Wand of Orcus
1/ART
Artifact
9
AD&D
Rare
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). Limit one per deck.
This artifact can be attached to any AD&D champion or an undead champion from any world. It instantly defeats any opposing champion with an adjusted level of 8 or less.
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.
Axe of Dwarvish Lord
2/ART
Artifact
3
AD&D
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 in combat.
The ally that comes with this artifact does not need to be a swimmer, flyer, or earthwalker for the purposes of battle, as long as the champion
itself possesses the power. The ally is considered to be linked to the champion through the Axe. The ally is, however, vulnerable to powers that affect normal allies, if the
psionic power Banishment (96/PO) is played against a champion with the Axe, the ally is forced from the battle. The ally returns again for subsequent battles.
Iron Flask Tuerny Merciless
3/ART
Artifact
Greyhawk
Uncommon
The Flask gives the attached champion a +6 tanar'ri ally that can earthwalk and cast wizard spells. If the artifact is discarded, the attached champion is also discarded.
Jacinth Inestimable Beauty
4/ART
Artifact
Greyhawk
Uncommon
In combat, one enemy ally (chosen by this player) is forced to switch sides. The levels of all friendly allies are doubled.
Machine Lum the Mad
5/ART
Artifact
8
Greyhawk
Rare
The attached champion can cast any spell, but only in defense; it can never attack. The champion uses the last digit of his card number as his level.
Queen Ehlissa Nightingale
6/ART
Artifact
Greyhawk
Common
When the attached champion enters combat, the player can choose to prevent the opposing champion from playing allies or spells.
Sword of Kas
7/ART
Artifact
8
Greyhawk
Uncommon
The base level of an opposing champion is halved (round up). This artifact does not function when used against a champion with the Eye and Hand of Vecna.
Talisman of Al'Akbar
8/ART
Artifact
Greyhawk
Common
This artifact can be attached to a champion with the Cup of Al'Albar. The attached champion can dispel one spell while involved in a round of battle. Monsters cannot use this Talisman.
Teeth of Dalhvar-Nar
9/ART
Artifact
Greyhawk
Uncommon
The attached champion is a flyer and is immune to offensive spells. If the champion wins a round of battle, an opposing holding is immediately discarded.
All-Knowing Eye Yasmin Sira
10/ART
Artifact
Forgotten Realms
Rare
The attached champion is immune to offensive spells and once per battle can cast a +5 spell (Def/4). Once per turn, the player can examine one opponent's hand.
Coin Jisan Bountiful
11/ART
Artifact
Forgotten
Realms
Common
The champion can negate either the power of level (but not both) of each magical item and artifact used against him in combat.
The champion with the Coin can only choose to negate offensive magical items and the offensive powers of artifacts. Defensive powers cannot be negated.
Seal of Lost Arak
12/ART
Artifact
3
Ravenloft
Rare
Once per turn, the player can flip the top card of any other player's draw deck. He can use it only if it is a spell or ally that is legal for that step. The card is reshuffled into the player's draw deck.
The Seals' power can be used once from a player's phase 3 to phase 3 of the player's next turn. The Seal can be used during another player's turn.
Crystal of Ebon Flame
13/ART
Artifact
2
Ravenloft
Common
Attached champion becomes undead. The opposing champion's base level is considered to be a zero, unless it its a cleric or undead. Opposing undead allies switch sides.
Obsidian Man of Urik
14/ART
Artifact
6
Dark
Sun
Rare
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.
Rod of Teeth
15/ART
Artifact
2
Dark
Sun
Uncommon
An opposing wizard cannot cast spells. Before battle, the player can discard the attached champion and examine all other players' hands, discarding any spell cards.
Midnight's Mask Disguise
16/ART
Magical
Item
2
Common
A champion can be played into the player's pool with this magical item, even of the champion is already in play somewhere. The champion's powers are unchanged. (Def)
Girdle Giant Strength
17/ART
Magical
Item
7
Common (Off)
Hammer of Thunderbolts
18/ART
Magical
Item
5
Rare
Can only be attached to a champion who carries gauntlets of ogre power or a girdle of storm giant strength. The first ally used against the attached champion is discarded. (Off)
Gauntlets Ogre Power
19/ART
Magical
Item
6
Rare
Champion breaks down walls, allowing him to ignore all such cards. Can be played on a champion even after combat is ended by a wall spell. Combat must continue.
