of the reach can hold cards that let him rebuild realms (Labor of Legend (122/4th), Korgunard the Avangion (270/4th)) and also play a few of the aforementioned cards in phase three of one turn, he could cause the discard of three of his opponents' realms!

The Vilhon Reach is a hot, fertile land comprised of many nations and independent cities all aspiring for dominance in the region. The druids of the reach, the probable true rulers of the land, make sure that the whims of the Reach's nations do not despoil these lands.


Giant's Run Mountains

13/500

Realm

Forgotten Realms

Rare

The Giant's Run Mountains can be attacked only by flyers or giants. Its defenders are immune to offensive unarmed combat cards.


This realm's restrictions on attackers makes it an excellent choice for a realm in the front rank, although its defensive powers make it a probable target for cards like Creeping Doom (402/4th) and Disintegrate (393/2nd). Cards that work well in defense of the realm include those that instantly defeat flyers, such as Gloriana (3/1st Chase), Storm Giant (77/FR), and Noble Djinni (84/3rd), as well as cards that instantly defeat giants, such as the Sword of Cymrych Hugh (62/FR).

The immunity to offensive unarmed combat cards it confers to its defenders is also a nice defense. If coupled with holdings like Hellgate Keep (17/NS), the defenders now become immune to offensive spells and harmful events played while the realm is being attacked. The Mist Caves (14/DR) is also a good holding to attach, because it says flyers or swimmers cannot attack the realm to which it is attached, leaving only giants left to attack.


Sterich

14/500

Realm

Greyhawk

Uncommon

Any monster defending Sterich gains 5 levels.


This card is a reprint of Sterich (119/1st-3rd).

This realm is obviously only effective in a deck that contains several monsters. The gain in levels affects the monster's adjusted level. This extra bonus might prove to be that extra little bit needed to get a monster's total high enough so that the champion can use the instant win power of Kevin's Blade of Doom (206/3rd); or if the defending monster is a dragon champion, then the extra 5 levels might be what the champion needs to play the instant-win card Swallow Whole (97/DR).

Since this realm power is designed to aid in combat, support cards should include powers that protect monsters during battle, such as the Codex of the Infinite Planes (452/4th) or The Winner's Cape (520/4th). Some good holdings to attach to this realm include Tenser's Castle (26/RR) that only allows heroes or wizards to attack, the Ancient Arms of the Horned Society (142/3rd) which allows all Greyhawk monsters and their allies to earthwalk, in addition to granting 5 more to his adjusted level, and the Ancient Arms of Furyondy (146/3rd) which deflects all harmful spells and events away from the realm. Additionally, attaching the Greyhawk artifact Boiling Oil (55/DU) will make an opponent think twice before attacking because of its punitive effect.

For further information, see SFRG 1, p. 136.


Nyrond

15/500

Realm

Greyhawk

Uncommon

Elves, dwarves, gnomes, and halflings gain 3 levels when defending Nyrond.


This card is a reprint of Nyrond (120/3rd). Nyrond (120/1st-2nd) has no special power.

This realm is best used in a deck specializing in a demi-human theme. The three levels added to the defender's level are added to the adjusted level, and this bonus applies to both champions and allies who are elves, dwarves, gnomes, and halflings. Some good holdings to attach to the realm that will grant additional numerical bonuses to defenders or penalties to attackers include Fortification: Bulwark (88/4th) and Fortification: Barricade (89/4th). The rule card The Shadow World (72/BR) will protect all halflings who defend the realm, should they lose the battle. Good champions to use when defending the realm include Drizzt Do'Urden (253/4th), Jamlin (38/NS), and Simpkin "The Weasel" Furzear (36/NS).

For further information, see SFRG 2, p. 140.


Furyondy

16/500

Realm

Greyhawk

Rare

Coast

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


This card is a reprint of Furyondy (122/3rd) with the same special power, the older editions have no power.

Although this realm has no benefits to the player for defense or combat, its power to send any wizard in play to the discard pile can be invaluable. There are very few ways that another player could save his wizard champion from being discarded; this is a good way to remove an annoying wizard champion that is immune to many things. The player of this realm is not forced to discard a wizard, but if he does not, the power is wasted. This power does not work when the realm is rebuilt, but if it ever gets discarded and shuffled back into the draw deck, and the player draws it, the power may once again be used. Since the realm is easy to attack, a holding like Fortification: Curtain Wall (86/4th) and Fortification: Inner Wall (87/4th) would be a good choice to attach to it, which severely limit who can attack it.

For further information, see SFRG 2, p. 140.


Temple of Elemental Evil

Realm

Greyhawk

Uncommon

17/500

Draw three cards immediately when the Temple is played.


This card is a reprint of Temple of Elemental Evil (124/1st-3rd).

This card might be considered a "must-have" for any deck because the player gets three more cards to add to his hand when the realm is played on the table. This power does not work if the realm is rebuilt. Since the realm is so popular, a player will want to protect the Temple from being removed from play so that another player cannot play it in his own pool. This can be accomplished through the dungeon card Labyrinth of Castle Greyhawk (6/DU), which prevents all of the owning player's Greyhawk realms from being razed or discarded except through combat. Then, cards should be attached to it that make it harder or less desirable to attack, such as Fortification: Inner Wall (87/4th) and Boiling Oil (55/DU).

For further information, see SFRG 1, p. 138.


Greyhawk Ruins

18/500

Realm

Greyhawk

Uncommon

All Greyhawk champions of this player gain 2 levels.


This card is a reprint of Greyhawk Ruins (125/1st-3rd).

This realm's power is a nice way to protect one's Greyhawk champions from spells, psionics, and other powers that affect champions whose level is lower in number, such as Death Spell (377/4th) and Drain Will (75/DU). This level gain is added to the champions' adjusted levels, and applies to them at all times as long as they are in play. This realm is best played deeper in the formation, hidden from attacks from champions without special movement restrictions.

For further information, see SFRG 1, p. 138.

The ruins of Castle Greyhawk is an enormous dungeon loaded with treasure but plagued by many monsters. Adventurers who made it out alive eported a horrible level filled with the stinging followers of the demonic bee-queen, and a level full of demons abuzz about a wedding.


Perrenland

19/500

Realm

Greyhawk

Uncommon

Coast

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


This card is a reprint of Perrenland (126/3rd). The 1st and 2nd edition cards have no power.

This realm is sure to be one attacked by opponents if they can, because it decreases by one the number of cards they can hold in their hand by one. Most of the time, this total will be seven, which could force opponents to discard cards if they have too many in hand at the end of their respective turns. If the realm is in play but razed, the power does not function. This realm is otherwise defenseless, so cards that protect it from attack, offensive spells, or events are most desirable to attach to it. The Labyrinth of Castle Greyhawk (6/DU) is also a good card to have in a deck with this card, forcing opponents to attack the realm and raze it through combat to eliminate its power. It is best placed in the second or third rank of the formation, helping protect it from attacks.

For further information, see SFRG 2, p. 140.


Duchy of Tenh

20/500

Realm

Greyhawk

Rare

If Menzoberranzan is played or razed while the Duchy of Tenh is in play, this player draws three cards.


This card is a reprint of Duchy of Tenh (139/3rd) with an altered text, but the same special power. Duchy of Tenh (139/1st-2nd) has no special power.

Since Menzoberranzan (1/4th) is such a popular card that most players will have in their decks, the Duchy of Tenh is an excellent choice to place in a deck since the odds are so great for its power to be used. The hardest part is playing the Duchy before Menzoberranzan itself is played. However, since the player draws three cards if Menzoberranzan is also razed, it is a good idea to have cards that can easily raze a realm, such as Creeping Doom (402/4th). Extra cards are not drawn if the realm is destroyed without being razed, such as with the Lair of the Shadow Drake (3/DR). This realm is best placed in a back rank where it is protected from most attackers; attaching a holding that makes it difficult to attack is also prudent, such as The Mistmarsh (13/DR) and Fortification: Inner Wall (87/4th).

For further information, see SFRG 2, p. 144.


Hell Furnaces

21/500

Realm

Rare

Coast

The level of any dragon defending the Hell Furnaces is doubled. Swimmers cannot attack this realm.


This card is a reprint of Hell Furnaces (89/AR) with altered special powers.

This is an excellent realm to place in a deck with a dragon theme, because it doubles the adjusted level of any dragon champion as he is brought out to defend the realm. Cards subsequently added in battle are not doubled. For example, if the level 10 Fire Dragon (38/DU) had the +8 Clockwork Ogre (71/DU) magical item attached, and the +4 artifact Boiling Oil (55/DU) were attached to the realm, his total entering battle would be a formidable 44, not to mention that he destroys all attachments on an opposing champion at the start of battle.

The second power which prevents swimmers from attacking is also a nice bonus. If one can attach the Triton Throne (65/DU), which states that the attached realm can only be attacked by swimmers, then the realm becomes unattackable! In this case, it is good to protect the realm from spells and events that could destroy it outside combat, such as the Ancient Arms of Furyondy (146/3rd), Fortification: Parapet (84/4th) and The Labyrinth of Castle Greyhawk (6/DU). Note that if the Triton Throne is attached with the Labyrinth of Castle Greyhawk dungeon card in play, no way exists for the realm to be razed or removed in any direct way. If this realm is in the front of the formation, this is quite powerful. Opponents' only recourses would be to attack realms in the back ranks, or attack the dungeon card, or find a way to remove the Triton Throne from the realm.

For further information, see SFRG 2, p. 235.


Free and Independent City of Dyvers

22/50

Realm

Greyhawk

Uncommon

Coast

This realm allows the player to trade up to 3 realms and/or champions from his hand for an equal number of cards from his draw pile during phase 0. The realm is then razed.


While the drawback of using this realm's special power is significant, in that a realm is razed and champions or realms must be discarded, the realm still has some uses. First, if a player has cards that can instantly rebuild realms, such as the Arms of the Shield Lands (216/2nd), then the act of razing the realm becomes less of a detriment when obtaining the extra cards. Secondly, quite often other players might be blocking this player from playing realms or champions because they have put a realm in champion in play first (per the rule of the cosmos). By discarding these champions and or/realms from his hand, this player at least now gets cards to replace the unplayable cards, instead of typically discarding them to rebuild a razed realm in phase 2 or discarding them to get down to legal hand size in phase 5. Near the end of a game that this player is losing, it might be quite beneficial to sacrifice realms and champions in order to possibly draw a card that can change the course of the game, such as Cataclysm (119/4th) or Tarrasque (134/4h). Note that this realm is not a good choice to play with the dungeon card Labyrinth of Castle Greyhawk (6/DU), since the dungeon card does not allow Greyhawk realms to be razed outside of combat.

The cards are drawn from the top of the draw pile.


Spindrift Isles

23/500

Realm

Greyhawk

Uncommon

Coast

The Spindrift Isles can be attacked only by flyers or swimmers. It can defend itself as a level 8 elf wizard.


This realm is an excellent choice for placement in the front rank, because it severely limits the number of champions who can attack the realm. If one attaches The Mistmarsh (13/DR) holding, now only swimmers can attack the realm. Consequently, two good champions to have in the deck to defend this realm would be Gloriana (3/1st Chase) and Aquilla (98/UD), who defeat flyers and swimmers respectively. An added bonus is that the realm can defend itself if need be, and as an elven wizard. Now spells can be used in addtion toallies, as well as events that are benefical to elves, such as Drow Justice (21/UD). Since this realm is likely to be the target of spells, events, and psionic powers that will instantly destroy it outside of combat, it would be wise to have the Labyrinth of Castle Greyhawk (6/DU) in play as well.


Stonefist Hold

24/500

Realm

Greyhawk

Uncommon

Coast

Any hero defending Stonefist Hold gains 4 levels. This realm may be razed to prevent another player from gaining an extra turn.


While the benefit to add 4 levels to a defending hero's adjusted level is respectable, the best power of the realm is to stop an opponent from receiving those annoying extra turns. As of this writing, the only two cards that directly give extra turns are The Caravan (131/4th) and Ancient Kalidnay (92/AR). A Bell of Might (18/FR Chase) that copied The Caravan could also be canceled by this realm power as well. Even though razing the realm is a costly action, preventing a player from getting those extra cards can be very strategic.

This realm's biggest drawback is being able to get it into play before these cards that grant extra turns get used. Additionally, it would be useless (except for the power of adding 4 to a defending hero's level) to put this card in a deck containing The Labyrinth of Castle Greyhawk (6/DU), because that card does not allow Greyhawk realms to be razed outside of combat. Since it could be the target of spells to raze or destroy it, holdings such as Fortification: Bastion (83/4th) would be good a god attachment to it or another realm in the formation.


Ull

25/500

Realm

Greyhawk

Uncommon

When other players draw extra cards through events, this player can examine the extra cards and discard one.


This card is an excellent deterrent that could make opponents think twice about laying events such as Good Fortune (120/4th), Unusually Good Fortune (11/FR Chase), or Hurricane! (140/4th). As such, it will probably be the focus of attacks or cards that could instantly destroy it, such as Psionic Disintegration (73/DU) or Cataclysm (119/4th). Therefore, it is a good idea to place it in a back rank to limit who can attack it, as well as by having the dungeon card Labyrinth of Castle Greyhawk (6/DU) in play, which prevents it from being razed or discarded outside of combat. A good strategy is to play events that force other players to draw extra cards, so that the owner of Ull can then discard one of these cards. Such events include Transformation! (125/4th), Treasure Fleet (214/2nd) and Festival (21/BR Chase). Note that in the case of Festival, the owner of Ull gets a free card, while the other players' one card can be discarded!

Ull's power applies to the new hand of five cards received after a Transformation! event.


Valley of the Mage

26/500

Realm

Greyhawk

Rare

Monsters cannot attack the Valley of the Mage. This realm can defend itself as a level 9 wizard.


This Greyhawk realm is a good choice for a deck that specializes in limiting the types of attackers. All champions designated as monsters are not allowed to attack this realm. Holdings that further limit the attacker, like Fortification: Curtain Wall (86/4th) and Fortification: Inner Wall (87/4th) are good attachments to the Valley of the Mage. This realm also has the ability to defend itself as a level 9 wizard; which is one of the highest realm champions in the game. This realm champion only exists to defend the Valley, and therefore cannot be used to cast spells in phase 3 or when the Valley is not being defended by the realm champion.

If you have Valley of the Mage in your front ranks, you can further inhibit attacks on your formation (if only for one turn) by playing Apple of his Eye (12/FR Chase).

The Valley of the Mage is named after it's self-proclaimed guardian and ruler, Jaran Krimeeah. His official title is His Most Magical Authority, the Exalted Mage of the Valley and Laird of the Domain, not that many outside of the valley are able to refer to him as such. The Valley of the Mage is a secluded and well protected land, and few have returned from journeying there. Whether these adventurers decided to remain or were eliminated are pure speculation on the part of the bards and sages.


Urik

27/500

Realm

Dark Sun

Uncommon

Allies cannot attack Urik. This realm can defend itself as a level 4 hero.


This card is a reprint of Urik (223/1st-3rd) with an altered text, but the same special power.

This Dark Sun realm is a good choice for any deck based around the Dark Sun setting. Not only does it afford the player an extra defender in it's level 4 hero champion, but it also restricts the attacker from playing any allies. This is especially useful against decks that contain a lot of allies, or at least several of the more dangerous ones, like The Dreaded Ghost (246/4th).

It is not a good choice to defend Urik with a champion that gains bonuses when the opponent plays allies, like Mika the Wolf-Nomad (274/4th) unless necessary. Champions with lots of immunities, like Gib Htimsen (13/1st Chase), are great choices, since the attacker will have even fewer choices to use against your defender.

There are several good choices for holdings, including Arkhold (94/4th) Mud Palace (91/4th) and Silver Spring (97/4th).

For further information, see SFRG 1, p. 171.

The city of Urik is known for it's huge standing army. When confronted with some danger, the ruler of Urik has to simply summon this army to squelch any uprising or invasion. It is not unheard of that the sorcerer-king himself would lead this army on occasion.


Tyr

28/500

Realm

Dark Sun

Uncommon

Tyr's player draws one extra card per turn. This realm can defend itself as a level 5 hero.


This card is a reprint of Tyr (224/1st-3rd) with an altered text, but the same special power.

This is a must for any Dark Sun deck, as well as any other deck that isn't world specific. The ability to draw an extra card per turn is just too useful to pass up. When Tyr is originally played (or unrazed) the player can draw one extra card immediately. Thereafter, the player must remember to draw an extra card during phase 1. If that player has moved on to phase 2, he must forgo the extra card for that round.

Tyr is also able to defend itself as a level 5 hero, so it gives an extra boost to decks that have a low number of champions, or when one just can't seem to keep enough champions in their pool.

The Mud Palace (91/4th) is a great holding for Tyr, as it makes extra room for the extra cards in the player's hand. Another good choice is Arkhold (94/4th), because then the player gets 2 extra cards per turn. Be careful when using these combinations, as Tyr will become targeted by other players. Try to place Tyr in one of the back ranks in your formation, and be prepared for the Cataclysm! (119/4th) or the Estate Transference (437/3rd).

For further information, see SFRG 1, p. 171.

The gladiator arena in Tyr is famous for it's champions. Many great fighter have risen from it's brutality to become legends in the city; even if only for a short time. One warrior, L'tor Blazon, is famous for being victorious in every match while refusing to use any weapons at all. It is this type of brute strength that helps defend Tyr from it's enemies.


Gulg

29/500

Realm

Dark Sun

Uncommon

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


This card is a reprint of Gulg (225/1st-3rd) with altered special powers.

This Dark Sun realm can defend itself as a level 7 hero, which is rather high for a realm champion. Gulg's other ability is to instantly destroy the first ally played against this realm or it's defender. This is automatic, and does not allow the ally to use it's special powers unless they are triggered when destroyed. The player with Gulg does not get a choice as to which ally, it is just the first one played in any battle. Note that this does not mean any round of battle; therefore if an attacker uses an ally (which gets discarded) and subsequently wins, the next champion can play an ally without any reprisal from the realm's power. When Gulg is attacked again for the first time, this power re-instates itself.

Players may try to get around this power by throwing a low-level ally first, but since many of the low level allies have nastier powers, like the Assassins (221/4th), it pays to get them out of the way before they can do any real harm.

For further information, see SFRG 1, p. 171.

Gulg is one of the few city-states on Athas that is a forest-city. This extra cover gives the defenders of Gulg the ability of surprise, thereby eliminating the first wave of attackers before they are aware of the danger hidden within the trees.


Euripis

30/500

Realm

Dark Sun

Uncommon

Only champions able to cast spells can attack Euripis. Swimmers cannot attack this realm.


This card is a reprint of Euripis (90/AR) with an altered special power.

This Dark Sun realm is another that limits the type of champion that can attack. Instead of picking a champion type however, it limits attackers to those who have the ability to cast spells. Besides wizards and clerics, any champion with the special power of spellcasting, like Cyric (92/FR) can attack Euripis. It is not necessary to actually cast spells, so if Dearlyn Ambersong (44/DU) attacked Euripis without the permission of Midnight (46/3rd), she would be able to attack, but not be able to cast any spell during the battle. Also champions that have an attachment that enables spellcasting, like the Necklace (176/4th), can also attack this realm. These attachments must already be in place before they attack Euripis, although if removed during battle, they do not automatically lose.

Euripis has a further restriction in that no swimmers can attack this realm. This includes champions and allies. Therefore Drawmij (276/4th) could not attack, even though he is a spellcaster, because he is also a swimmer.

For further information, see SFRG 2, p. 235.


New Giustenal

31/500

Realm

Dark Sun

Rare

Coast

New Giustenal cannot be attacked by flyers (except Dregoth). If razed, this realm can be rebuilt by discarding only one card.


This card is a reprint of New Giustenal (91/AR) with an altered text, but the same special power.

This realm is yet another from the Dark Sun campaign that limits the potential attackers. With the exception of Dregoth, Undead Dragon-King (74/AR) no flyers can attack New Giustenal. This is very effective against those dragon decks, or any other deck with a lot of flyers.

New Giustenal's secondary power is that if it is razed for any reason, it can be rebuilt by discarding only one card instead of the normal three. This is done only during phase 2, and only in the stead of placing a realm on that turn. This ability not only reduces the value of New Giustenal as a target (since it's easier to unraze this, compared to most other realms), it can also be used to your advantage. When confronted with cards like the Flaming Fist (238/4th), it might be advantageous to raze New Giustenal. Then later, when you don't have a realm to play, you only need to discard one card to bring it back into play. If you plan on using this realm in this fashion, try to attach Silver Spring (97/4th) to it. That way you can force an opponent to raze one of his realms also.

For further information, see SFRG 2, p. 235.


Ur Draxa

32/500

Realm

Dark Sun

Uncommon

This player and his champions are immune to offensive psionic powers. Champions with attached artifacts or magical items cannot attack this realm though, they can be added during battle.


This card is a reprint of Ur Draxa (93/AR) with an altered text, but the same special power.

When a player has this Dark Sun realm in play and it is unrazed, all of his champions in play are immune to offensive psionic powers. This includes psionic power cards and offensive psionic abilities of champions and allies. Therefore, as long as Ur Draxa is unrazed, all monsters in the player's pool are safe from Agis's (261/3rd) special power. This can be very useful for any deck that is heavily weighted with monsters. This realm can also almost completely disable a psionicist-based deck.

In addition to this immunity, Ur Draxa also limits the potential attackers. Any champion that already has an attached magic item or artifact cannot attack this realm. Once a champion has started the attack on Ur Draxa, items can be attached normally. This restriction on attachments extends to include champions that are brought into a battle via something like the Helm of Teleportation (219/1st).

This is one of the few Dark Sun realms that does not have it's own realm champion, but if you attach Silver Spring (97/4th) to it, you can increase it's dangerousness.

For further information, see SFRG 2, p. 236.


