Draconomicon

Rauglothgor's Lair

#1 of 100

Forgotten Realms

Realm

Any nondragon champions attacking this realm are at half their base level (rounded down). Undead defending this dragon's lair are immune to harmful events.


Rauglothgor's Lair is an excellent realm to add to your deck. Unless you are up against a dragon deck, most

opponents will start at half their base level. This alone makes it worthwhile. Once you add in the fact that defending undead are immune to harmful events, it becomes a must to any undead theme deck. Be aware that only the undead defenders are immune to the events, not the realm itself, so although Nemon Hotep [NS-67] would be immune to the effects of any harmful events while defending this realm, Rauglothgor's Lair could still be affected by Cataclysm! [4th-119]. One of the best ways to make the most out of Rauglothgor's Lair is to put it in the front rank of your realms and put down the rule card Negative Planar Energy [NS-83]. Now, not only are nondragons at half base level, your undead defenders can first subtract their base level from the attacker's base level. If reduced to 0 or less, they are discarded, and the spoils is yours. You can make this even more deadly by having Powers of the Land [DR-12] attached to another realm in your formation, (Powers of the Land is a Ravenloft holding, so it cannot be attached to Rauglothgor's Lair) and have all of your defending undead double their base levels. Rauglothgor is the dracolich that Shandril defeated with spellfire in the novel that is Spellfire's namesake.

Only undead defenders are immune to the events, not the realm itself. For example, Rauglothgor's Lair is affected by Cataclysm!.


Card Combo (from Tony Novello): Put Rauglothgor's Lair in the front rank of your formation and play the rule card Negative Planar Energy. Now not only are nondragons at half base level, your undead defenders can first subtract their base level from the attacker's base level. If reduced to 0 or less, they are discarded, and the spoils is yours. You can make this even more deadly by having Powers of the Land (12/DR) attached to a Ravenloft realm in your formation. Now all of your defending undead double their base levels.


Dragon Mountain

#2 of 100

AD&D

Realm
Can only be attacked by flyers or earthwalkers. Infyrana the Dragon's base level is doubled when defending this realm.


This realm is very similar to several other realms, in that it can only be attacked by flyers or earthwalkers. If you are constructing a deck that limits the number of possible attackers that an opponent may use, this one should be considered. The ability of doubling Infyrana's base level when defending is a nice touch, but not altogether practical, because it means you must rely on having that one card in your hand or pool when attacked. Although not a bad realm, if you're debating over one realm of this sort, Shining Lands [AR-87] is a better choice, as it also adds spell immunity and the ability to have any holding attached to it. In addition to the Shining Lands, Dragon Mountain is a fine choice.

The major advantage of this realm is that it is difficult to attack, since only flyers or earthwalkers and reach the realm. The realm's power to double Infyrana the Dragon's base level is of limited usefulness, since it is so specific.


What can be more dangerous than trying to sneak into a dragon's lair? Trying to assault one that used to be a Dwarven stronghold, defended by magic-wielding kobolds, and having the dragon know you're coming. Beware the Dragon Mountain.


Lair of the Shadowdrake

AD&D

Realm

#3 of 100

If Menzoberranzan is in play when this realm is played, Menzo is discarded. While this realm is in play, the Underdark allies gained by the Triumvirate realms are negated.

Lair of the Shadowdrake is an excellent response to someone using Menzoberranzan [4th-1]. Not only do you get a new realm when you put it down, you can discard another. This power only works when Menzoberranzan is already in play, so if you put the Lair of the Shadowdrake down before Menzo is in play, it has no effect on that realm. Be careful that you don't put this realm down while Menzo is in your own formation, or you will discard your own realm. If multiple players wish to play Menzoberranzan after the Lair discards it, the option to play the realm start with the active player (most likely the one playing the Lair) and moves around the table in the order of play (clockwise, unless Wild Magic Surge [FR-10] is in effect). The additional power of negating the Underdark allies gained by the Triumvirate realms can make this a very powerful target for your opponents. Again, beware, for this realm can cancel out your own Triumvirates if you choose to include them in the same deck.


Dragonspine Mountains

#4 of 100

Forgotten Realms

Realm

6
Dragons defending this realm are immune to offensive spells, psionics, and blood abilities. This realm can defend itself as a level 6 dragon champion.


This realm is a coastal realm. This realm allows all defending dragons immunity to offensive spells, psionics, and blood abilities. This immunity extends to include special powers that fall under these three categories, like the ultrablast power of Kerm of Tyr [PO-21], but only those that affect the defender, not the defender's pool or hand. Keep in mind that the level 6 realm champion is a dragon, and therefore is also entitled to the immunities. This realm should be considered for dragon theme decks, but does not give a lot of benefits to decks with few dragons in them. It should be remembered that the realm has none of these immunities except when defending itself in battle. If you are considering a deck whose realms all possess realm champions, keep Dragonspine Mountains in mind, for the added immunity to the champion makes this realm champion quite a challenge.

This realm has to powers that make it a good addition to any deck. Since Menzoberranzan appears in virtually every deck, the Lair's power to discard Menzo is very useful.

While Triumvirate realms are not seen nearly as much as Menzo, negating Triumvirate allies is a nice additional benefit to this realm. But this power is a double-edged sword, since it also negates a player's own Triumvirate allies.


This mountain range separates the Moonsea from the Ride, and is home of the Citadel of the Raven. In it's shadow sits the once-powerful ruins of Zhentil Keep, now slowly being rebuilt.


Griff Mountains

#5 of 100

Greyhawk

Realm
Defending dragons and giants are doubled in base level and are immune to offesive magical items. Attacking champions and allies that are not flyers lose their special powers.

This is a coastal realm. The Griff Mountains is an excellent realm for those dragon and giant theme decks, and a good choice for many other decks. The doubling of base level and immunity to offensive magical items only benefits the defending dragons and giants, but this will affect both champions and allies that are designated as dragons or giants. The Griff Mountains will cancel all non-flying attackers special powers, regardless of whether the defender is a dragon/giant or not. Having something in the pool that adversely affects flyers, such as Gloriana [1st-3] will help insure that any attackers of the Griff Mountains will not be using their powers.


The Griff Mountains divide the Hold of Stonefist from the Duchy of Tenh, and from the Theocracy of the Pale below. Very few humans are sturdy enough to live in the Griff Mountains, although there is a rumor of a tiny realm hidden in the heart of the range that overflows with gold and jewels.


Vesve Forest

#6 of 100

Greyhawk

Realm
Swimmers cannot attack this realm. For each magical item and artifact attached to an attacking champion, subtract 2 levels from his total. The champion's level cannot drop below 1.


This is a coastal realm. The Vesve Forest has two separate powers that can affect the attacking champion. First, it restricts swimmers from attacking this realm. This includes both champions and allies, and is always in effect, even if in the front ranks where the champion wouldn't have to swim to reach the Vesve Forest. It's second power is that for every magic item and artifact attached to the champion, 2 levels must be subtracted from the attackers adjusted level. Therefore, if Merika [4th-326] attacked the Vesve Forest with the Shield of Devastation [4th-174] and the Wand of Magic Detection [DR-76], her adjusted level would be 1 (3 + 2 + 0 = 5 - 2 for each magic item, so 5 - 4 = 1). If she decided to add The Necklace (176/4th), her level would stay at 1, (because it cannot drop below 1) but if another card, like a spell or ally, were added later, the -2 for the necklace would have to be factored in.
The Vesve Forest is the largest hardwood forest in the Flanaess. It is renowned for it's variety of excellent woods and other commodities, including a fungi unique to the forest that is used in the creation of several magical oils.


Mt. Nevermind

#7 or 100

Dragonlance

Realm
Champions cannot use other cards (even events) or special powers when attacking or defending this realm. Instead, each champion draws one card and adds the last digit to the champion's level. The champion with the hight total wins the battle.


This is a coastal realm. Mount Nevermind is a very potent Dragonlance realm. This realm causes each combatant (attacker and defender) to draw a card and add the last digit of it's series number to that champion's base level. No other cards can effect the outcome of the battle, including events and the special powers of the champions involved. So if the Living Wall [PO-58] was defending, and drew Perrenland [4th-19], the Living Wall would be at level 19, but would not be able to absorb any opposing champion, regardless of their level. As an interesting side effect, since Mt. Nevermind doesn't actually say to discard the drawn card, Perrenland would go to the hand of the Living Wall's owner. This realm can be exploited by using a card that allows you to re-arrange or place cards on top of someone's draw pile, thereby knowing what variable they will receive. Of course, this must be done before combat is declared on Mount Nevermind. Since rule cards are the only cards that activate before a realm's power, someone with A Sure Thing [NS-74] would still benefit from this rule's power and make this realm practically automatic victory for the rule card's owner.


Palanthis

#8 of 100

Dragonlance

Realm
Dragons and wizards cannot attack this realm. Defending dragons and wizards are immune to offensive spells and harmful events.


This is a coastal realm. Any realm that reduces the range of possible attackers is worth considering. Palanthas takes two champion types out of the running. This restriction applies to all champions that bear the wizard icon, and all cards designated as dragons. The connection of wizards and dragons continue, as defending dragons and wizards are granted immunity to offensive spells and harmful events. Note that this immunity does not apply to the realm, only the dragons and wizards that defend it. Remember that defending wizards and dragons become immune to events, so those targetted by stealing events (such as Cure of the Azure Bonds [FR-4]) will be immediately freed, with both the attacker and defender going to their pools. If Palanthas is your front realm, you can reduce your chances of attack for a turn by using The Apple of His Eye [FR-c12] to limit attackers and defenders to wizards (since you can't specify champion characteristics like being a dragon).


Mount Deismaar

#9 of 100

Birthright

Realm
This player's champions are immune to offensive blood abilities. Any champion defending this realm can use wizard spells and blood abilities.


This realm's powers are pretty straight forward. As long as Mount Deismaar remains unrazed, all of this player's champions are immune to offensive blood abilities, whether attacking, defending, or in their pool. This is an excellent immunity for someone going up against any Birthright or regent based deck. As long as a champion is defending this realm, he also has the ability to use blood abilities and cast wizard spells. This does not give the realm itself the ability to cast spells, nor does it extend this ability to champions in the pool, so a spell like Shadow Engines [4th-404] could not be countered by a Dispel Magic [4th-370], unless a champion in your pool already had the ability to cast spells, because it would come during phase 3, and there wouldn't be a defending champion yet. The best way around this card is the dungeon The Torture Room [DU-12], which strips all opponents of their immunity to blood abilities, making this realm much weaker.


Dragon's Horde

#10 of 100

AD&D

Holding
Dragons attacking this player's formation can attack only the attached realm; else they cannot attack.

This holding is an AD&D holding and can only be attached to AD&D realms, or realms that allow any holding to be attached. This is quite the risky holding to include in your deck. The power only limits cards designated as dragons, and if your opponent(s) have none in their deck, it will be worthless. However, if your opponent(s) have dragons, it can be quite devastating. This holding forces all dragons (champions and allies) to attack only the attached realm when attacking this player's formation. Exploit this by attaching it to a realm that puts further limits on the attacker. A good choice is The Lost City [RR-16], because now the only dragons that can attack are non-flying, non-swimming AD&D dragons. An even more effective approach would be to have it attached to any realm in your formation except Border Garrison [DU-31], because now dragons could not attack any of your realms until Border Garrison is razed or discarded. The same effect can be had by attaching the Dragon's Horde to Council Aerie [AR-86], which prevent dragons from attacking it. A dragon deck must have a good way to defeat this holding if it wishes to attack.


Dark Depths

#11 of 100

AD&D

Holding
A realm with this holding is immune to the special powers of Underdark realms.

This holding is an AD&D holding and can only be attached to AD&D realms, or realms that allow any holding to be attached. Although any time you see the word immune you may feel inclined to include that card, don't be fooled by this holding. It confers immunity to the attached realm, but this immunity is only from the special powers of Underdark realms. Only six Underdark realms would be affected by Dark Depths if it is attached to an AD&D realm (TU-2, TU-4, TU-5, TU-6, TU-c6, & IQ-5). This does include the Triumvirate realms, however, and for that reason should not be completely dismissed. Its value increases slightly if your deck contains several realms that can have any holding attached to it.


This magical land was once deep beneath the City of Greyhawk. Filled with giant mushrooms and roaming Trolls, the Dark Depths were deemed to dangerous and the Circle of Eight estate transferrenced the entire area to the nether world.


Powers of the Land

#12 of 100

Ravenloft

Holding
The base level of undead champions defending any realm of the player is doubled. Undead champions defeated while defending the attached realm return to their pool instead of being discarded.


This holding is a Ravenloft holding and can only be attached to Ravenloft realms, or those realms that allow any holding to be attached. Powers of the Land is a must card for any undead themed deck. This holding doubles the base level of all defending undead (champions and allies), but not just for the attached realm, but for all of this player's formation. Note that this doubling only takes place during defense of a realm, so spells and powers that affect champions of a given base level will work normally against this player's pool, but will have to take the base level adjustment into consideration when affecting an undead defender in combat. As an added bonus, any undead champions defeated while defending the attached realm are returned to their pool with any attachments. They keep their attachments because they are not really discarded, just defeated. Other cards that benefit undead work well with Powers of the Land. Cards like Negative Planar Energy [NS-73] and Ancient Arms of the Great Kingdom [3rd-145] are great choices.

All of Ravenloft can feel the presence, but none can control it. Even those who are considered Lords in the lands of Ravenloft are trapped and must answer to the powers of the land, and the ever-present Ravenloft Mists


The Mistmarsh

#13 of 100

Greyhawk

Holding

5
Flyers cannot attack the attached realm, and defending swimmers return to their pool if defeated. This holding can defend the attached realm as a level 5 monster.


This holding is a Greyhawk holding and can only be attached to Greyhawk realms, or realms that allow any holding to be attached. This is a very nice holding if you're looking for defensive abilities. The Mistmarsh prohibits flyers from attacking the attached realm, and this includes both champions and allies. Any defending champions that are swimmers return to their pool instead of being discarded. This means it works well with Song of the Dragonlance [DU-22], since it allows all your champions to be swimmers. The Mistmarsh also is able to defend the realm as if it had a realm champion of it's own. If the attached realm has a realm champion, like Isle of the Ape [RR-1], the Mistmarsh defender can still defend the realm. However, if the Mistmarsh OR the realm champion is defeated, the realm will be razed. It doesn't matter which way the realm defends itself. An excellent way to use the Mistmarsh is to attach it to the Shining Lands [AR-87], because then only earthwalkers would be able to attack the realm.


The Mist Caves

#14 of 100

Forgotten Realms

Holding
The attached realm cannot be attacked by flyers or swimmers. Giants defending this realm are immune to offensive magical items.


This holding is a Forgotten Realms holding and can only be attached to Forgotten Realms realms, or realms that allow any holding to be attached. This is a great holding, because there are several realms that it can be attached to that already limit the attackers to flyers and/or swimmers, and by attaching the Mist Caves, it effectively makes it almost impossible to attack the attached realm without magical aid. Some of these realms include Kozakura [FR-13], and the Coral Kingdom [4th-10]. This restriction also extends to the champion's allies. The ability to give defending giants immunity to offensive magic items is more of a secondary power, but if you have any giants in your deck, it's just an added bonus to an already efficient holding.


Dragon's Crown

#15 of 100

Dark Sun

Holding
If attached to the Dragon's Crown Mountains, this player's champions all become dragons. If attached to other realms, the defending champion is immune to offensive spells.


This holding is a Dark Sun holding and can only be attached to Dark Sun realms, or realms that allow any holding to be attached. When this holding is attached to any realm but Dragon's Crown Mountains [4th-39], it bestows offensive spell immunity to it's defending champions. When it is attached to Dragon's Crown Mountains, it causes all of this player's champions to be considered as dragons. In turn, this grants immunity from offensive spells and offensive psionic power cards to all of this player's champions (see the Dragon's Crown Mountains). The only hindrance this bestows is that now all of her champions can be affected by cards (not counting offensive spells and psionic cards of course) that affect dragons specifically. Dragon avatars such as The Celestial Emperor [DR-43], Tiamat, God of Evil Dragons [DR-44], or Bahamut, God of Good Dragons [DR-45] would be a good addition to decks containing both the Dragon's Crown and Dragon's Crown Mountains, for their special powers affect all of this player's dragon champions which could possibly affect all of this player's champions. It is important to remember that this power only effects champions in play, and not in your hand, discard pile, deck, Limbo or the Abyss. This important due to cards like Dragon's Graveyard [DR-18].


Council of Wyrms

#16 of 100

Event
Dragons meet to discuss war and peace! Players may draw a card for each dragon in their pool; these champions may not attack or defend until the beginning of the event player's next turn.


This event is useful in decks with a lot of dragon champions, because it allows you to draw a card for each dragon in your pool. This does come with a penalty. For each card you draw, one of these dragon champions cannot attack or defend until the event player's next turn. This event can affect all players, but is considered helpful because each player has the option to draw cards; they are not forced. You also have the choice as to how many cards you draw. If you have three dragon champions in your pool, you could draw from 0 to 3 cards, but for each card drawn, you must designate a dragon that is taking place in the Council of the Wyrms. Since it is a helpful event, cards such as Calm [4rd-400] have no effect, although it could still be canceled by a card such as Limited Wish [4th-382].

Once every hundred years the dragons meet. What is discussed is unknown to outsiders, but it is believed that they exchange information and gossip from their respective corners of the world. This must also be a time of truce for these ancient creatures, as even bitter enemies are said to exchange information.


Dragon Magic

#17 of 100

Event
Until the end of this player's next turn, only dragons can cast spells.

This event creates a large limit on who is able to cast spells. Only cards designated as dragons can cast spells, but this does not confer spell-casting ability onto non-spellcasting dragons. Therefore, while Dragon Magic is in effect, Sharla [4th-290] could not cast spells, but neither could Flashburn [DR-32], even though he is a dragon, unless he had an attachment that allowed him to cast spells, such as Viperhand [3rd-103]. Dragon Magic can be stopped by Calm [3rd-400] for individual players, or canceled for everyone with Limited Wish [4th-382] or Intercession [RR-48]. Such spells can be cast by non-dragons to counter Dragon Magic when first played, but not once the event has fully taken effect. Coupling this event with another, such as Dragon Raid! [DR-20] can make a dragon deck even more dangerous for a short time.


