Mithas
1/DLRealm
Dragonlance
Rare
Coast
If Mithas is razed, it is automatically rebuilt at the beginning of its player's next turn. If Mithas is attacked a second time while it is razed, it is discarded.
Mithas must be razed a second time, not just attacked, for it to be discarded.
The rebuilding of Mithas is in addition to playing or rebuilding a realm normally in phase 1.
Card Combo: If a player with Iuz, the Avatar of Evil, razes one of his own realms, Iuz can raze an opponent's realm, or discard an opponent's razed realm, once per turn. By razing Mithas, which is automatically rebuilt, a player with Iuz can raze a realm each turn.
Nordmar
2/DL
Realm
Dragonlance
Common
Coast
Silvanesti
3/DL
Realm
Dragonlance
Common
Coast
Any elf (champion or ally) defending Silvanesti gains 2 levels.
Goodland
4/DL
Realm
Dragonlance
Uncommon
Coast
Any kender or gnome (champion or ally) defending Goodland gains 2 levels.
Khur
5/DL
Realm
4
Dragonlance
Common
Coast
Khur can defend itself as a level 4 hero.
Solamnia
6/DL
Realm
Dragonlance
Rare
If Solamnia is razed, the attacker must discard his hand (including his victory card, if not playable), shuffle his discard pile into his deck, and draw a new hand of 5 cards.
Sancrist
7/DL
Realm
Dragonlance
Common
Coast
Any Dragonlance champion defending Sancrist gains 2 levels.
Cristyne
8/DL
Realm
Dragonlance
Common
Coast
Northern Ergoth
9/DL
Realm
Dragonlance
Common
Any cleric defending Northern Ergoth gains 3 levels.
Southern Ergoth
10/DL
Realm
Dragonlance
Uncommon
Coast
Any elf (champion or ally) attacking Southern Ergoth loses 2 levels.
Plains of Dust
11/DL
Realm
Dragonlance
Uncommon
Any champion attacking the Plains of Dust loses 2 levels.
Spine of Taladas
12/DL
Realm
Dragonlance
Uncommon
Coast
This realm can only be attacked by flyers or swimmers.
Isle of Selasia
13/DL
Realm
Dragonlance
Uncommon
Coast
This realm can only be attacked flyers or swimmers.
Thorin
14/DL
Realm
Dragonlance
Common
Any dwarf (champion or ally) defending Thorin gains 2 levels; any dwarf attacking loses 2 levels.
Reorxcrown Mountains
15/DL
Realm
Dragonlance
Rare
This realm can only be attacked by flyers or dwarves and is immune to offensive wizard spells.
Tower of Wayreth
16/DL
Holding
Dragonlance
Rare
The attached realm cannot be attacked by wizards. At the beginning of this player's turn, this holding must shift to another realm or be discarded.
Lost Citadel, The
17/DL
Holding
Dragonlance
Rare
Any wizard defending the attached realm gains 2 levels; any wizard attacking loses 2 levels.
Shoikan Grove
18/DL
Holding
Dragonlance
Common
Only flyers or earth-walkers can attack the attached realm.
Inn of the Last Home
19/DL
Holding
Dragonlance
Common
The attached realm cannot be attacked by dragons.
Altar of Mishakal
20/DL
Holding
Dragonlance
Uncommon
Any dwarf (champion or ally) who is defeated while defending or attacking the attached realm is not discarded but reshuffled into its deck.
Skie, Blue Dragon
21/DL
Monster
6
Dragonlance
Common
Flyer. The first ally played with Skie is treated as a flyer.
Governor E. Flowston
22/DL
Cleric
5
Dragonlance
Common
Dwarf.
Tika Waylan Majere
23/DL
Hero
5
Dragonlance
Common
If defending a realm that has the holding Inn of the Last Home attached to it, Tika gains 3 levels.
Lord Gunthar, Solamnic Knight
24/DL
Hero
5
Dragonlance
Uncommon
If used to defend a realm, Lord Gunthar gains 2 levels.
Kaz, the Minotaur
25/DL
Monster
4
Dragonlance
Common
Crysania
26/DL
Cleric
6
Dragonlance
Common
Maquesta Kar-Thon
27/DL
Hero
3
Dragonlance
Rare
Elf
Maquesta gains 4 levels when attacking a realm that has a coast.
Ladonna, Black Robes
28/DL
Wizard
3
Dragonlance
Uncommon
Ladonna is level 7 if she is played from 6PM to midnight. If the Moon Nuitari Waxes event card is in play, all spells cast by her gain 2 levels.