Shault

33/500

Realm

Dark Sun

Uncommon

Shault can be attacked only by monsters or flyers. The realm can defend itself as a level 6 champion of any type, chosen by this player when attacked.


This card is a reprint of Shault (94/AR) with an altered text, but the same special power.

Shault is yet another Dark Sun realm that puts a limit on the type of champions that can attack. For this realm, only champions designated as monsters or flyers may attack. Of course, if this designation gets changed after combat has begun, as with Reverse Gravity (56/AR) against a flyer, the attacker continues as normal, because the champion has already arrived at the realm. Several different holdings can be attached to increase these restrictions. These include Black Waters (98/4th), Salt View (232/3rd), and Waverly (238/1st).

Shault is also one of the many Dark Sun realms that has it's own realm champion. This realm champion has an advantage, however. The player can choose what type of level 6 champion he wants defending Shault. This choice is made when Shault is attacked and the defender decides to use the realm champion. Not only does this include clerics, wizards, heroes and monsters, but also regents, psionicists and thieves. (Designations like undead or dragon that are not related to an icon type are invalid as choices.) This is a great advantage because you already know what cards you have available, and can pick a champion accordingly. Imagine, for example, that you only have clerics in your pool, and Shault is attacked by the Living Scroll (408/3rd). Your opponent may think he has an easy win as long as you aren't holding any champions in your hand, but you could defend Shault with a wizard realm champion and beat the Scroll outright. This can work on several automatic kill champions.

Remember that when you choose the champion type, you can then make use of it's special abilities: i.e. spells, unarmed combat cards, psionic power cards, etc.

For further information, see SFRG 2, p. 236.


The Forest Ridge

34/500

Realm

Dark Sun

Rare

If the Forest Ridge is razed through combat, the attacking champion is consumed by feral halflings and is discarded.


This card is a reprint of The Forest Ridge (95/AR) with an altered text, but the same special power.

The Forest Ridge is one of the few Dark Sun realms that does not have a realm champion or limitations on the attackers. Instead it has a vindictive power that enacts only once the realm is razed through combat. If the realm is razed outside of combat, it's special power has no effect. Also, if during combat the Forest Ridge is discarded (as opposed to just being razed), it's special powers also have no effect. If this realm is successfully razed during combat however, the champion that razed the realm is discarded, along with any attachments. This can be quite useful if there is one champion you'd like to get rid of. When your opponent attacks with this champion, simply declare no defense, raze the realm and send the offending champion to the discard pile.

For further information, see SFRG 2, p. 237.

The greatest danger found in the Forest Ridge has got to be it's population of feral halflings. This tribal group consider the Forest Ridge their home and hunting grounds, and will hunt down and eat just about anything they can find in it; including unsuspecting adventurers.


Celik

35/500

Realm

Dark Sun

Uncommon

Champions attacking Celik must discard all attached magical items or artifacts (attacker's choice) and cannot add more of the type chosen during battle.


This card is a reprint of Celik (96/AR) with an altered text, but the same special power.

Celik causes all attached cards of either artifacts or magical items to be discarded upon attacking, and no more of the chosen type can be add during battle. This is a great power against those decks that rely heavily on these types of cards. It does have it's drawback in that the attacker, not the defender, gets to choose what type is restricted. If the attacking champion has no artifacts and the attacker doesn't plan on using any for the battle, nothing is stopping her from choosing artifacts as the restricted type.

Even with this drawback, Celik can be exploited for the defender's benefit. Whenever the attacker chooses to prohibit magical items for his champion, respond by playing the Loup-Garou (236/4th) and you will have a successful defense.

For further information, see SFRG 2, p. 237.

The ancient city of Celik is riddled with long-forgotten labyrinths and tombs. Many foul creatures and long-lost riches are rumoured to lie beneath the surface of this aged city.


Lake Island

36/500

Realm

Dark Sun

Uncommon

Lake Island can be attacked only by flyers or earthwalkers. It can defend itself as a level 5 monster.


This card is a reprint of Lake Island (97/AR) with an altered text, but the same special power.

This Dark Sun realm restricts attackers to only those designated as flyers or earthwalkers. This applies to both champions and allies. Because this restriction is not against an icon type, it can be useful against almost all types of deck configurations. Attaching a holding that prohibits flyers, like Waverly (238/1st), can make this realm almost impossible to attack, unless your opponent(s) have several earthwalking champions.

Lake Island can also defend itself, if necessary, as a level 5 champion designated as a monster. This monster champion is subject to all cards that help or hinder this card type.

Since this realm states that it can only be attacked by earthwalkers, it is subject to the powers of Volcanic Eruption (64/RR), so it isn't recommended to play this card yourself when you have Lake Island in your formation.

For further information, see SFRG 2, p. 237.

As the name suggests, Lake Island is one of the few places on the desert-swept land of Athas that actually has a continual water source. Because of this, many dangerous creatures tend to gather here, including giant beast-headed monsters of exceptional strength. The waters of Lake Island seem to simply bubble up from below, without explanation.


The Jagged Cliffs

37/500

Realm

Dark Sun

Uncommon

Any halflings played in defense of the Jagged Cliffs are tripled in base level. The realm can defend itself as a level 3 halfling hero.


This Dark Sun realm is a must for any deck that focuses on halflings. All cards designated as halflings, champions and allies, are tripled in base level when defending this realm. This includes, but is not limited to such cards as Yondalla the Provider (475/4th), Brandobaris (476/4th), Halfling, Inc. (66/FR), and Halfling Mercenaries (222/4th). Good cards to use with the defense of this realm are cards that multiply the defender's adjusted level. For example, if Brandobaris was used to defend the Jagged Cliffs, and Complete Surprise (25/NS) was added, the defending champion would already be a whopping level 78!

The Jagged Cliffs can defend itself as a level 3 hero, but since it is designated as a halfling, in combat it would start with a base level of 9 (level 3 x 3). This tripling of halfling levels only functions when the halflings are defending the Jagged Cliffs.

Because the realm champion is a halfling, it is tripled. Jagged Cliffs can therefore defend itself at level 9.


The Last Sea

38/500

Realm

Dark Sun

Uncommon

The Last Sea can be razed to act as a modified spell turning spell, redirecting any offensive spell to a target of this player's choice.


Hence the name "Sea" this card should be bluelined as Coast, IMO (Sascha).

This Dark Sun realm is a must for any deck that is going to confront opponents with spellcasting abilities. When this realm is in play, the owner can choose to raze the realm voluntarily in order to turn any just-cast offensive spell. This can be done at any time, and the spell affected can be re-directed to any target as if this player had cast the original spell. The spell affected does not even have to have been cast on the owner of the Last Sea. This modified spell turning spell can be dispelled, and if it is, the realm remains razed.

This power can even be used if the realm is the target of the original spell. For example, if the Last Sea is targeted by a Disintegrate (393/2nd), the Last Sea can be razed to re-direct this spell before it takes effect. When this power is used, anyone with a card like Mulmaster (73/4th) does not get to draw a card, because the Last Sea is not a spell card itself.

The Last Sea is a large body of water in the mostly arid land of Athas. Many kinds of aquatic wildlife can be found here, that cannot be found anywhere else on this vast world.

The Last Sea's power is treated as a Re-target spell. The new target of the redirected spell must be a legal target for that spell. For example, if Disintegrate is redirected, the new target must be a realm.


Dragon’s Crown Mountains

39/500

Realm

Dark Sun

Rare

All dragon champions of this player are immune to offensive spells and offensive psionic power cards. The realm can defend itself as a level 7 monster (dragon).


This Dark Sun realm has a level 7 realm champion that is designated as a monster (dragon). As such, it is subject to all restrictions and benefits granted by other cards. Since this is a high level champion, it is quite useful.

Dragon's Crown Mountain also bestows immunity to offensive spells and offensive psionic power cards upon all of this players dragon champions. This includes the dragon realm champion. This immunity extends to the champions, whether they are in the pool, attacking or defending. This immunity can be passed along to all of this player's champions if Dragon's Crown (15/DR) is attached to this realm. If the Codex of the Infinite Planes (452/4th) can be placed in this player's pool, immunity to magical items can be added to all of this player's champions.


Realm of the White Witch

40/500

Realm

Birthright

Uncommon

Monsters and wizards gain 3 levels when defending this realm. This player's champions are immune to the phase 0 special powers of realms.


This Birthright realm is a nice choice for any Birthright deck, but because of it's secondary special power, it could be useful in almost any deck. It's foremost power is being able to grant 3 extra levels to any monsters or wizards that defend this realm. Naturally, this is most useful if you have several of these types in your deck.

The second power of the Realm of the White Witch is to grant immunity to any phase 0 special powers of realms for all of this player's champions. Phase 0 powers are those that take place at the beginning of a player's turn, before any cards are drawn, like the special power of the Scarlet Brotherhood (135/3rd). Players should keep in mind that even though this realm grants immunity to all of the player's champions, it does not grant any immunity to the realm. Any special powers that target the realm are completely unaffected.

Good choices as defenders of the Realm of the White Witch are any wizard or monster champion from the Birthright campaign, as they would gain an additional +3 in accordance with the world bonus rule. Cards such as All Hallow's Eve (25/RL) or any of the Moon Waxes (98-100/DL) events would also be helpful in the defense of this realm.


The Battle-Fens

41/500

Realm

Birthright

Rare

Spells and magical items cannot be used by a champion attacking the Battle-Fens. Spells and magical items used by defenders of this realm are doubled in level.


The Battle-Fens is an excellent realm to be used against any deck that relies on either spells or magical items. This Birthright realm prohibits the use of any spells or magical items by any of it's attackers. This means that no spells or magical items, offensive or defensive, can be used at all when attacking this realm. If spells or magic items are already attached to the attacking champion, they simply do not function. Once combat has been initiated, no spells or magical items can be played by the attacker, even if in response to such cards as the Loup-Garou (236/4th).

In addition to this ability, the Battle-Fens double in level all spells and magical items used by the defenders. This doubling only applies to spells and magical items that have some type of level bonus. Cards such as The Necklace (176/4th) or Reverse Gravity (385/4th) are not affected by this ability. Good choices for cards in the defense of the Battle-Fens are champions that can cast spells, and magical items with high bonuses, like the Girdle of Storm Giant Strength (183/4th) or the Libram of Ineffable Damnation (8/BR Chase). One of the best champions to use if casting spells while defending the Battle-Fens is Bengoukee the Witch Doctor (434/3rd), because now all spells cast by the Witch Doctor would be multiplied by 4.

If the optional Aiding the Attacker or Defender rule is being used, these restrictions and bonuses also apply to those helping in the battle.


The Giantdowns

42/500

Realm

Birthright

Uncommon

Giants defending this realm are doubled in base level. Monsters defending the Giantdowns gain 3 levels.


This Birthright realm works best in a deck with a lot of giants. All giants, champions and allies, used in defense of this realm are doubled in base level. Monsters that are used in defense of the Giantdowns gain 3 levels. These two powers can be cumulative, so if Jarl the Frost Giant (40/RR) were defending this realm, it's level would be 17. (Base 7 doubled because of being a giant, then 3 added because of being a monster.) To really make this a nasty realm to attack, add an ally that is designated as a giant, like Hero Slayer (50/DU). The adjusted level would be 29, and if you follow this by playing Surprise Raid (121/4th) you'd have an adjusted level of 58. Whenever you have the capability to get high levels like this in just three cards, you'd better consider adding Kevin's Blade of Doom (206/3rd) to your deck.

Although cards like Giant Raid! (59/RR) would be useful in a deck containing the Giantdowns, it would not help it's defenders, as Giant Raid! only gives bonuses to attacking giants, not defending ones.


The Sphinx

43/500

Realm

Birthright

Uncommon

This player may look at another player's hand once per turn.


This realm is a great choice for any deck, but The Sphinx is the perfect realm for any deck in which you plan on attacking at all. Since this realm enables you to look at another player's hand, you can see if attacking that person would be conceivable or not. This ability to look at a player's hand can be used once per turn, but it does not have to be used in any specific phase. The player of the Sphinx can look at one another player's hand once anytime from phase 3 of his current turn until phase 3 of his next turn. This means that if this ability isn't used until phase 2 of this player's turn, he could look at another player's hand during phase 3, thereby actually seeing two player's hands in one round.

This realm is perfect to use in conjunction with cards such as the Ebony Cup of Fate (8/FR Chase) and the Loup-Garou (236/4th), not to mention champions like Lovely Colleen (22/1st Chase), the Living Scroll (408/3rd) and the King of the Elves (440/3rd).

Champions or realms that have immunities against a realm's special powers would have no effect on the special power of the Sphinx, unless the power specifies that it includes the player or the player's hand.


Cúpula BSW 2011: Seu uso é entre o passo 3 do turno do possuidor do reino e o passo 3 de seu próximo turno, podendo o poder da carta ser usado durante o turno de outro jogador.


The Mistmoor

44/500

Realm

Birthright

Uncommon

The fogs of the Mistmoor are particularly dense, allowing a defeated defender to escape back to his pool with attachments, rather than being discarded.


The Mistmoor is a great realm for decks that are geared for defense, or decks in which you plan on attacking a lot, as all that attacking usually comes back around. This Birthright realm allows defenders that are defeated the ability to return to their pool instead of being discarded. This includes all attachments that do not normally get discarded at the end of a victorious battle; i.e. magical items, artifacts, and certain spells and allies. Allies that remain with their champion when victorious are obviously not retained in the pool. If the result of combat would have resulted in the defender being sent to the Abyss, the Mistmoor offers no protection and the champion would go to the Abyss as normal. Only champions that would be discarded can be saved through the fogs of the Mistmoor.

There are many great champions that can be used to their utmost in defense of the Mistmoors. Champions with the ability to defend more than once, like Ochimo (95/FR) and Drizzt Do'Urden (253/4th) are excellent because they can defend twice and still end up in the pool. Also any champions that have vindictive powers when they are defeated, like Iuz the Evil (167/3rd) and Kelaser Redbelt (25/PO), can use their powers when defeated without having to be discarded. Players should remember that even though a champion returns to the pool when defeated, that champion is not eligible to defend again in the current battle, unless his special power states so, like the cards mentioned above.

Even though elevation and geography play a large part in the creation of the fogs surrounding the Mistmoors, many people believe it is caused by the things that dwell with in it's borders. Many people have disappeared and never been heard from again once entering the Mistmoors, although rumors that the fogs reach into another plane (or demi-plane) are unconfirmed at the present time.


Tarvan Waste

45/500

Realm

Birthright

Uncommon

This realm can be sent to the Abyss from the formation to transfer all nonevent and nonchampion cards in the Abyss to the discard pile.


This Birthright realm has a special power that few cards in Spellfire possess. It can get cards out of the Abyss. When this player chooses to use the power of Tarvan Waste, which can be used at any time, this realm is placed in the Abyss and all cards that are not events or champions are removed from the Abyss and put in the discard pile instead. This card can be helpful to get back high-power cards like the Arrow of Slaying (200/4th) and the Staff of Conjuring (165/4th). It is also useful when your opponent(s) have cards that can send your attachments into the Abyss, like the Rowan (224/4th) or the Mace of Disruption (204/4th).

It is best to use the power of the Tarvan Waste when you are about to shuffle your discards back into your draw pile, or when you have some card that can retrieve cards from the discard pile, like Remnis (481/4th). Since this realm gives no support in it's defense, attaching a holding that would strengthen it, like Grovnekevic (108/4th), is suggested. Putting cards like Karlott the Shaman (63/3rd) and Escape from the Abyss (162/4th) into a deck with the Tarvan Waste can make your Abyss pile very accessible indeed.


Black Spear Tribes

46/500

Realm

Birthright

Rare

An attacking champion loses 1 level from his base level for each card attached to him and for each card he plays in battle. If his base level is reduced to 0, he is defeated and discarded.


This is a very dangerous realm to attack, and as such works great in just about any deck. Whenever a champion attacks this Birthright realm, he loses 1 level from his base level for every card attached or played during combat. This includes any events that actually affect combat, but not those that do not. Therefore, Balance of Power (145/4th) would cause the level loss, but Good Fortune (120/4th) would not.

Furthermore, if the attacking champion's base level is reduced to 0 or below, he is automatically defeated and discarded. The defender can then draw his spoils of victory. Playing cards that force your opponent to play cards, like the Loup-Garou (236/4th) work great when defending this realm. A really nasty combination to use in conjunction with the Black Spear Tribes is to put it in a deck with a lot of undead champions and get the Negative Planar Energy rule card (73/NS) into play. Then play Spacewarp (57/UD) and choose Black Spear Tribes as the realm in question. Now any attacks must be against this realm, and you can subtract both your champion's level and 1 for each attachment from your opponent's base level. Having something like Orcus (44/NS) in your pool doesn't hurt, as you get to add 5 to the base level of all your undead, which in turn will increase the number you can subtract from your attackers.


Thurazor

47/500

Realm

Birthright

Uncommon

Thurazor can defend itself as a level 7 monster. If the realm champion is defending, it may play the first card in defense, regardless of whether winning or losing.


Thurazor has a level 7 realm champion that is designated as a monster. Cards that hinder or benefit monsters apply to this champion when defending. This is a pretty high level realm champion, but it gains one additional power. Whenever the realm champion itself is defending, the player defending Thurazor can play the first card in defense, regardless of who's winning the battle. This may not seem like a major feat, but if the defending player has a card that he would like to activate right away, like Cannon Ball (60/DU) or Troglodyte (46/DU), he could do so without waiting until he is on the losing side of the battle. Better yet, he could play a card before his opponent can do the same thing.

Other good cards to use in defense of this realm include Flesh Golem (235/4th), Clay Golem (247/4th), and Marilith, Tanar'ri (242/4th).


The Sielwode

48/500

Realm

Birthright

Uncommon

All spells, allies, psionic power cards, unarmed combat cards, and blood abilities used in the attack and defense of this realm are sent to the Abyss.

The Sielwode has a very powerful special ability. It causes all spells, allies, psionic power cards, unarmed combat cards and blood ability cards used in attack and defense of this realm to be sent to the Abyss after they are used instead of being discarded. This also includes cards that would normally not be discarded due to other cards powers, like any spells cast by a champion with Spellbook (30/AR) attached. Even though normally the champion could retain up to two spells, the powers of Sielwode override this and force the cards to the Abyss.

This Birthright realm works best in a deck with little or none of the cards that are affected by the Sielwode. For example, a deck made up mainly of thieves, with magical items and artifacts, could defend Sielwode well, even using their thieving abilities without losing any cards to the Abyss when the battle was over. Of course, this works for the attacker, too. Thief decks should have very little qualms about attacking this realm.

Good choices for holdings include Proudglaive (14/BR) because it can triple a champion's base level if he doesn't use allies, which you wouldn't want to use anyway. Also holdings that benefit a player's pool, like Kal-Saitharak (15/BR), because the Sielwode will scare a lot of people away from attacking it , and that should keep those holdings a little more protected.


The Five Peaks

49/500

Realm

Birthright

Uncommon

The Five Peaks can be attacked only by flyers or earthwalkers.


This Birthright realm is a great choice, because it limits the attackers drastically. Only champions and allies that have the ability to earthwalk or fly can attack this realm. All other champions simply cannot attack the Five Peaks. Cards that work well against these types of champions/allies are great to use when defending. Noble Djinni (84/3rd), Gloriana (3/1st Chase) and Wind Dancers (275/3rd) are all great examples of cards that would be useful in the defense of the Five Peaks. Because of this restriction to attackers, this realm is a great choice for your front ranks, as so few champions will be able to attack.

Since this realm states that it can only be attacked by earthwalkers, it is subject to the powers of Volcanic Eruption (64/RR), so it isn't recommended to play this card yourself when you have the Five Peaks in your formation. If you know your opponent has Volcanic Eruption in his or her deck, either hold off on playing it, or keep a Calm (400/3rd) or the like ready in your hand.


Cariele

50/500

Realm

Birthright

Uncommon

Run by the guilds of the North to make a profit, Cariele increase this player's maximum hand size by three.


Do you find yourself discarding cards often to get down to the maximum number held? If so, then here is the answer to your problems. Unlike the other realms that increase hand size, like Myth Drannor (4/4th), this Birthright realm increases your hand size by three. This is great in decks that allow you to draw a lot of extra cards. If your deck contains Good Fortune (120/4th), Mulmaster (73/4th), Imperial City of Anuire (12/BR) and the like; Cariele is perfect for your deck. It's best to place it in the second rank so that it's hander to attack, but gives you it's benefit for the longest time.

If you are playing with a 75 card or 110 card deck, this realm is a must, since the games last longer and the more cards you can hold, the better. This realm also is great for countering the effects of the Perrenlands (19/4th). Combine this realm with cards that increase your draws per turn to get the maximum benefit out of this ability. Suggestions include Tyr (28/4th), Arkhold (94/4th), and the Medallion of Faith (25/DL Chase).

A great holding for Cariele is the Geneva Conclave (Promo #2), because this keeps Cariele from being a target of those nasty Cataclysms (119/4th). Another good choice as a holding is the Maze of Maalvar the Minotaur (17/BR) since it limits attackers to flyers and earthwalkers.


Boeruine

51/500

Realm

Birthright

Uncommon

Any champion defending Boeruine can cast wizard spells and use blood abilities. This realm can defend itself as a level 6 regent.


Rhuobhe

52/500

Realm

Birthright

Rare

When Rhuobhe is first played, this player can send any regent to the Abyss.


Reorxcrown Mountains

53/500

Realm

Dragonlance

Uncommon

The Reorxcrown Mountains can be attacked only by flyers or dwarves and is immune to offensive wizard spells.


This card is a reprint of Reorxcrown Mountains (15/DL) with an altered text, but the same special power. It has also a new picture on it.

For further information, see SFRG 1, p. 286.


Shining Lands

54/500

Realm

Dragonlance

Rare

The Shining Lands can be attacked only by flyers or earthwalkers. The realm and its defenders are immune to offensive spells.