Dragon's Graveyard

#18 of 100

Event
Return one dragon champion and one dragon ally from the discard pile to your hand.


This event is most useful in a deck with a lot of dragons, so that you can take full advantage of this event and retrieve both a champion and an ally. This is more useful than several other cards that retrieve champions from the discard pile, because it is not restricted by being a spell, therefore you don't need a champion in the pool to cast the spell, or conform to turn phase restrictions. This event does cause you to return the cards to your hand, so make sure you don't use this right before you have to discard down to the maximum number, unless you have room for two more cards. Since Dragon's Graveyard is a helpful event, cards such as Calm [3rd-400] have no effect, although it could still be canceled by a card such as Limited Wish [4th-382].


The Dragon's Graveyard is a legend as old as the dragons themselves. Said to be located somewhere in the Hell Furnaces, this massive graveyard is covered with the remains of hundreds of Wyrms.


Wyrm's Decree

#19 of 100

Event
Until this player's next turn, cards cannot be drawn by another player from your draw deck, discard pile, or hand, and opposing players cannot force you to draw or discard cards.


This event stops all opponents from drawing cards from your hand, draw or discard piles, or forcing you to do the same. This protects your deck from many different cards, including Great Shout [FR-41], Deja Vu [AR-100], Ninjas [4th-239], and many others. It can partially affect some cards, such as Discovery of Spellfire [2nd-401]; whose player would still be able to look at the hand of the player protected under the Wyrm's Decree, but would not be able to discard a card. As this is a helpful event, cards such as Calm [3rd-400] and Delsenora [1st-c10] have no effect, but Wyrm's Decree can still be canceled by Limited Wish [4th-382] or Intercession [RR-48]. A useful time to use Wyrm's Decree is when you know your opponent has cards that force you to draw or discard cards. If your opponent attacks with a champion that has the Vorpal Blade [FR-56] attached to it, put down Wyrm's Decree before you bring forward your defender. You can also make it work on the offensive, by using one of the cards that enable you to examine another's hand, such as Discovery of Spellfire, and if someone has several spells, events, allies, etc. that will be affected by the Wyrm's Decree, play it before you attack.


Cúpula BSW 2008: Tornada uma carta resposta (Counter Effect), podendo usar seus efeitos a qualquer momento.


Dragon Raid!

#20 of 100

Event
Until the end of this player's next turn, all dragons can attack as many times as they wish (if successful) until a realm is razed.


Here is another event that mainly benefits those decks that focus on dragons. This event allows all dragons the ability to repeatedly attack a realm, as long as they are victorious, until the realm is razed or the attacker wishes to call off the attack. This event does affect all players, but only when attacking, therefore your dragon champions could not defend more than once a battle, unless it has been granted that power by something else. A wonderfully nasty way to use this card is to do so in conjunction with Apple of His Eye [FR-c12], so that only monsters can attack or defend (since you cannot choose dragons), and then attack with Edormira, Red Dragon [1st-c2]; now only non-monster champions immune to events can defend. It would work also if you attacked with the Dragon Hatchling [DR-c8]. As this is a helpful event, cards such as Calm [3rd-400] and Delsenora [1st-c10] have no effect, but this event can still be canceled by Limited Wish [4th-382] or Intercession [RR-48].


"The dragon raid of Mulmaster 2 winters ago was a terrible sight indeed. The great red beast came again and again, slaying all in it's path. When the dragon had it's fill of feast and booty the city lay in ruin."

- Lord Bo the Champion






Dragon Fear

#21 of 100

Event
All champions of base level 5 or less suffer from dragon fear and cannot act (attack or defend, cast spell, use psionics, etc.) unti the end of this player's next turn.


This event stops all champions of base level 5 or less from any activity at all until it expires. This includes any champions entering into play from the hand. This event is very effective in keeping at bay those pesky low-level champions with devastating special powers, like Hettman Tsurin [4th-257]. This event lasts until the event player's next turn, so is most effective if played during his turn. This event can be quite catastrophic to all players if coupled with the rule card Time of Troubles [FR-99]. While both of these cards are in play, only champions of base level 6 are able to attack or defend. Dragon Fear can be stopped by Calm [3rd-400] for individual players, or canceled for everyone with Limited Wish [4th-382] or Intercession [RR-48].


Only the strongest can withstand the Dragon Fear. The sight of a great Wyrm in all it's glory has caused many young adventurers to seek a career change.

- Athena Fernwood, halfling mercenary annd collector of many fine baubles.


Trapped!

#22 of 100

Event
Play on an opposing player's champion, who can do nothing until this event is negated. A trapped champion remains in his pool while imprisoned. (Harmful)


Trapped! is a very powerful event, as it remains in effect until it is negated. This event can be played on any champion not immune to events, and it stops that champion from performing any actions at all. This includes attacking, defending, casting spells, psionics, blood abilities, etc. If this event is played on a champion while in battle, he returns to his pool with any attachments, defeated, and any allies or power cards are sent to the discard pile. It cannot be played on realm champions. Because this event has an extended duration, it can be removed by Wish [4th-384], although the trapped champion could not cast the spell. Calm [3rd-400], Limited Wish [4th-382] and Intercession [RR-48] can all also cancel Trapped! This event works best on those champions that make everyone nervous, like the Living Wall [PO-58], but is most effective when it cannot be quickly canceled. Wait until you know your opponent has no way of countering it, either by inspecting his hand, or waiting until after he plays a Calm or the like. The most effective use of Trapped is with the card Wrath of the Immortals [4th-157]. Since the Wrath states that the targeted champion must attack or defend first, and Trapped means it cannot attack or defend, that player can be attacked with no hope of defense without a counter. If this event is played on a champion that grants other champions abilities, like many of the avatars, it may not cancel all special powers. Bahamut, God of Good Dragons [DR-45], for example, would not be able to attack or defend, but that player's defending champions would still be doubled in base level, because this power doesn't take any action on the part of Bahamut, just his presence in the pool. Cards may be attached to a trapped champion while in the pool. For example, the magical item Runes of the Future [RR-c13] can be attached, allowing the trapped champion to be discarded so that a selected card can be placed on top of the draw pile.

Trapped! cannot be played on a realm champion.

Cards can be attached to a trapped champion while in the pool. For example, the magical item Runes of the Future can be attached, allowing the trapped champion to be discarded so that a selected card can be placed on top of the draw pile.




Forced Revolt

#23 of 100

Event
An opposing player must either discard all allies in his hand or may discard one champion from his pool. If he has no allies, he must discard a champion from his pool. (Harmful)


This event targets neither allies or a champion. The choice goes to the person who had the event played on him. If he chooses allies, he must discard all allies in his hand, and if he has no allies, or chooses a champion, he must discard one champion (and his attachments, if applicable) from his pool. Although getting rid of an opponent's allies is great, disposing of a champion can be even better. Try to control the selection process by waiting until your opponent's pool has just a few champions, or better yet, only the one you want to get rid of. Then hit him with the Forced Revolt. If he hasn't any allies, you've knocked off your target, otherwise, he no longer has any allies, and is more vulnerable to attack. This event can be canceled by Calm [3rd-400], Limited Wish [4th-382], or Intercession [RR-48]. If your opponent chooses to discard a champion, he must choose any champion from his pool. Champion immunity to events means nothing for this event, since the event does not target the champion, but the player.

The Forces Revolt event is played on a player, not a champion or pool. However, if the target player has no allies, and all champions in his pool are immune to events, nothing is discarded.


Favorable Winds

#24 of 100

Event

Must be played immediately upon being drawn. Each player draws one card for each flyer in his pool. (Helpful)

Upon first glance, this sounds like a good card for a flyer deck. You get a free card for each flyer in your pool. But this card doesn't always work out the way one might like. First of all, it affects all players, so you can just as likely give your opponent(s) more cards then you can get. Secondly, and more important, Favorable Winds must be played as soon as it's drawn. If this event comes up early in a game, you could end up with no extra cards and an event wasted in your Void. Unless you like the gamble of possibly being able to get a lot of cards, stick with one of the other cards that grant you extra cards, like Good Fortune [4th-120]. As a theme deck idea though, Favorable Winds combined with Council of Wyrms [DR-16] are mainstays in the "Liquid Dragon" deck. This deck is filled with flying dragon champions and can result in huge card draws from the above two events. This is still risky, as you might draw Favorable Winds too early to be put to good use.


Blessing of Zorquan

#25 of 100

Event
Until the end of this player's next turn, cards specifically designed to harm dragons or monsters do not function agtainst this player's champions. (Helphful)


Here is an event that is a good defensive card for those monster and dragon decks. This causes all types of cards that specifically target monsters or dragons to not function in that capacity. Therefore, Agis [3rd-261] could still attack, but could not destroy a monster from the pool of the event player, and a card like Dragon Slayer [AR-51] would have no effect against this player, but would affect all others normally. This is a helpful event, and cannot be effected by Calm [3rd-400] or Delsenora [1st-c10], but this event can still be canceled by Limited Wish [4th-382], Intercession [RR-48] or Wish [4th-384].






Infyrana the Dragon

#26 of 100

AD&D

Monster

8
Flyer. Infyrana can cast wizard spells and is immune to the special powers of heroes and allies. If discarded as a result of combat, she can destroy one magical item or artifact in play.


Infyrana is loaded with special powers. First of these is that she is a dragon (by her title), allowing her access to the dragon-only spells and unarmed combat cards. This power also allows her to be targeted by cards that do bad things to dragons of course. Next is Infyrana's power of being a flyer, giving you access to attack realms in the rear of your opponent's formation(s). The most powerful of her powers are the immunities to Heroes and allies, this includes all allies, not just allies of heroes. Infyrana is immune to the 'special powers' of heroes, not heroes themselves, so your opponent's heroes can still face her in battle. Being the only non-avatar immune to Gib Kcir [RR-c16] is a good thing (though being immune to Bahamut [DR-45] is not)! What makes this champion great for combat decks is her immunity to allies coupled with the avenging power of discarding a magical item or artifact if she is discarded in battle. Your opponent's The Winner's Cape [4th-520] would be a great choice to use this power on. All in all, Infyrana is a great choice for a wide range of decks. From dragon themes to combat to even tournament decks. With all of this card's powers you would find many uses for her. If you intend to use her, you also might consider using Dragon Mountain, which boosts Infyrana nicely if she defends it.

If Infyrana is in your deck, you may want to add Dragon Mountain. When Infyrana defends Dragon Mountain, its base level is doubled to 16.


Flame

#27 of 100

AD&D

Monster

9
Dragon; flyer. Flame must be defeated twice while defending before being discarded. Allies of +3 or less cannot be played against him.

Flame is an all combat champion. Being one of the few dragons that cannot cast spells makes him a little one dimensional, but if combat is your goal Flame is a good choice. Being a dragon allows him the use of the dragon-only combat cards like Swallow Whole [DR-97] and being able to fly almost guarantees you chance to use Flame in combat. Flame really comes into his own when defending. Having to be defeated twice in one battle makes him a great choice to defend against instant win cards like the Living Wall [PO-58] and Headless Horseman [RL-88] without having to give anything up. A viable and fun theme for Flame is the 'Energizer Champion' theme using Drizzt Do'Urden [4th-253] and Ochimo [FR-95], who have similar special powers. This makes it very difficult to get a spoils off of you as each champion gets a free defense before having to worry about losing them to the discard pile. Add to all this that +3 and smaller allies cannot be played against Flame and he can be a tough nut to crack, since many of the more powerful avenging allies are +3 and under. Still, Flame is difficult to put into a high powered tournament deck as he lacks the ability to cast spells or use psionic power cards. In an all combat format though this champion is a winner.


Pelath the Bronze Dragon

#28 of 100

Forgotten Realms

Wizard

7
Flyer; swimmer. Swimming champions an allies cannot face this dragon in combat. At the end of this player's turn, Pelath can retrieve one magical item from the discard pile, which is then attached to him.


One of the best champions to come out of the Draconomicon set. Pelath has many advantages for both phase 3 and combat. He can fly and swim giving a great range of choice when attacking. The lesser combat power of opposing swimmers (champions and allies) not being able to face Pelath in combat is an added bonus to a great card. This means when attacking, swimmers may not defend, and when defending against a swimmer, the opponent goes back to their pool defeated, with no spoils of victory awarded. Also, being a dragon and a caster allows Pelath to use the dragon-only unarmed combat cards and spells. Being a wizard champion rather then a monster is rare for a dragon and is a huge plus if playing a dragon theme deck, because so many cards target monsters to be discarded or limit their attacking choices, such as Black Waters [4th-98] or Treasure [4th-130]. It is Pelath's last power, to get back a magic item in phase 5 that makes this champion a good choice for a tournament deck. The magic item taken from the discard pile must be attached to Pelath, which quickly makes this champion a target. A good combo for this card is the realm Cromlin [NS-7] and Tasslehoff Burrfoot [DL-39]. This allows you to recycle much needed magic items like Blamblower [DL-56] and place them on the champion of your choice on your next phase 3.

When Pelath attacks, swimmers may not be selected to defend. If a swimmer attacks and Pelath is chosen to defend, the attacking champion returns to his pool, the battle is over, and there is no Spoils of Victory.


Maldraedior, Great Blue Wyrm

#29 of 100

AD&D

Wizard

9
Dragon; flyer. Maldraedior can cast any spell. Phase 4 spells cast by him during combat are shuffled back into the draw pile instead of discarded.

Maldraedior is one of the few dragon wizards to date. Maldraedior is well suited to combat, as many of his powers are geared to phase 4. Being a dragon able to cast allows this champion the use of the dragon-only spells and unarmed combat cards like Dragon's Calm [DR-47]. Also being a flyer gives you a greater choice of realms to attack. It is this champions other 2 powers that need some clarifying. The ability to cast any spell lets this champion cast both wizard and cleric spells. Reshuffling phase 4 spells cast by Maldraedior means that spells cast during phase 4 that also have a phase 4 casting time are shuffled into the draw pile. Spells like Wish [4th-384], which can be cast at any time, that are cast in phase 4 are not shuffled into the draw pile as they do not have a phase 4 casting time. Spells that have multiple casting times, including phase 4, are only reshuffled if cast during phase 4. This may seem restrictive, but there are many phase 4 wizard and cleric spells to choose from. One of the best for Maldraedior is Stasis [PO-48], considering his high base level.


Tamarand, Great Gold Wyrm

#30 of 100

Forgotten Realms

Cleric

8

Dragon; flyer. While Tamarand is in play all flying monsters must ask his permission to fly. Allies of +3 or less cannot be played against him.

Tamarand is rare in that this card is both a dragon and a cleric but not an avatar. This alone makes this card a great choice for a dragon theme deck. As with most dragons, he is also a flyer. Since the majority of flyers are also monsters, Tamarand is a very powerful card. Opponents that want to use their flying monsters to attack realms that they could not reach without flying must ask this player's permission to fly to that realm in order to attack it. This power does not cover allies and non-monster flyers. Flying monsters need not ask permission if they can get to the realm in question without flying, i.e. it is unprotected or the attacking champion has some other card in play that allows him to reach the realm. Lastly, not being able to play +3 or lower allies against Tamarand takes many of the more powerful avenging allies out of the running in combat against him. Allies like the Assassins [4th-221] and the Starving Artist [3rd-439] will just have to wait for another champion to put the screws to.

Flyers only need Tamarand's permission to fly, not to attack. If flying ability is not necessary to reach the target realm, no permission is necessary. For example, Mykell, who is both a flyer and swimmer, does not need Tamarand's permission to attack Kozakura, which can only be attacked by flyers or swimmers.


Lareth, King of Justice

#31 of 100

Forgotten Realms

Wizard

10

Dragon; flyer. All dragons must ask Lareth's permission to cast wizard spells. Lareth never needs permission to cast spells. He is immune to cards designated as offensive.

This level 10 wizard is a great card for many decks, both for combat and phase 3. Being a dragon and a flyer allows Lareth to use the dragon-only wizard spells and unarmed combat cards. Being a flyer also opens up the range of realms you can attack a great deal. Lareth's permission granting power is his weakest as it affects only dragons casting wizard spells, although the dragon need not be a wizard, just trying to cast a wizard spell will do to activate this power. Not needing to ask permission himself to cast spells is a very positive power. This means Lareth can cast wizard spells even if an opponent has out Midnight, Goddess of Magic [3rd-46] or the Icon of Magic [RR-c19] or any other card that would force Lareth to have to ask permission to cast. This would also work for cleric spells if Lareth somehow got the ability to cast them. The most potent of Lareth's power is his immunity to all cards designated as offensive. This includes unarmed combat cards like Fighting Dirty! [DU-c3] as well as spells, blood abilities, psionic power cards, thief skills, and magic items. Since immunities are always in affect, Lareth is protected from such cards even while in the pool. What Lareth's immunity doesn't protect against are the powers of artifacts, allies, rule cards and champions as well as harmful events or any card marked (Def). It is important to note that some early editions of champions or artifacts are marked as being (Off). Lareth is not immune to these champions as these are typos.

Lareth's immunity to offensive cards (spells, psionic powers, unarmed combat cards, blood abilities, thief skills) includes cards designated as offensive through blueline rules. Champions and allies are never designated as offensive or defensive (although some champion and ally powers are offensive), therefore Lareth has no immunities to champions or allies.