Justinian, Red Robes
29/DL
Wizard
4
Dragonlance
Uncommon
Justinian is level 8 if played from 6 PM to dawn. If the Moon Lunitari Waxes event card is in play, all spells cast by him gain 2 levels.
Dargent, Silver Drag
30/DL
Monster
8
Dragonlance
Rare
Flyer. Can cast wizard and cleric spells.
Raistlin Majere, Wizard of the Black Robes
31/DL
Wizard
7
Dragonlance
Rare
Raistlin gains 2 levels if played from 7 PM to 2 AM; he gains 4 levels if played against Caramon. If the Moon Nuitari Waxes event card is in play, his spells gain 2 levels.
Fizban the Fabulous
32/DL
Wizard
9
Dragonlance
Rare
Fizban can also cast cleric spells. He can only defend, never attack. All spells cast by him are at the level of the card's last digit.
Takhisis, Queen Dark
33/DL
Monster
8
Dragonlance
Rare
Takhisis can cast wizard spells if she is played from 6 pm to dawn. She can only attack, never defend.
Par-Salian, Wizard of the White Robes
34/DL
Wizard
6
Dragonlance
Uncommon
Par-Salian is level 10 if played from dawn to 6 PM. If the Moon Solinari Waxes event card is in play, all spells cast by him gain 2 levels.
Pyrite, the Ancient Gold Dragon
35/DL
Monster
7
Dragonlance
Uncommon
Flyer. Can cast wizard and cleric spells.
Tanis Half-Elven
36/DL
Hero
6
Dragonlance
Common
Tanis gains 3 levels if defending a Dragonlance realm. He is not subject to adjustments applied to elves.
Flint Fireforge
37/DL
Hero
3
Dragonlance
Common
Dwarf. Flint has the earth-walking ability, letting him strike at any realm.
Caramon Majere
38/DL
Hero
7
Dragonlance
Rare
Caramon can inspire allies, adding +3 to a single ally or adding +1 to all his allies. Must decide when first ally is played.
Tasslehoff Burrfoot
39/DL
Hero
3
Dragonlance
Common
Kender. Each turn, Tasslehoff can either retrieve any magical item from the player's discard pile or rearrange the magical items held by heroes in his pool.
Tasslehoff's power can be used once per turn and is used in phase 3. The Spellfire Reference Guide Volume I incorrectly states that recovered magical items can be returned to the hand. However, recovered magical items can only be attached to Tasslehoff. On the players next turn, a magical item attached to Tasslehoff can be transferred to another hero in the player's pool.
Note that Tasslehoff only can rearrange magical items among heroes.
Phudge, the Great Highbulp
40/DL
Hero
2
Dragonlance
Common
Dwarf. Because attacking champions always underestimate Phudge, they lose 2 levels if he defends a Dragonlance realm.
Gully Dwarves
41/DL
Ally
2
Common
Become +5 if allied with any dwarf champion.
Night of the Eye
42/DL
Rule
Dragonlance
Rare
Up to three Dragonlance event cards remain in effect at any given time. If a fourth Dragonlance event card is played, that player chooses which Dragonlance event it replaces.
Krynn Minotaurs
43/DL
Ally
3
Uncommon
Become +9 if allied with Kaz the Minotaur. Can be kept in the player's pool with Kaz until used in battle; discard after use.
Solamnic Knights
44/DL
Ally
3
Common
Become +4 if used to defend a Dragonlance realm. Become +5 if allied with Lord Gunthar.
If Solamnic Knights defend a Dragonlance realm their level bonus becomes +4. If attached to the champion Lord Gunthar, the level bonus becomes +5. If attached to Lord Gunthar while defending a Dragonlance realm, the level bonus is +5.
If, after being played with Lord Gunthar or in defense of a Dragonlance realm, the Solamnic Knights are forced to switch sides, the card's level bonus returns to +3.
Brine Dragon
45/DL
Ally
6
Rare
Swimmer. One enemy ally (this player's choice) is swallowed by the brine dragon, instantly defeated.
Kagonesti Elves
46/DL
Ally
5
Common
Wild elves.
Dimernesti Elves
47/DL
Ally
3
Common
Swimmer. Sea elves. If this player's champion is a swimmer, the elves can switch the attack to any other coastal realm. Nonswimming attacking allies are discarded.