This card is a reprint of The Shining Lands (87/AR) with altered special powers. The Artifacts' edition had also the power that any holding could be attached.

For further information, see SFRG 2, p. 234.


The Delving

55/500

Realm

Dragonlance

Rare

The Delving is home to a band of dwarves, who act as a +5 ally to any champion defending this realm. Because of the dwarves, the Delving is immune to attack via Underdark realms.


Estwilde

56/500

Realm

Dragonlance

Uncommon

Flyers, swimmers, and earthwalkers who defend this realm are immune to offensive spells.





Blood Sea of Istar

57/500

Realm

Dragonlance

Uncommon

Coast

Only swimmers can attack this realm. Its whirlpool destroys all swimming allies. Champions attacking via Underdark realms are halved in base level.


Enstar

58/500

Realm

Dragonlance

Rare

Coast

At the heart of Enstar is a sinkhole. Defeated champions (whether attacking or defending) are sent to the Abyss. If this realm is razed, this player draws a card.


Bluet Spur

59/500

Realm

Ravenloft

Rare

Coast

Bluet Spur cannot be attacked by flyers. It can defend itself as a level 6 monster that can cast wizard spells and use psionic power cards.


This card is a reprint of Bluet Spur (88/AR) with altered special powers.

For further information, see SFRG 2, p. 234.


Arak

60/500

Realm

Ravenloft

Uncommon

All drow defending Arak are immune to offensive spells, psionic power cards, and blood abilities. A +4 drow ally aids each defending champion.


Borca

61/500

Realm

Ravenloft

Rare

A Ravenloft champion defending Borca may use any other Ravenloft champion as an ally. If the defense is successful, the ally-champion returns to his pool; otherwise, he is discarded.


Gundarak

62/500

Realm

Ravenloft

Uncommon

The ghost of Lord Gundar, assassinated dark lord of Gundarak, haunts this realm, acting as a level 5 undead hero. Any allies played with him are considered undead.


Sithicus

63/500

Realm

Ravenloft

Uncommon

Sithicus may be discarded from the formation during any combat where this realm is not involved to send all those currently in battle to the Abyss. This player then draws a card.


Sithicus sends to the abyss all cards currently in battle. Since realms are not normally part of combat (not battling), they would not be sent to the abyss.


Card Combo (from Philip D. Cornett): If Dark Prophesy is played while Sithicus is in play, Sithicus can be discarded to force both combatants to the Abyss. Since the battle ends with no winner, the player can draw a total of four cards.


Nightmare Lands

64/500

Realm

Ravenloft

Rare

Combat over the Nightmare Lands takes place in the Abyss, with each player using only the non-event cards contained there. The victor draws two spoils of victory, but must choose one to send to the Abyss.


Attacking and defending champions, along with their attached cards, come from the players' pools. All additional cards played in the round must come from the Abyss.

Cards played from the Abyss during battle go to the discard pile, so that they cannot be used repeatedly.


Council Aerie

65/500

Realm

Advanced Dungeons and Dragons

Uncommon

Coast

Dragon champions can defend this realm twice per turn. Opponents' dragons cannot attack this realm. Council Aerie can defend itself as a level 9 monster (dragon).


This card is a reprint of Council Aerie (86/AR) with an altered special power.

For further information, see SFRG 2, p. 234.

Council Aerie is an excellent realm for decks that have a lot of dragon champions. If a dragon champion is defeated while defending Council Aerie, it may defend again. The dragon champion is discarded after the second defense, even if victorious.

Even though the realms champion is considered a dragon, if the realms champion is defeated once, the realm is razed.


Milborne

66/500

Realm

Advanced Dungeons and Dragons

Rare

Coast

This sleepy village's defenders are immune to offensive spells, and swimming defenders are doubled in base level.


The Isle of Beacon Point

67/500

Realm

Advanced Dungeons and Dragons

Uncommon

Coast

Champions defending this realm can use any card types (spells, psionic power cards, unarmed combat cards, blood abilities, etc).


Lair of the Eye Tyrant

68/500

Realm

Advanced Dungeons and Dragons

Rare

This realm is defended by a beholder of monstrous size. The level 15 monster can cast wizard spells and is immune to offensive magical items. No other champion can defend this realm.


This realm should be bluelined as Underdark, since it's the home of beholders. (IMO - Sascha)


Dancing Hut of Baba Yaga

69/500

Realm

Advanced Dungeons and Dragons

Uncommon

At the beginning of this player's turn, he can exchange places between this realm and one other realm in his formation. Any holdings remain attached.


Anytown, Anywhere

70/500

Realm

Advanced Dungeons and Dragons

Rare

All champions attacking this realm are "taxed." The player must take one spell from either his discard pile or his hand and place it in the Abyss. If he can't pay the tax, he cannot attack.


The "tax" must be paid 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.


Haven of the Undead

71/500

Realm

Advanced Dungeons and Dragons

Uncommon

This player's undead champions and allies are immune to offensive spells and magical items and harmful events.


Monastery of Perdien the Damned

72/500

Realm

Advanced Dungeons and Dragons

Uncommon

Clerics refuse to attack this realm. Avatars who attack this realm are halved in base level.


Mulmaster

73/500

Holding

Forgotten Realms

Uncommon

Draw a card every time a spell is played.


This card is a reprint of Mulmaster (33/1st-3rd) with an altered text, but the same special power.

For further information, see SFRG 1, p. 107 and SFRG 2, p. 126.


Blackstaff Tower

74/500

Holding

Forgotten Realms

Uncommon

This holding counts as a +3 ally. No offensive wizard spells may be played against champions defending the attached realm. Defending wizards gain 3 levels.


This card is a reprint of Blackstaff Tower (19/FR) with an altered text, but the same special power.

For further information, see SFRG 1, p. 330.


Candlekeep

75/500

Holding

Forgotten Realms

Uncommon

Whenever an opponent plays an event, the owner of this holding may immediately examine that player's hand.


This card is a reprint of Candlekeep (20/FR).

For further information, see SFRG 1, p. 331.



Mithral Hall

76/500

Holding

Forgotten Realms

Uncommon

Each time the attached realm is successfully defended, search the draw pile for the first artifact or magical item and place it in pool or hand. Reshuffle the draw pile.


This card is a reprint of Mithral Hall (22/FR) with an altered text, but the same special power.

For further information, see SFRG 1, p. 331.


Moonwell

77/500

Holding

Forgotten Realms

Uncommon

The attached realm can cast cleric spells and is immune to offensive cleric spells and harmful events.


This card is a reprint of Moonwell (23/FR) with an altered text, but the same special power.

For further information, see SFRG 1, p. 332.


Nagawater

78/500

Holding

Forgotten Realms

Uncommon

The waters of this lake contain a vicious naga, which acts as a +4 ally to champions defending the attached realm. The naga instantly destroys all swimming allies.


Tilverton

79/500

Holding

Forgotten Realms

Uncommon

If this player has more than his maximum hand size at the end of his turn, he can place magical items underneath the holding instead of discarding them. They are attached to the first defending champion and are discarded if the realm is razed or the holding lost.


Lhespenbog

80/500

Holding

Forgotten Realms

Uncommon

This bog surrounds the attached realm, reducing all attacking champions and allies to half their base levels (rounded up).


Adderswamp

81/500

Holding

Forgotten Realms

Uncommon

The swamp surrounding the attached realm contains deadly adders, which leech away 2 levels from attacking champions and allies; any reduced to 0 are discarded instantly.


Fortification: Rampart

82/500

Holding

Greyhawk

Uncommon

This player's allies, whether attacking or defending, cannot be forced to switch sides for any reason.


Fortification: Bastion

83/500

Holding

Greyhawk

Uncommon

This player's Greyhawk champions are immune to spells cast in phase 3.


Fortification: Parapet

84/500

Holding

Greyhawk

Uncommon

This player's Greyhawk realms are immune to offensive spells.


Fortification: Bailey

85/500

Holding

Greyhawk

Uncommon

This holding may be discarded from either hand or formation to cancel a wish or limited wish spell.


Fortification: Curtain Wall

86/500

Holding

Greyhawk

Uncommon

Only flyers can attack the attached realm.


Fortification: Inner Wall

87/500

Holding

Greyhawk

Uncommon

Only earthwalkers can attack the attached realm.


Fortification: Bulwark

88/500

Holding

Greyhawk

Uncommon

Allies defending any Greyhawk realm held by this player each gain 3 levels.


Fortification: Barricade

89/500

Holding

Greyhawk

Uncommon

The base level of all champions and allies attacking the attached realm is halved (rounded down).


Fortification: Breastwork

90/500

Holding

Greyhawk

Uncommon

Draw a card every time you play an event.


The Mud Palace

91/500

Holding

Dark Sun

Uncommon

The Mud Palace increases maximum hand size by two cards.


This card is a reprint of The Mud Palace (228/1st-3rd) with an altered text, but the same special power.

For further information, see SFRG 1, p. 172.



South Ledopolus

92/500

Holding

Dark Sun

Uncommon

The attached realm can use any ally to defend as a hero champion. The ally is discarded after battle.


This card is a reprint of South Ledopolus (230/1st-3rd) with an altered text, but the same special power.

For further information, see SFRG 1, p. 173.


Ogo

93/500

Holding

Dark Sun

Uncommon

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


This card is a reprint of Ogo (233/3rd). Ogo (233/1st-2nd) has a different power.

For further information, see SFRG 2, p. 158.


Arkhold

94/500

Holding

Dark Sun

Uncommon

Draw one extra card per turn.


This card is a reprint of Arkhold (236/1st-3rd) with an altered text, but the same special power.

For further information, see SFRG 1, p. 175.



Lost Oasis

95/500

Holding

Dark Sun

Uncommon

This player can draw one card and play it immediately whenever this realm is attacked.


This card is a reprint of Lost Oasis (242/1st-3rd) with an altered text, but the same special power.

For further information, see SFRG 1, p. 177.


Grak's Pool

96/500

Holding

Dark Sun

Uncommon

The pool acts as a +5 ally to any champion defending the attached realm.


This card is a reprint of Grak's Pool (243/1st-3rd) with an altered text, but the same special power.

For further information, see SFRG 1, p. 177.


Silver Spring

97/500

Holding

Dark Sun

Uncommon

If the attached realm is razed, one opponent's realm of this player's choice is also razed.


This card is a reprint of Silver Spring (244/1st-3rd) with an altered text, but the same special power.

For further information, see SFRG 1, p. 178.



Black Waters

98/500

Holding

Dark Sun

Uncommon

No werecreature or monster can attack any realm in this player's formation.

This card is a reprint of Black Waters (246/1st-3rd) with an altered text, but the same special power.

For further information, see SFRG 1, p. 178.


Dungeon of Gulg

99/500

Holding

Dark Sun

Uncommon

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


This card is a reprint of Dungeon of Gulg (248/3rd). Dungeon of Gulg (248/1st-2nd) has a different power.

For further information, see SFRG 1, p. 179.


The Celestial Jewel of Sarimie

100/500

Holding

Birthright

Uncommon

Draw a card every time a cleric spell is cast. Negates any Mulmaster holding in play.


Points East Trading Guild

101/500

Holding

Birthright

Uncommon

This players draws one extra card per turn. Negates any Arkhold holding in play.


The Thorn Throne

102/500

Holding

Birthright

Uncommon

Elf champions defending the attached realm may cast wizard spells and use blood abilities.


Peaceful Seas of Nesirie

103/500

Holding

Birthright

Uncommon

Swimming champions in this player's pool are protected from all harmful events.


Sarimie's Temple of Fortune

104/500

Holding

Birthright

Uncommon

If one of this player's champions or realms is the target of a phase 3 spell, all players draw a card, noting its last digit. The player with the lowest number becomes the recipient instead, and the caster selects a new target if necessary. (If a tie, those players redraw until one is the lowest.)


Boeruine Trading Guild

105/500

Holding

Birthright

Uncommon

If the attached realm is attacked, this player may ask help from a player outside the combat. If that player accepts, he must play one or more allies or magical items on this player's side of the battle. He is then entitled to a free draw from his card pile. Win or lose, the card(s) played is discarded.


Taeghan Outfitters

106/500

Holding

Birthright

Uncommon

During phase 3, this player may rearrange magical items and artifacts between champions in his pool.


Artifacts must still be legally attached to champions after use of the Taeghan Outfitters power.


Straits of Aerele Shipping

107/500

Holding

Birthright

Uncommon

During a battle he is not involved in, this player can make an attacking player's champions and allies swimmers. In return, this player gets to draw a card from his draw pile if the attack results in a razed or discarded realm. The attacker receives no spoils.


When this holding is in play, all attackers become swimmers and the card's owner draws a card whenever an attacker wins a battle and razes or discards the realm. However, the card drawn is not spoils of victory, and therefore cannot be played immediately.


Grovnekevic Forest

108/500

Holding

Birthright

Uncommon

Any elf defending the attached realm gains 3 levels. Heroes, wizards, and clerics who are not elves cannot attack the attached realm.


Madding Springs

109/500

Holding

Dragonlance

Uncommon

Healing waters contained in the springs aid champions defending the attached realm. Once each battle, the player can retrieve one ally from his discard pile to play immediately.


Shark Reef

110/500

Holding

Dragonlance

Uncommon

The attached realm must show water or coastline. Hungry sharks guard the waters; at this player's option, they can devour (discard) swimming allies played in any battle.


Barter

111/500

Holding

Dragonlance

Uncommon

If the attached realm is attacked, this player can barter with a player outside the combat. Players swap hands for the battle, and both draw spoils if victorious in the realm's defense.


Dance of the Red Death

112/500

Holding

Ravenloft

Uncommon

If the attached realm is razed through combat, the victorious champion is stricken with the plague. That player must draw a card for each champion in his pool, comparing the card's last digit against each champion's base level. Any whose level is higher than the digit are discarded.



Red Jack

113/500

Holding

Ravenloft

Uncommon

This player's Ravenloft champions all gain a +2 werecreature as an ally, whether attacking or defending.


Red Tide

114/500

Holding

Ravenloft

Uncommon

The Red Tide is a +6 undead (vampire) ally to all champions defending the attached realm. It can be discarded from the formation to kill a realm champion of base level 6 or less being used anywhere in combat.


Treasure Vault

115/500

Holding

Advanced Dungeons and Dragons

Uncommon

An artifact from any world can be attached to this holding, and any champion defending the attached realm can use the artifact.


This card is a reprint of Treasure Vault (61/AR) with a lesser special power. In the AR version, it can also be attached to any realm.

For further information see SFRG 2, p. 225.


Kestrel's Keep

116/500

Holding

Advanced Dungeons and Dragons

Uncommon

This player's champions and allies each gain 1 level when defending any realm in this player's formation. This holding stays attached and in play even if the attached realm is razed.


This card is a reprint of Kestrel's Keep (63/AR) with a lesser special power.

For further information see SFRG 2, p. 226.


Keep of the Dead

117/500

Holding

Advanced Dungeons and Dragons

Uncommon

If something forces the attached realm to be discarded, this holding is discarded instead, and the realm remains in play.


The Keep of the Dead helps protect the attached realm against cards that discard realms from play. If a card such as Cataclysm! (99/3rd) is played on a realm with the attached Keep of the Dead, the holding is sent to the discard pile instead of the realm, and the realm stays in play. This holding does not protect a realm from cards that "ra/,e" a realm, only those that discard i t . Cards such as Creeping Doom (28/FR) and Siege (150 /3rd) raw the target realm normally, causing the Keep of the Dead to be discarded. This holding does not

counter the effects of Estate Transference (437/3rd), or other cards which affect both the realm and the holding.

This card is a reprint of Keep of the Dead (64/AR) with a lesser special power.

For further information see SFRG 2, p. 226.


Airship

118/500

Event

Uncommon

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

This card is a reprint of Airship (90/3rd). The earlier edition cards had a somewhat unclearer text.

For further information see SFRG 1, p. 126 and SFRG 2, p. 135.

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 4th 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.


Cataclysm!

119/500

Event

Uncommon

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


This card is a reprint of Cataclysm! (99/3rd) with an altered text, but the same special power. Cataclysm! (99/1st-2nd) missed the "(Harmful)" in the text box.

For further information see SFRG 1, p. 129 and SFRG 2, p. 136.

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

Event

120/500

Uncommon

The player of this event draws five cards immediately. (Helpful)


This card is a reprint of Good Fortune (100/1st-3rd) which missed the "(Helpful)" in the text.

For further information see SFRG 1, p. 130 and SFRG 2, p. 136.


Surprise Raid

121/500

Event

Uncommon

This player's champion and allies are doubled in levels for one round of battle. (Helpful)


This card is a reprint of Surprise Raid (101/1st-3rd).

For further information see SFRG 1, p. 130 and SFRG 2, p. 137.


Labor of Legend

122/500

Event

Uncommon

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


This card is a reprint of Labor of Legend (108/1st-3rd).

For further information see SFRG 1, p. 132.

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


Siege!

123/500

Event

Uncommon

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


This card is a reprint of Siege! (150/3rd).

For further information see SFRG 1, p. 146.

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


Mutiny!

124/500

Event

Uncommon

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


This card is a reprint of Mutiny! (168/1st).

For further information see SFRG 1, p. 152.


Transformation!

125/500

Event

Uncommon

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


This card is a reprint of Transformation! (201/1st-3rd).

For further information see SFRG 1, p. 163.


Slave Revolt!

126/500

Event

Uncommon

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


This card is a reprint of Slave Revolt! (202/3rd) with a different picture. In the first two edition card #202 was named "Enslaved!" with the power: "All players must discard one champion from their pool."

For further information see SFRG 2, p. 154.


Bruce's Revenge

127/500

Event

Uncommon

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


This card is a reprint of Bruce's Revenge (203/3rd) with an altered text, but the same special power.

For further information see SFRG 2, p. 154.


Fast Talking!

128/500

Event

Uncommon

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


This card is a reprint of Fast Talking! (210/1st-3rd).

For further information see SFRG 1, p. 166.


The Barbarian's Revenge!

129/500

Event

Uncommon

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)


This card is a reprint of The Barbarian's Revenge! (213/3rd).

For further information see SFRG 2, p. 156.


Treasure

130/500

Event

Uncommon

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


This card is a reprint of Treasure (312/1st-3rd).

For further information see SFRG 1, p. 200.

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.


The Caravan

131/500

Event

Uncommon

Play only between two player's turns. The player of this event can take a turn immediately. Afterward, play continues where it left off. (Helpful)


This card is a reprint of The Caravan (319/3rd). The older editions have a different text, but the same power.

For further information see SFRG 1, p. 203 and SFRG 2, p. 175.

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.


Ice Storm

132/500

Event

Uncommon

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


This card is a reprint of Ice Storm (380/1st-3rd).

For further information see SFRG 1, p. 223.


Solid Fog

133/500

Event

Uncommon

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


This card is a reprint of Solid Fog (382/1st-3rd).

For further information see SFRG 1, p. 224.







Tarrasque

134/500

Event

Uncommon

Play on a realm. The victim may discard his pool to banish the tarrasque. If he discards nothing, however, the realm is razed and he sends the tarrasque to another player's realm, continuing the cycle. (Discard the tarrasque if no realms remain.) (Harmful)


This card is a reprint of Tarrasque (1/FR) with an altered text, but the same special powers.

For further information see SFRG 1, p. 324.


Black Bess

135/500

Event

Uncommon

Each player must draw and discard a card, noting the last digit of the card number. Discard all champions in play whose base level is greater than this number. (Harmful)


This card is a reprint of Black Bess (2/FR) with an altered text, but the same special powers.

For further information see SFRG 1, p. 325.


Dead Magic Zone

136/500

Event

Uncommon

Until the end of this player's next turn, no spells may be cast, and all artifacts and magical items are ignored. (Harmful)


This card is a reprint of Dead Magic Zone (7/FR).

For further information see SFRG 1, p. 326.

Dead Magic Zone is not a counter-effect card, and cannot be used to dispel an already-cast spell.


Deflection

137/500

Event

Uncommon

This player can deflect a harmful event affecting only him onto any other player. (Helpful)


This card is a reprint of Deflection (54/AR) with an altered text, but the same special powers.

For further information see SFRG 2, p. 223.

Events that affect everyone cannot be deflected.


Cúpula BSW 2009: Deflection Não dá o direito do jogador usar o poder da carta defletida, ele somente escolhe o jogador alvo, e este escolhe um alvo válido para sofrer os efeitos da carta. Se Espionage (BR 18) é defletida, seu poder é perdido, pois é expresso no texto que deve ser outro jogador a receber seus efeitos e não seu lançador.


Temporal Stasis

138/500

Event

Uncommon

In a multiplayer game, this event can be played to prevent one player's turn. In two player games, this event can prevent an extra turn gained from another card, such as the Caravan. (Harmful)


This card is a reprint of Temporal Stasis (53/AR) with an altered text, but the same special powers.

For further information see SFRG 2, p. 223.

Temporal Stasis is played between players' turns & emdash; like Caravan & emdash; and before the turn to be skipped.




Dragons Rebellious

139/500

Event

Uncommon

Until the end of this player's next turn, all dragons can cast wizard spells, stealing this power from wizards, who now cannot cast spells. (Harmful)


Hurricane!

140/500

Event

Uncommon

This player draws three cards. All other players must discard one card. (Harmful)


Deflection cannot be used against Hurricane, since it does not target a single player.


Call to Arms

141/500

Event

Uncommon

Until the end of this player's next turn, his heroes may all use psionic power cards and blood abilities. (Helpful)


Phantasmal Wolf

142/500

Event

Uncommon

Until the end of this player's next turn, only allies may be used to attack or defend. Any magical items or artifacts may be attached to the allies, but all cards must be discarded when the event is over. (Harmful)


Card Combo (from Desafio aos Corajosos 2011): If Event Wheel (497/4th ed) is in play, you can prolong the duration of Phantasmal Wolf indefinitely. It’s a good way to obtain free spoils of victory, specially if you use a lot of champions that are immune to harmful events.