Cúpula BSW 2009: Ele não é Imune ao poder de campeões psiônicos


Flashburn

#32 of 100

AD&D

Hero

9
Dragon; flyer. Flashburn has access to a non-flying +9 orc ally that cannot be forced to switch sides during battle.


Flashburn is a combat orientated champion that will find little use in a non-combat deck. Being a hero dragon is rare and makes him a good choice for a dragon combat deck when coupled with his flying ability. Flashburn can use all hero unarmed combat cards as well as the dragon-only unarmed combat cards. He cannot, however, use the dragon-only wizard spells because he is not able to cast wizard spells. If he somehow gains the ability to cast wizard spells, then these cards become available to him as well. Flashburn's +9 orc ally has two options for when it can be played. It may be played immediately when Flashburn's power activates, to help protect against a Blamblower [DL-56]. If not used immediately, it can only be summoned when Flashburn is down in levels. It may not be played as a counter in battle (such as if the Blamblower were played after Flashburn's power activates). Once the ally is brought into play it may not be forced to switch sides and join the opposing champion, even if the opposing champion had some card that would cause this to happen such as the Shield of Wickedness [4th-175]. The ally can still be discarded by cards that discard allies however, such as the Net of Entrapment [4th-169] or The Living Wall [PO-58]. The orc ally is also affected by cards that affect orcs, such as Orcs of Dragonspear [FR-72].

Flashburn's 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.


Fi Lendicol

#33 of 100

Forgotten Realms

Wizard

7
Dragon. Fi Lendicol can teleport with his allies to attack any realm. He can use any unarmed combat card and is immune to offensive cleric spells and offensive psionics.


Fi Lendicol has been a bluelined Flyer in many places, but he is not a flyer. Being able to teleport with allies to attack any realm in play makes Fi Lendicol a great addition to any combat deck, especially one that uses lots of allies. Fi can also use any unarmed combat card, even those restricted to champion types other then wizards and dragons. Fi Lendicol is also immune to all offensive cleric spells, offensive psionic power cards, and the offensive psionic powers of champions. A good example of the latter would be Davron Parscall's [PO-9] psionic death field power. Again, if you want your deck to attack, then Fi Lendicol is a prime choice. Some other good choices for an attack deck containing this champion would be the Net of Entrapment [4th-169] and the Triumvirate realms from the Underdark Set. Also consider the Scroll of 7 Leagues [3rd-412] and the Amulet of Plane Walking [BR-33]. These two items give a teleport ability similar to Fi Lendicol so you could bring many champions to attack otherwise protected realms.


Rauglothgor

#34 of 100

Forgotten Realms

Monster

7

Dragon; undead. Rauglothgor can cast wizard spells and is immune to offensive spells. His total level is doubled if defending Rauglothgor's Lair.


Rauglothgor is a bluelined Flyer. This champion is a good choice for an undead theme deck. Being able to cast wizard spells and fly makes Rauglothgor an excellent attacking champion. He also has access to the dragon-only spells and unarmed combat cards. Add to this his immunity to offensive spells (both wizard and cleric) and Rauglothgor is a well rounded champion with many uses. However, his final power is much more difficult to achieve. When defending the realm that bears his name [DR-1], Rauglothgor's adjusted level is doubled. This is in addition to any other multipliers already affecting him. So his level can get very high very fast! Some other cards to think about if playing with Ruaglothgor would be Negative Planar Energy [NS-73], Haven of the Undead [4th-71], and Bonemaster, Avatar of Nerull [PO-41].


Rauglothgor was a powerful dracolich featured the Forgotten Realms novel Spellfire, for which this game is named.




Sparkle, Crystal Dragon

#35 of 100

AD&D

Psionicist

6
If an opponent wishes to play an ally in battle against Sparkle, she psionically inspects the player's hand and chooses which ally to play; no more allies can be played by that player. (Off)


Sparkle is a popular card for many reasons. First is her special power to look at an opponent's hand in battle and choose the one ally the opponent can play in that round of battle. You can only activate this power if your opponent is going to play an ally against Sparkle. If your opponent chooses not to play an ally against Sparkle, you do not get to inspect your opponent's hand. This will often be the case as your opponent would rather keep his hand hidden most of the time, but he has to waive the chance to play any allies, including allies gained from other cards already in play like Axe of the Dwarvish Lords [4th-457] and the Triumvirate realms from the Underdark set. When Sparkle chooses which ally can be played she may choose from allies gained by these other cards as well as those in the opponent's hand. It is also important to note that Sparkle's special power is psionic and therefore affected by cards that affect psionics. Her power is also offensive when determining immunities to psionics. One of the other reasons you may encounter Sparkle often, is that she is one of few AD&D psionic champions and is a great choice for an AD&D world deck. Some other great cards to play with Sparkle are Highmaster Illithios [DU-c21], bunches of psionic power cards and The Tantelear [PO-c9] for high speed fun!

Sparkle's power works only against the player she is opposing in combat. If the optional rule, Aiding the Attacker or Defender is being used, other players can play allies normally. In addition, the player opposing Sparkle can play the event Forced Conscription, and other players must contribute allies.


Shadow Dragon

#36 of 100

AD&D

Monster

7
This dragon and his allies can attack any realm in a formation. Opposing champions are at half their base level (rounded down) with lost levels being added to the Shadow Dragon's total. He is immune to the special powers of Underdark champions.


Shadow Dragon is another excellent fighting champion. His power to attack any realm and bring allies is a must for an attacking deck. This power allows Shadow Dragon to attack any realms that he would normally have to fly, swim or earthwalk to reach such as the Shining Lands [4th-54]. This power does not negate any realm restrictions based on champion type, world logo, or any restriction other then movement restrictions. So a realm that had a 'no monster can attack' restriction is still protected from the Shadow Dragon, like a formation with Black Waters [4th-98] in it. Shadow Dragon's second power, being immune to the special power of Underdark champions, is somewhat less useful because there are few Underdark champions that have offensive special powers. This immunity covers all champions from the Underdark booster set as well as those marked Underdark in their text box. This power is very useful if you ever run up against an opponent playing with The Unnamed, Avatar of Gruumsh [TU-64] though!


Greyhawk Dragon

#37 of 100

Greyhawk

Wizard

6
Flyer. This dragon brethes a toxic gas at the beginning of the battle, preventing an opposing champion from using spells, unarmed conbat cards, and blood abilities.


The special power only stops the opposing champion from playing any spells, unarmed combat cards and blood abilities into battle against Greyhawk Dragon. These cards are not discarded by the Greyhawk Dragon, they are just treated as if they didn't exist. Good examples of this would be Find Familiar [FR-40] and Battlewise [BR-37].


There are rumors along the Savage Coast of a wandering dragon sage, moving from village to village in that war torn land. Some believe this creature to be a mighty spellcaster or adviser to some lord in the Pomarj or possibly both. Whatever the case, it does not bode well for the folk that live there.


Flare

#38 of 100

Dragonlance

Monster

7
Dragon; flyer. One Dragonlance champion in play can be used as an ally (base level only). Win or lose, the borrowed champion returns to his pool.


The ally Flare gains from her special power only adds his base level to Flare's. No other attachments or special powers are figured into the battle. The attachments of the borrowed champion still remain with that champion. No matter if Flare wins or losses, the borrowed champion would be returned to his original pool with his attachments at the end of the battle. If some card would discard the borrowed champion before the battle is resolved however, he would be discarded along with his attachments. A card that would do this would be the ally Clay Golem [4th-247]. This is a strategy commonly used in tournament play to get rid of pesky champions and it is fun too! Flare can borrow a Dragonlance champion from anywhere in play, including her own pool. Once a champion has been involved in a battle, either as an ally or a champion, it cannot be used to attack or defend again in that same combat. This is another strategy that can leave your opponent champion short in battle. Once you use his champion as an ally, it cannot attack or defend again in that battle.


Sleet

#39 of 100

Dragonlance

Monster

6
Dragon; flyer. Sleet's numbing cold prevents nonflying allies from being played against him. If instantly defeated by a card's special powers, he returns to his pool instead of being discarded.

When Sleet is instantly defeated by a card's special power, such as Lovely Colleen [1st-c22] or the Living Wall [PO-58], he gets to return to his pool with attachments instead of being discarded, even if the card says discard instead of defeat. Since many of the instant defeat cards are popular, it is worth considering Sleet for a combat deck. Some cards end the battle early, but are not considered instant defeats for Sleet's power. A good example of this would be Stasis [PO-48], which ends the battle, but doesn't instantly defeat Sleet because you still determine the winner normally. A good rule of thumb for Sleet's power to activate is if the opposing card states in the text box that Sleet is "defeated" or "discarded", thus ending the combat and causing Sleet to be discarded. Sleet's power also works against instant defeats that would send him to the Abyss or the Void, such as Davron Parscall [PO-9], so he is returned to the pool instead. It is also important to remember that Sleet's power only works in battle, so she's open game against Banishment [1st-392].

Sleet's power is only used in battle. Sleet's power saves him from instant defeat by the Heartwood Spear.





Khisanth

#40 of 100

Dragonlance

Monster

7
Dragon; flyer. If Khisanth razes an opponent's realm in combat, one other unrazed realm anywhere in play is sent to Limbo until the end of the defender's next turn. Realms return from Limbo to any place in that player's formation.


The player of Khisanth chooses which realm goes to Limbo, this can be devestating in a close game. This card is also a two-edged sword because if you have the only unrazed realms in play when Khianth's power activates, then you must choose one of your own realms to send to Limbo. Any realm sent to Limbo by Khisanth returns to that player's formation during phase 5 of the next turn of the player whose realm Khisanth razed in combat. The realm sent to Limbo losses it's place in the formation, so if it were in the A slot of the formation the next realm played by that player must go into the A slot. When the realm returns from Limbo it still may go into the formation into any open slot. Also, if another player has the same realm in play by the time the realm returns from Limbo, it is discarded. As you can see, this is a good way to get your own realms in to play that may be blocked by the Rule of the Cosmos. All this aside, it is often difficult to activate Khisanth's power, since it only takes effect when Khisanth attacks AND razes a realm, which only happens when the opponent doesn't defend. Otherwise, you need to find a way to raze the realm in that round, such as using Tithian [1st-301] as an ally with the Helm of Teleportation [1st-219].

When the realm returns from Limbo, the owner of the realm can place it anywhere in the formation, even a position that would not normally be allowed. For example, if the only realm in the formation is in position A, the player could place the realm in the third row.


Cyan Bloodbane

#41 of 100

Dragonlance

Monster

7

Dragon; flyer. Cyan can use wizard spells. Magical items attached to him cannot be removed by any means. Draognlance allies attached to this champion are doubled in level and cannot be removed or forced to switch sides.


Cyan is another awesome champion to consider for a combat deck, especially one that uses lots of magical items and allies. When a magical item is attached to Cyan, your opponent may not discard (or send to the Abyss or Void) that magical item short of discarding Cyan Bloodbane. The only exception to this is the Wish spell [4th-384]. Your opponent may not use Jella [4th-329] or the Wand of Telekinesis [DL-63] to discard any magical item attached to Cyan. When playing with Cyan it is usually best to attach your most important magical items to him. Cyan's special power does not stop you from discarding magical items attached to him however. Magical items that must be discarded to activate, such as Well of Many Worlds [DR-77], are still discarded when you activate them. Check out Flax the Silver Dragon [RR-31] and Mordenkainen [4th-275] for powers similar to Cyan and are a good basis for a theme deck using lots of magical items. Any Dragonlance allies attached to Cyan are protected in a similar manner to his magical items, they may not be discarded or removed from him by your opponent with such cards like Net of Entrapment (169/4th) and Shield of Wickedness (175/4th). Dragonlance allies are defined as any allies from the Dragonlance set (picturing the DL logo near the card number) or any ally from later sets with Dragonlance as its designated world.

Dragonlance allies are those from the Dragonlance booster set, with the small Dragonlance logo at the bottom of the card.





Verminaard the Dragonmaster

#42 of 100

Dragonlance

Cleric

7
Once per battle Verminaard can use any dragon champion in play as an ally (level only). The borrowed champion returns to its pool. He gains 4 levels if Tiamat or Takhisis is in play.


The dragon champion borrowed by Verminaard adds its adjusted level to Verminaard's like a normal ally, however it's special powers do not function for Verminaard. This does not negate any immunities that the borrowed champion has, the immunities just do not extend to Verminaard and any of his other attached cards. Win or lose, the borrowed champion returns to its original pool at the end of the battle. If the borrowed champion is somehow discarded before the battle is resolved however, it is discarded. A good example of a card that would do this is Clay Golem [4th-247]. The borrowed champion is considered an ally for all cards that affect allies. Verminaard gains the 4 levels for having Tiamat, God of Evil Dragons [DR-44] or Takhisis, Queen of Darkness [DL-33] in play no matter who has them in play. If both are in play, Verminaard still gains just 4 levels. Remember that champions can be involved in combat only once a player turn, no matter if used as champions or allies. This is a good way to leave your opponent champion short in combat. You must wait until you can legally play an ally (i.e. you are losing and can play a card) before you can activate Verminaard's power. Verminaard is not considered a dragon for cards that affect dragons. His name is Dragonmaster, all one word.

If both Tiamat and Takhisis are in play, Verminaard still only gains 4 levels in total.

When Verminaard uses a dragon champion as an ally, he only gains the level bonus of the champion/ally, including any attached cards. Verminaard does not benefit from any special powers of the champion/ally or any attached cards. The champion/ally does retain any immunities it may have, but these immunities are not transferred to Verminaard.

The borrowed champion only returns to its pool if it is still in play at the end of battle. Cards that destroy allies during battle, such as Airship or Brine Dragon, would cause the borrowed champion to be discarded immediately and not return to the owning player's pool.

Verminaard cannot bring an ally into play until the player is losing the round of battle, just as cards cannot be played unless a player is losing the round.


The Celestial Emperor

#43 of 100

AD&D

Cleric

23
Avatar; dragon. Discard 15+ levels of dragons to bring the Emperor into play. Immune to offensive spells and the special powers of champion and allies. When this player's dragons attack, the Emperor chooses which of the opponent's champions will defend. Limit one avatar per pool.


You need only discard a single dragon, so long as it's adjusted level is 15 or greater, to bring the Celestial Emperor into play. This only is dragons from play, so allies can only be used if they stay in the pool (such as with Azalin [RV-82]). One of only 3 printed champions immune to Gib Kcir [RR-16], when this champion is combined with The Winner's Cape [4th-520] it is extremely difficult to discard. Being immune to offensive spells (cleric and wizard) and the special powers of allies makes this card very tough, well worth the avatar restriction. Note however, that the Celestial Emperor is immune the special powers of champions and allies, not to their icon level. This means that if he is in play when the Poor Oriental Lord [DU-c19] is played, the Celestial Emperor can still play first edition cards, though the Emperor can't be played if the POL is in play first. It is still possible to defeat this champion in combat through sheer adjusted level, your opponent just has to get at least 23 for this to happen when you are attacking. When your dragons (The Celestial Emperor included) attack, you get to choose which champions defend from among those in the opposing player's pool. The Celestial Emperor may not choose a realm champion to defend. So long as the opposing player has champions in his pool that have not yet been involved in the current battle, he may not play any champions from his hand to defend. Once the pool has been exhausted, he may then play champions from the hand. The opposing player may choose not to defend his attacked realm at any time, therefore saving his champions for better uses. Needless to say, the Celestial Emperor is powerful card. If played in a deck filled with flying dragons, your opponents will be hard pressed to keep many realms face up. To complete the already staggering immunities of this champion try to attach The Winner's Cape [4th-520] and Pearl Pegasus [DU-70]. The Celestial Emperor cannot be played if you already have another avatar in your pool, and once he is played you may not play another avatar while he remains in your pool. This is rarely a problem, given the high levels of avatars.

The attacking player with the Celestial Emperor gets to choose which of the champions in the defending player's pool will defend (when a dragon is attacking). The player being attacked can still choose not to defend, in which case the realm is razed. If the player being attacked has no champions in his pool, he may play a champion of his choice from his hand.

If the realm being attacked has a realm champion, the Celestial Emperor still gets to choose among champions in the pool. The Emperor cannot select the realm champion to defend.

Celestial Emperor's immunity to champion powers allows it to play first edition cards into battle or cast spells while the Poor Oriental Lord is in play. However, Celestial Emperor may not be brought into play while the POL is in play.


Cúpula BSW 2009: Celestial Emperor fornece seu poder a si mesmo.


Tiamat, God of Evil Dragons

#44 of 100

AD&D

Wizard

20

Avatar; flyer. Discard two spellcasting dragons to bring Tiamat into play. She is immune to offensive psionics, unarmed combat cards, and blood abilities. If this player's dragons lose in battle, they return to their pool instead. Limit one avatar per pool.


Tiamat is a dragon. Tiamat is immune to offensive psionic power cards, offensive blood ability cards, and offensive unarmed combat cards as well as the offensive psionic power and offensive blood ability of opposing champions. Any dragon champion of Tiamat's player that is defeated in battle is returned to the pool with attachments, instead of being discarded (or sent to the Abyss or Void). This makes Tiamat a good choice for a dragon combat deck. Tiamat may not be played if you already have an avatar in your pool, and so long as Tiamat is still in play you may not play another avatar. Although Tiamat is a solid avatar, you are much more likely to encounter the Celestial Emperor when facing dragon decks. If you are playing a dragon deck and expect to play against one then this avatar may be a good choice to avoid a Rule of the Cosmos problem.


Bahamut, God of Good Dragons

#45 of 100

AD&D

Hero

#45 of 100

21
Avatar; flyer. Discard two spellcasting dragons to bring Bahamut into play. He is immune to the special powers of champions and allies. Champions in Bahamut's pool are doubled in base level when defending, as are all dragon allies. Limit one avatar per pool.


Bahamut is a dragon. Being immune to the special powers of champions is one of the rarest and most powerful immunities in the game. Add this to his high level (21) and immunity to allies of Bahamut, and he is clearly a worthy avatar. Bahamut's immunity does not negate the level of opposing champions and allies in battle, so he may still be defeated by adjusted level in combat. This power also does not negate an opponent champion's special power; Bahamut (and his attachments) simply cannot be the target of that special power. Once Bahamut is in play, all of your defending champions, not just your dragon champions, have their base level doubled. Your dragon allies are doubled in level also when defending (not when attacking). This makes Bahamut a good avatar for AD&D world decks. Bahamut may not be played if you already have an avatar in your pool, and so long as Bahamut is still in play you may not play another avatar.