Winged Boots
20/ART
Magical
Item
2
Common
The attached champion becomes a flyer. If he is defeated in battle against a non-flying champion, he can retreat from combat back to his pool. (Def)
Card Combo (from Spellfire Reference Guide Volume II): If the Winged Boots is attached to Iuz the Evil, he can attack, lose the round, use his special power to raze a realm or discard a razed realm, and then return to the pool to attack again on the next turn. Note, however, that this strategy will not work if Iuz's opponent is a flyer.
Card Combo (from Scavenger's Spellfire Corner): If Winged Boots is attached to the Aurak Draconian Lord, the Lord can lose the round, discard the opposing champion, and then return to the pool to do it again next turn. As with the previous combo, this only works if the opponent is not a flyer.
Card Combo (from Scavenger's Spellfire Corner): If Winged Boots also works well attached to Gloriana. If her opponent is a flyer, she automatically wins the round. If her opponent is not a flyer, she can return to the pool if defeated.
Card Combo (from Mark Towse): Attach Winged Boots to Lyr of the Mists, allowing her to use her power, lose the battle, and then return to the pool (as long as the opposing champion is not a flyer) to do it again next turn.
Rod of 7 Parts, #1
21/ART
Magical
Item
1
AD&D
Uncommon
Champion is a swimmer. If combined with any other parts of the rod, the rod counts as an artifact and gains an additional +1 for each part. (Off)
Rod of 7 Parts, #2
22/ART
Magical
Item
2
AD&D
Rare
Champion is immune to events. If combined with any other parts of the rod, the rod counts as an artifact and gains an additional +1 for each part. (Off)
Rod of 7 Parts, #3
23/ART
Magical Item
3
AD&D
Uncommon
Champion is immune to offensive magical items. If combined with any other parts of the rod, the rod counts as an artifact and gains an additional +1 for each part. (Off)
Rod of 7 Parts, #4
24/ART
Magical Item
4
AD&D
Rare
Flyers cannot be played against the attached champion. If combined with any other parts of the rod, the rod counts as an artifact and gains an additional +1 for each part. (Off)
Card Combo (from the Sussman Zone): Attaching the Rod of 7 Parts, #4 to Rand the Bowyer makes him nearly impossible to defeat.
Rod of 7 Parts, #5
25/ART
Magical
Item
5
AD&D
Uncommon
At the beginning of his turn, this item's owner can examine an opponent's hand. If combined with any other parts of the rod, the rod counts as an artifact and gains an additional +1 for each part. (Off)
Rod of 7 Parts, #6
26/ART
Magical
Item
6
AD&D
Rare
The attached champion becomes an earthwalker. If combined with any otherc parts of the rod, the rod counts as an artifact and gains an additional +1 for each part. (Off)
Rod of 7 Parts, #7
27/ART
Magical
Item
7
AD&D
Uncommon
The champion can ignore one card played against him in combat. If combined with any other parts of the rod, the rod counts as an artifact and gains an additional +1 for each part. (Off)
During battle, a champion with the Rod of 7 Parts, part 7 can ignore any one card played after the battle begins. The opposing champion cannot be ignored. If a player chooses to ignore a defensive magical item, any level bonuses are lost, but the power of the item, because it is defensive in nature, remains.
The player may ignore an event played in battle, such as Cataclysm!
An avenging ally can also be ignored, although its power may be used against another player.
Bag of Holding
28/ART
Magical Item
1
Common
Once per turn the player may discard one card from his pool or his hand, and then draw one card from his draw pile. (Def)
The Bag of Holding is used during phase 3 of the player's turn.
Card Combo: This card is best used with cards that can recover other cards from the discard pile, such as Tasslehoff Burrfoot, which can retrieve a magical item from the discard pile once per turn. A magical item can be discarded, in order to draw an additional card. Tasslehoff can then recover the discarded magical item, and the process can be repeated next turn.
Pesquisa Brasil 2010: Não pode descartar a si mesma para ter seu poder.
Cúpula BSW 2011: Toda e qualquer carta que estiver no poço do jogador, pode ser descartada por Bag of Holding, inclusive aquelas que pertencem a outros jogadores, desde que essas últimas estejam sobre o controle daquele jogador, como, por exemplo, um campeão roubado pelo evento Curse of Azure Bonds (4/FR) ou pelo evento Tyranthraxus, The Possessing Spirit (55/RR).
Daern's Instant Fortress
29/ART
Magical Item
5
Rare
The Fortress can be played as a magical item or as a holding. The realm or champion is immune to events and offensive spells during other player's turns. (Def)
Spellbook
30/ART
Magical
Item
Rare
The spellcaster with this item can retain up to two spells after winning a round of combat to use in another battle. Only step 4 spells can be saved. (Def)
Plentiful Psionics
31/ART
Rule
Dark Sun
Rare
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 are able to read minds and predict the future. Each player's hand is divided; all DARK SUN cards are concealed, but all other cards are revealed by placing them face up on the table. The face-up cards are still part of the hand until played
.