Land Ho!

143/500

Event

Uncommon

Until the end of this player's next turn, all players may play a realm currently in play, causing the original realm to be discarded. (Harmful)


This event allows a realm to be played despite the Rule of the Cosmos. The realm already in play is discarded.


Provocation

144/500

Event

Uncommon

Any one player (including the event player) is forced to reshuffle his discards into his draw pile. (Harmful)


Balance of Power

145/500

Event

Uncommon

Until the end of this player's next turn, only his allies retain their special abilities. All other allies have only their level bonus. (Harmful)


Assault of Magic

146/500

Event

Uncommon

Until the end of this player's next turn, all spells cast by his champions are double in level. (Helpful)


Psionic Contrition

147/500

Event

Uncommon

Until the end of this player's next turn, no psionic power cards can be used, and champions' psionic powers don't work.


Monstrous Intervention

148/500

Event

Uncommon

Until the end of this player's next turn, only monsters can attack. (Harmful)


The Land Rebels

149/500

Event

Uncommon

The event player can rearrange all realms in each player's formation, including his own. All holdings remain attached. (Harmful)


Elven Rebirth

150/500

Event

Uncommon

All elves in all discard piles are brought back to life! They are added back to their draw pile, which is reshuffled. (Helpful)


The Death of a Hero

151/500

Event

Uncommon

One hero (chosen by this player) is killed and discarded. In homage, all other players (including the event player) must discard a card. (Harmful)


Ambush

152/500

Event

Uncommon

If on the losing side of a battle, this event allows this player to lay down enough cards to defeat the opposing champion. That champion is automatically defeated and is discarded. (Harmful)


When Ambush is used to end and win the battle, opposing champions that can escape back to the pool, such as with Winged Boots, cannot use their powers and are discarded.


Brave Heart

153/500

Event

Uncommon

Buoyed by dreams of freedom, this player's champions are immune to offensive spells and magical items until the end of this player's next turn. (Helpful)


The Torments of Sisyphus

154/500

Event

Uncommon

Played during combat, the champions involved must discard all attached cards. Combat begins again between the same champions. (Harmful)


Secret War

155/500

Event

Uncommon

This player's champions are turned face down and are revealed only during combat. Once turned over, they remain face up, as are new champions added to the pool. (Helpful)


Covert Aid

156/500

Event

Uncommon

Place any number of allies face down beneath a champion in battle. These secret allies remain face down in battle until the champion's opponent decides not to play any more cards. The allies are then revealed and a winner is determined. (Helpful)


Wrath of the Immortals

157/500

Event

Uncommon

Played on a champion, its base level is reduced to 1, and it loses any special powers it has. This champion must be used first to attack or defend, and the event lasts until negated or the champion is discarded. (Harmful)


When Wrath of the Immortals is played on a champion, that champion must be used first to attack or defend, if it is able. If some other card play will not allow the affected champion to attack or defend, for example if Phantasmal Wolf has been played, another champion (or ally in the case of Phantasmal Wolf) can be used.

Avenging powers of a champion (powers triggered upon defeat) do not function if Wrath of the Immortals has been played on the champion, since Wrath stays with the champion until discarded.


Titans Walk the Earth

158/500

Event

Uncommon

Until the end of this player's next turn, one avatar may be freely played into each player's pool, ignoring the requirements for bringing out avatars. (Helpful)


Bess's Revenge

159/500

Event

Uncommon

Each player must draw and discard a card, noting the last digit of its card number. Discard all champions in play whose base level is lower than this number. (Harmful)


Each player discards his own champions with base level less than the last digit of the card he has drawn.


Foreign Wars

160/500

Event

Uncommon

All heroes in pools are placed in Limbo until the end of their owner's next turn. (Harmful)


Gales at Sea

161/500

Event

Uncommon

All swimmers in combat are swept away to the Abyss. All other swimmers are sent to Limbo until the end of their owner's next turn.


Escape From the Abyss

162/500

Event

Uncommon

This event can be played during phase 3 to allow a champion in the Abyss to make an attack against a chosen champion. The losing champion is placed in the Abyss, and the winner returns to his pool.


When this event is played, one of the event-player's champions from the Abyss can attack another champion. This is played as a phase 4 within phase 3. Phase 4 spells can be used, phase 3 spells cannot be used during the combat.

During the true phase 4, the event player can attack a realm normally.


Banner of the Two-Eyed God

163/500

Magic Item

Common

The attached champion's allies each gain 2 levels and are immune to offensive spells. (Def)

Staff of Striking

164/500

Magic Item

Common

Weapon

The bonus becomes +8 if attached to a cleric. (Off)


This card is a reprint of Staff of Stricking (95/1st-3rd) with an altered special power. The older editions grant a +5 bonus, when this item is attached to a cleric.

For further information see SFRG 1, p. 128.


Staff of Conjuring

165/500

Magic Item

Common

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


This card is a reprint of Staff of Conjuring (105/3rd) with an altered text, but the same special powers.

For further information see SFRG 2, p. 137.

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.


War Banner

166/500

Magic Item

Common

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


This card is a reprint of War Banner (151/1st-3rd).

For further information see SFRG 1, p. 147.


Falcon Figurine

167/500

Magic Item

Common

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


This card is a reprint of Falcon Figurine (200/3rd) with an altered text, but the same special powers.

For further information see SFRG 2, p. 154.


Ghost Crystal

168/500

Magic Item

Common

During phase 3 the attached champion can retrieve one undead ally from the discard pile to the player's hand. (Def)


Net of Entrapment

169/500

Magic Item

Common

This champion's opponent cannot play allies. Any already in play are discarded. (Off)


This card is a reprint of Net of Entrapment (217/1st-3rd) with the second sentence added.

For further information see SFRG 1, p. 169 and SFRG 2, p. 157.


Orb of Power

170/500

Magic Item

Common

Offensive spells, offensive magical items, and harmful events have no effect against the attached champion. (Def)


This card is a reprint of Orb of Power (310/1st-3rd) with an added special power.

For further information see SFRG 1, p. 200 and SFRG 2, p. 174.

The Orb of Power negates offensive spells, offensive magical items, and harmful events 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

171/500

Magic Item

Common

At the beginning of his turn, this player can look at one player's hand and discard a card. (Off)


This card is a reprint of Rings of All Seeing (311/1st-3rd) with an added special power.

For further information see SFRG 1, p. 200.


Shield of Destruction

172/500

Magic Item

Common

Absorbs the effects of one offensive spell of this player's choice played against the attached champion in combat. (Def)


This card is a reprint of Shield of Destruction (313/3rd) with an altered text, but the same special powers.

For further information see SFRG 2, p. 174.


Shield of Annihilation

173/500

Magic Item

Common

Instantly annihilates one opposing enemy ally of this player's choice played against the attached champion in combat. (Off)


This card is a reprint of Shield of Annihilation (314/3rd) with an altered text, but the same special powers.

For further information see SFRG 1, p. 201 and SFRG 2, p. 174.


Shield of Devastation

174/500

Magic Item

Common

Negates the power of one offensive magical item of this player's choice used against the attached champion in combat. (Off)


This card is a reprint of Shield of Devastation (315/3rd) with an altered text, but the same special powers.

For further information see SFRG 2, p. 175.


Shield of Wickedness

175/500

Magic Item

Common

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


This card is a reprint of Shield of Wickedness (316/1st-3rd) with an altered text, but the same special powers.

For further information see SFRG 1, p. 202.

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


The Necklace

176/500

Magic Item

Common

The attached champion can cast wizard spells and is immune to offensive psionic power cards. (Def)


This card is a reprint of The Necklace (320/3rd) with an altered text, but the same special powers.

For further information see SFRG 2, p. 176.


Dragonslayer

177/500

Magic Item

Common

Sword

Cancels the powers of any dragon champion or ally opposing the attached champion in battle. (Off)


This card is a reprint of Dragonslayer (48/FR) with an altered text, but the same special powers.

For further information see SFRG 1, p. 340. Dragonslayer cancels the powers of any dragon champion or dragon ally that is opposing the attached Champion in battle.


Gauntlets of Swimming

178/500

Magic Item

Common

The attached champion and its allies become swimmers that can attack any realm with a coastline, regardless of its position. (Def)


This card is a reprint of Gauntlets of Swimming (51/FR) with an added special power.

For further information see SFRG 1, p. 341.


Horn of Blasting

179/500

Magic Item

Common

The holding of any realm the attached champion attacks is immediately discarded. (Off)


This card is a reprint of Horn of Blasting (53/FR) with an altered text, but the same special powers.

For further information see SFRG 1, p. 342.


Wand of Wonder

180/500

Magic Item

Common

Draw and discard a card each time the wand is used in combat, noting the last digit of the card's number. The wand's level bonus is equal to that digit. (Def)


This card is a reprint of Wand of Wonder (57/FR) with an altered text, but the same special powers. For further information see SFRG 1, p. 43.


Drow Slippers

181/500

Magic Item

Common

The attached champion is considered a drow and all allies played with him are also considered drow. (Def)


Midnight's Mask of Disguise

182/500

Magic Item

Common

The attached champion can be put into play with this magical item, even if that champion is already in play somewhere. The champions powers are unchanged. (Def)


This card is a reprint of Midnight's Mask of Disguise (16/AR) with an altered text, but the same special powers.

For further information see SFRG 2, p. 210.



Girdle of Storm Giant Strength

183/500

Magic Item

Common

Attached champion is considered a giant. (Def)


Hammer of the Gods

184/500

Magic Item

Common

Usable only by clerics, the attached champion is immune to offensive cleric spells. (Def)


This card should be bluelined as a Weapon (IMO - Sascha).


Gauntlets of Golem Strength

185/500

Magic Item

Common

If the attached champion is victorious in an attack, all holdings in that player's formation are discarded. (Off)


Winged Boots

186/500

Magic Item

Common

The attached champion becomes a flyer. If he is defeated in battle by a nonflying champion, he can retreat from combat to his pool instead of being discarded. (Def)


This card is a reprint of Winged Boots (20/AR) with an altered text, but the same special powers.

For further information see SFRG 2, p. 212.


Badge of the Wolf Nomads

187/500

Magic Item

Common

All cards used by this player that contain the word "wolf" are double in level. (Def)


Dark Haven

188/500

Magic Item

Common

The attached champion is protected from all offensive spells, magical items, psionics, unarmed combat cards, and blood abilities. But his base level is halved (rounded down). (Def)





Spellbook

189/500

Magic Item

Common

The spellcaster with this item can retain up to two spells after winning a round of combat to use in another battle. Only phase 4 spells can be saved. (Def)


This card is a reprint of Spellbook (30/AR).

For further information see SFRG 2, p. 215.

Only phase 4 spells can be saved with the Spellbook. Spells that can be cast at any time, such as Wish, cannot be saved.


Card Combo (from bendiks@IFI.UIO.NO): If a champion with the Spellbook retains Unnerving Aura, the champion wins future battles instantly, although the opposing champion is sent back to the pool, not discarded.


Pan's Pipes

190/500

Magic Item

Common

Usable only by monsters, the attached champion is immune to cards that instantly kill monsters, flyers, or swimmers. (Def)


The Bagpipes of Drawmij

191/500

Magical Item

Common

Usable only by wizards, the attached champion is immune to cards that instantly kill wizards. (Def)


The Bagpipes protect the attached wizard from all cards that instantly kill wizards, including the realm Furyondy.


Ailarond Horn

192/500

Magic Item

Common

Usable only by heroes, the attached champion is immune to cards that instantly kill heroes. (Def)


Lyre of Arvanaith

193/500

Magic Item

Common

Usable only by elves (including drow), the attached champion is immune to cards that instantly kill elves or drow. (Def)


The Harp of Kings

194/500

Magic Item

Common

Usable only by regents, the attached champion is immune to cards that instantly kill regents. (Def)


This is a very powerful magic item. Any card which would kill (i.e. discard) the champion to whom the Harp of Kings is attached, doesn't work.

The card doesn't have to specifically target a regent in order for the immunity to activate. If playing the card would result in an instant discarding of the regent, then the champion is immune. Thus, the regent would be immune to cards like Death Spell, Takhisis's Abyssal Gateway, Blamblower (if it would cause the regent to be discarded, it wouldn't work; if it would cause an ally to be discarded, it would work), Tighmaevril Sword, Vorpal Blade, Rhuobhe, Con Game, Headless Horseman, etc. This is a great magic item for a regent-themed deck.


The Leviathan Horn

195/500

Magic Item

Common

Usable only by giants, the attached champion is immune to cards that instantly kill giants. (Def)


Chimes of Chelerie

196/500

Magic Item

Common

Usable only by clerics, the attached champion is immune to cards that instantly kill clerics. (Def)


Xeno-Xylophone

197/500

Common

Magic Item

Usable only by psionicists, the attached champion is immune to cards that instantly kill psionicists. (Def)


Dragon Drums

198/500

Magic Item

Common

Usable only by dragons, the attached champion is immune to cards that instantly kill dragons. (Def)


Scarab of Protection

199/500

Magic Item

Common

The attached champion is immune to the special powers of realms and undead champions. (Def)


This magical item provides immunity to all realm powers. For example, when attacking or defending Nightmare Lands, a player whose champion has the Scarab of Protection plays cards from the hand, not the Abyss.


Arrow of Slaying

Magic Item

Common

This item can be used during combat to discard a champion in the pool of a player other than the opponent's. The arrow is then placed in the Abyss. (Off)


This item should be bluelined as a Weapon (IMO - Sascha)


Crossbow of Accuracy

201/500

Magic Item

Common

Once per turn, the attached champion may add 4 levels to any combat he is not involved in. (Def)


This item should be bluelined as a Weapon (IMO - Sascha)


Dagger of Venom

202/500

Magic Item

Common

Win or lose, the opposing champion is discarded at the end of a round of combat with the attached champion. Undead champions are immune to this power. (Off)


This item should be bluelined as a Weapon (IMO - Sascha)

The champion with the Dagger is only discarded if defeated.


Javelin of Lightning

203/500

Magic Item

Common

This javelin can create a +7 offensive wizard spell (in addition to its normal +2) for one round of combat. If so used, the item is the discarded. (Off)


This item should be bluelined as a Weapon (IMO - Sascha)


Mace of Disruption

204/500

Magic Item

Common

+8 vs undead. Undead champions and allies killed by the mace are placed in the Abyss instead of the discard pile. (Off)


This item should be bluelined as a Weapon (IMO - Sascha)



Scimitar of Speed

205/500

Magic Item

Common

If defending a realm, the item's level rises to 6, and the attached champion must be defeated twice in one battle before he is discarded. (Def)


This item should be bluelined as a Sword (IMO - Sascha)


Trident of Fish Command

206/500

Magic Item

Common

The attached champion becomes a swimmer, and swimming allies cannot be played against him. (Def)


This item should be bluelined as a Weapon (IMO - Sascha)


Holy Avenger

207/500

Magic Item

Common

This sword is +10 vs. any champion with a base level of 8 or higher. (Off)


This item should be bluelined as a Sword (IMO - Sascha)


Armies of Bloodstone

208/500

Ally

Common

The 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.


This card is a reprint of Armies of Bloodstone (58/3rd).

For further information see SFGR 2, p. 129.


The Iron Legion

209/500

Ally

Common

This ally instills fear in all opposing heroes, reducing their base level to 0 during that round of combat.


This card is a reprint of The Iron Legion (59/3rd) with a clearer text.

For further information see SFGR 2, p. 129.


Myrmidons

210/500

Ally

Common

When the Myrmidons are discarded, their player shuffles all discards back into his draw pile.


This card is a reprint of Myrmidons (61/1st-3rd) with an altered text, but the same special power.

For further information see SFRG 1, p. 117 and SFGR 2, p. 130.

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.


Hornhead Saurial

211/500

Ally

Common

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


This card is a reprint of Hornhead Saurial (81/3rd) with an altered text, but the same special power.

For further information see SFGR 2, p. 133.


Mind Flayer

212/500

Ally

Common

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.


This card is a reprint of Mind Flayer (83/1st-3rd).

For further information see SFGR 1, p. 124.


Intellect Devourer

213/500

Ally

Common

Immediately destroys an opposing champion of base level 5 or less.


This card is a reprint of Intellect Devourer (86/3rd).

For further information see SFGR 2, p. 134.


Elf Galleon

214/500

Ally

Common

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


This card is a reprint of Elf Galleon (110/3rd).

For further information see SFGR 2, p. 138.


Tyrol

215/500

Ally

Common

Tyrol can be played at any time to negate an offensive unarmed combat card. He gains 2 levels if played with a regent.


Hell Hound

216/500

Ally

Common

The hell hound and all cards in this player's force are immune to offensive spells.


This card is a reprint of Hell Hound (190/3rd) with an altered special power.

For further information see SFGR 2, p. 152.






Skeletal Lord

217/500

Ally

Common

Undead. This ally strikes fear in all opposing champions (except clerics), reducing their base level to 0.


Skeletal Minion

218/500

Ally

Common

Undead. This ally and any other undead allies played with it cannot be forced to switch sides.


Treants of the Grandwood

219/500

Ally

Common

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


This card is a reprint of Treats of the Grandwood (195/1st-3rd) with an altered text, but the same special power.

For further information see SFGR 1, p. 161.


Mogadisho's Horde Marches On

220/500

Ally

Common

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


Assassins

221/500

Ally

Common

Halfling

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


This card is a reprint of Assassins (252/1st-3rd) with an altered special power.

For further information see SFRG 1, p. 180 and SFGR 2, p. 158.

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, Strand 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

222/500

Ally

Common

This ally strips any existing artifact and magical items from an opponent but has no effect on those played after them.


This card is a reprint of Halfling Mercenaries (253/3rd) with an altered text, but the same special power.

For further information see SFGR 2, p. 159.


Gladiators

223/500

Ally

Common

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


This card is a reprint of Gladiators (257/3rd).

For further information see SFGR 2, p. 160.


Rowan

224/500

Ally

Common

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


This card is a reprint of Rowan (269/3rd).

For further information see SFGR 2, p. 164.


Ashathra

225/500

Ally

Common

This ally can be discarded at any time to discard one ally in play anywhere.

This card is a reprint of Ashatra (271/3rd) with an altered special power.

For further information see SFGR 2, p. 164.


Liga BSW (fórum BSW): Pode ser descartada a qualquer momento da mão, do poço (Gib Hcivonad) ou em batalha para ter o seu poder.


Stug

226/500

Ally

Common

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


This card is a reprint of Stug (272/3rd) with the addition of the Blueline "Elf."

For further information see SFGR 2, p. 165.

Stug is an "avenging ally," which means his special power is triggered upon defeat in battle to punish a victorious opponent. Stug's power allows the player, if defeated, to select another player not involved in the battle to receive the spoils of victory, if any. Stug's power is useless if there are no spoils of victory as a result of the current round of battle, so Stug is best used by an attacking player who expects to lose the round.

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

The special power of Stug is written specifically for a multi-player game; however, if Stug is used in a two-player game it prevents any drawing of spoils.

Stug appeared in 1st edition, but lacked a special power. In the 3rd edition, he gained the power shown above


Galek

227/500

Ally

Common

Half-Elf

This ally can draw a card from the opposing player's draw pile, playing it on this player's side if applicable or discarding it otherwise.


This card is a reprint of Galek (274/3rd) with an altered text, but the same special power.

For further information see SFGR 2, p. 165.

When this ally is played during a round of combat, the player using Galek draws a card from the opposing player's draw pile and plays it on his side of the battle, if applicable. If the card is not one that can be played during a round of combat (such as realm or a spell that cannot be cast in phase 4) or cannot be used by the champion (such as an unarmed combat card with a wizard), the drawn card is discarded. If an event is drawn it may be played.

Galek appeared in 1st edition, but lacked a special power. In the 3rd edition, the card gained the power shown above, although it was worded slightly differently.

Galek is a half-elf and is not affected by cards whose effects target elves.


Silt Stalkers

228/500

Ally

Common

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


This card is a reprint of Silt Stalkers (279/3rd) with an altered text, but the same special power.

For further information see SFGR 2, p. 166.

An "avenging ally" with a twist, Silt Stalkers also affects the card's player. Because of this power, Silt Stalkers is best used in a deck with few magical items.

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

Silt Stalkers appeared in 1st edition, but without a special power. In the 3rd edition, the card gained the power shown above. Only the 4th edition card indicates that the Silt Stalkers are elves. Previous editions of the card are considered blueline elves.


Night Runners

229/500

Ally

Common

Elves. If on the winning side of a battle, this player can choose one magical item, artifact, or rule card in play anywhere to be discarded.


This card is a reprint of Night Runners (280/3rd).

For further information see SFGR 2, p. 166.

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

Night Runners appeared in 1st edition, but without a special power. In the 3rd edition, the card gained the power shown above. Only the 3rd and 4th edition cards indicate that the Night Runners are elves. Previous editions of the card are considered blueline elves.


Athasian Sloth

230/500

Ally

Common

When played in battle, the opposing player must immediately discard two cards from his hand.


Athasian Sloth is an excellent ally, with a high level bonus and nasty special power. when played, Athasian Sloth forces the opponent to discard two cards. the opponent decides which cards to discard.

This card appeared in 1st edition and was titled "Sloth." The 1st and 2nd edition Sloth is a +1 ally with no special power. The 3rd edition Sloth has a power similar to 4th edition, but the opposing player only discards one card. The card was renamed "Athasian Sloth" in the 4th edition, its level bonus became +8, and its power was increased to force the opposing player to discard two cards.


Wijon

231/500

Ally

Common

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


This card is a reprint of Wijon (290/3rd) with the addition of the Blueline "Dwarf."

For further information see SFGR 2, p. 169.

Wijon's power to double the level of one ally played into battle after him makes the card a good choice for decks that feature many allies. Allies with high level bonuses, such as The Dream Team, Gladiators, Flaming Fist, and Giant Troll, benefit most when used with Wijon.