Astral Spell

#46 of 100

Wizard Spell

Cast at any time to create an astral duplicate of the caster (level and special powers) to defend this player's realms once an attacker comes forward. Cards can be attached as normal but are discarded with the duplicate at the end of that round of battle. (Def)


This spell is cast when an attacking champion is pushed forward to attack any of your realms. It can be cast at anytime an attacking champion is pushed forward, even if the casting champion has already been involved in the combat. Once the Astral Spell enters combat you may attach other cards to it as if it were a champion, such as allies, magical items and any support cards the caster could have used. Once the battle involving the Astral Spell is finished, the spell and all cards attached to it are discarded. This happens no matter if the Astral Spell won of lost the battle. A good time to use this spell is if your opponent has attacked you with a champion that would instantly defeat any of your other champions. A good example of this would be if your opponent attacked with Lovely Colleen [1st-c22] and you had only Strahd [RL-100] in your pool. Strahd can cast Astral Spell to fight the battle for you, and even though the Astral Strahd would be discarded (since the spell champion is vulnerable both as a monster and as a spell), your original Strahd would be unharmed.


Dragon's Calm

#47 of 100

Wizard Spell

Castable only by dragon champions. Can be cast at any time to cancel the effects of a harmful event. (Def)


The casting dragon must have the ability to cast wizard spells to cast this spell. Dragon's Calm completely negates a harmful event, causing it to be discarded when this spell is cast. This is different from the card Calm [3rd-400] which just protects the player. You can cast Dragon's Calm at any time after a harmful event comes into play; you need not always cast it immediately. So if one of your opponents plays Map of Life [3rd-413] you can wait until the event would effect you to cast Dragon's Calm, possibly subjecting other players to the harmful event's effects but saving yourself. Events are the most powerful cards in the game, which makes Dragon's Calm a very useful card and a great addition to any deck that uses dragon champions.

Dragon's Calm works just like the Calm event, canceling the harmful effect of an event for the player.


When the really powerful Wyrms travel the world, its as if even nature itself stands in awe

- Athena Fernwood, Halfling mercenary annd collector of many fine baubles.


Cúpula BSW 2011: Ele funciona da mesma maneira que o evento Serenidade (400/portuguese edition), afastando os efeitos de um evento maléfico para o jogador lançador da carta.


Humanoid Familiar

#48 of 100

Wizard Spell

Castable only by dragon or monster champions. Cast this spell on a hero not involved in combat to bring him in as an ally. The caster gains the hero's special power and level, and the hero is discarded after the battle. (Off/4)


The casting dragon or monster must have the ability to cast wizard spells to cast this spell. You may target almost any hero not involved in combat for this spell, except your own champions (since you can't cast offensive spells at your own champions). You also cannot target a hero that has already been involved in the current combat, not just the current round of battle. The caster gains the total adjusted level of the borrowed hero as well as the special powers of the hero and any attached cards. Once the battle is resolved, the hero and his attached cards are placed in the discard pile. This happens even if the caster of Humanoid Familiar won the round of battle. While the borrowed champion is attached to the caster, he is considered an ally for all cards that affect allies.
Because this is an offensive spell, cannot be cast on a player's own champions. Humanoid Familiar cannot be used if the opposing champion is immune to spells, and it cannot target a hero that is immune to spells.


What do you mean? Flax the Silver Dragon is a stalwart friend! What danger could come from having one such as he for a friend? Why I never.....uuhh. I suddenly feel the urge to travel to Flax's aid. I shall return!! - Some unknown knight never seen again.


Venomdust

#49 of 100

Wizard Spell

Castable only by dragons, this spell slays one champion of base level 5 or less, or slays one opposing ally. (Off/3/4)


The casting dragon must have the ability to cast wizard spells to cast this spell. A champion targeted by this spell must have a base level of 5 or less, the champion's adjusted level doesn't matter. So Tasslehoff Burrfoot [DL-39](base level 3) with the Girdle of Storm Giant Strength [4th-183] (+9) would still be slain by Venomdust. You may instead choose to slay an ally of any level that is in play when you cast this spell. It is important to remember that the World Bonus rule adds +3 to the base level of any champion attacking or defending a realm with the same world logo. So a base level 3 Ravenloft champion defending a Ravenloft realm becomes a base level 6 champion and could not be targeted by Venomdust. For this reason it may be better to use the spell in phase 3.


Firetail

#50 of 100

Wizard Spell

Castable only by dragons, this spell destroys any one holding in play. (Off/3)


The casting dragon must have the ability to cast wizard spells to cast this spell. When Firetail is cast the player picks a holding in play and it is placed in the discard pile. The player may even pick one of his own holdings to discard. This is very similar to Shadow Engines [FR-35], except for the type of spell and a lack of restriction. In most situations, that spell should work easier for this spell. Prime holdings to destroy include Black Waters [1st-246] or Dragon Horde [DR-10].

The beast appeared out of the noon sun and rained hell down on us. Ash, smoke and debris flew in every direction! I barely got my family out in time. There is nothing left now but charred earth and smoking ruin.

- Refugee from the City of Mulmaster.


Dragon's Death Door

#51 of 100

Wizard Spell

Castable only by dragons. Cast at any time to save a dragon champion from going to the discard pile for any reason, or to send it to the discard pile instead of the Abyss. (Def)


This wizard spell is castable only by champions able to cast wizard spells and designated as dragons either in the text box, champion name or if they have been blueline ruled. Also by using Talisman of the Beast [DR-75] a non-dragon champion may cast this spell as well. Cast this spell at any time to save a dragon champion from going to the discard pile for any reason, such as battle, a spell, etc. If the dragon is sent to the Abyss by such cards as Mind Killer [TU-56] this spell can keep them from going to the Abyss, sending them to the discard pile instead. Note that the champion is not discarded but is kept from going to the discard pile. This becomes important for such events as discarding champions to bring out an avatar - like Bahamut, God of Good Dragons [DR-45] who can only be brought out if two spellcasting dragons are discarded. Since this spell prevents the dragon from being discarded it cannot be used in conjunction with an avatar to bring out the avatar and save a dragon. Also any cards attached to the dragon are saved as well since he was never discarded. So cards that work upon being discarded will not activate until they are actually discarded. Finally the caster cannot be the dragon being discarded, it must be another dragon caster because the dragon being discarded is considered out of play since he is "going" to the discard pile. Allies cannot be saved in this manner since the card does state champions. To make sure this spell will have any effect a player must have two dragon casters in their pool at all times that they have the spell, he should not hold any dragons in his hand for protection or otherwise he will find one of his dragons being discarded without any one to cast the spell. This is especially true since it only saves dragons in play, not ones being discarded from the hand or deck. Also a player should consider attacking more with this card in their hand since even a lost battle generally will not end up in giving the opponent a spoils (since the attacking champion isn't likely to be discarded.

This spell may be cast by a dragon that is losing in combat. If the spell is used to prevent a defeated attacking dragon from being discarded, the defender does not receive spoils of victory.

This spell prevents a dragon champion in play from being discarded. It does not prevent a dragon champion from being discarded from the hand (such as through the use of Hettman Tsurin).


Cold Curtain

#52 of 100

Wizard Spell

Castable only by dragons. This spell creates a wall of dragon ice that instantly ends combat. Champions return to their pools and phase 4 of the attacker's turn is over with no spoils of victory. (Def/4)


Castable only by champions able to cast wizard spells and designated as dragons. This spell ends combat with no victor. Both champions return to their pools and phase 4 is over for the attacker. Immediately go to phase 5 if this spell is not countered. A Spell Turning would not work on this card since it is defensive. If a champion is specifically immune to defensive spells, they remain in battle, and win the combat (no spoils). No matter whether cast by the attacker or defender neither player gets a spoils of victory. This is a must have mage spell for decks containing dragon casting champions. With the defensive nature of this card it is very hard to counter it, leaving an attacker with no recourse but to end their turn. A very good tactic with this card is to let an attacker charge forward with a full hand of nine plus cards, then play Cold Curtain in defense. If it works correctly the attacker will have no other choice but to decide which cards they want to discard to bring their hand size down to eight, and end the current turn. This is another good spell to give a dragon deck the ability to attack head long with little concern for losing a battle. If the attacking dragon starts to lose he may cast this spell and flee battle safely and give the defender no spoils of victory. Also a great card to halt the nasty Weasel Attack! [3rd-428] since neither side wins the weaseling player gets nothing out of the deal except the loss of his thwarted event.


Summon Dragon

#53 of 100

Wizard Spell

May also be cast by any dragon. This spell summons a dragon champion from any pool to act as an ally (level only). Win or lose, the summoned champion returns to his pool. (Def/4)


Bluelining has changed this spell to (Off/4), meaning it can only summon dragons not immune to offensive spells. This card is an interesting spell in the fact that it may be cast by all wizard casters and all dragons, no matter if they can normally cast wizard spells or not. This spell summons a dragon champion from any pool to act as an ally. The dragon puts forth his level only not any special powers it possesses, but it is considered a dragon ally for cards that may effect dragons such as the event Dragon Slayer [AR-51]. No matter if the summoned dragon's side wins or loses the dragon goes to its original pool. If during combat the opponent discards an ally they may discard the summoned dragon since it is considered an ally for the duration of battle. In that case the dragon is discarded and does not go back to the pool. This spell goes great in any dragon deck. The preferred method of summoning dragons would be to use the opponent's dragons, but to make this card more usable it would be wise to put a few dragons within the same deck to make sure a dragon could be summoned into battle. A player must also be careful of summoning their own dragons since they might get discarded during battle by the opponent. This card, though not too powerful, may lend a nice high level ally to battle with most dragons levels being eight or higher. Good champions to summon with this spell are Tiamat, God of Evil Dragons [DR-44], Fire Dragon [DU-38], or Borys the Dragon [4th-268].

The dragon summoned as an ally remains a dragon. The Summon Dragon spell overcomes all movement restrictions in bringing the summoned ally to the battle.


Dragon Mark

#54 of 100

Wizard Spell

Castable only by dragon champions. Cast on an opposing champion to prevent him from defending against dragon champions attacking this turn. (Off/3)

This is another card castable only by dragon casting champions, not any other type of wizard casting champion. This spell may prevent an opponent's champion from defending against any attacking dragon for the duration of the casting player's turn. The spell ends as soon as this player's turn ends, even if he gets an extra turn from cards such as a The Caravan [4th-131]. Champions that are hit by this spell may still do actions outside of battle. This includes champions like the Stone Giant [4th-264], who could still discard an ally in battle even though he could not enter battle against a dragon, or The Hapless Halfling [DU-42], who would still give levels to adventurers and halflings. This spell is a dragon only spell, and should not be put in a deck that does not contain many dragon champions. In conjunction with other debilitating spells, such as Otto's Irresistible Dance [BR-61], a player could leave a defender's pool full of useless champions and open for dragon attack. This spell's power comes from the ability to stun a particularly nasty champion that could stop an attack upon it's realms, giving the attacking dragons a better chance of razing a realm. Use this spell on a champion with either a high level or a power that could stop an attacker cold in its tracks, such as a champion with the Net of Entrapment [4th-169] when the casting player's support is mainly allies, or Lovely Colleen [1st-c22]. With careful selection this spell could win a close battle that might be lost otherwise.


Meteor Storm

#55 of 100

Wizard Spell

+6

This spell destroys one magical item or artifact of an opposing champion as well as any opposing allies of +3 or less in combat. (Off/4)


Meteor Swarm can destroy either a magic item or an artifact attached to an opposing champion, and all allies of +3 or less in combat. Allies of +3 or less maybe played after the spell is cast, but any in battle when the spell is cast are discarded. The caster may chose a magic item or artifact, but the choice must be immediate (he cannot wait until one is played) to be discarded. This spell has a nice +6 bonus that rivals many mage spells in the game and a power similar to but much better than Lightning Bolt [4th-364]. A solid spell that is great for a wizard battle deck, or a multi-casting battle deck. This spell is good at foiling nasty magic items such as the Clockwork Ogre [DU-71], discarding it so it cannot go back to the pool. A powerful artifact like the Wand of Orcus [4th-456] would be great to get rid of. Even the little +3 or less allies, like the notorious Assassins [4th-221] or the dragon doubling Cult of the Dragon [DU-80], are good to destroy since many low level allies have good powers. To get the most from this spell save it till late in battle making sure the opponent has played most of the cards he plans on putting into battle, then drop Meteor Swarm getting the best choice of items to discard and allies to destroy. The Greyhawk Dragon [DR-37] would be a great wizard to use this spell, as well as Maldraedior, Great Blue Wyrm [DR-29].

The player of the spell chooses which magical item or artifact is destroyed (discarded).


Enchanted Flight

#56 of 100

Cleric Spell

Cast to make a champion and its allies flyers or to make a flyer immune to any card's special powers that directly affect flyers. (Def/3/4)


This card has two powers depending how the player wishes it to act. Enchanted Flight may be cast to make a champion and his allies for the current battle, or it may make a flyer immune to cards' special powers that directly affect flyers, like the holding Mistmarsh [DR-13] that states a flyer cannot attack the attached realm. A champion using this spell's second power still could. This may be cast during phase three or four of the player's turn. If cast during phase three it can still allow allies to fly once battle begins. This spell lasts until the end of this player's turn, once they have knocked the spell ends. If this spell is cast to make a champion and his allies fly the champion is not immune to cards that affect flyers. The spell only makes champions that already fly immune, and if the spell is cast to make a champion immune to cards that affect flyers it can not make allies fly at the same time. This is a good addition to a cleric spell based deck giving a player a way to protect his flyers or to make one of his non-flyers fly if need be. A good trick to keep the opponent off guard would be to attack a realm that only flyers can attack then during the battle make one of your non-flying champions a flyer by casting this spell from battle onto a champion in the pool.


The art for this card is featured on the cover of the campaign expansion Elminister's Ecologies and made by Fred Fields.





Blessing of Tiamat

#57 of 100

Cleric Spell

May also be cast by any dragon. Cast on a dragon champion to ignore the levels or special powers of any opposing allies until the end of this player's next turn. (Def/3/4)


This cleric spell can be cast by any caster of cleric spells or any champion designated as a dragon either in the text box, their name, or blueline ruled since blueline rules are official rulings on all cards. Blessing of Tiamat may only be cast upon a dragon champion allowing that champion to ignore the levels or special powers of any opposing allies until the casting player's next turn. The caster must choose either the levels or the special powers of opposing allies, this spell does not grant immunity to both in the same casting. With the ability for any dragon to cast this spell, there is little reason for not putting it in a dragon based deck. With nasty allies like the Master Illithid [DU-53], Zombie Horde [NS-79], Undead Dragonrider [DR-81], and The Dreaded Ghost [4th-246] this spell could stop many powerful allies in combat. Although it would seem obvious to stop the special powers of allies it should not be overlooked that many allies have a high bonus with numerous ones well over +5. If an opponent cannot defeat you with special powers, levels can work just as well. The number of champions to protect with this spell is great, but a few good choices would be Infyrana the Dragon [DR-26] who is already immune to ally powers, Flashburn [DR-32], or Shadow Dragon [DR-36]. Bad choices for this spell to protect would be Sparkle, Crystal Dragon [DR-35] because few allies enter battle with him leaving the spell unused. In a dragon deck, this spell is great protection, and with it being easily playable by dragons there is little reason this card should not be considered.


Blessing of Bahamut

#58 of 100

Cleric Spell

May also be cast by any dragon. Cast on a dragon champion to ignore the levels or special powers of any opposing champions until the end of this player's next turn. (Def/3/4)

This spell is castable by any dragons and cleric casters, its evil counter part being The Blessing of Tiamat (57/DR). The player may choose to ignore either the levels or the special powers of any champions facing the protected dragon in combat. The spell does not make a dragon immune to both, only one or the other. The spell lasts until the end of casting player's next turn. If the dragon is immune to the special powers of a champion that includes offensive powers and not defensive ones. This can be tricky since champions do not have offensive or defensive designations. An example of an offensive power would be the Fire Dragon [DU-38], its breath weapon destroys all cards attached to an opposing champion. Since it affects the protected dragon, he would ignore the Fire Dragons power. A defensive power from a champion - like Eye Tyrant [4th-320] would still work since the champion's special power does not directly affect the protected dragon. This is a more powerful spell than the Blessing of Tiamat since champions usually have better special powers, and battle does not happen without an opposing champion, this spell will be sure to aid during any encounter on the battlefield. Some great powers to stop would be The Living Wall [PO-58], El-Hadid [NS-40], or the spell casting Pellgrade the Inexorable [4th-312] who's lightning bolt would be ignored even though it is a spell, it is still a champion special power. Any dragon can benefit from this spells protection, and a good combination is to play this on a dragon that will get multiple attacks with the aid of other dragon enhancing cards - like Dragon Raid! [DU-20]. This card is a must for any deck built around dragon champions, the ability to ignore a champion's special power is too good to pass up, even if for just one or two turns.





Symbol of Pain

#59 of 100

Cleric Spell

This spell inflicts terrible pain on a champion, preventing casting spells or using psionic power cards. Lasts until dispelled.


This cleric spell stops a champion from casting spells or from using psionic power cards until it is dispelled. The spell is only discarded if the champion is discarded or if another card removes spells from play - like Magic Draining Field [DU-74], The Master Strategist [4th-500], Dispel Magic [4th-370], or Dispel [4th-400]. To rid the pained champion of this spell, another caster will be needed if a Dispel Magic is to be used since the affected champion cannot cast (except when the Symbol is first cast). This card is nice in the fact that to take the spell away a player must use a card to dispel the Symbol, but a well built deck should have many champions able to cast spells or use psionic power cards if they are using that type of support. Also take into consideration that an opponent might not want to dispel the symbol since they probably already have another champion able to use spells or psionic power cards even if the opponent can get rid of the symbol. Good targets for this spell would be multi-purpose champions such as Shadair Mesker [PO-80] who can use spells and psionic power cards and are usually key champions in a multi-support deck. If an opponent plays with few casters this spell might make them reevaluate their decks, but against a well thought out deck this card might have limited uses.

The Blessing of Bahamut allows a dragon champion to ignore the powers of a champion it is opposing in battle.