Sorcerer-Kings
32/ART
Rule
Dark Sun
Common
Each Dark Sun realm can be defended once per battle by a monster that can cast any spell. The level is equal to the number of Dark Sun realms and holdings the defender has in play. If the sorcerer-king is defeated, the realm is razed.
Dark Lords
33/ART
Rule
Ravenloft
Common
If any Ravenloft champion or undead champion of any world is defeated in battle, that champion returns to the player's pool at the end of that player's next turn.
This rule card prevents a player's RAVENLOFT or undead champions (of any world) from being discarded as a result of combat. After being defeated in battle, a RAVI-NI.OFT or
undead champion is placed in Limbo, returning to the player's pool at the end of their next turn. All magical items, artifacts,
spells, and allies with the champion do not go to Limbo, but are
instead discarded because the champion was defeated. This rule card works well in a deck containing either many RAVENLOFT or undead champions.
The Walking Dead
34/ART
Rule
Ravenloft
Uncommon
Undead champions and Ravenloft monsters can attack razed realms. Allies need not be undead. If a razed realm is defeated, it is discarded and the attacker again draws spoils of victory.
A player receives spoils of victory both when a realm is razed and when it is discarded under the Walking Dead rule card. However, there can be only one spoils of victory in a single turn. As soon as a realm is razed, the player's turn moves to phase 5. On a subsequent turn, the same realm can be attacked and discarded, resulting in another spoils of victory.
Artifact Vault
35/ART
Rule
Greyhawk
Rare
Rule 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 player can choose to place any GREYHAWK Artifacts face-down in a pile called the Artifact Vault. In step 3 of the turn, when cards are played into the pool, the player can distribute the GREYHAWK artifacts to the Artifact Vault. Cards in the vault are in play, but are not active and cannot be used. GREYHAWK artifacts cannot be discarded by any means so long as this rule card is in play; if a champion is discarded, or if any card calls for a GREYHAWK artifact to be discarded, it returns to the player's Artifact Vault.
Artifact Champions
36/ART
Rule
Greyhawk
Uncommon
Greyhawk Artifacts with numerical bonuses can be played as champions. Artifact-champions are not considered monsters, wizards, clerics, or heroes. Any ability normally given by the artifact to a champion is possessed by the artifact-champion.
Isolated Worlds
37/ART
Rule
Dark
Sun
Common
Dark Sun cards (champions, artifacts, realms) are immune to the Rule of the Cosmos. If this rule card is discarded, the owner of the card chooses which cards are discarded to enforce the rule of the Cosmos again.
No Funny Business
38/ART
Rule
AD&D
Rare
No event can be played. All events currently in play are immediately discarded. In addition, no more than one magical item can be attached to any champion. In battle, no more than one of each type of card can be attached to each champion.
This rule card allows only one of each type of CARD to be in the battle. However, special powers of cards do not count toward this limitation. For example the artifact card Axe of the Dwarvish Lord conveys a +8 ally, but an ally card can still be played.
When another rule card is put into play, this card must be discarded. Rule cards must be played before cards are drawn at the beginning of a player's turn, or as spoils. This rule card is designed to l i m i t the number of cards that can be played during the course of a battle, as well as eliminating the playing of event cards. Events currently in play when this rule card comes out are discarded. This card limits the number of magical items that can be attached to a champion. Only one ally,
magical item, artifact, and wizard or cleric spell can be attached to a champion. If a champion already had one of these cards attached when he entered combat, the player cannot attach another of that type of item. If for any reason a champion ends up with more of a card type than he's allowed, one must immediately be discarded
Forbidden Lore
39/ART
Rule
Ravenloft
Common
Only Ravenloft champions may cast offensive wizard spells.
Cosmic Justice
40/ART
Rule
AD&D
Rare
All realms that have no special powers can borrow the powers of one other realm in play, but only when attacked. All champions that have no special powers can steal the power of the opposing champion in combat. All allies that have no special powers are unaffected by the special powers of champions and allies.
Roc
41/ART
Ally
8
Common
Flyer. Flying allies cannot be played against the roc. The opponent must discard any already in play.
Kinsle the Druid
42/ART
Ally
4
Common
Flyer. In battle, Kinsle can cast cleric spells to aid the attached champion.