Wijon appeared in 1st edition, but without a special power. In the 3rd edition, the card gained the power shown above. Only the 4th edition card indicates that Wijon is a dwarf. Previous editions of the card are blueline dwarf.


Elven Archer

232/500

Ally

Common

The elven archer's skill is such that it can instantly kill one enemy ally of its choice.


This card is a reprint of Elven Archer (322/3rd) with an altered text, but the same special power.

For further information see SFGR 2, p. 176.

While Elven Archer's level bonus (+3) is relatively low, its ability to destroy an opposing ally makes it a valuable card in combat.

Elven Archer's power may be used at any time during the round of combat. Because the power is lost if Elven Archer is discarded before the power is used, it is best to utilize the card's power immediately. Airship can be played against Elven Archer as a counter-effect, discarding Elven Archer before its power can be used.

Elven Archer appeared in 1st edition, but lacked a special power. In the 3rd edition, the card gained the power shown above, although it was worded slightly differently.


Marauder

233/500

Ally

Common

This ally can be discarded at any time to negate a secondary event (one that is played immediately after another event), such as Calm following Cataclysm.


This card is a reprint of Marauder (328/3rd) with a different special power.

For further information see SFGR 2, p. 177.

Marauder can be discarded at any time, including from the hand, to negate a secondary event. Negating an event cancels the event for all players.

A secondary event is either a duplicated event, as might arise through the power of Bell of Might or Onad the Weasel, or an event whose play is dependent on a previous event, such as Caravan Raiders following Caravan, Unusually Good Fortune following Good Fortune, or Calm following Cataclysm.

Marauder appeared in 1st edition and 2nd edition, but lacked a special power. In the 3rd edition, the card gained the power to negate an event, but only those created by using the Bell of Might. The 4th edition expanded the cards power to negate all secondary events.


Shaqat Beetles

234/500

Ally

Common

If defeated in battle, this ally attaches itself to the victorious champion, reducing his base level by 1 for each beetle attached. No limit per deck.


This card is a reprint of Shaqat Beetles (329/3rd) with a different special power.

For further information see SFGR 2, p. 177.

The Shaqat Beetles is an "avenging ally," meaning its power is triggered upon defeat in combat. Once Shaqat Beetles is defeated, the card is difficult to remove from the attached champion. Among the limited ways to remove the card are Wish, Airship (118/4th), and Gib Kcir.

The Shaqat Beetles' special power can be used only if it is present at the end of the battle; i.e. has not been discarded as a result of card-play during the round of combat.

Shaqat Beetles appeared in 1st edition and 2nd edition without a special power. The 3rd edition of Shaqat Beetles is the most powerful. Like the 4th edition, it attaches itself to a victorious opposing champion, but reduces the champion's base level to 1.


Flesh Golem

235/500

Ally

Common

The flesh golem rips away magical items from the opposing champion; who must discard all attached magical items. The ally continues to rip away any more played.


This card is a reprint of Flesh Golem (73/RL) with an altered special power.

For further information see SFGR 1, p. 271 and SFRG 2, p. 197.


Loup-Garou

236/500

Ally

Common

Werebeast. The opposing champion is automatically defeated unless he has or can play a magical item.


This card is a reprint of Loup-Garou (79/RL) with an altered text, but the same special power.

For further information see SFGR 1, p. 273 and SFRG 2, p. 197.

Loup-Garou is a powerful ally, despite its low level bonus. When played, the opposing champion must have, or immediately play, a magical item. Loup-Garou's power can be avoided if the opponent plays Airship, which functions as a counter-effect for allies, or has a card that destroys allies, such as the 1st edition Brine Dragon or Ankheg, provided that the card is in play before the Loup-Garou is played and that its power has not already been used. Likewise, if your opponent has the Stone Giant in his pool, its power to destroy an ally can be activated before Loup-Garou's power.

Loup-Garou can be used in many nasty combinations. The set of combinations known as Peek's Loup-Garou Two-Step calls for playing a card that destroys magical items prior to playing the Loup-Garou. These magical item-destroying cards include the champions Midnight, Goddess of Magic, Kiara, Captain Kazhal, Harkon Lukas; events Wind of Disenchantment, Sky Singers, Fast Talking!; and the realm Icewind Dale.

Flesh Golem is an excellent card to use with the Loup-Garou in combat, since it destroys magical items. If the Flesh Golem is played first, the opponent may still play a magical item to satisfy the Loup-Garou, but is discarded immediately after being played.

Playing Loup-Garou can backfire if the opponent plays a magical item that causes the Loup-Garou to switch sides, such as Shield of Wickedness or Amulet of the Beast.

Loup-Garou first appeared in the Ravenloft booster set.


Card Combo (from zuse2@webtv.net): In battle, cast ESP, which requires that the cards played into battle by the opponent are played face down. If the player guesses the card type, it is discarded. After ESP is in play, play a card that requires the opponent to play a certain type of card, such as Melt Bone (requires the opponent play an ally), Loup-Garou (opponent must have or play a magical item), Ki-Rin (opponent must have or play an ally). These cards make it rather easy to guess the next card to be played, ensuring it will be discarded and the opponent will be defeated.


Brine Dragon

237/500

Ally

Common

Swimmer. One enemy ally already played is swallowed by the brine dragon (this player's choice), instantly defeated.


This card is a reprint of Brine Dragon (45/DL) with an altered text, but the same special power.

For further information see SFGR 1, p. 296 and SFRG 2, p. 198.

Brine Dragon's ability to discard an opposing ally, combined with its fairly high level bonus and ability to swim, makes it a good edition to any deck. Brine Dragon's special power takes effect upon being played, immediately discarding an opposing ally of the player's choice.

Brine Dragon's power can be avoided if the opponent plays Airship, which functions as a counter-effect for allies, or has a card that destroys allies, such as the Ankheg, provided that the card is in play before the Brine Dragon is played and that its power has not already been used. Likewise, if your opponent has the Stone Giant in his pool, its power to destroy an ally can be activated before Brine Dragon's power.

Brine Dragon first appeared in the Dragonlance booster set (45/DL) with slightly different wording, allowing the Brine Dragon's power to be used at any time during the round of combat. By deferring use of the 1st edition Brine Dragon's power, it can be used against an ally played after the Brine Dragon. The 4th edition Brine Dragon's power can only be used against an ally already in play.


Flaming Fist

238/500

Ally

Common

After a round of combat is resolved when using this ally, the losing player must immediately discard one magical item or artifact from his pool or hand, or raze one of his realms.


This card is a reprint of Flaming Fist (65/FR) with an altered text, but the same special power.

For further information see SFGR 1, p. 346.

Flaming Fist is a powerful ally &emdash; but a risky one. Flaming Fist has a high level bonus and a strong special power. However, if the player does not win the round, Flaming Fist's power works against the player.

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

Flaming Fist first appeared in the Forgotten Realms booster set.


Ninjas

239/500

Ally

Common

When used in combat, this player can draw one card at random from his opponent's hand, playing it against the opponent if possible, discarding it otherwise.


This card is a reprint of Ninjas (70/FR) with an altered text, but the same special power.

For further information see SFGR 1, p. 347 and SFRG 2, p. 203.

Ninjas have a low level bonus, but they make up for it with their special power. When played, a card is drawn at random from the opponent's hand.

Ninjas first appeared in the Forgotten Realms booster set.


Pseudodragon

240/500

Ally

Common

Flyer

If played with a wizard, the pseudodragon becomes a familiar, remaining with the champion until he is defeated. No event, magical item, spell, or ally's ability can cause it to switch sides or be discarded.


This card is a reprint of Pseudodragon (74/FR) with an altered text, but the same special power.

For further information see SFGR 1, p. 349.

Though Pseudodragon has a relatively low level bonus, it remains with a victorious wizard champion until that wizard is discarded. Pseudodragon cannot be discarded or forced to switch sides by an event, magical item, spell, or ally power. However, it can be discarded through other cards, including realms such as Urik.

Pseudodragon first appeared in the Forgotten Realms booster set.


Roc

241/500

Ally

Common

Flyer. Flying allies cannot be played against the roc and any already in play must be discarded.


This card is a reprint of Roc (41/AR) with an altered text, but the same special power.

For further information see SFGR 2, p. 219.

The Roc is a powerful ally, with a high level bonus and an excellent special power. Roc's ability to discard any flying allies played before or after the Roc, gives the player protection against many powerful allies, such as

Roc is a good addition to a deck that features hard to attack realms, such as Kozakura, Spine of Taladas, Isle of Selasia, Doc's Island, The Barrier Peaks, and Isle of Dread, that encourage an opponent to play flying allies.


Marilith, Tanar'ri

242/500

Ally

Common

The opposing player cannot play any events for the rest of this round of battle, including Calm.


This card is a reprint of Marilith, Tanar'ri (52/AR).

For further information see SFGR 2, p. 222.


Thought Eater

243/500

Ally

Common

When this ally is played, the opposing champion can no longer cast spells, and his allies' special powers are negated.


This card is a reprint of Thought Eater (99/AR) with an altered special power.

For further information see SFGR 2, p. 238.


Ogre Mage

244/500

Ally

Common

Giant. This ally can cast wizard spells.


Ogre Mage is a good ally for inclusion in a deck featuring wizard spells, since this ally can cast wizard spells, even if the attached champion cannot. Because the Ogre Mage is not a wizard, it is not affected by 1st edition Midnight, Goddess of Magic. Furthermore, the Ogre Mage need not ask permission to cast spells if the 4th edition Midnight, Goddess of Magic is in play, since it is not the champion that is using the wizard spell, but the Ogre Mage, an ally.

Because the Ogre Mage is a giant, it is well matched with the cleric Tyvorg the Frost Giant. Since Tyvorg's special power increases his base level by 10 for each giant ally played with him, Tyvorg's total level is 26 after the Ogre Mage is played.

Ogre Mage first appeared in 4th edition.


Mermaid

245/500

Ally

Common

Swimmer. This ally's level is doubled when defending a realm showing a coastline.


The Mermaid's special power is activated whenever this ally is defending a coastal realm, resulting in level bonus of +8. Mermaid is a great addition to a deck with many coastal realms, such as Kozakura, Spine of Taladas, Isle of Selasia, and The Lendore Isles.

Mermaid first appeared in 4th edition.


The Dreaded Ghost

246/500

Ally

Common

Undead. This ally drains the adjusted level of an opposing champion (except cleric) by 9; any that drop below 0 are instantly defeated.


The Dreaded Ghost is one of the most powerful allies in the game. Its special power results in an instant win if the opposing champion's adjusted level is 9 or less. Even if an instant win is not achieved, the Dreaded Ghost's effective level bonus is +18, since it increases its champion's adjusted level by 9 and simultaneously reduces the opposing champion's adjusted level by 9.

The Dreaded Ghost's special power does not work if the opposing champion is a cleric, but the ally retains its +9 level bonus. If after being played and having the opponent's level reduced, the Ghost is discarded or otherwise removed from the battle, the opponent's level remains at the reduced level.

The Dreaded Ghost first appeared in 4th edition.


Card Combo: If the ally Dreaded Ghost is brought into play as a champion using Gib Hcivonad's power, and then the Wand of Orcus is attached, opposing champions up to level 17 are instantly defeated.


Clay Golem

247/500

Ally

Common

The clay golem rips away allies from the opposing champion, who must discard any already played. The ally continues to rip away any more played.


Clay Golem is particularly effective if used in combination with Ki-Rin. Clay Golem is played first to remove any opposing allies in play. Then Ki-Rin is played. If the opponent has no more allies to play, the player is victorious. If the opponent can play an another ally, he avoids immediate defeat, but the ally played is immediately discarded.Clay Golem first appeared in 4th edition.


Ki-Rin

248/500

Ally

Common

The opposing champion is automatically defeated unless he has or can play an ally.


Ki-Rin is particularly effective if used in combination with Clay Golem. Clay Golem is played first to remove any opposing allies in play. Then Ki-Rin is played. If the opponent has no more allies to play, the player is victorious. If the opponent can play an another ally, he avoids immediate defeat, but the ally played is immediately discarded.

A good combination is to use Ki-Rin with the magical item Net of Entrapment. The Net prohibits the play of allies, resulting in an instant win. Similarly, if Ki-Rin is used to defend Urik, the opponent is automatically defeated, since the attacker cannot play allies.

Ki-Rin first appeared in 4th edition.


Card Combo (from zuse2@webtv.net): In battle, cast ESP, which requires that the cards played into battle by the opponent are played face down. If the player guesses the card type, it is discarded. After ESP is in play, play a card that requires the opponent to play a certain type of card, such as Melt Bone (requires the opponent play an ally), Loup-Garou (opponent must have or play a magical item), Ki-Rin (opponent must have or play an ally). These cards make it rather easy to guess the next card to be played, ensuring it will be discarded and the opponent will be defeated.


Troll

249/500

Ally

Common

All attacks targeting a specific ally in a player's force must first target the troll. This ally regenerates, however, and it cannot be discarded by any means unless its champion is defeated.


During combat, any opposing cards that target a specific ally must first target the Troll. This includes cards such as Airship and Shield of Wickedness. The Troll's power to act as a lightning rod for all allies in a player's force makes the card a good choice for decks that feature many allies.

Any cards that target allies must first target the Troll. It is essentially immune to all attacks, since it can regenerate. Wish has no effect on the Troll or any other allies in the force with the Troll, but Wish would be effective against the Troll's champion. similarly, Blamblower discards the Troll, but it regenerates, satisfying the Blamblower but remaining in play.

Cards that prevent allies from being played, such as Net of Entrapment and Clay Golem, are not affected by the Troll's power and continue to function normally. Because these cards prevent allies from being played, the Troll cannot regenerate and is discarded.

The Troll first appeared in the 4th edition.


Selkie

250/500

Ally

Common

Swimmer. The selkie can charm the opposing champion into discarding one card in its force (chosen by that player).


Selkie has a relatively low level bonus, but an interesting special power. Selkie forces the opponent to discard one card in its force. The wording on the card indicates that it is the champion that does the discarding, therefore Selkie's power cannot be used to discard the opposing champion, just an attached card. The opposing player selects which card is discarded.

Because the opponent chooses which card is discarded, Selkie is best used early in the combat round, when the opposing player has few choices as to which card to discard. If Selkie is played before the opposing champion has any attached cards, its power is activated once the opponent adds a card to his force.

The Selkie first appeared in the 4th edition.


Rust Monster

251/500

Ally

Common

Underdark. This ally devours all magical items of +3 or less. The items are discarded instantly, and any more such played are also devoured.





Displacer Beast

252/500

Ally

Common

This ally can use its displacement power once during a battle, sending both champions back to their respective pools. Only the displacer beast remains. Combat can continue with each player selecting new champions.


Drizzt Do'Urden

253/500

Hero

8

Forgotten Realms

Common

Elf (drow). If defending a realm, Drizzt must be defeated twice in one battle before he is discarded.


This card is a reprint of Drizzt Do'Urden (45/1st-3rd) with an altered text, but the same special power.

For further information see SFRG 1, p. 111 and SFGR 2, p. 127.

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.

The Sphere of Annihilation's power works on Drizzt, sending him immediately to the Abyss.


The Harpers

254/500

Hero

6

Forgotten Realms

Common

The Harpers can cast either wizard or cleric spells, but at the beginning of each battle this champion is in, their player must choose which type will be cast.


This card is a reprint of The Harpers (51/1st-3rd) with an altered text, but the same special power.

For further information see SFGR 1, p. 113.

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.


Helm

255/500

Hero

6

Forgotten Realms

Rare

Helm can cast wizard and cleric spells. He can be discarded from his pool to cancel one event, whether helpful or harmful.


This card is a reprint of Helm (89/FR) with an altered text, but the same special power and a new picture.

For further information see SFGR 1, p. 354 and SFRG 2, p. 203.


Thorvid

256/500

Hero

5

Greyhawk

Common

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


This card is a reprint of Thorvid (185/1st-3rd).

For further information see SFGR 1, p. 158.





Hettman Tsurin

257/500

Hero

2

Greyhawk

Common

At the end of this player's turn, if Hettman hasn't attacked, this player can randomly draw one card from another player's hand and discard it.


This card is a reprint of Hettman Tsurin (172/1st-3rd) with an altered text, but the same special power.

For further information see SFGR 1, p. 154.


Tyrinon

258/500

Hero

5

Greyhawk

Common

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


This card is a reprint of Tyrinon (176/3rd) with the addition of the Blueline "Flyer."

For further information see SFGR 2, p. 150.


Rikus

259/500

Hero

6

Dark Sun

Common

Rikus can attack twice a turn, provided he wins his first round of combat.


This card is a reprint of Rikus (258/1st-3rd) with an altered text, but the same special power.

For further information see SFGR 1, p. 182 and SFRG 2, p. 160.


Captain Kazhal

260/500

Hero

9

Dark Sun

Common

The Captain destroys one magical item held by the opposing champion at any time during the battle.


This card is a reprint of Captain Kazhal (299/1st-3rd) with an altered text, but the same special power.

For further information see SFGR 1, p. 169.


Neeva

261/500

Hero

7

Dark Sun

Common

Flyer. If defending a Dark Sun realm, Neeva's base level is doubled.


This card is a reprint of Neeva (259/3rd) with an altered text, but the same special power.

For further information see SFGR 2, p. 161.


Pereghost

262/500

Monster

7

Forgotten Realms

Common

Flyer. Allies played with this champion each gain 2 levels. The pereghost can use unarmed combat cards usable by dragons.


This card is a reprint of The Pereghost (48/1st-3rd) with an added same special power.

For further information see SFGR 1, p. 112.


Dracolich

263/500

Monster

6

Forgotten Realms

Common

Dragon; undead; flyer. The dracolich can cast wizard spells and use unarmed combat cards usable by dragons.


This card is a reprint of Dracolich (72/1st-3rd) with added special powers.

For further information see SFGR 1, p. 120.


Stone Giant

264/500

Monster

6

Forgotten Realms

Common

If in a player's pool, the stone giant may destroy one enemy ally of level 4 of less during each round of combat.


This card is a reprint of Stone Giant (82/FR) with an altered text, but the same special power.

For further information see SFGR 1, p. 351.


Lich Conclave

265/500

Monster

5

Greyhawk

Common

Undead. The Conclave can cast wizard spells, and all allies played with it become undead.


This card is a reprint of Lich Conclave (155/3rd) with an lesser special power.

For further information see SFGR 2, p. 146.


Winged Horror

266/500

Monster

5

Greyhawk

Common

Dragon; undead; flyer. Any magical item weapons attached to the Horror are doubled in level. This monster can use unarmed combat cards usable by dragons.


This card is a reprint of Winged Horror (194/3rd) with added special powers.

For further information see SFGR 2, p. 153.


Mature Gold Dragon

267/500

Monster

8

Greyhawk

Common

Flyer. Goldie can cast wizard spells and use unarmed combat cards usable only by dragons. She gains 4 levels if her younger self is in play anywhere.






Borys the Dragon

268/500

Monster

9

Dark Sun

Common

Flyer. Borys can cast wizard and cleric spells and use psionic power cards. He is immune to psionic attack.


This card is a reprint of Borys the Dragon (305/3rd) with an altered text, but the same special power.

For further information see SFGR 2, p. 172.


Athasian Cistern Fiend

269/500

Monster

This hideous monster devours points' worth of allies up to its base level, and it is immune to offensive psionic power cards.


Korgunard the Avangion

270/500

Monster

8

Dark Sun

Common

Flyers. Korgunard can cast wizard spells and is immune to psionic attack. He can be discarded from his pool to rebuild a razed realm.


This card is a reprint of Korgunard the Avangion (75/AR) with an altered text, but the same special power.

For further information see SFGR 2, p. 230.


Elminster the Mage

271/500

Wizard

9

Forgotten Realms

Common

The renowned wizards is immune to offensive spells and offensive psionic power cards.


This card is a reprint of Elminster the Mage (44/1st-3rd) with an added special power.

For further information see SFGR 1, p. 111.


Vangerdahast

Wizard

272/500

6

Forgotten Realms

Common

When Vangie is played in defense of a realm, his player may immediately look at the attacker's hand.


This card is a reprint of Vangerdahast (91/FR) with an altered text, but the same special power.

For further information see SFGR 1, p. 354.


Ambassador Carrague

273/500

Wizard

7

Forgotten Realms

Common

The Ambassador can only defend, never attack. When he needs a card, draw a card and play it, if appropriate, discarding it if not. Once three cards have been discarded, no more can be drawn for that battle.


This card is a reprint of Ambassador Carrague (88/FR) with an altered text, but the same special power.

For further information see SFGR 1, p. 353.


Mika the Nomad Wolf

274/500

Wizard

7

Greyhawk

Common

Mika gains 3 levels when the opponent uses allies against him. He can also use hero unarmed combat cards.


This card is a reprint of Mika the Wolf-Nomad (165/1st-3rd) with an added special power.

For further information see SFGR 1, p. 151.


Mordenkainen

275/500

Wizard

7

Greyhawk

Common

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


This card is a reprint of Mordenkainen (162/3rd).

For further information see SFGR 2, p. 148.

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 are still discarded and used normally.

Drawmij

276/500

Wizard

7

Greyhawk

Common

Swimmer. In battle, Drawmij can borrow any magical item in play, returning it when the round ends. He can also imitate the power of any wizard in play.


This card is a reprint of Drawmij (76/AR) with an altered text, but the same special power.

For further information see SFGR 2, p. 230.


Sadira

277/500

Wizard

4

Dark Sun

Common

Sadira can use psionic power cards. Psionicists must ask her permission to use psionic power cards.


This card is a reprint of Sadira (260/3rd) with an altered text, but the same special power.

For further information see SFGR 2, p. 161.


Rogue Defiler of Tyr

278/500

Wizard

6

Dark Sun

Common

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


This card is a reprint of Rogue Defiler of Tyr (303/3rd) with an altered text, but the same special power.