Symbol of Persuasion

#60 of 100

Cleric Spell

Cast during battle to force two opposing allies (caster's choice) to switch sides. Allies must be present when the spell is cast. (Off/4)


This cleric spell will allow a champion to switch two allies from the opposing player's force as long as the allies are already present. Any allies with a one time power do not use their powers again. Once an ally is in play and their power has been used it is used up, an example would be the Cat Burglar [NS-78], after the opponent uses the Cat Burglar to discard cards, another player cannot switch the ally and then discard even more cards. If during the course of battle this spell is discarded, the switched allies move back to their original champion. Also, with so many cards that can switch cards from one side to another, it is important to remember that if a card that is controlling other cards is the cards that it controls go back to the original owner. An example is if the ally Master Illithid [DU-53] has shifted two magic items from an opponent and the opponent plays this symbol, then the ally switches sides and the magic items also switch sides since that player no longer controls the Master Illithid. Even though this spell does not have a bonus, it still could lend some aid during a heated battle. Good allies to steal with this spell are The White Weird [DU-51], Ancient Dracolich [NS-81], FireDrake [DR-84], and the Clay Golem [4th-247]. This is a good card to help mix up a deck filled with allies and magic items, too many cards of the same type in one deck can sometimes spell defeat when the opponent has all the counters for that support card type.


Symbol of Death

#61 of 100

Cleric Spell

This spell destroys up to 10 levels of opposing allies or prevents an opponent from playing magical items in this round of battle. Any already attached are unaffected. (Off/4)

This symbol has two powers depending on the casters choosing. This spell destroys up to ten levels of an opposing player's allies or may stop a player from playing magic items for the rest of the battle. Magic items already in the battle are not affected by this spell. The level of the allies destroyed by this spell uses the adjusted level; a champion that increases an allies level such as Adan El-Mesir [4th-349], who increases the level of an ally by two, can make this spell's power for destroying allies a little weaker. When this spell is stopping magic items, a player cannot put a magic item into play that makes a champion immune to offensive spells as long as this card is in battle, since no magic items can be played. If an ally has more levels than the spell can destroy, the ally is safe from the Symbol, since allies cannot be partially discarded. Since this spell can only do one power at a time the caster should have an idea of what the opponent is going to play next either by watching what support they have already played or by just knowing the opponents tactics. For this reason (and others), it is not favored in tournaments.

Allies destroyed are chosen by the caster of the spell. The total of allies chosen may be less but may not be more than 10 levels.


Confusion

#62 of 100

Cleric Spell

Cast on an attacking champion who must choose another player's realm to attack. If he cannot attack another realm, or it's a two-player game, the champion returns to his pool defeated. (Off/4)


This spell is cast on an attacking champion, and has no effect on a defender. The attacker must choose another player's realm to attack, they have no choice other than which realm to attack. If they cannot attack another realm, or there are no other player to attack, then the champion goes home defeated. A champion defeated in this manner does not give the defender a spoils of victory since the attacker was not discarded. The way this card is worded gives it a unique power, even though battle has begun and an attacker and a defender have been chosen the attacker may be forced at anytime during the battle to attack another player or go home defeated. It could be the first, second, or third attacker this battle, but if this spell is played the attack must continue on another players realm. The attacker moves to the new realm with all their current support and continues the attack. This card can be very devious to either repel an attack or to just to make the opponents fight it out using up support they would rather be using on the casting player. In a multi-player game, this spell works best on flyers, earthwalkers, or other champions able to attack many different types of realms. A killer combinations to use with this card would be Drow Justice (21/UD), forcing an opponent to attack another player then killing both the defender and attacker. Or to really confuse the opponent, play Confusion and then once they attack another player drop Broken Arrow [TU-c24] onto the table declaring peace thus gaining a spoils of victory. Even if this card is just used to stop an attack, it has a place in any deck able to cast cleric spells, but in a multi-player game being able to force the opponents to fight makes this card a deadly addition.


Find the Path

#63 of 100

Cleric Spell

This player's champions and allies can attack any opposing realm, regardless of position or restrictions, until the end of this turn. (Def/3)


The casting player's champions and allies can attack any opposing realm, regardless of formation position or restrictions placed on a realm. If a realm can discard an ally (like Gulg [4th-29]), the ally is still discarded. Any realm that states that a champion type cannot attack - like Ruins of Zhentil Keep [4th-2] – can’t be attacked by this player's champions or allies for the duration of this spell. A realm stating allies cannot attack - like Daggerdale [4th-7] - still prevents allies from attacking; Find the Path only allows the cards to get there. If the spell is suddenly ended by an opponent the current battle must be adjusted accordingly. If allies cannot be played, as with Daggerdale, then no more can be added, but the ones in battle remain. If the current champion type cannot attack the realm - like a monster attacking Valley of the Mage [4th-26], the battle is finished as normal, but no more champions of that type can attack this round. If the realm can only be attacked by a certain type of champion as Mintarn [NS-3] (which can only be attacked by flyers or swimmers), then the current battle finishes as normal, but then only flyers or swimmers can continue attacking. Find the Path is a good cleric spell to allow the whole pool to attack an opponent, especial when their land is almost impossible to reach, and the opponent's pool is well stocked with defenders. This card should not be put in a deck with champions able to attack a variety of different realms, in such a deck an offensive card usable in battle would be more preferable.

This powerful priest spell is bestowed by the gods to give a faithful priest the ability to find the shortest path to what he seeks. Given extra sensory perception, the priest enchanted can find the correct direction, steering away from danger and through mazes created to deter trespassers.


True Seeing

#64 of 100

Cleric Spell

This spell can be cast at any time to inspect an opponent's hand or the next three cards of one draw pile. (Off)


With this spell a player may look at an opponent's hand or the next three cards of one draw pile, but not both. The player casting this spell is the only one to look at the cards, and he may not show anybody else another players cards. If a player inspects the top three cards of a draw pile the cards must be put back in the order they were found. Using this card to inspect a players hand can be dangerous since it leaves a player open to be hit by the event Handmine [DU-c16]. The Herald of Mei Lung [NS-54] makes a player immune to this card's powers. This is a good spell to give a player the ability to examine a player's hand before he decides to attack or play a particular card. Although other cards have similar powers and stay in play longer - like All-knowing Eye of Yasmin Sira [AR-10] or the very powerful Rings of All Seeing [4th-171] - this spell has another unique power allowing the player to inspect a player's top three cards. With this ability a player may look to see if an opponent would get a spoils of victory or plan a nasty battle strategy. It can be used with cards like Use Poison [NS-63], Galek [4th-227], The Fates [BR-c23], or The Guildhall [DU-27] dungeon card to find a ways to steal and kill an opponent's champion.

This spell gives the recipient the ability to see all things as they truly are, no matter if magically altered. The power of this spell is so great that it is said a person can even detect a creature's alignment just by his aura, and adjacent planes of existence are even within the enchanted caster's sight.


Plague

#65 of 100

Cleric Spell

When this spell is cast on an opposing champion, that player must draw and discard a card, noting the last digit. If the number is higher than the champion's base level, he is discarded. (Off/4)


The opponent that this spell is cast upon must draw and discard a card, noting the last digit of the card. If the number is higher than the champion's base level, he is killed and put in the discard pile, ending battle. The card the opponent draws must be discarded and cannot be used; if an event is drawn, it goes to the Abyss unless that player is using the dungeon card The Azure Tower of Onad the Fallen [DU-24]. This card is better used on lower level champions giving a player a better chance of discarding them. A good combinations to make sure that a champion dies is use another cleric spell True Seeing [DR-64] to check the cards they will draw, giving you the ability to predict the outcome. Or, to make sure a champion dies, play the rule card A Sure Thing [NS-74] to automatically kill a champion of base level eight or less. The only down side to this spell is it can only be used during battle, so the choice of who you can use it upon is limited. A crafty player can manipulate things to their favor by using the cleric spell Command [4th-416] to make a player attack with a certain champion. Other ways to help this spell kill a champion would be to lower the opponent's base level with nasty cards like Ray of Enfeeblement [4th-393], Negative Planar Energy [NS-73], or the wicked unarmed combat card Level Drain [NS-97]. With no bonus this spell is either a hit or miss card; if a player cannot manipulate things into their favor they probably should look at other ways to defeat their opponent.


Inertial Barrier

#66 of 100

Psionic Power

Until the beginning of this player's next turn, champions of base level 6 or less cannot attack this player's realms. (Def/5)


This psionic power prevents champions of base level six or less from attacking this player's realms, until his turn. Adjustments do not count when looking at a champion's base level unless it specifically states their base level, such as Tower by the Sea [DU-33], Orcus [NS-44], or the event The Crystal Dome [4th-515]. Champions over level six may attack this player's realms as normal, but still must follow normal restrictions when attacking. Champions that enter battle as allies, by another cards power - like the champion Kai'Rik'Tik [4th-340] - must still abide by this cards power since the ally is still a champion. This card is only playable in step five of the player's turn and lasts until the beginning of his next turn, giving a player just one turn of protection. A great combination to go with this card is using the rule card Time of Troubles [4th-492] that prevents champions of base level seven or higher from attacking or defending. This would leave an opponent no way to attack this player's realms for one turn. Death Field [DU-81], or The Living Wall [PO-58] are some other great cards to have in the hand to kill those high level champions that could attack this player. Bilago Lumon [PO-17] would be a great champion to combo with this, since he can use psionic power cards and can instantly destroy opposing champions of level 5 or less (or more with attachments). Just remember that Bilago affects adjusted level, not base like this card does.


Combat Mind

#67 of 100

Psionic Power

Until the end of this turn, the champion using this power can attack an opposing realm multiple times until he is either defeated or the realm is razed. (Def/3)


A champion with this psionic power attached may attack an opposing realm as many times has they wish, until either it is defeated or the realm is razed or discarded. When attacking multiple times, after each round of battle the champion must discard all cards that would normally be discarded after a round of battle such as allies, spells, psionic powers, etc. Combat Mind cannot be added to a champion after battle begins due to its phase three designation so playing this card is a must before a player engages in battle. This can be a devastating card if put upon a champion built up to defeat any champion the opponent could send forward. This card can also make it easier for a player to weed through a large pool of champions when the user only has a few champions to bring to battle. Other good cards to attach to such an attacker would be Energy Containment [PO-66], Control Wind [PO-74] (If your champion's power isn't that good), Tower of Iron Will [PO-82], Intellect Fortress [PO-83], or Phase [DR-68] since they would stay with the champion from round to round. Good Psionisist's to attach this power to are Lyr of the Mists [PO-23] who would kill a champion in a player's pool for each attack she got, or Bilago Lumen [PO-17] who could chip away at the opposing force weakening them with his level draining power,which is espeically deadly with other large icon bonus cards attached. One way to foil this card would be to use the event Spirit of the Land [1st-288] if defending a Dark Sun realm, or use a nasty avenging card to kill the psionisist that is attacking such as the magic item Dagger of Venom [4th-341].


Phase

#68 of 100

Psionic Power

Before attacking, a champion can use this power to ignore any realms special power. (Def/3)


When this power is attached to a champion, that champion may ignore any realm's special power that it attack's for the current turn. This psionic power is discarded as soon as this player ends his turn. The champion must still abide by formation restrictions, they cannot attack a realm in the back of the formation unless they have other means of getting to it. Only offensive powers are ignored by the champion, defensive abilities of a realm still function normally. An example of an offensive special power would be in the Griff Mountains [DR-5], champions and allies that are not flyers lose their special powers attacking this realm. A defensive power also on the Griff Mountains is, defending dragons and giants are double in base level, and immune to offensive magical items. Since realms do not have offensive or defensive designation each player will have to judge the cards in question. A good rule to follow is that offensive special powers are ones that directly affect an attacker, and a defensive special power is one that affects the defender or realm only. This card works well with Combat Mind [DR-67] giving the attacker multiple attacks and making them immune to a realm can be devastating to the defender. Be on the lookout for nasty spells that can destroy this card during battle, like Dispel [4th-400]. There is nothing worse than entering the Falkovnia [NS-5] realm with at powerful champion just to find out he might die if the realm is razed since he just lost his phase protection.


Death Field

#69 of 100

Psionic Power

+3

Usable only during combat, the opposing champion can no longer use spells, psionic power cards, blood abilities, or unarmed combat cards. (Off/4)


Death Field renders an opposing champion without the ability to use spells, psionic power cards, blood abilities, or unarmed combat cards. The affected champion cannot use either defensive or offensive support cards of this nature during the current battle. Any spells, psionic power cards, blood abilities, or unarmed combat cards already in play remain after this psionic power card enters battle. The +3 bonus of this card is minimal for a psionic power card, but the ability to shut down four different types of support cards makes this a worthy card for any deck with psionic power card users. Just the ability to stop blood abilities, and unarmed combat cards is great since few cards can stop these devastating support cards currently. This card will weaken many decks based upon undead champions, dragon champions, regents, psionisist champions, or casting champions since many of these decks are based upon the support cards stopped by Death Field. Good cards to team with this psionic power are cards that limit an opponents ability to play their support into battle, such as the unarmed combat card Claw [DR-91], or the mighty magic item, Orb of Power [4th-170]. With the dungeon card Powers from the Savage Land [DU-20] the bonus will rise to a nice plus six. A player that can limit options in battle will strangle his opponents deck and hopefully beat it, and this psionic power card is one that can tighten the grip bringing an opponent closer to defeat during battle.








Ultrablast

#70 of 100

Psionic Power

+5

When this card is used, the opponent must draw and discard a card, noting the last digit. If the number is 2 or less, the opposing champion is discarded. (Off/4)


After the opponent draws and discards a card, checking the last digit for a zero, one, or two. If he or she find one of these numbers they must discard their champion to the discard pile. If the card number is higher than a two, the psionic power only gives a plus five during the course of battle, but with the Dungeon card Powers from the Savage Land [DU-20] it would become a mighty +10 bonus. This card is a weaker form of the famous Vorpal Blade [FR-56], which is more likely to behead, and can be used in more than one battle. If a two or less is drawn the champion dies and the battle is over. Good cards to use with this are the champion Marco Volo [3rd-50], or Ren's Crystal Ball [4th-451] since they can do some recon work on an opponent's deck to make sure the opponent will draw a two or less when in battle. The rule card A Sure Thing [NS-74] will also ensure a victory in battle without making them draw a card. With this card's nice plus and the ability to instantly win a battle it fits well in a deck based around psionic powers, or support cards looking for a quick and easy win in combat. Cards that negate the affect of this power are the Herald of Mei Lung [NS-54], Wyrm's Decree [DU-19], and Mind Shield [PO-72] since they protect a player from cards that examine or discard cards from the draw pile. In the event this psionic power is put into battle with one of these protective cards in play only its bonus has any affect.


Synaptic Static

#71 of 100

Psionic Power

Use this power at any time to cancel an offensive psionic power card when it is first played. (Off)


This psionic power card cancels an offensive psionic power card, not a defensive one, when it is played. The psionic power card must be canceled as it is played, otherwise it will be too late to remove it with this psionic power card even though it might stay in play for awhile. Cards that might be canceled are Chameleon Power [PO-64], Molecular Rearrangement [PO-70], Psionic Blast [PO-93], Body Weaponry [4th-429], and Ultrablast [DR-70]. Some cards that cannot be affected by this psionic power are Combat Mind [DR-67], Superior Invisibility [4th-425], and Lend Health [4th-430]. Even though Mindwipe, and Death Field state that no more psionic power cards can be played, Synaptic Static may still be played as a counter card. This breaks the general rule of first in play, first power to be used. A player that knows the opponent uses a lot of psionic power cards should consider this card as long as they can find some champions able to use Synaptic Static. Even if a player is not sure what to expect this is still good protection from those nasty psionics. This card is also unique, in that it is an offensive counter, meaning it can not be used to counter a psionic power card used by a champion immune to psionic power cards. Other cards that help stop the playing of psionic power cards are Sadira [4th-277], Vaerhirmana [3rd-263] and for cleric casters, Dispel [4th-400] can be used in the same manner as Synaptic Static. Finally for a player looking for protection from psionics altogether check out the Dark Sun realm Ur Draxa [4th-32].


Daydream

#72 of 100

Psionic Power

A champion using this power cannot act agian until the end of his player's next turn. At the beginning of this player's next turn, he may draw five cards instead of three if the daydreaming champion is still in play.


A champion in the Daydream cannot act, they may not enter battle, aid in battle, use attachments, or use their special powers in any way until the end of this players next turn, even though the Daydream gives its bonus at the beginning of the turn. At the start of the player's next turn, he or she may draw two more cards on this turn as long as the champion Daydreaming is still in play. In play means that the champion is in the pool, not the discard pile, Limbo, Abyss, or Void. The card states they may draw five cards this turn instead of three. If a player draws more than three on his turn due to a realm or holding, like Point East Trading Guild [4th-101], then they would get six cards this turn since the card grants two bonus cards. If in Limbo on the turn the champion is to come out of the Daydream, the psionic power is wasted, it must be used on the next turn and cannot wait until the champion returns from Limbo, making the Horned Society [3rd-117] a good way to battle this card. This is a nice little boost to a player's turn if they can keep the champion alive for one full round. Even if he loses the champion during the round it still made the opponent play a card to kill him. A good tactic is to put the Daydream on a weaker champion in hopes that the opponent will use a nasty card to kill the Daydreaming champion instead of more powerful champions in the pool. The event Trapped! (22/DU) has no affect upon the Daydreaming champion for purposes of foiling this card, since the champion is still in play it has fulfilled is obligation and grants the two cards anyway. Any card that gives a player more cards is always welcome.