Dragonbane
43/ART
Cleric
spell
2
Common
Any dragon champion is automatically defeated, but returns unharmed to the player's pool. Dragon and draconian allies are discarded. (Off/4)
Ship of the Sky
44/ART
Wizard
spell
2
Rare
Remains with the champion until dispelled. Champion and allies become flyers and swimmers. (Def/3/4)
Pegasus
45/ART
Ally
3
Common
Flyer.
Windrider
46/ART
Ally
6
Common
Flyer.
Erica of Dark Watch
47/ART
Ally
7
Common
Flyer.
Dimock the Sprite
48/ART
Ally
3
Common
Flyer. Dimock fights invisibly and cannot be discarded or switch sides during battle for any reason.
Flying Carpet
49/ART
Magical
Item
3
Common
The champion can choose to be a flyer or non-flyer at the beginning
of combat. (Def)
Ariel Anjelique
50/ART
Ally
5
Common
Flyer. Ariel flies psionically and is immune to spells, allies, and events that harm other flyers.
Dragon Slayer
51/ART
Event
Uncommon
All dragons in combat or in pools are immediately discarded.
Marilith Tanar'ri
52/ART
Ally
7
Common
The opposing player cannot play any events for the rest of this round of battle, including Calm.
Temporal Stasis
53/ART
Event
Uncommon
In a multi-player game, this card can be played to prevent one player's turn. In a two-player game, this event can prevent an extra turn gained form another card, such as the Caravan.
Temporal Stasis is played between players' turns; like Caravan and before the turn to be skipped.
Deflection
54/ART
Event
Rare
This player can deflect a harmful event affecting only him onto any other player. (Helpful)
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.
Help!
55/ART
Event
Rare
Choose another player to defend your realm. You choose which champions are used. If he loses a round, his champion is discarded; he draws a card for each round he wins.
Only champions from the opponent's pool can be chosen to defend the realm. Help! remains in effect throughout the battle.
Reverse Gravity
56/ART
Wizard
spell
Uncommon
All Flyers become non-flyers and vice versa until the beginning of this player's next turn. Swimmers and earthwalkers are unaffected by this card. (Off/3/4)
Shift Earth
57/ART
Cleric
spell
Common
The player can freely rearrange his realms and holdings, but must fill from the top down. (Def/3)
Mirror Image
58/ART
Wizard
spell
3
Uncommon
This spell doubles the caster's level. (Def/4)
Ethereality
59/ART
Cleric
spell
Common
The champion can immediately elude an opposing cleric or hero, ending the round of battle. Both champions go back to their pools. (Def/4)
Prismatic Spray
60/ART
Wizard
spell
7
Common
Opposing allies of level 4 or less are immediately discarded. (Off/4)
Treasure Vault
61/ART
Holding
AD&D
Rare
This holding can be attached to any realm. Any artifact of any world can be attached to this holding. Any champion defending the attached realm can use the artifact.
Tupillil
62/ART
Holding
AD&D
Common
This holding can be attached to any realm. When this holding is first played, all champions with the name "Gib" are discarded.
Kestrel's Keep
63/ART
Holding
AD&D
Uncommon
This holing can be attached to any realm. Each of this player's champions and allies gain +1 when defending any realm. This holding stays attached and in play even if the attached realm is razed.
Keep of the Dead
64/ART
Holding
AD&D
Common
This holding can be attached to any realm. If something forces the attached realm to be discarded, this holding is discarded in place of the realm, and the realm stays 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.
Spellfire Citadel
65/ART
Holding
AD&D
Uncommon
This holding can be attached to any realm. This player can, at the end of each turn, rearrange his holdings. Holdings must still be attached to realms legally.
Fire Glyph
66/ART
Cleric
spell
AD&D
Rare
Offensive
Hide under the lead realm; expose when the realm is attacked. Only one glyph can be placed under a realm; it is discarded after one use. The attacking champion cannot play allies in this round of battle. (Def/3)
This spell is bluelined as offensive
Weakness Glyph
67/ART
Cleric
spell
1
Uncommon
Offensive
Hide under the lead realm; expose when the realm is attacked. Only one glyph can be placed under a realm; it is discarded after one use. The attacking champion's base level is a 1 for this round of battle. (Def/3)
This spell is bluelined as offensive
Lightning Glyph
68/ART
Cleric spell
Rare
Offensive
Hide under the lead realm; expose when the realm is attacked. Only one glyph can be placed under a realm; it is discarded after one use. The attacking champion must discard all attached magical items. (Def/3)
This spell is bluelined as offensive
Curse Glyph
69/ART
Cleric
spell
3
Uncommon
Offensive
Hide under the lead realm; expose when the realm is attacked. Only one glyph can be placed under a realm; it is discarded after one use. An attacking champion with an attached magical item is defeated. (Def/3)
This spell is bluelined as offensive
Death Glyph
70/ART
Cleric
spell
2
Common
Offensive
Hide under the lead realm; expose when the realm is attacked. Only one glyph can be placed under a realm; it is discarded after one use. An attacking champion without an attached artifact or magical item is defeated. (Def/3)
This spell is bluelined as offensive
Dragon Turtle
71/ART
Monster
6
Dragonlance
Common
Swimmer; can attack any realm that shows coastline on the card.