Sivak Draconians
48/DL
Ally
4
Common
Can be a +4 ally or can assume the level and ability of a single opposing ally.
If the Sivak Draconians choose to assume the ability of an opposing ally, the Draconians' use of that power is secondary to the ally being imitated.
Kapak Draconians
49/DL
Ally
4
Uncommon
Become +5 if played from dawn to 6 PM. Kapaks turn to acid if defeated, destroying any player's lead holding.
Aurak Draconians
50/DL
Ally
4
Uncommon
When played, this player can look at the top three cards in any opponent's deck. Auraks explode if defeated, sending the opposing champion to its discard pile.
Dragonlance
51/DL
Artifact
3
Dragonlance
Uncommon
Usable only by heroes, the Dragonlance is +7 vs. dragon champions.
Staff of the Magius
52/DL
Artifact
5
Dragonlance
Uncommon
Usable only by wizards.
Shield of Huma
53/DL
Artifact
Dragonlance
Common
The attached champion must be defeated twice when defending before being discarded. Dragon champions lose 3 levels if attacking this champion.
Nightjewel, The
54/DL
Artifact
Dragonlance
Common
The attached champion can ignore the effects of up to three spells per battle if played from 6 PM to dawn or two spells if from dawn to 6 PM.
Only offensive spells may be ignored.
Hammer of Kharas
55/DL
Artifact
5
Dragonlance
Common
The hammer is +7 if wielded by a dwarf.
Blamblower
56/DL
Magical
item
Common
This gnomish invention explodes after one use and is discarded. It sends at least 6 levels of enemy champions and allies (opponent's choice) to the discard pile.
Blamblower is often an instant win, since the requirement to discard at least 6 levels will usually mean that the opposing champion must be discarded. If no allies are attached to a champion, the Blamblower can instantly defeat that champion unless it is immune to magical items.
When the Blamblower is used, at least six levels of your opponent's champions and allies are immediately discarded
from the battle. Only ally and champion levels are counted; an opponent's magical items, artifacts, and spells do not adjust the champion's level (though events do). If you play the Blamblower against a level 4 champion with a +5 ally attached, both are discarded, because otherwise, the total levels would be less than six. If your opponent has one ally of level six or better, discarding it satisfics the card's conditions.
The Blamblower does not work against champions below level 6, discarding them.
Irongnome
57/DL
Magical
item
Uncommon
A champion wearing this ignores attacks from all magical weapons. (Def)
Bupu's Emerald
58/DL
Magical item
7
Common
Usable only by dwarves, gnomes, kender, and halflings, the emerald works only against monsters. (Def)
Inflatable Flotilla
59/DL
Magical
item
Common
This gnomish invention cannot be used the turn it is first played. A champion and all allies can attack a coastal realm, each gaining 2 levels. They are treated as swimmers. No effect on landbound realms. (Off)
Brooch of Imog
60/DL
Magical
item
Uncommon
Usable only by wizards, the brooch creates a shield surrounding the champion, allowing him to ignore the effect of one spell per battle. (Def)
Solamnic Armor
61/DL
Magical
item
Rare
All attacking champions and allies are lowered in level by 1 or by 3 if the armor is worn by Lord Gunthar. (Def)
Dalamar's Ring Healing
62/DL
Magical
item
Rare
At the end of every other turn, the player can bring one wizard from the discard pile and place that card on top of his draw pile. (Def)
Wand of Telekinesis
63/DL
Magical
item
Rare
Each turn, this player can send one of his opponent's magical items to the discard pile.
The Wand is used during phase 3 of each of the owning player's turns, or, if it has not already been used, during combat involving the champion bearing the wand.
Flute Wind Dancing
64/DL
Magical
item
Uncommon
Creates a strong force of wind, keeping at least 6 levels of allies (opponent's choice) out of a battle. (Off)
Dagger of Night
65/DL
Magical
item
2
Rare
The dagger is +4 if played from 6 PM to dawn. It gains an additional +1 for each Moon Waxes event card in play. (Off)
Time Shift: Night into Day
66/DL
Wizard
spell
Rare
If played 6 PM to dawn, it is now considered day. This spell reverses the effect of a day into night card. Remains in effect until countered or dispelled. (Def/3)
Time Shift: Day into Night
67/DL
Wizard
Spell
Rare
If played dawn to 6 PM, it is now considered night. This spell reverses the effect of a night into day card. Remains in effect until countered or dispelled. (Def/3)
Antimagic Barrier
68/DL
Wizard
spell
Uncommon
Champion can ignore all spells and magical items used by an opponent for one round of battle. (Def/4)
Unnerving Aura
69/DL
Wizard spell
Common
An opponent's champion loses its nerve in battle. It must return to its pool and is considered defeated. (Off/4)
Strength
70/DL
Wizard spell
4
Common
Elf
(Off/4)
While the card indicates Strength is an offensive spell, it is bluelined as defensive.