Psychic Blade

#73 of 100

Psionic Power

Until the end of this player's turn, all magical items used by this player's champions are doubled in level. (Def/3)


This psionic power lasts until the end of this player's turn, and doubles the level of all magical items used by this player. This doubles all the magic items used, not just the ones attached to the champion using this psionic power. Magic items without level bonuses are not affected by this card unless they gain a level due to another special power such as Blackmoor [1st-116] that give levels to magic items. With many magic items having pluses of five or higher this card can really boost a magic item heavy deck. Some magic items such as Girdle of Storm Giant Strength [4th-183], Holy Avenger [4th-207], Maul of the Titans [DR-79], Dancing Sword [NS-46], and the Clockwork Ogre [DU-71] have a +7 or higher bonus, bringing them to over +14 with this psionic power card. A good card to combine with this psionic power card is the wizard spell Steel [DL-71] since it increases a magic items bonus. A very good tactic with this psionic power card is to place it on a champion that will either enter battle last or does not plan on going into battle at all, because once the champion with the Psychic Blade attached dies this psionic power is lost. An interesting twist is that the Dancing Sword becomes a 14th level champion during the Psychic Blades duration, its base level is still seven.


Gauntlets of Combat

#74 of 100

Magic Item

+4

The attached champion can use any type of unarmed combat card. (Def)


This magic item will allow any champion the ability to use all types of unarmed combat cards, from hero unarmed combat cards to undead unarmed combat cards to dragon unarmed combat cards to the only elf (drow) unarmed combat card Blind Side! [4th-440]. This card has a small +4 bonus, but its real power is in the ability to let one champion use any type of unarmed combat card. Building a deck with this card in mind a player can mix the unarmed combat cards to come up with a deadly combination of using Undead unarmed combat cards with Dragon unarmed combat cards. An example is to weaken an opponent with Level Drain [NS-97] and then go in for the kill with Breath Weapon III [DR-96]. This magic item goes well on high level champions giving them more of an advantage with dragon and undead unarmed combat cards since there are a few that double the base level, like Supernatural Strength [DU-78]. Before a player goes wild trying to use all the unarmed combat cards in Spellfire, there have been a few counter cards created to halt these nasty support cards, like Body Weaponry [4th-429], Amulet of the Wyrm [DR-86], and Concealed Weapon [NS-64] to name a few. A great champion to attach this magic item to is Shan, Karate Master [DU-c15]. He doubles the level of unarmed combat cards, this would allow him to use the big bonuses of the dragon unarmed combat cards like Bite [DR-93] that normally has a plus six, but with Shan is a +12. Another card like this is Belly of the Beast [DU-10], which grants this same power to all monsters one player has.

The champion with the Gauntlets can use any unarmed combat cards, including those usable only by dragons.


Talisman of the Beast

#75 of 100

Magic Item

+3

A champion wearing the talisman can fly and is considered a dragon. (Def)


The wearer of the talisman gains the ability to fly and is designated a dragon until the Talisman is removed. The attached champion gains all the benefits and hindrances of being a dragon, as well as flying benefits and hindrances. In a well constructed deck this item can make a normal champion extra powerful. A deck built with a few dragons and a mixture of regular champions can turn into a deadly combination. The benefits of being a dragon are the champion can, use dragon unarmed combat cards like Swoop [DR-90], use allies only playable on dragons such as the Cult of the Dragon [DR-80], the rule card Age of the Dragon [DR-99] would protect the attached champion, and the use of all the spells castable only by dragons. Hindrances come in the fashion of champions that affect dragons, like Uldo Dracobane [NS-43] who would ironically discard this magic item that made the champion a dragon in the first place, and cards that kill dragons, like Dragonsbane [PO-6] and the event Dragon Slayer [AR-51]. A good way to protect a champion with this magic item would be the spell Enchanted Flight [DR-56] making it immune to cards that affect flyers. Good champions to attach this magic item to are Caller in Darkness [NS-70], Nemon Hotep [NS-67], Tyvorg the Frost Giant [DU-45], and Kalid-na [4th-279]. With so many ways to create a beneficial deck around dragons this is a great card to aid those nice champions that are not dragons to a dragon based deck.

A champion with the Talisman is considered a dragon in all respects, including use of unarmed combat cards usable only by dragons.


Wand of Magic Detection

#76 of 100

Magic Item

Use this wand in phase 3 of your turn to force all opponents to show you all magical items and artifacts in their hand and face down in pools. (Off)


This magic item does not affect combat in any way, except to satisfy a requirement like on the Loup-Garou [4th-236]. Instead, it is used during phase 3, and does nothing more then allow the owner of the Wand of Magic Detection to see all magic items and artifacts in everyone's hand and pool. This may, at first, seem like kind of a mundane power, but when applied properly, can have devastating results. When combined in a deck with such cards as the Loup-Garou, or the Ebony Cup of Fate [FR-c8] the ability to know whether someone has a magic item or artifact can determine where one will attack. This wand also works well with Drawmij [4th-276] and his special power, especially when someone's pool contains champions that can remain face down. Although this is an offensive magic item and is affected by champions that have immunities against it, the Wand will still allow the owner to look at another player's magic items and artifacts in the hand.


Well of Many Worlds

#77 of 100

Magic Item

Discard this card from the attached champion during a round of combat to send two cards attached to the opposing champion to the Abyss. (Off)


This magic item has the ability to send two cards attached to an opposing champion to the Abyss. When this power is activated, this card is discarded. This is a very powerful card, and may become a target for magic and events if left attached to someone in the pool. It can be best used if you keep it in your hand until you wish to use it, then attached it to your champion, discard it, and send two cards to the Abyss. As long as the opponent isn't immune to offensive magic items, or has some power that inhibits magic items from being played against him, this card is difficult to defend against. This card can be most effective when used in a deck that has several cards able to retrieve items from the discard pile, like Halcyon [1st-c16], Remnis [4th-481], and Tasslehoff Burrfoot [DL-39]. Attaching the Well of Many Worlds to Halcyon makes it easier for her to win her round of battle; but beware, because once you've sent four or more cards to the Abyss, your cards that enable you to get the Well back will become targets, too.
This strange magic item is an excellent way to travel to other planes of existence, but not without a price. Any movement of the Well can change the destination through the Well. A Well of Many Worlds looks remarkably like a portable hole, and many unwary adventurers have dumped their treasure inadvertently into another dimension.


Wand of Negation

#78 of 100

Magic Item

During combat only, this wand negates all the immunities of an opposing champion (including immunity to offensive magical items). (Off)


The Wand of Negation is pretty straight forward. It cancels all immunities granted to the opposing champion, even if that immunity comes from a source other than the opposing champion or his attachments. In other words, a pool with the Codex of the Infinite Planes [4th-452] in it would not grant immunity to a Greyhawk champion that was opposing a champion holding the Wand of Negation. Because the Wand specifically mentions that it negates immunity to offensive magic items, the order of activation for this item is skewed. Simply consider it's effects first, before all other cards. Because this card causes no hindrances, this out-of-order activation will not unbalance a combat. The wand even overpowers opposing attachments which grant immunity, such as the Orb of Power [4th-170]. This wand has no effect on cards that hinder the play of certain cards without a stated immunity; i.e. Flesh Golem [4th-235] would not be affected by this wand, and the Golem would in turn discard the wand, because the Flesh Golem does not grant immunity to magic items, just removes them.

The Wand of Negation functions against champions with immunity to magical items, and against champions with the Orb of Power.


Maul of the Titans

#79 of 100

Magic Item

+9

Usable only by giants. The attached champion ignores the special powers of opposing realms, holdings, and allies. (Def)


The Maul of the Titans is very potent, being a +9 magic item. This is balanced by the fact that only those champions designated as giants can use it. Because of this restriction, this magic item would be most useful in a deck with several giants, or even better, a giant theme deck. Having the Maul of the Titans allows the attached giant to ignore opposing realm, holding, and ally special powers. Note that this is not the same as negate. Simply put, any special powers of these types that would affect the attached champion, don't. If the special powers target or affect something other than the champion with the Maul or his attachments, the power is unaffected by the Maul. Therefore, Yumac the Cold [4th-311] with the Maul would not be affected by the Rust Monster [4th-251], as long as the Maul was in play first. If the Incantrix [RR-85] were then played against Yumac, all spells would still be dispelled, except for any that Yumac had cast.


Cult of the Dragon

#80 of 100

Ally

+2
Playable only with a dragon champion. This ally doubles the base level of the attached dragon. It is discarded if forced to switch sides.


This +2 ally is pretty good for a dragon deck, but won't be very useful if you don't have a lot of dragon champions in your deck. This ally doubles the base level of the attached dragon champion, then all adjustments are added onto this new base level. If Cult of the Dragon is used in conjunction with other cards that increase the base level of the champion, these increases are cumulative. This ally has one bonus ability, it cannot be used against it's original champion. If a card were to force it to switch sides for any reason, it is discarded instead.

The Cult of the Dragon is a group of extremists trying to convert all of the dragons of Faerun into dracoliches. The Cult is feared by dragonkind and humankind alike. Rumors of cultist attempts to travel into other worlds populated by dragons are unfounded, but disturbing.


Undead Dragonrider

#81 of 100

Ally

+5
Dragon; undead; flyer. All opposing allies that are not undead or flyers are level 0 and have no special powers.


This +5 ally has a very unique ability. It causes all opposing allies that are not undead or flyers to be 0 level allies with no powers. Undead Dragonrider has no effect on flying or undead allies. This ally is considered a dragon, a flyer, and undead, and as such gains any bonus or penalty granted by cards that affect these types of cards. For example, with Orcus [NS-44] in the pool, the player of the Undead Dragonrider gets to add 5 to each undead's base level, including this ally. One card that can increase the usefulness of this ally is Dragon's Graveyard [DR-18], because this is a dragon ally, so you can bring it back and use it again.


What unholy power merged these two diabolical powers I can only guess at. I do know that the very sight of the undead on dragonback will cause the most stalwart man-at-arms to freeze in sheer terror.

- Athena Fernwood, Halfling mercenary annd collector of many fine baubles.


Dragonne

#82 of 100

Ally

+5
Dragon; flyer. This ally can use unarmed combat cards usable only by dragons. Playing this ally discards an opposing ally of +2 or less already in play.


When this ally is brought into play, one ally of +2 or less that is already in play for the other player can be discarded (this player's choice). The Dragonne also has the ability to use all unarmed combat cards that can only be used by dragons. This is different than granting the champion the ability to use these cards. If the opposing champion has restricted a champion from playing unarmed combat cards, this ally attached to the restricted champion could still play unarmed combat cards (usable only by dragons, not others) unless the ally was included in the hindrance.

The Dragonne is a solitary creature, and at a distance is often mistaken for a large lion. This creature seems to be a blend of a lion and a brass dragon; a deadly combination indeed. It's roar is deafening, and can send the most stalwart of troops fleeing in fear.


Faerie Dragon

#83 of 100

Ally

+3
Flyer. This ally can cast wizard spells. The faerie dragon cannot be forced to switch sides or be discarded in combat for any reason.


This +3 ally is considered a flyer, therefore it is subject to such cards. It has the ability to cast wizard spells, so it is best used in a deck that has some spells. As this is an ally, it need never ask permission to cast spells, except from Lareth, King of Justice [DR-31]. The Faerie Dragon can cast all spells designated as only castable by dragons. The Faerie Dragon also has the ability to resist being discarded or forced to switch sides for any reason. Any attempts to do so upon the Faerie Dragon simply fail. Once in play, this ally is only discarded at the end of battle. This ally works well against an opponent who you know has cards that restrict allies in his hand. If you know your opponent has cards such as the Net of Entrapment [4th-169] or the Clay Golem [4th-247], this ally will resist their powers, as long as the Faerie Dragon is played first.
Faerie Dragons are peaceful creatures, opting to play pranks in the company of pixies and sprites over almost any other lifestyle. They can become invisible at will, and often times their victim's only clue to the source of some mischief is their chime-like laughs and giggles.


Firedrake

#84 of 100

Ally

+6
Dragon; flyer. The base level of an opposing nondragon champion is reduced to 2 for this round of battle.


Depending upon the opposing decks, this ally can be quite powerful. Although it is already a +6 ally, it's true power lies when it's opponent is a nondragon. In this case, the opposing champion's base level is reduced to 2 for this battle. Note that this takes place at the time of play of the Firedrake; so if Topaz [4th-300] has already cast Armor [4th-396], her base level would be 12, but after the Firedrake is played, it would be 2. If Topaz waited to play armor after the Firedrake, her base level would only be 3. Dragons and champions that can ignore the special abilities of allies are immune to this effect, but it remains a +6 ally. As a flyer and dragon, it is subject to all the benefits and hindrances that these designations entail. This ally is very strong with the Sword of Sharpness [DU-64], which would kill the opposing champion reduced to base level 2 if not immune to this ally's power, or to the sword.
The Firedrake's blood is very volatile, in fact, it literally burns within their veins. More than once an unsuspecting swordsman attacked a firedrake, only to be killed by the resulting spray of burning blood.



Drake

#85 of 100

Ally

+5
Dragon; flyer. This ally can be discarded from a player's hand to prevent a dragon champion from going to the discard pile for any reason.

Possibly one of the best dragon allies to date, the Drake has a tremendous power. This +5 ally has the ability to stop any dragon champion from being sent to the discard pile, by substituting the Drake instead. This includes losing a battle or being affected by spells or special powers. A dragon champion saved this way gets to keep his attachments, even if losing the battle would normally make them be lost. An attacking dragon saved this way prevents the defender from getting spoils of victory. The Drake's power does not include fulfilling the requirements of cards like avatars or Labor of Legend [4th-122], since negating the discard means the special power was not fullfilled, and therefore does not complete. It also doesn't cover dragons discard from outside play, like Limbo or the hand, OR save the dragon from other discards (like to the Abyss). Of course, this only works for dragon champions, but if used in conjunction with Dragon's Crown Mountains [4th-39] and Dragon's Crown [DR-15], this ability would work on any champion. Cards able to bring back allies from the discard pile, like Dragon's Graveyard [DR-18], Heal [RV-45] and Divine Intervention [DL-81] help further this card's usefulness.

Even if defeated in combat, a champion retains his attached items if rescued by the Drake. If the Drake is used to prevent a defeated attacking dragon from being discarded, the defender does not receive Spoils of Victory.

The Drake does not prevent a dragon champion from being discarded from the hand (such as through the use of Hettman Tsurin). It also does not prevent a dragon champion from being sent to the Abyss.


Amulet of the Wyrm

#86 of 100

Artifact

+4
This artifact can only be attached to a dragon champion of any world. The champion can cast any spell and is immune to offensive unarmed combat cards.


This +4 AD&D artifact can only be attached to dragons, although they can be from any world. The power of this artifact grants immunity to all offensive unarmed combat cards, and the attached champion can cast any spell. This spell-casting ability includes spells that can only be cast by a specific type of champion, like Minions of Darkness [DU-97] and spells that require a minimum adjusted level to cast, like Preservation [TU-53]. Although this artifact is limited to just dragon champions, when combined with cards like Talisman of the Beast [DR-75], almost any champion can take advantage of these abilities. To gain the most out of this card, attach it to a champion that cannot normally cast spells, like Flare [DR-38] or Zielesch, Ancient Green Dragon [AR-73].


Fang of the Dragon

#87 of 100

Artifact

+4
This artifact can only be attached to a dragon champion of any world. The champion can use any psionic power card or blood ability.


This +4 AD&D artifact can only be attached to dragons, although they can be from any world. The Fang grants it's wearer the ability to use all psionic power cards and blood ability cards, including ones that limit the users. Naturally, this artifact is most effective in a deck with several dragon champions. If your deck also includes cards that can make other champions into dragons, like the Talisman of the Beast [DR-75], it can greatly increase the Fang's usefulness to a deck that is not completely made up of dragon champions. If the Fang of the Dragon is teamed up with the Amulet of the Wyrm [DR-86] via the Ego Coin [3rd-419], this champion could use almost all of the supportr cards (not including thief skills or unarmed combat cards, which the original champion might have the power to do). Of course, unless your deck has several psionic power cards or blood ability cards, this artifact will prove to be a poor choice. Also, these other powers could be picked up with other cards, like Cities of the Sun [DU-29], making the Fang even more pointless.


Orb of the Eternal Dragon

#88 of 100

Artifact
This artifact can only be attached to dragon champions of any world. The level bonus of all cards attached to this dragon are doubled. Opposing dragons cannot enter battle against this champion.


Even though this AD&D artifact has no level bonus, it is still quite a potent artifact. This potency is balanced by the fact that it can only be attached to dragon champions, although they can be from any world. The main power this conveys is that all cards attached to this champion with a level bonus are doubled in level. This includes magic items, allies, spells, unarmed combat cards, etc. This doubling effect does not affect cards without an icon bonus or events, nor does it refer to any special powers granted by any attached cards. For example, the Javelin of Lightning [4th-203] would be a +4 magic item (normally +2) but the Orb would have no effect on +7 offensive spell that can be cast through the Javelin. An added bonus to this artifact is the fact that no dragons can enter battle with the attached champion. This can be very effective against someone who only has dragon champions in his pool, or has a dragon champion and some champion he normally wouldn't want to bring into battle, like Hettman Tsurin [4th-257]. Even can even save a dragon deck against the horrors of the Dragon Hatchling [DR-c8].


Mighty Servant of Leuk-o

#89 of 100

AD&D

Artifact

+8
A champion with this artifact is immune to the special powers of champions and allies of level 5 or less.


The Mighty Servant of Leuk-o is an AD&D artifact, and can only be attached to AD&D champions. This artifact grants to the attached champion immunity to the special powers of both champions and allies of base level 5 or less. This can be very useful against those low-level allies with devastating powers. This immunity does not apply to special powers that do not target the champion or his attachments. The Assassins [4th-221], for example, would still be able to kill a champion if on the losing side, as long as it wasn't the champion with the Mighty Servant. This immunity works for the attached champion whether he's engaged in battle or in the pool. This is very valuable since champions chosen with low levels tend to be very powerful, and this card is one of only a few ways to stop champions such as the Headless Horseman [RV-88], since immunity transends the order of activation. Cards that work well with this artifact are the Tablets of Fate [FR-99] and the Living Wall [PO-58] if it uses the Ego Coin [3rd-419] to attach the Mighty Servant.