Deathstream, Black Dragon
72/ART
Monster
7
Dragonlance
Common
Flyer, swimmer; can attack any realm that shows coastline on the card. One opponent's magical item is discarded. Deathstream can cast wizard spells.
Zielesch, Ancient. Green Dragon
73/ART
Monster
9
Greyhawk
Uncommon
Swimmer; can attack any realm that shows coastline on the card. When Zielesch enters battle, the player can draw a card. If the card is usable, it can be played; otherwise, the card goes into the player's hand.
Dregoth, Undead Dragon
74/ART
Monster
10
Dark Sun
Rare
Undead flyer. Can cast any spell. Immune to psionics and offensive spells. If Dregoth attacks, his level drops to 6.
Korgunard the Avangion
75/ART
Monster
8
Dark Sun
Common
Flyer. Can cast wizard spells. Immune to psionic attack. Can be discarded to rebuild a razed realm.
Korgunard may be discarded to rebuild a razed realm at any time during the player's turn except phase 4. Korgunard can rebuild any razed realm, even that of an opponent.
Discarding Korgunard docs not save a realm with an attached holding from being razed, thus saving the holding. In this case, the holding would still be discarded, then Korgunard could be discarded to unraze the realm.
Drawmij
76/ART
Wizard
7
Greyhawk
Uncommon
Swimmer; can attack any realm that shows coastline on the card. In battle, he can borrow any magical item in play, returning it when the round ends. Drawmij can imitate the power of any other wizard in play.
Drawmij cannot borrow a magical item from Mordenkainen, even if both champions belong to the same player.
Drawmij's major power is that he can imitate the special power of any other wizard in play. This can only be done during that player's turn, or if Drawmij is used in defense of a realm. Drawmij can change the power he imitates each time he is used.
Klik-Ka'cha
77/ART
Cleric
7
Dark
Sun
Common
When he enters battle as a defender, Klik can destroy one magical item in play anywhere.
Mykell, Amethyst Great Wyrm
78/ART
Monster
10
AD&D
Common
Dragon; flyer, swimmer; can attack any realm that shows coastline on the card. Can cast wizard spells. Mykell psionically destroys any one ally played against him in a round of battle.
Hornung the Anarch
79/ART
Wizard
6
AD&D
Common
Each spell cast by Hornung has a level equal to the card number's last digit.Hornung never need ask permission to cast a spell.
When Hornung casts Mirror Image, his level is first doubled, then +6 is added (the last digit of Mirror Image).
Invisible Stalker
80/ART
Monster
4
Ravenloft
Uncommon
The invisible stalker can also be played as a +4 ally to any champion able to cast spells. If the invisible stalker is on the losing side of a battle, it returns to the player's pool at the end of his next turn.
Erital Kaan-Ipzirel
81/ART
Cleric
7
Greyhawk
Common
This cleric of St. Cuthbert is immune to offensive spells and magical items. When in battle, she can choose to use a dimension door to return to her pool, ending the round of combat; if she does, all attached cards are discarded.
Because Erital's power activates upon defeat in battle, the power is negated by the Ring of Reversion and Thought Eater. Her power is not a spell.
Yagno Petrovna
82/ART
Cleric
8
Ravenloft
Common
When used in combat, this player can place any two cards from his opponent's discard pile on top of his draw pile.
Yagno Petrovna is highest level Ravenloft champion able to use cleric spells, and is the only Ravenloft cleric presented so far. This champion's power is used before champions have been pushed forward for a combat challenge. Before any cards arc played, Yagno's player can take two cards from his opponent's (in combat) discard pile and place them on the top of his draw pile. The strategy behind using Yagno's power is to control cither what your opponent draws for spoils of victory or two of the next three cards drawn on his turn. This may prevent your opponent from drawing a realm on his turn, or return to his hand a card that has no effect on you. You must move two cards (not just one) in this manner For example, if you're playing a deck without spells, then returning a discarded Spell Turning (398/3rd) to the opponent is an excellent move.