For further information see SFGR 2, p. 171.






Kalid-na

279/500

Wizard

9

Dark Sun

Rare

The ancient sorcerer-king can use psionic powers cards and is immune to psionic attack. While he is in play, the realm Ancient Kalidnay may not be played.


While Kalid-na is in play, Ancient Kalidnay may not be played. If Tyranthraxus (which removes Kalid-na's special power) is played on Kalid-na, Ancient Kalidnay may be played. Ancient Kalidnay remains in play if Tyranthraxus is later negated.


Amarill

280/500

Cleric

3

Forgotten Realms

Common

If Amarill is defeated in combat, his player can retrieve one champion from his discard pile and return it to his hand.


This card is a reprint of Amarill (77/1st-3rd) with an altered text, but the same special power.

For further information see SFGR 1, p. 122.


Clerics of Malar

281/500

Cleric

4

Forgotten Realms

Common

This champion gains 2 levels when attacking realms outside the Forgotten Realms. They can use unarmed combat cards usable by heroes.


This card is a reprint of Cleric of Malar (89/1st-3rd) with an added special power.

For further information see SFGR 1, p. 126.


Adon

282/500

Cleric

5

Forgotten Realms

Common

Adon is immune to offensive spells, offensive magical items, and artifacts. If Midnight is in play, Adon gains 5 levels.


This card is a reprint of Adon (84/FR) with an altered text, but the same special power.

For further information see SFGR 1, p. 352.


Sysania

283/500

Cleric

4

Greyhawk

Common

Flyer. Sysania confers the ability to fly on all allies played with her. She can use unarmed combat cards usable by dragons.


This card is a reprint of Sysania (170/3rd) with an added special power.

For further information see SFGR 2, p. 149.


Nenioc

284/500

Cleric

5

Greyhawk

Common

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


This card is a reprint of Nenioc (187/3rd).

For further information see SFGR 2, p. 151.

Nenioc can be used to bring any avatar into play, regardless of the avatar's requirements.


Arch-Druid

285/500

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.


This card is a reprint of Arch-Druid (189/3rd).

For further information see SFGR 2, p. 152.


Shayira

286/500

Cleric

3

Dark Sun

Common

This champion negates the special powers (but not the level) of all cards played against her.


This card is a reprint of Shayira (270/3rd) with an altered text, but the same special power.

For further information see SFGR 2, p. 164.

Elemental Cleric

287/500

Cleric

2

Dark Sun

Common

Immune to offensive wizard spells, the elemental cleric can also cast any wizard spells containing the words earth, air, fire, or water.


This card is a reprint of Elemental Cleric (321/1st-3rd) with an added special power.

For further information see SFGR 1, p. 203.


Klik-Ka'Cha

288/500

Cleric

7

Dark Sun

Common

When Klik enters combat as a defender, he can destroy one magical item in play anywhere. He can use hero unarmed combat cards.


This card is a reprint of Klik-Ka'cha (77/AR) with an added special power.

For further information see SFGR 2, p. 231.


Photed

289/500

Hero

7

Advanced Dungeons and Dragons

Common

Orc; adventurer. When Photed is in a pool with one or more other adventurers, each adventurer gains 1 to his base level.






Sharla

290/500

Wizard

5

Advanced Dungeons and Dragons

Common

Elf; adventurer. When Sharla is in a pool with three or more other adventurers, each adventurer becomes immune to offensive wizard spells.


Migrane

291/500

Cleric

8

Advanced Dungeons and Dragons

Common

Elf; adventurer. When Migrane is in a pool with three or more adventurers, each adventurer becomes immune to offensive cleric spells.


Vitralis

292/500

Hero

3

Advanced Dungeons and Dragons

Common

Adventurer. When Vitralis is in a pool with two or more other adventurers, each adventurer gains a +3 ally whether attacking or defending.


Larn

293/500

Wizard

4

Advanced Dungeons and Dragons

Common

Elf; adventurer. When Larn is in a pool with two or more other adventurers, all phase 4 spells cast by an adventurer are doubled in level.


Livekor

294/500

Monster

9

Advanced Dungeons and Dragons

Common

Dragon; flyer; adventurer. Livekor can cast cleric spells. When he is in a pool with five or more other adventurers, all monsters in that pool can become heroes at the start of this player's turn.


Shayla

295/500

Hero

3

Advanced Dungeons and Dragons

Common

Adventurer. When Shayla is in a pool with four or more other adventurers, all adventurers in that pool are immune to offensive magical items.


Ssilcroth

296/500

Monster

5

Advanced Dungeons and Dragons

Common

Adventurer. When Ssilcroth is in a pool with four or more other adventurers, allies cannot be used to defend against an attack by this player's adventurers.


Rumples

297/500

Wizard

8

Advanced Dungeons and Dragons

Common

Gnome; adventurer. When Rumples is in a pool with five or more other adventurers, this player may deflect harmful events targeting him at any other player.


Any harmful event targeting the player's hand, pool, formation, discard pile, Abyss, or Void may be deflected.


Diamond

298/500

Wizard

3

Advanced Dungeons and Dragons

Greyhawk

Diamond can come to the aid of her sisters, Emerald and Topaz, and can act as an ally. Win or lose, she is discarded.


Emerald

299/500

Wizard

6

Advanced Dungeons and Dragons

Greyhawk

Emerald can come to the aid of her sisters, Diamond and Topaz, and act as an ally. Win or lose, she returns to her pool minus any attached cards.


Topaz

300/500

Wizard

9

Greyhawk

Common

Topaz can come to the aid of her sisters, Diamond and Emerald, and act as an ally. Win or lose, she returns to her pool with all of her attached cards.


Ruby

Hero

301/500

4

Dragonlance

Common

Ruby can put one hero unarmed combat card beneath her in the pool. She can use the card during her own combat, or she can play the card for her sisters, Jacinth and Amethyst, when they are in combat.


Unarmed combat cards can be placed under Ruby during phase 3.


Jacinth

302/500

Hero

6

Dragonlance

Common

Jacinth can put two hero unarmed combat cards beneath her in the pool. She can use the cards during her own combat, or she can play them for her sisters, Ruby and Amethyst, when they are in combat.

Unarmed combat cards can be placed under Jacinth during phase 3.


Amethyst

303/500

Hero

8

Dragonlance

Common

Amethyst can use any unarmed combat cards and can put two such cards beneath her in the pool. She can use the cards during her own combat, or she can play them for her sisters, Ruby and Jacinth, when they are in combat.


Unarmed combat cards can be placed under Amethyst during phase 3.


Pearl

304/500

Cleric

3

Ravenloft

Common

Pearl can bless all allies played with her or her sisters, Amber and Aquamarina, giving each ally a +2 bonus.


Amber

305/500

Cleric

5

Ravenloft

Common

Amber can magically enhance all magical items held by her or her sisters, Pearl and Aquamarina, giving each item a +2 bonus.


Aquamarina

306/500

Cleric

7

Ravenloft

Common

Swimmer. An artifact attached to Aquamarina also functions for her sisters, Pearl and Amber.


Cyclops

307/500

Monster

7

Advanced Dungeons and Dragons

Common

Giant. The cyclops gains 2 levels for each magical item attached to him.


Ettin

308/500

Monster

5

Advanced Dungeons and Dragons

Rare

Giant. Being of two minds, the ettin may have two AD&D artifacts attached to him.


Formorian Giant

309/500

Monster

6

Advanced Dungeons and Dragons

Common

The formorian is so repulsive that no allies can be played in combat against him.


Fire Giant

310/500

Monster

8

Advanced Dungeons and Dragons

Common

This giant gains an additional 4 levels when fighting swimming champions.


Yumac the Cold

311/500

Wizard

7

Advanced Dungeons and Dragons

Rare

Giant. A master of elemental magical, all spells cast during phase 3 that affect champions "of X level or less" have that level increased by 2.


Pellgrade the Inexorable

312/500

Wizard

9

Advanced Dungeons and Dragons

Common

Giant; flyer; swimmer. During battle, Pellgrade can cast a +7 lightning bolt offensive spell that destroys one of his opponent's magical items or artifact.


Card Combo (from bluntaxe@GATEWAY.NET): If the Spellbook is attached to Pellgrade, he can store his lightning bolt spell, having two for the next battle, and then three for the battle after that.


Neranal

313/500

Cleric

5

Advanced Dungeons and Dragons

Common

Giant; swimmer. Neranal has a pet shark as a +4 swimming ally that devours (discards) the first swimming ally played against this champion.


Gloaranor

314/500

Cleric

6

Advanced Dungeons and Dragons

Common

Giant. Gloaranor can attack any realm showing trees, regardless of position or special powers.


Moralin

315/500

Cleric

7

Advanced Dungeons and Dragons

Common

Giant. When Moralin attacks, any allies the defender wishes to use during that round of combat must be shown to this player. Only those allies may be played.


Borin Moradinson

316/500

Cleric

5

Forgotten Realms

Common

Dwarf. Claiming to be an offspring of the god Moradin, Borin can never be discarded through combat if the avatar is in play. If defeated, he merely returns to his pool with his attachments.


Mallin Dimmerswill

317/500

Cleric

6

Forgotten Realms

Common

Dwarf. This champion gains 3 levels against all Underdark monsters and can use hero unarmed combat cards.





Arden Glimrock

318/500

Cleric

8

Forgotten Realms

Common

Dwarf. No drow can stand against this mighty leader; drow allies are instantly killed, and drow champions return to their pools, defeated.


Drider

319/500

Monster

4

Forgotten Realms

Common

Underdark. This nasty monster can use offensive blood abilities and is immune to offensive hero unarmed combat cards.


Eye Tyrant

320/500

Monster

6

Forgotten Realms

Common

Underdark. This beholder can cast wizard spells and is immune to offensive magical items.


Roper

321/500

Monster

9

Forgotten Realms

Common

Underdark. Only offensive spells and magical items that have the word "fire" in their title have any effect on this monster. It is immune to psionic attack.


Malleyahl

322/500

Hero

4

Forgotten Realms

Common

Elf (drow). Malleyahl gains 3 levels when defending an Underdark realm and can use offensive psionic power cards.


Malaruat

323/500

Hero

6

Forgotten Realms

Common

Elf (drow). Malaruat can corrupt a monster in the pool of a player not involved in the current combat to act in his stead. That player must provide the champion, but this player may only use the cards in his own hand.


Malaruat can select a monster in the pool of a player not involved in combat to take his place. This means Malaruat's power is only usable in multi-player games. After selecting a monster and replacing Malaruat in combat, the player continues the battle using his own hand.

If victorious, only Malaruat's player receives spoils, not the player who contributed the substitute champion. If defeated, only the substitute champion, not Malaruat, is discarded.

If the Throne of the Drow is attached to Malaruat, another champion can be selected to attack a champion in an opponent's pool.


Maleficent

324/500

Hero

8

Forgotten Realms

Common

Elf (drow). Maleficent can cast wizard spells and use blood abilities. She commands such power that one avatar not involved in combat must aid her in any way its special powers can.


Isika

325/500

Hero

4

Forgotten Realms

Common

Allies are sympathetic to Isika; those played with her gain 2 levels and those played against her lose 2 levels.


Merika

326/500

Hero

3

Dark Sun

Common

Elf. Merika can use blood abilities.


Funerea

327/500

Hero

8

Dark Sun

Common

Giant. Allies flock to Funerea's side, abandoning their champion to join her.


Salurana

Psionicist

3

Dragonlance

Common

328/500

Elf (drow). Salurana psionically polymorphs all allies played with her, changing them to elves or drow, as desired. (Def/4)


Jella

329/500

Psionicist

5

Dragonlance

Common

Jella can Raise Object, lifting a magical item away from a champion in an opponent's pool and discarding it during phase 3. (Off)


Myalasia

330/500

Psionicist

3

Dragonlance

Common

Dwarf. During combat, Myalasia can Locate Object, randomly drawing one card from the opposing player and discard it. (Off)


Kit'Kit'Kin

331/500

Psionicist

6

Dark Sun

Common

Kit'Kit'Kin has a Fortress of Iron Will in effect at all times unless she drops to level 0; while the fortress is in effect, she is immune to psionic attack. (Def)


Beala

332/500

Psionicist

5

Dark Sun

Common

Dwarf (mul). This dwarf's focus is undead, and her hatred is so intense that she doubles her base level whenever in battle with them.


Minerva

333/500

Psionicist

7

Dark Sun

Common

Flyer. Minerva has Danger Sense. If she is about to lose a battle, she can retreat back to her pool, though the battle is still lost. (Def)


Islerik

334/500

Hero

5

Forgotten Realms

Common

Islerik is immune to offensive magical items. When defending, he can reflect the special power of the attacking champion, causing it to affect the attacker.


When defending, Islerik is immune to the attacking champion's special power. He reflects (uses) the opponent's special power. Champions with instant defeat powers, such as Living Wall, are themselves defeated instantly when Islerik is defending against them. Living Scroll is also instantly defeated.

If Islerik is defending against Lady of Fate, Avatar of Istus, the attacker does not need to discard two cards, since the Lady of Fate's power is optional.

Islerk's power makes him a great addition to defense-oriented decks or speed decks.


Merik

335/500

Hero

4

Dark Sun

Common

Elf. Merik can cast cleric spells. He can pass through the earth at will, allowing him and his allies to earthwalk.


Pyre

336/500

Hero

7

Dark Sun

Common

Giant. Pyre can cast wizard spells. He gains 7 levels when in combat with nonspellcasting champions.


Ansalong

337/500

Psionicist

2

Dragonlance

Common

Elf (drow). Ansalong negates the special powers of all offensive cards attached to an opposing champion.


Jarek Halvs

338/500

Psionicist

6

Dragonlance

Common

During combat, Jarek can psionically Reverse Gravity, causing all opposing flyers to become nonflyers and nonflyers to become flyers. (Off)


Because of his pointed ears this card should be bluelined being an Elf (IMO - Sascha)


Moraster

339/500

Psionicist

3

Dragonlance

Common

Dwarf. If this player chooses not to attack on his turn, Moraster can use his Create Object power to search though the draw pile for any magical item and place it on the top of his deck. (Def)


Kai'Rik'Tik

340/500

Psionicist

8

Dark Sun

Common

This thri-kreen can psionically Summon Planar Creature to use a monster champion from any pool as an ally. If Kai'Rik'Rik is defeated, the monster is discarded. (Off)


Kai'Rik'Tik's power allows it to use another champion as an ally, utilizing that champion's level, special powers, and attached cards.

The borrowed champion is discarded after combat as with any ally, despite the wording on the card, which seems to infer that borrowed champion is only discarded if Kai'Rik'Tik is defeated. A careful reading of the card gives no indication as to what happens if Kai'Rik'Tik wins. Absent specific directions on the card, borrowed champions used as allies are discarded.


Talcon

341/500

Psionicist

4

Dark Sun

Rare

Dwarf (mul). If defeated in combat, Talcon can psionically Fate Link to bring another champion from any pool to the discard pile with him. (Off)


Talcon's power will not work on his opponent, since the opponent is not in a pool.


Minervan

342/500

Psionicist

9

Dark Sun

Common

Flyer. Minervan's Flesh Armor power adds 4 to his base level when attacking or defending. (Def)


Apocalypse

343/500

Monster

7

Birthright

Common

Awnshegh; flyer. Apocalypse can cast wizard spells and use blood abilities. It automatically defeats a realm champion.






The Harpy

344/500

Regent

5

Birthright

Common

Awnshegh; flyer. The Harpy can cast wizard spells. No flying allies can be played against this champion.


The Magian

345/500

Regent

9

Birthright

Rare

Awnshegh; undead. The Magian can cast wizard and cleric spells. He and his allies are immune to the special powers of opposing realms and holdings.

The special powers of realms include restrictions, such as that the realm can only be attacked by flyers or swimmers. The Magian can ignore such restrictions.


Serpent

346/500

Regent

6

Birthright

Common

Awnshegh. The Serpent can cast cleric spells. In battle, it can turn into a giant constrictor snake (monster, base level 12), but can no longer cast cleric spells.


Chernevik

347/500

Regent

8

Birthright

Common

Chernevik can cast cleric spells. He can employ his Iron Will blood ability to resist being removed from his pool for any reason.


It would seem that Chernevik is discarded if a player has no realm in play, since there can be no pool in that situation, however, the Spellfire Oracle has ruled otherwise. Even if a player has no realms in play and therefore has no pool, Chernevik is not discarded.

While the card states Chernevik's power is a blood ability, cards that negate blood ability cards, such as Dispel, do not stop Chernevik's special power.


Cúpula BSW 2008: Caso receba o efeito de uma Con Game (82/100 DU), Chernevik vai para a pilha a ser dividida e caso esteja no lado a ser descartado ele voltará ao seu poço e não será descartado. Cartas anexas a ele vão para o descarte normalmente. Ele não sai do poço mesmo se não houver reinos na formação.


Cúpula BSW 2011:

Wish (384/4ª ed) pode descartar qualquer carta independente de imunidades e poderes especiais, incluindo Chernevik. Excetua-se à regra a imunidade declarada à carta Wish.


O descarte voluntário de Chernevik (347/4ª ed) ou de qualquer outra é possível para a ativação do poder especial da própria carta ou de uma outra que aquele jogador possua ou controle.


Cidre Bint Corina

348/500

Regent

4

Birthright

Common

Elf. When attacking a realm showing trees, Cidre's allies cannot be forced to switch sides or discarded for any reason.


Adan El-Mesir

349/500

Regent

5

Birthright

Common

Adan is charismatic and used to the burdens of command. Any allies played with him gain 2 levels and are immune to offensive spells.


Rahil the Falcon

350/500

Regent

7

Birthright

Common

Rahil can cast wizard spells. He can employ his Blood History ability to look at the top five cards on any opponent's draw pile.


Rahil's Blood History ability is used in phase 3 of the player's turn.


Arlando El-Adaba

351/500

Regent

8

Birthright

Common

Arlando is a master diplomat. He can be discarded to end a battle between any two players. Champions return to their pools without declaring a winner. No further attacks this turn are allowed. This player gets to draw a card.


Arlando cannot use his power until battle has begun (i.e. both an attacker and defender have been selected.) The card draw by using Arlando is not considered Spoils of Victory.


The Ancient Dead

352/500

Monster

7

Ravenloft

Common

Undead. This monster's touch causes mummy rot, permanently subtracting its base level from the base level of any champion who defeats it.


Madman Enraged

353/500

Hero

5

Ravenloft

Common

Undead. During combat, this ghoul goes into a berserk rage and destroys one of the opposing player's holdings (this player's choice).


Ting Ling

354/500

Cleric

8

Ravenloft

Common

Flyer. Ting Ling can use blood abilities. He confers the power to fly on his allies, allowing them to attack with him.


The Death Ship

355/500

Monster

4

Ravenloft

Common

Undead; swimmer. This inanimate object is the home of evil spirits. Only swimming allies may be played against this champion.


The Lesser Mummy

356/500

Cleric

3

Ravenloft

Common

Undead. This apparition drains 3 levels from the attacking champion, adding them to itself. Lycanthropes fear it, and no werecreature will attack it.


If a werecreature attacks and the Lesser Mummy defends, both champions return to their pools and the battle is over. If the Lesser Mummy attacks and a werecreature defends, the round continues normally, since the werecreature is defending, not attacking.


Bride of Malice

357/500

Wizard

9

Ravenloft

Common

Undead (vampire). This wizard is immune to psionic attack and offensive unarmed combat cards. She can use blood abilities and unarmed combat cards usable by dragons.


The Vulture of the Core

358/500

Monster

6

Ravenloft

Common

Flyer. When defending a Ravenloft realm, the vulture can opt to draw five cards from his draw pile. He can use only those cards for the battle, and all are discarded at the end of the round.


Fleeing Adventurers

359/500

Hero

3

Ravenloft

Common

If defeated by a psionicist or regent, this champion can flee back to its pool rather than being discarded.


The Bog Monster

Monster

360/500

8

Ravenloft

Common

Four allies must be played against this champion before any of their powers or levels take effect. Once four are played, the result is totaled and applied.


Flight

361/500

Wizard Spell

Common

This player's champions and allies put forward in battle become flyers for this turn. (Def/3/4)


This card is a reprint of Flight (211/3rd).

For further information see SFRG 2, p. 155.



Shapechange

362/500

Wizard Spell

Uncommon

The caster can choose to become any other type of champion (cleric, hero, regent, etc.) until the end of this players turn. (Def/3/4)


This card is a reprint of Shapechange (212/3rd) with an altered text, but the same special power.

For further information see SFRG 2, p. 156.


Fireball

363/500

Wizard Spell

Common

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


This card is a reprint of Fireball (331/1st-3rd) with an reversed picture and the additional +4 level.

For further information see SFRG 1, p. 207.


Lightning Bolt

364/500

Wizard Spell

Common

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


This card is a reprint of Lightning Bolt (332/1st-3rd).

For further information see SFRG 1, p. 207.


Magic Missile

365/500

Wizard Spell

Common

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


This card is a reprint of Magic Missile (334/3rd).

For further information see SFRG 2, p. 177.


Wall of Fire

366/500

Wizard Spell

Common

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


This card is a reprint of Wall of Fire (335/1st-3rd).

For further information see SFRG 1, p. 208.


Wall of Force

367/500

Wizard Spell

Common

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


This card is a reprint of Wall of Force (338/1st-3rd) with an altered special power.

For further information see SFRG 1, p. 209.


Cone of Cold

368/500

Wizard Spell

Common

Destroys one artifact, chosen by the caster. If cast during phase 3, the caster does not receive a level bonus. (Off/3/4)


This card is a reprint of Cone of Cold (340/3rd) with an added special power.

For further information see SFRG 2, p. 178.


Crushing Fist

369/500

Wizard Spell

Common

The crushing fist adds 4 levels or destroys one magical item, chosen by the caster. (Off/4)


This card is a reprint of Crushing Fist (344/1st-3rd).