Swoop

#90 of 100

Unarmed Combat Card

Usable only by dragons. This maneuver doubles the base level of an attacking dragon if the opposing champion cannot fly. (Def/4)


This unarmed combat card can only be used by dragons, or a champion using an item like the Gauntlets of Combat [DR-74]. This card has no inherent bonus, instead it doubles the users base level, but only if the opponent cannot fly. This card has a nice effect, but must be played carefully. If it is used against someone who can fly, or someone who gains the ability to fly, by playing cards like Winged Boots [4th-186] for example, Swoop becomes useless. Swoop can be made more effective if coupled with cards that discourage flying, like the Noble Djinni [3rd-84], when defending realms like Menzoberranzan [4th-1], or with a Reverse Gravity [4th-385] spell ready. Strangely, this card does not require the using dragon to have the ability to fly. This card can be countered with cards such as Evade [DR-98], but not Block [RR-99] because it is a defensive card.


Claw

#91 of 100

Unarmed Combat Card

+4

Usable only be dragon champions. Victims of this maneuver can play no further allies or magical items in this battle. (Off/4)


This unarmed combat card can only be played by dragon champions, or a champion using an item like the Gauntlets of Combat [DR-74]. Not only is this a +4 maneuver, but it also prohibits the opposing player from using any new allies or magic items. Magic items and allies already in play function normally, unless their power involves adding allies or magic items to the champion. For example, if the Hypnosnake [RR-82] were in play before Claw was played, it would still be a +3 ally, but after the Claw had been played, the Hypnosnake would not be able to make an ally switch sides. This card works best with cards that already limit the opponent or have some immunities; like Rauglothgor [DR-34] or Fi Lendicol [DR-33], or with another unarmed combat card, like Tail Sweep [DR-92]. Another useful combination is to use Claw, and then play Loup-Garou [4th-236], leading to instant victory. This card can be countered with cards such as Evade [DR-98] or Block [RR-99].


Tail Sweep

#92 of 100

Unarmed Combat Card

+5

Usable only by dragon champions. Victims of this maneuver can play no further spells, psionic power cards, or blood abilities in this battle. (Off/4)


This unarmed combat card can only be played by dragon champions, or a champion using an item like the Gauntlets of Combat [DR-74]. The +5 level adjustment is large enough to warrant adding this to a dragon deck, but it is its additional power that truly makes it worthy. As soon as Tail Sweep is played, the opponent can no longer play any spells, psionic power cards, or blood abilities during this battle. This restriction does not apply to other champions who can help in combat from their pool. Any good dragon deck with several unarmed combat cards is sure to include this one, and when coupled with any number of the other unarmed combat cards for dragons, can severely restrict the opponents. However, if the opponent is playing the theme without using these cards, this card is merly a +5. This card can be countered with cards such as Evade [DR-98] or Block [RR-99].


Bite

#93 of 100

Unarmed Combat Card

+6
Usable only by dragons. Victims of this maneuver must discard an attached magical item or discard the first one they play if they have none attached. (Off/4)


This +6 unarmed combat card can only be played by champions designated as dragons. This card causes the opposing champion to discard one attached magic item, or if he has none, discard the first one attached. If the affected champion has more than one attached magic item, he gets to choose which one he has to discard. This card can be used to get rid of those nasty magic items, like Bell of Might [FR-c18] or Net of Entrapment [4th-169]. As long as Bite is played before any other magic items are added to a champion, you can be assured which one will be discarded. To be able to get to the champion with the magic item you're after, attack with a dragon like Stryck [1st-c17] who can choose her opponent from the pool. If Stryck has a lower level then her chosen opponent, you can play Bite before your opponent can do anything. This also works well with Loup-Garou [4th-236], to guarentee either a magic item is discarded or the opposing champion loses. Bite can be countered with cards such as Evade [DR-98] or Block [RR-99].


Breath Weapon I

#94 of 100

Unarmed Combat Card

+4

Usable only by dragon champions. Instantly destroys all allies of +3 or less. (Off/4)


Breath Weapon I is a +4 unarmed combat card usable only by dragon champions. When this card is played, all opposing allies of +3 or less are instantly discarded. Allies of level 4+ or allies played after Breath Weapon I are unaffected. An excellent card to use in conjunction with Breath Weapon I is the Sword of the High King [PO-5] or the spell Melt Stone [PO-92] because they reduces all allies to +1, in which case this card could remove all attached allies. A bad choice would be to use this card with Tamarand, Great Gold Wyrm [DR-30] as allies of +3 or less cannot be played against him. Genberally, much better cards can be chosen for any deck, especially dragon decks. This card can be countered with cards such as Evade [DR-98] or Block [RR-99].


Breath Weapon II

#95 of 100

Unarmed Combat Card

+6
Usable only by dragon champions. Discards an opposing champion or ally of base level 4 or less. (Off/4)


This is a +6 unarmed combat card that is only usable by dragons champions. When this card is played, the player of this card can choose to have the opposing champion or one ally discarded as long as it is of level 4 or less. If the champion is base level 4 or less and is discarded, the round of combat is over. If used by the attacker, he may attack again with another champion. If used by the defender, he may draw his spoils of victory. If instead an ally is discarded, combat continues as usual. Note that this card affects allies or champions with base level of 4 or less. Also, this cannot affect a champion that is in a pool, only the champion in combat. Any card that reduces an opponent's base level will work well with this card. The Skeletal Lord [4th-217] and Sword of the High King [PO-5] are good examples. This card can be countered with cards such as Evade [DR-98] or Block [RR-99].

Breath Weapon III

#96 of 100

Unarmed Combat Card

+8

Usable only by dragon champions. Discards an opposing champion of base level 5 or less or any two opposing allies. (Off/4)


This +8 unarmed combat card is a more powerful version of Breath Weapon II [DR-95]. It also can force the opponent to discard a champion or ally. Breath Weapon III is more powerful in that you can choose to discard a champion of base level 5 or less. If you opt to not discard the champion, or it is too high a level, you can force any two opposing allies to be discarded, regardless of their level. The allies to be discarded are your choice, but this card will not affect allies that have a special power that prevents their removal from combat, like the Faerie Dragon [DR-83]. Even without this power, the +8 bonus makes this card worthwhile. Cards that reduce an opponent's base level are good combination choices with Breath Weapon III. Another card that works very well with this card is Time of Troubles [FR-99], because then only level 6 champions would not be affected by this Breath Weapon. This card can be countered with cards such as Evade [DR-98] or Block [RR-99] (though the though of picturing a block of a Breath Weapon is a funny sight).


Swallow Whole

#97 of 100

Unarmed Combat Card

Usable only by dragon champions. Play once a dragon's total level exceeds 24 to swallow (discard) the opposing champion and automatically win the round of battle. (Off/4)


This unarmed combat card can only be used under very specific circumstances, but if you can satisfy the requirements, you get results. This card can only be used by dragon champions, and that champion has to have an adjusted level of at least 25 (exceeding level 24). Once this has happened, Swallow Whole can be played, and unless it is immediately countered, the opponent is discarded. This card works very much the same as Kevin's Blade of Doom [3rd-206], except that this card works against those champions that are immune to offensive magic items, while the Blade of Doom does not. This card is great in a deck that also contains Kevin's Blade of Doom, and plays well in conjunction with such cards as Surprise Raid [4th-121], Complete Surprise [NS-25], and Age Dragon [TU-55]. When in combat with another dragon champion, be careful. If that champion gets over 24 first, make sure you raise your level just enough to satisfy this cards level requirements, without going over your opponent's level. Otherwise, she will be able to play the next card, and you may find yourself swallowed whole. This card can be countered with cards such as Evade [DR-98] or Block [RR-99].


Evade

#98 of 100

Unarmed Combat Card

Usable by any champion. Play at any time to cancel the effects of an unarmed combat card. (Def)


This should be a standard in many Spellfire decks, especially if you don't know what type of deck you're going to be going up against. Evade can be used by all champions, and it works to cancel the effects of any unarmed combat card. This works on both offensive and defensive combat cards, and since it can be played at any time, all one needs to use it is have a champion in play anywhere (in combat or in the pool). This fits right in with the other cards used as canceling agents, like Limited Wish [4th-382], Helm [4th-255], Dispel [4th-400], and Dodge [RR-c12]. Although similar in power to Dodge, Evade is not an event, and therefore can be played even when cards such as Year of Plenty [AR-98] are in effect. Just like Dispel and Dispel Magic [4th-370], an Evade can even be used to cancel another Evade; as long as it is played immediately after the first, thus allowing the original combat card first evaded to take effect.


Age of the Dragon

#99 of 100

Rule Card

Played at the beginning of this player's turn, this card is not discarded. It affects all players and remains in effect until any other rule card is played. All dragon champions and dragon allies in play are immune to offensive spells, magical items, and psionic power cards."


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 of victory. This rule card is a good choice for all those dragon theme decks out there. The immunities granted by this card extend to both champions and allies designated as dragons, but remember that this applies to your opponent's dragons as well, and most decks have one or two. These immunities are understood to be offensive spells, offensive magical items, and offensive psionic power cards, even though it doesn't specify "offensive" in front of the last two. This immunity covers cards in battle as well as the pool. If you don't have all dragon champions, but are able to get Dragon's Crown Mountain [4th-39] in play with the Dragon's Crown [DR-15] attached, all of your champions will be covered by the Age of the Dragon.


The Battle Must Go On!

#100 of 100

Rule Card

Played at the beginning of the player's turn, this card is not discarded. It affects all players and remains in effect until the end of the game. It is immune to spells and events. A player must have six unrazed realms at the start of his turn in order to win. Further, any player who runs out of cards must shuffle his discard pile and use that as his new draw pile.


Rule cards must be played before cards are drawn at the beginning of a player's turn, or as spoils of victory. This rule card has two separate powers, but one of them is now repetitive of the current rules, unless you are playing under some rules variant. Currently, whenever a player runs out of draw cards, they must re-shuffle their discard pile and use it as a new draw pile, so this rule is not all that impressive. The other power of The Battle Must Go On! is what really gives it it's name. In order to win, a player must have six unrazed realms at the beginning of his turn. In other words, he must be able to defend all of his realms through everybody else's turn. This can drastically extend the length of the game, so for those of you who just can't get enough out of the play (as opposed to just being the winner), you had better include this rule card in all of your decks. To help keep this rule intact, it has immunity to all spells and events, and remains in effect until the end of the game, even if another rule card is played. This means that even if this rule card is removed from play it's effects continue until the game ends, as if it were still in play. When this rule card is in play in a 110-card game in which ten realms are required to win, the ten-realm victory condition remains, but a player must have ten unrazed realms at the start of his turn to win. A way to circumvent this card's power a little is to play Menzoberranzan [4th-1] or Caer Allison [FR-3] as your sixth realm during your phase 0, thus fulfilling the requirements of The Battle Must Go On! without subjecting all six realms to your opponent's attacks. Another way is to play Caravan at the end of your turn, which gives you another turn, and if not canceled, victory.

Note the different wording in the first paragraph of this rule card. Even if this rule card is removed from play, if a new rule card is played or with Wish , Ellorelloran, or Gib Kcir, the revised victory conditions remain in effect.

When this rule card is in play in a 110-card game in which ten realms are required to win, the ten-realm victory condition remains, but a player must have ten unrazed realms at the start of his turn to win.

The victory conditions can be met at the beginning of any turn, including turns gained through Caravan or Ancient Kalidnay.


T'chaar, Dragon of Flame

#1 of 25

AD&D

Monster

12
Flyer. T'chaar thrives on destruction and may use any offensive card (spells, psionic powers, unarmed combat, blood abilities, etc.). Defensive cards played against T'chaar are doubled in icon level.


T'chaar is a dragon and a flyer, and is affected by cards that target dragons and flyers. T'chaar is a great champion for offensive-themed decks, especially when cards of many types are used together. Aside from being one of the highest level non-avatars, T'chaar can use any offensive card, regardless of type, in or out of combat. This means that he can fill the roles of several champion types when you are looking to use certain cards in your deck. However, offensive cards with requirements still must be fullfilled. Therefore, T'chaar still can't use the Sword of the High King, since T'chaar is a monster. Any card marked (Def) and bearing an icon level is doubled in level when played against T'chaar in combat. Allies and artifacts are neither offensive nor defensive, and are not doubled; cards that do not have an icon level are also not affected. Goibhniu's Warhammer [TU-32] is a good choice for T'chaar, as he is already level 12. Horn of Change [RR-c10] is also a good choice, as protection against defensive cards with high icon bonuses.

T'chaar's power allows him, generally, to use offensive cards. However, specific requirements of the card must still be met. For example, the magical item Sword of the High King cannot be used by monsters, so T'chaar cannot use this card.


Lair Raid

#2 of 25

Event
Until the end of this player's next turn, all dragons are halved in level when in combat with nondragon champions. While this event is in play, all dragons lose their special powers. (Harmful)

This event is useful if your opponent uses several dragons in their deck. It is especially useful when playing against champions like T'chaar [DR-c1], Lareth [DR-31], and the dragon avatars. The best time to play this event is during your own turn for maximum effect. The adjusted level of all dragons, including your own, are halved while in combat with nondragon champions. Note that the halving does not affect champions in the pool nor dragons fighting other dragons. The more useful part of this event is in the removal of special powers of dragons. For instance, the Celestial Emperor [DR-43] would not be able to choose opponents for that player's dragons or be immune to champion and ally powers until the end of your next turn. A useful combination with this event is the rule card The Event Wheel [4th-497], which can keep it in play until two further events that remain in play are played.


I only ever pulled one lair raid, it is a risky business. But once we made off with the goods I almost felt sorry for the wyrm. The poor beast was so distraught over it's missing horde that he just laid there and cried, go figure!

- Athena Fernwood, Halfling mercenary annd collector of many fine baubles.


Boreas

#3 of 25

AD&D

Monster

8

Dragon; flyer. Boreas can cast wizard spells. He can charm opposing champions, forcing them to give him an attached item (this player's choice). At the end of the battle, the attachement is shuffled into the owning player's draw pile.

This champion is a dragon and flyer, and is affected by cards that target dragons and flyers. Boreas is a good combat champion. Once per round of combat that he is involved in, he may force the opposing champion to give him an attached card (not just magic items, as it says attachment later in the power). The choice need not be immediate, if so desired. If the attachment is usable by Boreas, it adds to his current total. If the attachment that Boreas chooses is not usable, such as an artifact from another world, it is set aside and shuffled back into the owning player's draw pile at the end of the battle. Good cards to use with Boreas are the Loup-Garou [RL-79] and Ki-Rin [4th-248], which force the opponent to play a card, which Boreas can then steal if he has not yet used his power. If Boreas does not use his power immediately, and an instant-defeat card is played (such as the Loup-Garou), he may steal the card before its powers are activated, forcing his opponent into that position instead.


Morcanth Dragontamer

#4 of 100

Forgotten Realms

Hero

6
Flyer. Dragons cannot opose Morcanth in battle. In combat, she can force any dragon champion to act as her ally, adding its level and special power to her own. If she is defeated, the dragon champion allied with her is also discarded.


This champion is a flyer, and is affected by cards that target flyers. Dragons cannot oppose Morcanth in battle. If Morcanth defends against a dragon, it returns to its pool, and the battle may not continue with a new champion (since the attacker was defeated, however, no spoils may be drawn). If Morcanth is attacking, a dragon champion cannot be brought out in defense unless they are immune to Morcanth's special power. Morcanth can also use any dragon champion as an ally. That champion is now vulnerable to all cards that target allies. If Morcanth is defeated (not necessarily discarded), the dragon champion is discarded. This is a good way to remove powerful dragon champions. A good card to use with Morcanth is Winged Boots [AR-20]; if Morcanth is defeated by a non-flyer, she returns to her pool, while any dragon champion she has used as an ally is still discarded. Scimitar of Speed [4th-205] is also useful in this regard.

If a dragon attacks and Morcanth defends, the attacking dragon returns to its pool and the battle is over. since the attacker was not discarded, no Spoils of Victory is drawn.


Cron the Black

#5 of 25

Greyhawk

Monster

10
Dragon; flyer; swimmer. During combat, Cron's powerful acid breath can destroy any single attachment of an opposing champion.


This champion is a dragon, flyer, and swimmer, and is affected by cards that target those qualities. Cron is a powerful champion in combat, able to destroy any one card attached to an opposing champion. This power does not have to be used at the beginning of combat; it can be used on any card subsequently played if the power has not yet been used. This is a great champion to use when your opponent likes defending with instant victory attachments, like Blamblower [DL-56]. However, it doesn't help in defense, since those attachments can activate first. Cron's high level (10) and ability to fly and swim make him a great choice for an attacking deck. Some good cards to play with Cron are Undead Dragonrider [DR-81], Loup-Garou [4th-236], and Ki-Rin [4th-248].


Draconic Allies

#6 of 25

Event

Until the end of this player's turn, his champions may attack any realm, regardless of restrictions. These champions attack with surprise, preventing the opposing player from playing cards other than allies in the battle. (Harmful)


This event is good for decks with powerful attacking champions that have no special movement abilities, like the Living Wall [PO-58]. The champion may attack any realm regardless of restrictions. Allies must still be able to fulfill any restrictions. The second part of this event is even more useful, preventing an opposing champion from playing any cards other than allies during battle. Cards already attached to the opposing champion function normally. This also is interesting, since the opponent can play no counter cards during this time, as it restricts the player from playing those cards into the battle (not just the opposing champion). A good item to use when this event is in play is Net of Entrapment [3rd-217], so that no cards may be played by the opposing champion during combat, or Loup-Garou [RV-79], which leads to instant victory as the opponent can't play magic items.


Lernaean Hydra

#7 of 25

AD&D

Monster

?

The Lernaean Hydra has a base level equal to the adjusted level of the champion opposing it when combat is first entered. When in the player's pool, it is immune to offensive spells, psionic power cards and harmful events.