Goldmoon
83/ART
Cleric
9
Dragonlance
Common
Once per turn, in any step, she may cast any cleric spell from an opponent's discard pile, and then place it on the top or bottom of his draw pile.
Although Goldmoon can use her power at any time, she must abide by the phase restriction of the spell being cast. If Goldmoon casts a spell with a duration, it goes to the opponent's draw pile (top or bottom) when the spell expires. Spells without duration are immediately (after the round of combat) placed at the top or bottom of the draw pile.
Princess Amber
84/ART
Hero
5
AD&D
Rare
Elf
Heroes cannot resist helping the princess. When entering battle, Amber can use any hero in play as an ally; after battle, win or lose, the hero returns to its owner's pool.
Amber's power is used during battle, which means a defender must be put forth before the power is used. Any hero other than the defender can be selected as an ally.
The hero-ally only returns to its pool if it is still in play at the end of the round of battle. If discarded during battle, if the opponent plays Brine Dragon for example, the hero remains discarded.
Darsson Spellmaker
85/ART
Wizard
7
Forgotten
Realms
Common
When attacking or defending, Darson can play any card as a defensive spell card, using the last digit of the card number as the spell's level.
The number of cards Darsson can play as defensive spells is limited only by the number of cards available to the player, typically the cards in the player's hand.
When Darsson is involved in a round of combat (attacking or defending) he can play any card as a defensive spell, using the last digit of the card number as the level of the spell. Cards like the Tiger (309/3rd) would be played as a +9 defensive spell using this power. Spells such as Spell Turning (398/3rd) would now have a level bonus of +8.
Council Aerie
86/ART
Realm
9
Forgotten
Realms
Uncommon
Coast
Dragon champions may defend this realm twice per turn. Opponent's dragons may not attack. Any holding may be attached to Council Aerie.
Council Aerie can defend itself as a level 7 hero. 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.
Shining Lands
87/ART
Realm
Dragonlance
Common
The Shining Lands can be attacked only by flyers or earthwalkers. The realm and its defending champion are immune to offensive spells. Any holding can be attached to the Shining Lands.
Bluet Spur
88/ART
Realm
6
AD&D
Uncommon
Coast
Cannot be attacked by flyers and can defend itself as a level 6 monster that can cast wizard spells. Any holding can be attached to Bluet Spur.
Hell Furnaces
89/ART
Realm
Greyhawk
Common
The level of any dragon defending the Hell Furnaces is doubled. Any holding can be attached to this realm.
Euripis
90/ART
Realm
Dark Sun
Common
Only champions able to cast spells can attack this realm. Any holding can be attached to Euripis.
New Guistenal
91/ART
Realm
Dark
Sun
Common
Coast
Cannot be attacked by flyers, except Dregoth. If razed, this realm can be rebuilt by discarding only 1 card.
Due to the body of water on the card picture, New Guistenal is considered a coastal realm.
Ancient Kalidnay
92/ART
Realm
Dark
Sun
Common
This realm is also considered a Ravenloft realm. This realm can be voluntarily razed by the player at the end of his turn, allowing the player to take another turn immediately.
This card allows a player to take another turn by razing this realm during phase 5 of his turn. When first played, Ancient Kalidnay is placed vertically in the formation. Once its special power to grant an extra turn has been used, it is placed horizontally in the formation, just like other razed realms. If rebuilt, it is still played horizontally, indicating its power has been used.
Ancient Kalidnay can provide only one additional turn per player per game. Temporal Stasis allows Ancient Kalidnay's special power to activate and then negates it. Rebuilding the realm won't allow the player to gain an extra turn.
Card Combo (from Scavenger's Spellfire Corner): If the Silver Spring holding is attached to Ancient Kalidnay, razing Ancient Kalidnay to gain another turn also razes another realm.
Ur Draxa
93/ART
Realm
Dark
Sun
Common
This player's champions are immune to psionic attacks. Champions with attached artifacts or magical items cannot attack this realm, although they can be added during battle.
Ur Draxa protects a player's champions from all psionic attacks, whether champions' special powers or psionic power cards.
Shault
94/ART
Realm
6
Dark Sun
Common
Shault can be attacked only by monsters or flyers. The city can defend itself as any type of level 6 champion, chosen by the player when attacked.
Forest Ridge
95/ART
Realm
Dark Sun
Common
If the Forest Ridge is razed by an attacking champion, feral halflings eat the winning champion, causing the card (and any possessions) to be discarded.