For further information see SFRG 1, p. 211.


Dispel Magic

Wizard Spell

370/500

Common

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


This card is a reprint of Dispel Magic (346/3rd).

For further information see SFRG 2, p. 179.

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.


Wall of Fog

371/500

Wizard Spell

Common

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


This card is a reprint of Wall of Fog (371/1st-3rd) with an altered text, but the same special power.

For further information see SFRG 1, p. 220.

Fear

372/500

Wizard Spell

Common

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


This card is a reprint of Fear (348/1st-3rd) with an altered text, but the same special power.

For further information see SFRG 1, p. 212.


Blink

373/500

Wizard Spell

Common

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


This card is a reprint of Blink (374/1st-3rd) with an altered text, but the same special power.

For further information see SFRG 1, p. 221.


Charm Monster

374/500

Wizard Spell

Common

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


This card is a reprint of Charm Monster (376/1st-3rd). Note that there is another Charm Monster (76/DL) with another power.

For further information see SFRG 1, p. 222.



Black Tentacles

375/500

Wizard Spell

Common

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


This card is a reprint of Black Tentacles (378/1st-2nd). Black Tentacles (378/3rd) kills all champions of base level 4 or less. Note that this card contains a typo: the number is "375 of 400," but should be "375 of 500."

For further information see SFRG 1, p. 222.


Death Fog

376/500

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)


This card is a reprint of Death Fog (391/1st-3rd).

For further information see SFRG 1, p. 227.


Death Spell

377/500

Wizard Spell

Uncommon

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


This card is a reprint of Death Spell (392/1st-3rd).

For further information see SFRG 1, p. 227 and SFRG 2, p. 183.


Power Word, Stun

378/500

Wizard Spell

Common

Can be cast at any time to negate the special power of an attacking champion before his power can activate. (Off)


Spell Turning

379/500

Wizard Spell

Common

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


This card is a reprint of Spell Turning (398/3rd) with an altered text, but the same special power.

For further information see SFRG 2, p. 183.

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.


Power Word, Silence

380/500

Wizard Spell

Common

The opposing champion cannot cast spells for this round of combat. (Off/4)







Death Link

381/500

Wizard Spell

Uncommon

If the casting champion is defeated, the opposing champion is also discarded. (Def/4)


Limited Wish

382/500

Wizard Spell

Uncommon

This spell can be cast at any time to negate the effects of any event card. (Def)


This card is a reprint of Limited Wish (43/FR) with an altered text, but the same special power.

For further information see SFRG 1, p. 338 and SFRG 2, p. 202.

Limited Wish can be cast at any time. This means that during a battle, champions in a pool can cast the spell.


Time Stop

383/500

Wizard Spell

Uncommon

Take any one wizard spell from your draw pile and play it immediately. Then, reshuffle the draw pile. (Def/3/4/5)


This card is a reprint of Time Stop (44/FR) with an altered text, but the same special power.

For further information see SFRG 1, p. 339. Time Stop You may not "Time Stop" to successfully counter a instant kill card. A successful counter requires that the next card played stop the instant kill. Since "Time Stop", itself, doesn't counter, the instant kill activates before the next card can be played.


Wish

384/500

Wizard Spell

Uncommon

Discard any one card in play (except a realm) regardless of its immunities. This spell can be cast at any time, but the casting champion cannot be used again until its owner's next turn. (Off)


This card is a reprint of Wish (46/FR) with an altered text, but the same special power.

For further information see SFRG 1, p. 339 and SFRG 2, p. 202.

Wish can be canceled with Dispel Magic. It can be turned with Spell Turning or Reflection, in which case the champion casting the Wish is discarded. The caster, now the target of the turned Wish, can take no further action. Only another champion can cast Dispel Magic or another Spell Turning. Wish cannot be used to cancel an event, unless that event has a lasting effect. Likewise, only spells with a lasting effect can be canceled with Wish.

Wish can be cast at any time. This means that during a battle, champions in battle or in a pool can cast the spell. If Wish is cast on an attacking champion, that champion is defeated and the defender is entitled to spoils of victory. If a champion casts Wish during battle, and the Wish is cancelled, the attacker is defeated, since he can take no further action.

Because Wish is not affected by immunities, it is effective on cards normally immune to offensive spells, such as Elminster, and is effective against an opponent with the Codex of Infinite Planes.

Wish can be used to discard a dungeon card. If so used, both the Wish and the caster of the Wish are removed from the game (sent to the Void). If Wish is Retargeted to a dungeon card, the original caster of the Wish and Wish itself, are removed from the game.

The Wish spell is the most powerful spell in the game. It ignores all cards that state they are immune or otherwise unaffected by spells unless they state an immunity to the Wish spell. Regardless of a champion’s immunities or special powers, Wish can discard them.


Cúpula BSW 2009: Mesmo um campeão imune a Wish deve ficar paralisado após usar esta magia.


Cúpula BSW 2011: Pode descartar qualquer carta independente de imunidades e poderes especiais, incluindo Chernevik.

Excetua-se a regra quando a imunidade é declarada a carta Wish.


Cúpula BSW 2013: Quando uma carta suporte, evento, etc é cancelada ou dispersada, 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.


Reverse Gravity

385/500

Wizard Spell

Common

All flyers become non-flyers and vice-versa until the beginning of this player's next turn. Swimmers and earthwalkers are unaffected by this spell. (Off/3/4)


This card is a reprint of Reverse Gravity (56/AR) with a reversed picture (funny, eh ?).

For further information see SFRG 2, p. 224.


Mirror Image

386/500

Wizard Spell

Common

This spell doubles the caster's current level. (Def/4)


This card is a reprint of Mirror Image (58/AR) with an altered text, but the same special power.

For further information see SFRG 2, p. 224.


Elminster's Evasion

387/500

Wizard Spell

Common

A wizard who casts this spell can sacrifice another wizard from his pool to escape defeat, but the opponent still gains spoils (if applicable). (Def/4)


Prismatic Sphere

388/500

Wizard Spell

Common

This spell may only be cast by a defending champion and lasts until the beginning of this player's next turn. The attached champion is immune to harmful events and the special powers of all cards. (Def/4)


Re-target

389/500

Wizard Spell

Common

Allows this caster to redirect a just-cast offensive or defensive spell at any card in play. This spell may be cast at any time. (Def)


The spell that is subject to the Re-target spell must be redirected to another target. Re-target can only be cast on Dispel Magic if there is another spell in play to which the Dispel Magic can be redirected.


Cúpula BSW 2011: Quando usado em feitiços defensivos, o jogador toma posse da carta afetada pelo Re-target usando da maneira como preferir, inclusive nas próprias cartas. Pode ser jogado para rebater um feitiço defensivo para o mesmo alvo escolhido pelo lançador original (Re-target em Hallucinatory Terrain [42/FR] para escolher copiar a mesma fortaleza, beneficiando o lançador do Re-Target).


ESP

390/500

Wizard Spell

Common

When this player's opponent plays a card into the battle, it is played face down. This player then guesses the card type (ally, wizard spell, etc). If correct, that card is discarded. (Off/4)


Card Combo (from zuse2@webtv.net): In battle, cast ESP, which requires that the cards played into battle by the opponent are played face down. If the player guesses the card type, it is discarded. After ESP is in play, play a card that requires the opponent to play a certain type of card, such as Melt Bone (requires the opponent play an ally), Loup-Garou (opponent must have or play a magical item), Ki-Rin (opponent must have or play an ally). These cards make it rather easy to guess the next card to be played, ensuring it will be discarded and the opponent will be defeated.


Leomund's Trap

391/500

Wizard Spell

Common

Hide under any realm in your formation; expose when the realm is attacked. Any champion of base level 4 or less is immediately discarded before the battle begins. (Off/3)


Misdirection

392/500

Wizard Spell

Common

Play just after an opponent has announced an attack on any realm. Choose another realm in the same formation for the champion to attack instead, which he and his allies may, regardless of position or restrictions. (Off)


Ray of Enfeeblement

393/500

Wizard Spell

Common

Reduces the target's base level by half (round down) until the end of that player's next turn. (Off/3/4)


Stinking Cloud

394/500

Wizard Spell

Common

All opposing allies of level 3 or less are discarded. Opposing allies of level 4 or higher lose their special powers. (Off/4)


Sepia Snake Sigil

395/500

Wizard Spell

Common

Hide under any realm in your formation; expose when the realm is attacked. An attacker is sent to Limbo until the end of that player's next turn. Discard spell after use. (Def/3)


Armor

396/500

Wizard Spell

Common

Until the end of this champion's next combat, increase the caster's base level by 1 if cast by a champion level 5 or less; by 3 if level 6-9; or by 5 if level 10+. (Def/3/4/5)




Sticks to Snakes

397/500

Cleric Spell

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)


This card is a reprint of Sticks to Snakes (351/3rd).

For further information see SFRG 2, p. 180.


Sanctuary

398/500

Cleric Spell

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


This card is a reprint of Sanctuary (354/1st-3rd) with an altered text, but the same special power. Also, the picture on this card is reversed.

For further information see SFRG 1, p. 214.


Wind Walk

399/500

Cleric Spell

Common

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


This card is a reprint of Wind Walk (355/3rd) with an altered text, but the same special power.

For further information see SFRG 2, p. 181.


Dispel

400/500

Cleric Spell

Common

Can be cast at any time to cancel the effects of an existing or just-cast spell, blood ability, or psionic power card. (Def)


This card is a reprint of Dispel Magic (358/3rd) with added special powers (i.e the older edition card can only cancel spells).

For further information see SFRG 2, p. 181.


Raise Dead

401/500

Cleric Spell

Common

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


This card is a reprint of Raise Dead (366/1st-3rd) with an altered text, but the same special power.

For further information see SFRG 1, p. 218.


Creeping Doom

402/500

Cleric Spell

Uncommon

Immediately razes one realm with no holding. (Off/3)


This card is a reprint of Creeping Doom (28/FR).

For further information see SFRG 1, p. 333 and SFRG 2, p. 202.


Earthquake

403/500

Cleric Spell

Uncommon

All cards currently in battle are discarded, and combat ends with no victor. Every player must raze one of his own realms or discard a holding in play. (Off/3/4)


This card is a reprint of Earthquake (29/FR).

For further information see SFRG 1, p. 334.


Shadow Engines

404/500

Cleric Spell

Common

Discard any holding of an opponent. (Off/3/4)


This card is a reprint of Shadow Engines (35/FR).

For further information see SFRG 1, p. 336.


Faith-Magic Zone

405/500

Cleric Spell

Common

Only cleric spells can be cast until the end of this player's next turn. (Def/3/4/5)


This spell can be countered immediately with the wizard spell Dispel Magic. However, if Faith-Magic Zone is not immediately countered, only the cleric spells Dispel Magic or Dispel can remove it from play before its normal expiration.


Ward of Sleep

406/500

Cleric Spell

Common

This spell can be cast to place one champion from any player's discard pile to the Abyss. (Off/3/4/5)


Ward of Peace

407/500

Cleric Spell

Common

This spell serves as a protector for a player's pool. Any spell directed at the player's pool must be first directed at the ward, who is considered a level 8 hero in a pool all his own. (Def/3)


If the entire pool or any card in the pool is targeted by a spell, that spell is redirected to the Ward of Peace.

The Ward remains in place until dispelled, wished, or otherwise removed, such as being defeated in combat. The ward is considered a hero, and may have attached magical items. It can be used by Princess Amber as an ally. The Ward is also vulnerable to Curse of the Azure Bonds and Tyranthraxus, the Possessing Spirit.


Ward of Erebus

408/500

Cleric Spell

Common

Until the end of this player's next turn, all clerics discarded by any means are sent to Limbo instead of the discard pile. They return to players' pools at the end of their next turns. (Def/3)


Ward of Laocoon

409/500

Cleric Spell

Common

The special powers of all dragons and swimmers are negated until the end of this player's next turn. (Off/3)


Ward of Laius

410/500

Cleric Spell

Common

Until the end of this player's next turn, all players "elevate" one of their pool champions to King. Their King is the first to attack or defend and is immune to harmful events. If defeated in combat, the highest level champion remaining in the pool is also discarded. (Off/3/5)


The King is selected from among eligible champions. For example, a champion immune to offensive spells cannot be selected as King. If for some reason the King becomes unable to attack or defend (e.g the King is discarded), another champion may be chosen.

If the King is defeated, the highest level champion in the pool is discarded along with the King. If the highest level champion is immune to offensive spells, the next highest level champion is discarded.

Cleric Spell


Ward of FReedom

411/500

Cleric Spell

Common

This spell can be cast to recall any champion from Limbo back to the player's pool or from the Abyss to the discard pile. (Def/3)


Card Combo (from Desafio aos Corajosos 2013): Jerome Kasinskaia (8/IQBR)’s special powers can be used to retrieve Ward of Freedom and Divine Intervention (81/DL) from the discard pile to this player’s hand, allowing him to use Gib Kcir (16/RR chase)’s special powers many times during a match!


Ward of Ironguarding

412/500

Cleric Spell

Common

Until the end of this player's next turn, this player's draw pile is immune to the special power of other cards that try to look at or discard cards from the draw pile. (Def/3/5)


Ward of Ruin

413/500

Cleric Spell

Common

Until the end of this player's next turn, any realm that is razed in combat is also discarded. (Off/3)


Ward of the Erinyes

414/500

Cleric Spell

Common

Until the end of this player's next turn, no rule cards can be played. The owner of any rule card currently in play must discard either a realm, holding, or champion. (Off/3)


Animal Friendship

415/500

Cleric Spell

Common

This spell adds a permanent ally to the caster equal to half his base level (round up). (Def/3/4)


Command

416/500

Cleric Spell

Common

An opposing player must attack with the targeted champion (if possible) during his next turn. If he does not, the champion is discarded and the player must discard two cards from his hand or pool. (Off/3)


Shillelagh

417/500

Cleric Spell

Common

Shillelagh creates a magical weapon equal to half the caster's base level (round down) that lasts until the end of this player's next turn. (Def/3/4)



Aid

418/500

Cleric Spell

Common

Cast by a champion in the pool into a combat, this spell adds 4 to the base level of the affected champion. (Def/4)


Enthrall

419/500

Cleric Spell

Common

Prevents all champions in one player's pool from attacking or defending until after that player's next turn. This player can make no attacks this turn. (Off/3)


Fire Trap

420/500

Cleric Spell

Common

Hide under any realm in your formation; expose when the realm is attacked. Any champion of base level 5 or less is immediately discarded before the battle. Discard spell after use. (Off/3)



Heat Metal

421/500

Cleric Spell

Common

Opposing champion is stripped of all magical items and artifacts. Items are sent to Limbo until the end of the player's next turn and then return to their original champion (if possible) or are discarded. (Off/3/4)


Locate Object

422/500

Cleric Spell

Common

Allows this player to search his draw pile for any magical item or artifact and place it on the top of his draw pile. (Def/3/5)


Negative Plane Protection

423/500

Cleric Spell

Common

Lasts until dispelled or until the champion is involved in combat with an undead champion. The protected champion is immune to the special powers of all undead champions. (Def/3/4)


Switch Personality

Psionic Power

424/500

Common

May be used during a round of battle to exchange this champion for one in your pool. The pool champion may have already attacked or defended this battle. (Def/4)


Superior Invisibility

425/500

Psionic Power

Common

An invisible champion can bypass a defending wizard or cleric of base level 4 or less and raze the realm. The defending champion returns to his pool. (Def/4)


Mindlink

426/500

Psionic Power

Common

Allows the champion to cast cleric and wizard spells, use blood abilities, and use unarmed combat cards for this round of battle. (Def/4)


Precognition

427/500

Psionic Power

Common

The opposing player must reveal the next two cards he plans to play in this combat. (Off/4)


Phobia Amplification

428/500

Psionic Power

Common

The base level of this champion is subtracted from the base level of the target. If the opponent is reduced below level 0, he remains in combat at a negative total. (Off/4)

Psionic Power


Body Weaponry

429/500

Psionic Power

Common

Discards any unarmed combat cards in play and prevents further unarmed combat cards from being used this round. (Off/4)


Lend Health

430/500

Psionic Power

Common

This power is played by a champion in the pool to lend its base level to another champion in combat. If the aided champion loses, this champion is discarded as well. (Def/4)


Metamorphosis

431/500

Psionic Power

Uncommon

This champion can choose to become a different type of champion type (hero, wizard, etc) for this round of battle. (Def/4)


Mindwipe

432/500

Psionic Power

Common

An opposing champion cannot cast any spells or use psionic power cards for the rest of this round of battle. (Off/4)



Jab

433/500

Unarmed Combat Card

Common

Usable only by heroes. Draw one card at random from the opposing player, playing it if possible but discarding it otherwise. (Off/4)


The card is drawn from the opponent's hand. A player with the Herald of Mei Lung is immune to Jab.


Boot to the Head

434/500

Unarmed Combat Card

Common

Usable only by heroes. An opposing wizard, cleric, thief, or regent draws and discards a card, noting its last digit. If the digit is a 0 or a 1, the opponent is defeated. (Off/4)


Reversal

435/500

Unarmed Combat Card

Common

Usable by all champions. This maneuver turns a just-played offensive unarmed combat card back upon its user. (Def/4)


Choke Hold

436/500

Unarmed Combat Card

Common

Usable only by heroes. An opposing spellcaster cannot cast spells for this round of combat. (Off/4)


Counter

437/500

Unarmed Combat Card

Common

Usable by all champions. This unarmed combat card negates a just-played unarmed combat card. (Def/4)


Rake!

438/500

Unarmed Combat Card

Common

Usable only by undead champions. The opposing champion must discard one card from the current round of combat. (Off/4)


If the opposing champion has no attached cards, Rake! has no effect.


Tail Slap

439/500

Unarmed Combat Card

Uncommon

Usable only by dragons. All nonflying opponents lose two levels. If reduced to level 0 or less, they are discarded. (Off/4)


Blind Side!

440/500

Unarmed Combat Card

Common

Usable only by elf (drow) champions. This can be played at any time to discard the highest ally, spell, or psionic power card played during this round of combat. (Off/4)


Because the wording of this card indicates it can be played at any time, Blind Side! can be played by a champion in the pool, just like Dispel Magic or Wish.


Heroic Effort

441/500

Unarmed Combat Card

Common

Usable only by heroes. The attached hero can discard any single card attached to an opposing champion. Win or lose, the hero is discarded at the end of the battle. (Off/4)


Elemental Control

442/500

Blood Ability

Common

The attached champion is immune to all offensive spells containing the words "fire, flame, air, wind, water, or earth." (Def/4)


Fear

443/500

Blood Ability

Common

All opposing allies whose plus is less than the last digit of the attached champion's card number are immediately discarded. (Off/4)


The "attached champion" referred to in the card text is the opposing champion, to which the opposing allies are attached.



Healing

444/500

Blood Ability

Common

This ability can be used after a combat to return up to two just-discarded allies from the discard pile to your hand. (Def/5)


Resistance

445/500

Blood Ability

Common

The attached champion is immune to offensive magical items until the end of this round of battle. (Def/4)


Bloodform

446/500

Blood Ability

Common

Attached champion becomes a monster and is now considered an awnshegh. Lasts until the attached champion is discarded. (Def/3/4/5)


Charm Aura

447/500

Blood Ability

Common

All opposing allies of +5 or less are forced to switch sides. Allies played after this blood ability are unaffected. (Off/4)


Major Resistance

448/500

Blood Ability

Common

Attached champion is immune to offensive magical items and offensive spells until the end of this player's next turn. (Def/3/4/5)


Wither Touch

449/500

Blood Ability

Common

Any champion defeated by the attached champion is sent to the Abyss rather than the discard pile. (Off/4)


Persuasion

450/500

Blood Ability

Common

Attached champion draws and discards a card, noting the last digit of the card number. This is the number of opposing allies (chosen by the opponent) which are persuaded not to fight. Allies are sent to the discard pile. (Off/4)


Ren's Crystal Ball

451/500

Artifact

Common

During phase 0 of each turn, the owner of Rens's Crystal Ball can inspect the top three cards of any deck and discard one card.


This card is a reprint of Ren's Crystal Ball (199/1st-3rd) with an altered text, but the same special power.

For further information see SFRG 1, p. 163.


Codex of the Infinite Planes

452/500

Artifact

Common

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


This card is a reprint of Codex of the Infinite Planes (152/1st-3rd) with an altered text, but the same special power.

For further information see SFRG 1, p. 147 and SFRG 2, p. 146.


Eye and Hand of Vecna

453/500

Artifact

Common

The attached champions gains 5 levels when attacking, but only 2 levels when defending.


This card is a reprint of Eye and Hand of Vecna (156/1st-3rd) with an altered text, but the same special power.

For further information see SFRG 1, p. 148 and SFRG 2, p. 147.


Cup of Al'Akbar

454/500

Artifact

Common

If this player discards three cards from his hand during phase 5, he can return any one card from the discard pile to his hand.


This card is a reprint of Cup of Al'Akbar (160/1st-3rd) with an altered text, but the same special power.

For further information see SFRG 1, p. 150.


The Ring of Winter

455/500

Artifact

Common

While this card is in play, all opponents draw one fewer card then normal on their turns (minimum of one card).


This card is a reprint of The Ring of Winter (61/FR).

For further information see SFRG 1, p. 344.


Wand of Orcus

456/500

Artifact

Common

This wand can be attached to any undead monster champion. When the wand is used in battle against an opposing champion of level 8 or less, the opponent is instantly slain (discarded).


This card is a reprint of Wand of Orcus (1/AR) with an altered text, but the same special power.

For further information see SFRG 2, p. 205.

Axe of the Dwarvish Lords

457/500

Artifact

Common

The Axe can be attached to any champion. In addition to the listed bonus, the Axe also gives the attached champion a +8 ally.