This is an unusual champion, and very useful in defense against opponents who use artifacts and magic items. The base level of the Hydra in combat is the adjusted level of its opponent when first put into the battle. This means that a defending Lernaean Hydra will never play the first card into battle. While in the pool, the Hydra has no level, which is not the same as a level of zero (though it is counted as such for deck creation). Cards that rely on affecting champions of a certain level do not affect this champion if it is not in combat with another champion, as it has no level to compare to the effect. For instance, the Spiderfell [BR-3] would force the player using the Hydra to discard a card, but since there is no opposing champion yet to provide a level, the Hydra is not discarded by the realm. The Hydra's immunities only take effect while in the pool, so it makes an excellent champion to attach potent magic items or artifacts to that shouldn't go into combat, like the Bag of Holding [AR-28], or the Throne of the Mountain God [4th-510]. The Lernean Hydra is not immune to cards while in combat, so cards like the Orb of Power [4th-170] are useful to make the Hydra a powerful champion in combat. If the Hydra goes into combat, gets a level, and then can't act (ala Time of Troubles [FR-99]), then the Hydra returns to his pool and another champion must be chosen.

If the Hydra enters a battle, has its base level determined, and for some reason (such as Time of Troubles being in play) cannot be in battle due to its level, the Hydra returns to its pool. Another champion may be selected for the battle.


Dragon Hatchling

#8 of 100

AD&D

Monster

2
Dragon champions will not fight against the Dragon Hatchling. If defeated in battle, the discard piles of all players are shuffled back into their draw piles.

This champion is useful against dragon champions, but it should only be included in your deck if you plan to use the second part of its special power. This champion is a dragon, and is affected by cards that target dragons. The Hatchling is a champion that will almost certainly lose any combat with its level of 2, so the use of its special power is virtually assured. It shuffles all players' discard piles back into their draw piles, including the discarded Dragon Hatchling (if he was discarded). If you play in a style that uses cards quickly, or uses cards such as allies that are one use only, this card is useful in the same way as the Myrmidons [3rd-61]. The Hatchling also provides an easy defense against powerful champions. There are many times you will want a low level champion to fight combat with. Either to aviod certain level restrictions, like opposing the Living Wall [PO-58], or to allowe yourself to be the first to play support cards, like Fight Dirty! [DU-c3], in combat. The Dragon Hatchling fills this description nicely, especially when considering that there are few dragon champions under level 5.

When defeated, the Dragon Hatchling is also reshuffled into the draw pile.


Dragon Cultist

#9 of 25

Forgotten Realms

Cleric

8
The Dragon Cultist can raise dragons from the dead. Every turn that this champion doesn't attack, his player may return one dragon champion from his discard pile to his hand.


This card has been the bane of the Spellfire Mailing List for years, because of the old ruling that any champion with the single word "Dragon" in it's name is a dragon, so this Cultist is a dragon for all card effects. This card is a must for any deck featuring dragons. By placing this champion in a pool with dragons, it assures a player that champions will be available. Do not attack with this champion; he is there only to revive your lost dragons. This champion can quickly become a target, and has no inherent immunities; so provide him with protection, like the Orb of Power [4th-170] or Pearl Pegasus [DU-70]. The Dragon Cultist can retrieve both dragon champions and dragon allies, which makes this card a cornerstone of most dragon decks. His power is always used during phase 5, after all attacking is done, due to the restriction based on his attacking. Orb of Green Dragonkind [3rd-424] is a good card to add to a dragon deck using the Cultist, thus doubling your recycling power.

The Dragon Cultist's power is used in phase 5.

The Dragon Cultist can retrieve both dragon champions and dragon allies, which makes this card a cornerstone of most dragon decks. Orb of Green Dragonkind (424/4th) is a good card to add to a dragon deck using the Cultist, thus doubling your recycling power.

Per Jim Butler, the Spellfire Oracle, the Dragon Cultist is considered a dragon, because it has "dragon" in the name.


Playing to Lose

#10 of 25

Rule Card

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. During phase 2, a player can opt to raze one of his own realms, in addition to playing a realm or holding. While this rule is in effect, the first player to have six razed realms in his formation for one full turn wins, instead of the normal winning conditions. Players may attack razed realms in another player's formation to discard them, if successful.


This is a sneaky card to play in a game. It is also a card to build deck strategy around; don't include this card unless you plan your deck around it. In phase 2, a player may raze one of his own realms. They may also play a realm or holding; note that the rule card prevents the playing of one of each. A player must have six razed realms for one full turn around the table to win, turns gained by Caravan [4th-131] or Ancient Kalidnay [AR-92] do not count for victory purposes, like they do for in the Barbarian's Rule varient. A razed realm may be discarded in the same fashion that unrazed realms may be razed; if a champion attacks and there is no defense, the realm is discarded. Realm champions of razed realms cannot defend. A good card to include in a deck using Playing to Lose is Iuz, the Avatar of Evil [4th-488] as well as any of the realms that can be raised to activate that realm's special power, such as Ancient Kalidnay or the Scarlet Brotherhood [3rd-135].

A player must have six razed realms in his formation for a full turn (phase 2 to phase 2) in order to meet the victory conditions of Playing to Lose.


Wyvern

#11 of 25

AD&D

Monster

4
The Wyvern's poisonous sting is extremely deadly. Each ally played with it reduces the opposing champion by half that many levels. (rounded down


The Wyvern has been bluelined a flyer. It is NOT a dragon. This champion can be useful if the deck includes many allies. Each time an ally is played with the Wyvern, the opposing champion loses half as many levels as that ally (rounded down). That means if the Wyvern has Ancient Dracolich [NS-81] played with it (level 9), then the opposing champion loses 4 levels, for a total of 13 levels swung to your side of the battle. Anything that enhances the allies level as it is played (such as the Banner of the Two-Eyed God [4th-163]) also increases the amount the opposing champion is reduced in level. The Wyvern needs ligh level allies to win combat. A useful item for the Wyvern to have is the Staff of Conjuring [3rd-105], to more fully utilize its power.


Wyvern's bear a close resemblance to dragons, but are actually very different creatures. They lack the devastating breath weapon of dragonkind, but do not let this disarm you! The poisonous stinger of the Wyvern has sent many adventurers to an early grave.- Raz-goul, alchemist and sage.


Charm, the Crystal Dragon

#12 of 25

AD&D

Cleric

9
Flyer. Charm can cast wizard spells and use psionic power cards. If opposed when she attacks, her dazzling breath weapon destroys all holdings in that player's formation.


Charm is a dragon and flyer, and is affected by cards that target dragons and flyers. Charm is a versatile champion, able to use wizard and cleric spells, and psionic power cards. This is useful in decks where many types of cards are included, to help ensure those cards are playable once in your hand. If Charm attacks, and a champion is used to defend, all holdings in that formation are destroyed. If no champion defends, the special power is not used. Charm's user can take advantage of this by attacking the realm with the annoying holding with Charm. That way, whether or not the realm is defended, the holding can be destroyed, which is a great way to get rid of Mulmaster [1st-33].


Chimera

#13 of 25

Ally

+9
Flyer. When played in combat, the Chimera uses its fiery breath to blast away one card in the opposing champion's force (excluding the champion).


The Chimera is a flyer, and is affected by cards that target flyers. The Chimera is a powerful ally, with a special power worthy of most champions (in fact, most similar to Cron the Black [DR-c5]). When played, the Chimera discards one card attached to the opposing champion, including cards like unarmed combat cards.

This ally is a good candidate for use with Giv Hcivonad [NS-c19], to turn into a champion. The Chimera uses its power immediately upon being played, and may not be held for later use (meaning it also must be used at the start of the battle if Chimera is made a champion). It should also be remembered that the Chimera only destroys cards, not support bonuses from other cards (like the allies given by the Triumverate realms). The Chimera is a great addition to any attacking deck.

Some other allies that have similar powers are the Ancient Dracolich [NS-81] and the Brine Dragon [4th-237].


Red Dragon Figurine

#14 of 25

Magic Item

+5
This magical item can be attached to a champion to add 5 levels or may be played as a level 5 monster (dragon) champion. (Def)


This is a useful magical item. If you receive a bad draw, and are short on champions, this magic item can serve as a substitute. It is similar to the powers of the Obsidian Man of Urik [AR-14]. Note, however, that once this magic item is attached to a champion, it cannot be used as a champion itself. Since most dragons are very high in level many dragon decks have fewer champions then you might like, the Figurine gives you an extra dragon champion (though the champion cannot fly). When played as a champion the Red Dragon Figurine is considered an AD&D monster and dragon for all cards that effect AD&D champions, monsters, and dragons. You may even attach an AD&D artifact to the Figurine champion.

Perhaps the rarest Figurine of Wondrous Power, The red dragon figurine will actually transform into a young red dragon. The advantages of this are readily apparent and any person in possession of one of these rare items is lucky indeed!

- Raz-goul the alchemist and sage.


Sapphire the Blue Dragon

#15 of 25

AD&D

Psionicist

6
Flyer. Sapphire can use wizard spells. At the start of battle, he may breath lightning on the opposing champion, who must discard all attached items or a realm from his player's hand.


Sapphire is a dragon and flyer, and is affected by cards that target dragons and flyers. At the beginning of combat, Sapphire can give the opposing champion a choice: discard all attached items, or the player must discard a realm from the hand. If the opposing champion does not have any items at the start of combat his player is then forced to discard a realm from the hand, and a player who cannot discard a realm from her hand must discard all attached items (artifacts and magic items). Sapphire can be a game saving champion if the opponent is forced to discard what would have been the winning realm. Since Sapphire's power activates at the start of battle (before the order of activation), cards that steal magic items (like Drawmij [4th-276]) can't help deal with Sapphire's power. This makes Sapphire a popular champion in any deck using dragons. Sapphire is also one of the few AD&D champions able to use psionic power cards, which again makes this a popular champion in AD&D based decks that use the Highmaster Illithios [DU-c21]. Interestingly, the oft forgotten spell Protection from Lightning [3rd-368] will function as a prevention card for Sapphire's lightning breath.


Glimmer the Brass Dragon

#16 of 25

AD&D

Hero

7
Flyer; earthwalker. Glimmer can cast cleric spells. He has a large hoard and is constantly adding to it. Whenever he is victorious in battle, his player can return a magical item or artifact from his discard pile and attach it to Glimmer.

Glimmer is a dragon, flyer, and earthwalker, and is affected by cards that target those qualities. Glimmer may retrieve one magic item or artifact from the discard pile each time he is victorious in battle (this does not require spoils to be drawn. These items must be attached to Glimmer. Artifacts must still be attached legally. The Ego Coin [2nd-419] is a good choice for Glimmer, to allow him to retrieve artifacts from any world and attachment, as well as the Wand of Orcus [4th-456], since Glimmer is AD&D and this would help him win the battle. Another great combo for Glimmer is the Blamblower [DL-56]. At the start of battle, you blow up the Blamblower (discarding and defeating the opponent unless he started the battle with a +6 or greater ally in battle), then retrieve it with Glimmer's power. This would be especially nasty with Dragon Raid! [DR-20] in play. Since Glimmer's power activates after winning a battle, there must be a battle, i.e. if Glimmer is unopposed when he attacks, his power does not activate. Glimmer can be a good addition to a recycling theme deck. Other cards that have similar powers would be Halcyon [1st-c16] and Remnis [4th-481].


Treasure Horde

#17 of 25

Event
Rumors of a great treasure lure dragons from their lairs. Dragon champions in play are sent to Limbo and cannot return until their owner discards one magical item for each champion. (Harmful)


This is a very effective way to remove dragon champions from the game, at least temporarily. It affects all dragons in play, including your own, so this event is best played in decks without dragon champions. One magical item must be discarded for each champion in Limbo to return them from play. Magical items discarded for other reasons, such as for Bag of Holding [AR-28] do not count towards this requirement, but the magic items can be discarded at any time for the champion to return. If you know one of your opponents is playing a dragon deck this card is an easy choice for you own deck. However, if you do not know ahead of time what your opponents are playing it is probably better to pass on this card in favor of one with a broader scope, such as Treasure [4th-130]. If you do decide to play with Treasure Hoard, a good card to play with it would be Throne of the Mountain God [4th-510] to put your opponent's dragons in the Abyss.


Dragon's Bones

#18 of 25

Magic Item

+4

The attached champion can discard this item at any time to end a battle involving a dragon champion. The combat ends without a victor. (Off)


This magic item is best attached to a dragon champion, to ensure that its special power can be used. Combat is ended, and both champions return to their pools. The entire combat is over; the attacker cannot continue with a new champion. The Bones do not have to be in the battle to be used. Since the power affects both champions in battle, if only one is immune, then the battle must continue. This is because champions cannot voluntarily be affected by something to which they are normally immune. If only one champion were effected, the power would be incorrect ("combat ends without a victor"), thus it is simply not effective.


Dragon Skirmish

#19 of 25

Event
A power struggle among dragonkind leads to a brutal war. In one pool chosen by this player, all dragon champions - except for the one with the highest level - are discarded. (Harmful)


This event is of very limited use against any deck except one that plays with many dragon champions. There are many events and other cards that can remove a champion from a pool, such as Slave Revolt [4th-126], which would also be able to kill the highest level dragon. This event would only be more effective if there were three or more dragons in a pool, and in that case, you don't get to choose which dragon dies. The dragon with the highest adjusted level in the pool on which this event is played remains. If any dragons are immune to events, they also remain after the event.


Wyrmblight

#20 of 25

Magic Item

+5
Sword; may only be attached to nondragon heroes. The attached champion is immune to the special powers of all dragons and the special powers of any cards attached to them. (Def)

This magic item is useful against dragon champions, but is restrictive in its use. Only heroes who are not dragons may use Wyrmblight. The hero using Wyrmblight is immune to the special powers of all dragons and the cards attached to them, even if not in combat. For instance, Wand of Telekinesis [DL-63] would not work against Wyrmblight if held by a dragon. Wyrmblight does not cancel out the dragon's powers, nor does it affect those parts of a dragon's power that does not affect this champion. For instance, T'chaar's [DR-c1] ability to use any offensive card would not be affected; however, the champion would be immune to any effect of those cards played with this power. To turn a Dark Sun hero into a real dragonslayer, give him Wyrmblight and the Heartwood Spear (318/3rd), which kills dragons and monsters. Most of the time, a card better used would be Dragonsbane [PO-6], which instantly kills dragons, and has a higher bonus against non-dragons.


Wyrms' Conclaive

#21 of 25

Event
Until the end of this player's next turn, no dragon champions or allies may be involved in combat. (Harmful)

This event is of some use against decks with several dragon champions. It is also effective against dragon allies. Dragon champions cannot be put forward to attack or defend until the end of this player's next turn; this affects all players, even the event player. The limited nature of this event makes it a poor choice for your deck if you don't know ahead of time that your opponent will be playing dragons. Some more useful events with similar powers are Apple of his Eye [FR-c12] and Fool's Paradise [DU-7].


Dragon's Breath

#22 of 25

Rule Card

Played at the beginning of this player's turn, this card is not discarded. It affects all players and remains in effect until any other rule card is played. Only dragon champions may attack.


This is a must-have card for any deck featuring dragons. This card hinders all other types of champions, and is great protection from champions such as Gib Aklem [NS-c23] and the Living Wall [PO-58]. This does not prevent opponents from defending with such champions, only from attacking with them. You may also wish to include in your deck a couple of ways to discard Dragon's Breath. This rule card will tend to protect the person currently winning the game by stopping opponents other than yourself from attacking and razing the leaders realms, and if you are not the leader this can be bad. It will usually halt most attacks against you, which may not be beneficial if you use avenging allies or other cards that punish attacking champions. With a well thought out strategy Dragon's Breath can lock up many games for a dragon deck player. It has even been known to be used by non-combat decks just to prevent players from attacking.

Ancient Draconic Magic

#23 of 25

Rule Card

Played at the beginning of this player's turn, this card is not discarded. It affects all players and remains in effect until any other rule card is played. Spells cast by dragon champions cannot be dispelled.

As a rule card, this card is played during phase 0 of your turn. Spells cast by any dragon champion, including those of other players, cannot be dispelled. Spell Turning [4th-379], Retarget [4th-389], and similar cards continue to work as normal. This card is useful if you play with a high number of spellcasting dragons. Star Gem of Martek: Clear Crystal [RR-77] is more useful in other situations, since any champion may use it, and you only need one spellcaster. If you do play with spells and dragons this rule card is a must. Since Spellturning only works on offensive spells any defensive spells you use will nearly always work. This can be a huge benefit if playing against a spell loving opponent, as you can dispel his spells and he can't dispel your dispels, a common occurrence with spell heavy decks against one another.


Underground Lair

#24 of 25

AD&D

Realm
Cannot be attacked by flyers or swimmers. Defending dragons can take any one card from their discard pile and play it immediately.


This is a very good realm, especially if it is not in the front rank, as only earthwalkers and those who bypass restrictions would then be able to attack this realm. Defending dragons can play any one card from their discard pile that can be legally played by that champion. For instance, a realm cannot be played; nor can an artifact from a different world. Decks with many allies and magic items benefit the most from this realm's power. To clarify, the card taken by the defending dragon needs to be a card normally playable by the defending champion. If a non-dragon champion defends the Underground Lair, then the Lair's card retrieving power does not activate. Any card retrieved by a defending dragon is played immediately; the retrieved card is not placed into the hand. This is somewhat similar to the phase breaking power of a spoils of victory. You may retrieve an ally and play it if you are already winning the battle. Depending on what is in your discard pile at the time, this realm can break an opponent. Therefore, this realm is a wise pick in any dragon theme deck.

Only cards playable in combat by the defending dragon can be taken from the discard pile and played.


Dragon's Scale

#25 of 25

Magic Item

The attached champion is immune to both offensive wizard spells and offensive unarmed combat cards - though only if played by dragon champions. (Def)


This magic item is of limited use. Its protection seems useful, but it only works against those offensive wizard spells and unarmed combat cards played by dragon champions. Orb of Power [4th-170] is more useful as an item of protection. The one useful part of this item is that there are few protections against unarmed combat cards. It may be useful against decks with many dragons, or just a few with nasty dragon unarmed combat cards.


Dragon scales are one of the few substances that can withstand the devastating breath or claw of a dragon. Many dragons are also a bit squeamish when confronted with armor or shields constructed of the skin of their kind. Wouldn't you be? - Raz-goul the alchemist and sage.


Nenhum comentário:

Postar um comentário