Celik
96/ART
Realm
Dark
Sun
Rare
Any champion attacking Celik must discard all attached magical items or artifacts, and cannot add more during battle.
A nasty combination is to play the ally Loup-Garou when defending Celik. Loup-Garou requires the opponent play a magical item, while Celik prevents magical items from being played. The attacker is thus defeated.
Lake Island
97/ART
Realm
5
Dark Sun
Common
Can be attacked only by flyers or earthwalkers. Lake Island defends itself as a level 5 monster.
Year of Plenty
98/ART
Event
Common
No events can be played, including Calm, until the end of this player's next turn.
Year of Plenty prevents events from being played, but does not affect any events with a duration that are currently in play.
Thought Eater
99/ART
Ally
-2
Common
Prevents all special powers and spell casting ability of the opponent's champion, allies, spells, and magical items.
The effect of the Thought Eater is similar to that of the Ring of Reversion, the opponent's special powers are negated during the round of battle. This includes powers activated upon defeat, such as those of Drizzt Do'Urden, Iuz the Evil, and Ochimo. It also includes the powers of avenging allies such as Assassins and Starving Artist.
The level bonuses of an opposing champion’s attached cards are not affected by Thought Eater, only the special powers and spell casting abilities.
The Spellfire Reference Guide Volume II incorrectly indicates that clerics opposing the Thought Eater can still cast spells. While icon abilities are not negated by the Thought Eater, all spellcasting is prevented.
The text detailing an example of the card’s power is in error, since the Thought Eater’s power prevents spellcasting. It should read that icon abilities are not lost, so a hero could still play unarmed combat cards and psionicists could still play psionic power cards.
Deja Vu
100/ART
Cleric spell
Uncommon
Take any three cards form an opponent's discard pile and place them on top of his draw pile. (Off/3)
Mace of Cuthbert
1/ART
Chase
Artifact
5
Greyhawk
The level bonus (if any) of each opponent's spell is reduced by 2. Undead cannot be used against the attached champion. The Mace is discarded when the attached champion enters battle against Iuz.
Death Rock
2/ART
Chase
Artifact
Ravenloft
When a champion of this player dies in battle, a champion with this artifact can keep the dead champion as an undead +2 ally without special powers. These allies return to the pool with a winning champion.
Psychometron Nerad
3/ART
Chase
Artifact
Dark Sun
The attached champion is immune to psionics. When the attached champion is discarded, the Psychometron psionically destroys one other champion.
The Spellfire Reference Guide Volume II incorrectly indicates that the artifact's power to destroy a champion can be used when the Psychometron is discarded. However, the attached champion must be discarded for the Psychometron's power to be used. For purposes of the Psychometron's power, being sent to the Abyss is considered being discarded.
This artifact’s special power to discard any champion in play only works if the champion who it is attached to is discarded.
Silencer of Bodach
4/ART
Chase
Artifact
5
Dark
Sun
If the attached champion is defeated in battle, all of one other player's holdings are discarded. If one of this player's realms is attacked, the attached champion must be used first in defense.
Barab's Goblet of Dissolution
5/ART
Chase
Artifact
3
AD&D
This artifact can be attached to any champion. When the champion with this item is defeated, the winning champion is sent to the Abyss, permanently removed from play.
If a realm champion wins a round of battle against a champion with Barab's Goblet of Dissolution, the realm is not sent to the Abyss (Technically, the realm champion is sent to the Abyss, but the realm supplies a new champion the next time it is attacked).
Card Combo (from Spellfire Reference Guide Volume II): If Barab's Goblet of Dissolution is attached to Ochimo, he can attack, lose the round, use the Goblet's power to send a victorious opponent to the Abyss, and then return to the pool, since Ochimo must be defeated twice before being discarded.
Onad the Weasel
6/ART
Chase
Wizard
7
Greyhawk
Onad can imitate the effects of any event, by being discarded just after that event is played. The use of Onad in this manner is secondary to the use of the actual event.
At any time during a game Onad can be discarded from his pool to duplicate the effects of an opponent's event. The duplicated event takes place after the first event has concluded. For example, if Onad is used to copy a The Caravan (319/ 3rd), the duplicated event occurs after the first free turn is taken. Onad cannot be used to copy your own events. Copied events can be negated by Calm (400 /3rd) or Intercession (48/RR). If the original event is canceled, Limited Wish (43/FR), it cannot be duplicated by Onad; however, calmed events can still be copied.
Only one event can be copied by one player at one time. If both Onad and The Bell of Might (18/FR Chase) are in one pool, only one can be used lo duplicate an event.