This card is a reprint of Axe of the Dwarvish Lords (2/AR) with an altered text, but the same special power.

For further information see SFRG 2, p. 206.


Guenhwyvar

458/500

Artifact

Common

If the attached champion is defeated, Guenhwyvar may be attached to any other Forgotten Realms champion in the player's pool.


This card is a reprint of Guenhwyvar (59/FR).

For further information see SFRG 1, p. 344.


Obsidian Man of Urik

Artifact

459/500

Common

If the attached champion is discarded, the artifact returns to the player's pool as a monster. Instead of attaching this artifact to a champion, the player can play the Obsidian Man as a monster.


This card is a reprint of Obsidian Man of Urik (14/AR).

For further information see SFRG 2, p. 210.


Throne of the Gods

460/500

Artifact

Common

The Throne of the Gods can be used by a champion of any world. It is not subject to the Rule of the Cosmos, but any champion with the Throne attached must immediately battle any other champion who also claims the Throne. The winner receives a spoils of victory.


Nature's Throne

461/500

Artifact

Common

Usable by any champion from any world. Nature's Throne strips any special movement requirement (swimmers, flyers, etc) from any realm that this player's champions attack.


The power of Nature's Throne refers to specific restrictions on the realm. Protected realms can still only be attacked by flyers, earthwalkers, and swimmers (if a coastal realm).

The artifact only removes movement requirements, not restrictions. As an example, Menzoberranzan still cannot be attacked by flyers.


Throne of Bone

462/500

Artifact

Common

Can be used by an undead champion from any world. All of this player's undead are immune to offensive psionic power cards, unarmed combat cards, and blood abilities.


The Medusa Throne

463/500

Artifact

Common

Usable by a champion from any world. An opponent's special powers that activate upon defeat ("avenging" champions and allies) are negated and "avenging" champions and allies are sent to the Abyss when defeated.


The Medusa Throne's power is only effective against opposing (i.e. opposing in battle) champions and allies. it's power does not work while in the pool.


Throne of Ice

464/500

Artifact

Common

Can be attached to a champion from any world. The Throne of Ice allows a champion to attack a rule card as if it were a realm. Any player can defend the rule card like a normal realm, but if the attack is successful, the rule card is "razed" and removed from play.







Throne of the Seas

465/500

Artifact

Common

Can be attached to a swimming champion from any world. All swimming champions of this player are immune to harmful events and offensive magical items. Swimming champions and allies gain 2 levels.


Throne of the Pharaohs

466/500

Artifact

Common

Usable by a champion from any world. When brought into play, all events in play are negated and no more can be played as long as the Throne of the Pharaohs remains in play.


Handmine will not function while Throne of the Pharoahs is in play.


The Emerald Throne

467/500

Artifact

Common

Usable only by an elf champion from any world. All elves of this player can use unarmed combat, psionic power, and blood ability cards.


Throne of the Drow

468/500

Artifact

Common

Usable only by elf (drow) champions from any world. Instead of attacking a realm during a turn, the attached champion can attack a champion in another player's pool. If successful this player draws a card (but not as spoils) and the defender is discarded.


The champion with the Throne attached can attack either an opponent's champion or realm. However, the player with the Throne may still attack a realm in the same turn before or after using the Throne's power to attack a champion. The player must use other champions to attack the realm.

Only one champion may be attacked per turn using the powers of the Throne. Thus Zaknafein's power is not helpful, since only one champion can be attacked.


Elemental Avatar of Earth

469/500

Cleric

15

Dark Sun

Rare

Avatar. Two Dark Sun champions must be discarded to bring this avatar into play. All champions of this player are granted the earthwalking ability.


Elemental Avatar of Air

470/500

Cleric

15

Dark Sun

Rare

Avatar. Two flying champions from any world must be discarded to bring this avatar into play. All flying champion of this player are immune to cards that directly target flyers.



Elemental Avatar of Water

471/500

Cleric

15

Dark Sun

Rare

Avatar. A Dark Sun cleric of level 12 or higher must be discarded to bring this avatar into play. Once per turn, this player can look at the top card of each player's draw pile and discard any champions or allies that are swimmers.


Elemental Avatar of Fire

472/500

Cleric

15

Dark Sun

Rare

Avatar. A monster (dragon) champion must be discarded to being this avatar into play. All Dark Sun champions of this player gain a +5 fire elemental as an ally that cannot be forced to switch sides or be discarded through cardplay.


Garl Glittergold

473/500

Hero

13

Advanced Dungeons and Dragons

Rare

Avatar. Gnome. A hero of level 8 or higher must be discarded to bring Garl into play. All champions of this player are considered gnomes. All champions and all "true" gnomes are immune to offensive wizard spells.


Urdlen

474/500

Monster

14

Advanced Dungeons and Dragons

Rare

Avatar. An earthwalking monster of level 7 or more must be discarded to bring Urdlen into play. Urdlen devours all earthwalking allies that oppose any of this player's champions.


Yondalla the Provider

475/500

Hero

16

Advanced Dungeons and Dragons

Rare

Avatar. Halfling. A monster of level 12 or higher must be discarded to bring Yondalla into play. Yondalla can only defend, never attack. If defeated in combat (or discarded for any reason) she forces both the opposing champion and one other champion of her choice to be discarded.


Brandobaris

476/500

Hero

13

Advanced Dungeons and Dragons

Rare

Avatar. Halfling. A hero with an attached magical item must be discarded to bring Brandobaris into play. Once per turn, this player can select one champion in another player's pool to take magical items and artifacts from. The magical items and artifacts are then redistributed to other champions in that player's pool.


Artifacts must be redistributed so as to be legally used (i.e. worlds of champion and artifact must match).


Corellon Larethian

477/500

Wizard

18

Advanced Dungeons and Dragons

Rare

Avatar. Elf. An elf champion of level 16 or higher must be discarded to bring Corellon into play. Corellon is immune to offensive wizard spells and rule cards have no effect against elf champions of this player.


Bahgtru

478/500

Monster

14

Advanced Dungeons and Dragons

Rare

Avatar. Orc. A hero level 13 or higher must be discarded to bring Bahgtru into play. All allies of this player gain a +4 bonus and are immune to offensive spells, blood abilities, and magical items.


Great Mother

479/500

Monster

16

Advanced Dungeons and Dragons

Rare

Avatar. Beholder. Another player's wizard must be defeated in combat to bring the Great Mother into play (at the time of the victory). Once per turn, the Great Mother can surround one pool in an antimagic shell that prevents all spellcasting.


During each phase 3, the Great Mother selects which pool cannot cast spells. This effect lasts until the player's next phase 3.

Champions are only affected while they are in the pool. If a champion enters battle, he may cast spells.


Annam

480/500

Cleric

16

Advanced Dungeons and Dragons

Rare

Avatar. Giant. A giant of level 14 or higher must be discarded to bring Annam into play. At the start of this player's turn, Annam can discard one card at random from another player who has a hand of eight cards or more.


Remnis

481/500

Monster

15

Advanced Dungeons and Dragons

Rare

Avatar. One or more flyers totaling 16 levels or more must be discarded to bring Remnis into play. At the end of each turn, Remnis can fly into this player's discard pile and retrieve one non-champion card, eturning it to this player's hand.


Remnis is bluelined as a flyer.

Since Remnis' power is used at the end of the player's turn, it can return from Limbo and use its power in the same turn.

Remnis is a great addition to any deck, particularly in games played with Enhanced (ten realm) victory conditions, since these games last longer and it becomes more important to recycle your best cards.


Cegilune

482/500

Monster

17

Advanced Dungeons and Dragons

Rare

Avatar. Three magical items with a least a +3 bonus each (or three elf champions) must be discarded to bring Cegilune into play. When attacking, she causes all magical items held by the opposing player to be discarded.


When Cegilune attacks, all magical items held in the opponent's hand are discarded. Magical items attached to champions in the opponent's pool are not discarded.


Kanchelsis

483/500

Wizard

16

Advanced Dungeons and Dragons

Rare

Avatar. Undead, flyer, elf. An undead champion with a magical item or artifact must be discarded to bring Kanchelsis into play. Each time Kanchelsis wins a round of combat, he can force one attached card anywhere in play to be discarded (excluding realms and champions).


Ferrix

484/500

Wizard

17

Advanced Dungeons and Dragons

Rare

Avatar. Weretiger. A monster champion of level 12 or higher must be discarded to bring Ferrix into play. In combat, Ferrix forces her opponent to discard one artifact or holding from their hand, pool, or formation, or else lose the round of combat.


Titania

485/500

Wizard

20

Advanced Dungeons and Dragons

Rare

Avatar. Three champions must be discarded to bring Titania into play. This player can choose one type of champion at the start of each of his turns that is immune harmful events and offensive psionic power cards.


Verenestra

486/500

Cleric

16

Advanced Dungeons and Dragons

Rare

Avatar. A wizard immune to offensive spells must be discarded to bring this avatar into play. Once per turn, Verenestra can negate a defensive spell. If discarded from play for any reason, all cards with the words "immune" or "immunity"' on them are likewise discarded.


Verenestra's power to discard cards with immune or immunity on them extends to over 300 cards, including the dungeon cards Domain of Takhisis, Queen of Darkness, The Belly of the Beast, Pit of the Mind Lord, The Torture Room, and Return of the Dwarven King.


Midnight, Goddess of Magic

487/500

Wizard

15

Forgotten Realms

Rare

Avatar. Two level 9+ wizards must be discarded to bring Midnight into play. While in play, all champions that use wizard spells must ask her permission to cast them. She destroys all magical items held by the opposing champion.


This card is a boosted version of Midnight, Goddess of Magic (46/1st-3rd).

For further information see SFRG 1, p. 112 and SFRG 2, p. 127.




Iuz, Avatar of Evil

488/500

Monster

14

Greyhawk

Rare

Avatar. Undead. 10+ levels of undead champions must be discarded to bring Iuz into play. Iuz can cast wizard spells. Once per turn, this player may raze one of his realms to force an opponent to discard a razed realm or raze one unrazed realm.


This card is a boosted version of Iuz the Evil (167/1st-3rd).

For further information see SFRG 1, p. 152 and SFRG 2, p. 148.


Card Combo: If a player with Iuz, the Avatar of Evil, razes one of his own realms, Iuz can raze an opponent's realm, or discard an opponent's razed realm, once per turn. By razing Mithas, which is automatically rebuilt, a player with Iuz can raze a realm each turn.


Lolth, the Spider Avatar

489/500

Monster

21

Greyhawk

Rare

Avatar. Elf (drow). Two drow champions must be discarded to bring Lolth into play. Can use wizard and cleric spells and psionic power cards. If Lolth is defeated, shuffle her back into the draw deck along with the drow used to summon her.


This card is a boosted version of Lolth, the Spider Queen (166/1st-3rd).

For further information see SFRG 1, p. 152.


Nobody Wins!

490/500

Rule Card

Common

Played at the beginning of the player's turn, this card is not discarded. It affects all players and remains in effect until any other rule card is played.

At the start of this player's turn, he may guess a type of card (realm, holding, wizard, cleric spell, etc.) and flip over the top card of one player's draw pile. If he guessed correctly, the card is placed in the Abyss, otherwise it is discarded.


Only the player of the card uses this rule card's power at the start of his turn.

While the subject of some controversy, the literal wording of the card indicates that on an incorrect guess, the card is discarded. Therefore, if an event is drawn and some other card type was guessed, the event is discarded, which means it is placed in the Abyss.


Rule Lawyer's Delight

491/500

Rule Card

Common

Played at the beginning of the player's turn, this card is not discarded. It affects all players and remains in effect until any other rule card is played.

This rule card allows every player to have a rule card in play (this player may have one in addition to this one). Only the player who plays a rule card is affected by its powers.

The Ultimate Rule Card removes all rules from play.


Rule cards played after the Rule Lawyer's Delight only affect the player of the card. Despite the wording of the first paragraph of text, subsequent rule cards do not replace this card. The only rule card that removes Rule Lawyer's Delight is the Ultimate Rule Card. Rule Lawyer's Delight can also be removed with Genie Bottle, Wish, or Ellorelloran.


Time of Troubles

492/500

Rule Card

Common

Played at the beginning of the player's turn, this card is not discarded. It affects all players and remains in effect until any other rule card is played.

No champion of base level 7 or greater (before magical items and other attached modifiers) may be involved in combat. All Forgotten Realms champions and allies gain 1 level.


This card is a reprint of Time of Troubles (99/FR) with an altered text, but the same special power.

For further information see SFRG 1, p. 357.


The Power of Faith

493/500

Rule Card

Common

Played at the beginning of the player's turn, this card is not discarded. It affects all players and remains in effect until any other rule card is played.

All champions except clerics battle undead champions at half their base level, and allies of less than +4 cannot be played against undead champions by non-clerics.


Forbidden Knowledge

494/500

Rule Card

Common

Played at the beginning of the player's turn, this card is not discarded. It affects all players and remains in effect until any other rule card is played.

Only Ravenloft champions can cast offensive wizard spells. Only Dark Sun champions can use psionic power cards. Only AD&D champions can use unarmed combat cards. Only Birthright champions can use offensive blood abilities.


Circle of Life

495/500

Rule Card

Common

Played at the beginning of the player's turn, this card is not discarded. It affects all players and remains in effect until any other rule card is played.

The game cannot end by a player running out of cards. Any time a player depletes his draw pile, he simply reshuffles his discards to form a new draw pile. Cards in the Abyss remain in the Abyss.


Fair Fight!

496/500

Rule Card

Common

Played at the beginning of the player's turn, this card is not discarded. It affects all players and remains in effect until any other rule card is played.

All instant-kill cards lose their special powers, retaining only their icon bonus. This includes all champions, allies, and events that cause a particular type of champion to be discarded.


Only Instant Defeat cards that affect a particular type of champion are negated by this rule card. For example, the Living Wall, because it effects all champion types of level 6 or higher, retains its special powers. Cards like the event Water Hunters (All undead in play are destroyed immediately.) do not function if Fair Fight! is in play.

Only the card types indicated are affected by this rule card. Other instant-kill cards work normally.


The Event Wheel

497/500

Rule Card

Common

Played at the beginning of the player's turn, this card is not discarded. It affects all players and remains in effect until any other rule card is played.

Events that have a stated duration remain in effect. After two events have been played, a third event forces the first event played to be discarded. Events continue to cycle through, with a third event always replacing the event that has been active the longest.


The Backwaters

498/500

Rule Card

Common

Played at the beginning of the player's turn, this card is not discarded. It affects all players and remains in effect until any other rule card is played.

At the end of this player's turn, razed realms in the C, D, or E position are discarded. Razed realms in the A or B position remain in the formation.


Master the Magic

499/500

Rule Card

Common

Played at the beginning of the player's turn, this card is not discarded. It affects all players and remains in effect until any other rule card is played.

Allies and psionic power cards cannot be played. Any such cards already in play are discarded when this rule card is played.


The Master Strategist

500/500

Rule Card

Common

Played at the beginning of the player's turn, this card is not discarded. It affects all players and remains in effect until any other rule card is played.

Spells and blood abilities cannot be played. Any such cards already in play are discarded when this rule card is played.


Flash Flood

501/520

Event

Chase

All players' pools fill with water, negating the special powers of all magical items and artifacts attached to nonswimmers. Items function normally in combat. This event lasts until negated. (Harmful)


Netherese Symbol of Power

502/520

Wizard Spell

Chase

Place face down beneath a realm until it is attacked. This realm's defenders get to use their special powers before that of the attacker. Discard after use. (Def/3/5)


Rengarth Oracle

503/520

Cleric Spell

Chase

Look at the top six cards of your draw pile and arrange the cards in any order. When finished, send this card to the Abyss. (Def/3/5)


Sea of Dust

504/520

Realm

Greyhawk

Chase

Cannot be attacked by swimmers. If razed in combat, this player can raze any other realm in play. If razed or discarded outside of combat, this player can cause one swimming champion anywhere in play to be discarded.


Caves of Mystery

505/520

Holding

Advanced Dungeons and Dragons

Chase

Can be attached to any realm. Attacking champions of base level 9 or higher draw and discard a card, noting the last digit. If that number is 3 or less, they have underestimated the danger and are discarded. This player draws spoils.


Card Combo (from Tim Barth, barth@twcny.rr.com): Play the holding Caves of Mystery on the Spiderfell. This allows all attacking champions to have a chance at being discarded. If the player has also put A Sure Thing in play, the opponent's champion must be discarded.


The Living Earth

506/520

Event

Chase

Until the end of this player's next turn, realm champions can attack opposing realms (regardless of position or restrictions) and use magical items and artifacts. If defeated in combat, the realm of the realm champion is discarded. Magical items and artifacts are discarded at the end of the event. (Helpful)


If defeated in combat, the realm of the realm champion is discarded. Magical items and artifacts are discarded at the end of the event. (Helpful)


The Painted Hills

507/520

Realm

Dark Sun

Chase

This realm's champion can be of any type, chosen each time it is attacked. Unarmed combat cards cannot be used when attacking this realm.


Ethereal Champion

508/520

Hero

7

Advanved Dungeons and Dragons

Chase

Can cast wizard and cleric spells. Immune to all offensive cards and opposing champions' special powers. All cards in this player's pool can be turned face down while the Ethereal Champion is in play.


Note that the Ethereal Champion is immune to opposing champions' special powers. For there to be an opposing champion, the Ethereal Champion must be in combat. The Ethereal Champion is therefore affected by other champions' special powers when not in combat.

The Ethereal Champion (and Cyric) have the power to hide a player's pool from other players. Cards in the pool are turned face down so that other players won't know what champions are in the pool (or not know the specific location of a face-down champion who was in the pool before Ethereal Champion was brought into play).

If an opponent plays a card with a power that effects one of the cards in the pool, the opponent chooses blindly from among the possible targets.

For example, an opponent targets the players pool with the Wand of Telekinesis, which can only affect magical items. The opponent selects a card in the pool as the target. If the card is not a magical item, another card is selected. If, however, a magical item is selected that is attached to a champion immune to magical items, the power of the Wand is used with no effect.

As another example, when Agis attacks, he can psionically destroy a monster in the defender's pool. The attacker selects a card to target with Agis' power. If he chooses a card other than a monster, he chooses another card, since Agis' power has not been used. If he chooses a monster immune to psionic powers, then Agis' power is wasted and no other cards can be selected.

Because Wish is effective against any card type, the first card selected as the target of Wish is discarded. If the card selected is immune to Wish, such as through the power of the Winner's Cape, the Wish spell is wasted. No new targets can be selected.

If there are two pools with cards turned face down, players must announce champions and artifacts played into the pools, in order to follow the Rule of the Cosmos.

If the Ethereal Champion cannot use its power, for example if it goes to Limbo, has cast Wish, or has been Trapped!, the pool is turned face up until the Champion can once again use its power.

Cúpula BSW 2009: Ethereal não é Imune ao poder de campeões psiônicos quando no poço;


Agis's Cairn

509/520

Holding

Dark Sun

Chase

Defenders of the attached realm can choose to negate defensive spells and defensive magical items for the duration of the battle.


Throne of the Mountain God

510/520

Artifact

Advanced Dungeons and Dragons

Chase

Limbo becomes the Abyss and the Abyss becomes Limbo for as long as this card is in play. Nonevent cards normally sent to Limbo are removed from play; nonevent cards normally sent to the Abyss return at the end of that player's next turn.


Between a Rock and a Hard Place

511/520

Event

Play during the first round of a realm's defense as a defender. If this realm is razed or discarded in this battle, all razed realms in play are also discarded. (Harmful)


Barbaric Allies

512/520

Ally

Chase

These allies can be played in combat regardless of cards that prohibit allies from being played. If played during a successful defense of a realm, one of the attacker's realms is razed (chosen by the attacker).


The Sylvan Pool

513/520

Holding

Advanced Dungeons and Dragons

Chase - Can be attached to any realm. Each time a realm or holding is removed from play, this player draws one card.


This card's power is activated whenever a realm or holding is removed from play, which includes being discarded, sent to the Abyss, or removed from the game. A razed realm that is replaced in the formation is considered removed from play.

Poor Man's Fort

514/520

Holding

Advanced Dungeons and Dragons

Chase

This holding can be attached to an existing realm for the +3 ally or it can be played directly into the pool as a realm during phase 2. While in the pool, it cannot be attacked through combat, nor does it count as a realm for victory conditions. While in play, champions of this player do not require a realm in their formation to remain in play.


The Crystal Dome

515/520

Event

Chase

Cosmic rays cause crystals in the ground to grow, which in turn surround this player's pool. His champions all age, doubling their base levels until the end of this player's next turn. (Helpful)


Towers of Menzoberranzan

516/520

Holding

Forgotten Realms

Chase

If attached to Menzo, the realm cannot be razed or discarded except through combat. If attached to another realm, that realm is immune to attacks via the Underdark or by earthwalkers.


Mystic Passage

517/520

Psionic Power

Chase

Play if about to lose a round of combat. You escape into the corridor of your mind, returning to your pool defeated but not discarded. (Def/4)


Blingdenstone Symbol of Power

518/520

Cleric Spell

Chase

Place face down beneath a realm. If a Forgotten Realms champion defends the attached realm, its base level is doubled and it is immune to offensive cards. (Def/3/5)


Dragon's Eye Symbol of Power

519/520

Wizard Spell

Chase

Place face down beneath a realm. If a realm in this player's formation is targeted by a spell that could raze or destroy it, discard the Dragon's Eye charm instead. (Def/3/5)


The Winner's Cape

520/520

Artifact - TSR

Chase

This mighty artifact is the Grand Prize in the 1996 World Championship at the GenCon Game Fair. All of this player's champions are immune to offensive spells (including Wish) and the attached is also immune to harmful events. This artifact can be used by any champion.


The Winner's Cape increases a champion's adjusted level by 10.

Although this artifact can be attached to any champion, its world is unique (TSR) and it

cannot be included in any deck in a World War tournament.


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