Lord Blacktree
7/ART
Chase
Hero
8
Forgotten
Realms
At the beginning of a battle, Lord Blacktree can imitate the powers of any single realm or holding in play. Only powers usable during a round of battle can be imitated.
>Player 1 attack using a non-swimmer champion;
>Player 2 defend using Lord Blacktree and copy Coral Kingdom;
> What happens?
Since the attacking champion is already there, he stays, but anybody else that wants to come into this fight (namely allies) must be able to get there.
The OGRE (http://oracle.wizards.com/scripts/wa.exe
?A2=ind0110B&L=spellfire-l&P=R2062)
Young Strahd
8/ART
Chase
Hero
8
AD&D
Can cast wizard spells. While in play all Ravenloft champions except Strahd Von Zarovich are turned face down and cannot act. Must defend if Strahd Von Zarovich attacks.
Young Strahd does not "kill" an opposing Ravenloft champion, they just can't face him. When Young Strahd is played as a defender from the hand, all Ravenloft champions are turned facedown. If the attacker was a Ravenloft champion, he is returned to his pool and the attacker gets to select another champion.
While Strahd is in play, Ravenloft champions cannot act, but their immunities still function. You may attach magical items and artifacts to Ravenloft champions, but they cannot be used.
Killian
9/ART
Chase
Hero
8
AD&D
Immune to offensive spells. This swashbuckler is the captain of a ship; he and his allies are considered swimmers and can attack any coastal realm.
Ghostly Piper
10/ART
Chase
Monster
8
Ravenloft
Undead. This spectral bagpiper can cast wizard spells. He and any attached cards are immune to the special powers of allies.
Forbiddance
11/ART
Chase
Cleric spell
No attack can be made against any of this player's realms until after this player's next turn. (Def/5)
Bigby's Clenched Fist
12/ART
Chase
Wizard spell
This spell summons a magical fist as a +4 ally. The fist can cause one enemy ally to be discarded. (Off/4)
Fire Charm
13/ART
Chase
Wizard spell
The special power of an opposing champion or ally is neutralized until the end of the current battle. (Off/4)
Thunder Staff
14/ART
Chase
Wizard
spell
4
Chase
When this spell is played, all the opponent's allies are discarded. (Off/4)
Spectral Hand
15/ART
Chase
Wizard
spell
4
Chase
This spell can be cast by a champion in the pool to aid a champion in battle. After casting it, the champion in the pool can cast other spells into the same round of battle. (Off/4)
Ariel's Feather Charm
16/ART
Chase
Magical
Item
5
The
attached champion becomes an agile flyer. The champion is not
affected by cards that normally cause harm specifically to flyers.
(Def)
Amulet of Spell Protection
17/ART
Chase
Magical
Item
5
The
attached champion is immune to offensive spells. If this item is in
the pool when a spell is cast, the amulet can be discarded to prevent
the effects of the spell. (Def)
Once attached to a champion, this item may be discarded to cancel any spell cast by any player. This item is especially handy if a player does not have access to spells such as Dispel Magic (346/358/3rd) or Spell Turning (398/3rd), allowing you to cancel one of the more deadly spells coming your way.
Amelior's Restraint
18/ART
Chase
Magical Item
Before battle, choose one opponent's champion; that champion's special abilities are negated until the end of your turn. (Off)
Amelior’s Restraint is a useful magical item for a Spellfire deck that is built around combat, and the use of this item's power commits a player to an attack. If a player cannot or does not attack, this item's power cannot be used.
In phase 3, just before the player attacks, the owner of Amelior's Restraint can choose one opposing champion and negate their special power. This does not affect a champion's level bonus, only the powers listed in the card's text box. This negation of an opposing champion's power lasts until the end of thai player's turn.
Note: The use of this item does not negate a champion's icon ability.
Smoke Powder Pistol
19/ART
Chase
Magical Item
5
When this card is used in battle, flip one card from the opponent's draw pile. The last digit of that card's number is an additional bonus for the attached champion. (Off)
The opponent's card is flipped as soon as the Smoke Powder Pistol enters battle, regardless of which champion is currently winning the battle. The card that is flipped is discarded.
Dragon Font
20/ART
Chase
Magical
Item
Draw one less card than usual when beginning your turn. In addition, look at the bottom 5 cards in your draw pile. Place one in your hand and return the others to the bottom of the draw pile. (Def)
If Dragon Font is copied with Staff of Mimicry, the two magical items are used one after the other, which results in two less cards being drawn from the top of the deck and two cards taken from the bottom six cards.
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