Steel
71/DL
Wizard
spell
Common
Adds +2 to all magic swords, axes, spears, and hammers on this player's side for all battles played in a single turn. (Off/3)
Moonlight Madness
72/DL
Wizard
spell
Common
If played from 6 PM to dawn, this spell reduces an opponent's champions and allies by 2 levels for one battle. (Off/3)
Switch
73/DL
Wizard
spell
Common
When attacking, this player can switch his champion with another champion form either his pool or his discard pile. (Off/4)
The card incorrectly indicates it is an offensive spell. This spell is considered blueline defensive, since it does not affect the opposing champion.
When used, all cards already played in this round and all attached magical items and artifacts become attached to the new champion. If an artifact cannot be attached to the new champion, it is discarded. Artifacts and magical items remain with the new champion after the battle. The switch can be made with any champion, even a champion that has already participated in the current battle. If the new champion was previously in the discard pile, the old champion goes to the discard pile.
Switch cannot be used to retrieve an Avatar from the discard pile without meeting the requirements for bringing the Avatar into play.
Recall
74/DL
Wizard spell
Uncommon
All spells in this player's discard pile are returned to his deck and reshuffled. (Def/3/5)
When Recall is cast, all spells in the discard pile, but not Recall itself, are shuffled back into the draw deck.
Tenser's Transformation
75/DL
Wizard
spell
Uncommon
The wizard who casts this becomes a level 9 hero for one round. He can still cast wizard spells. (Off/3)
If Midnight is in play, a wizard who wishes to cast this spell must ask her permission to cast it. However, once the spell is cast, the wizard (now a hero) no longer needs to ask permission to cast additional spells.
Charm Monster
76/DL
Wizard spell
Common
From 1 to 6 levels of an opponent's allies join this player's side (caster's choice) (Off/3)
Despite the card's wording, this spell is cast in phase 4, not phase 3.
Fire Rain
77/DL
Wizard
spell
Common
All flyers (champions and allies) lose 2 levels. (Off/4)
Stone Water
78/DL
Wizard
spell
Common
Swimmers are held in place, preventing them from attacking or defending.(Off/3)
Protection From Draconians
79/DL
Cleric spell
Common
Champion is +2 against draconians and is immune to their effects when defeated. (Off/4)
Mishakal's Insistence
80/DL
Cleric
spell
Rare
All champion immune to spells and magical items are now vulnerable for this player's turn. (Def/3)
Divine Intervention
81/DL
Cleric
spell
Rare
This player can retrieve one champion and one ally from his discard pile, which must be put into his hand. (Def/5)
Card Combo (from Desafio aos Corajosos 2013): Jerome Kasinskaia (8/IQBR)’s special powers can be used to retrieve Ward of Freedom (411/4th ed) and Divine Intervention from the discard pile to this player’s hand, allowing him to use Gib Kcir (16/RR chase)’s special powers many times during a match!
Summon Griffon
82/DL
Cleric
spell
3
Common
One champion and up to two allies can fly for one round. (Def/3/4)
Reflection
83/DL
Cleric
spell
Uncommon
All spells cast at this champion by an opponent are directed back at that opponent or at any other champion (this player's choice). (Def/4)
Like Dispel Magic, Reflection can be cast at any time. If cast in battle, it remains in effect for the round. Reflection affects offensive spells.
Earth Walking
84/DL
Cleric spell
Common
A champion and two allies gain the ability to move through the earth, attacking any realm. (Def/3)
Borrow
85/DL
Cleric
spell
Common
Select an opponent's magical item to use with any champion this round. Return the item to the original player after use. (Def/3)
The item returns to the original player's hand after phase 4 of your turn. It does not have to be used in battle. The Spellfire Reference Guide incorrectly states that the item is discarded if the player's champion is defeated (discarded). As the card indicates, it is returned to the original player after use (battle).
Despair
86/DL
Cleric
spell
Common
The allies of an opponent falter and do not fight this round. Any in battle return to their player's hand. (Off/4)
Return
87/DL
Cleric
spell
Common
This player's allies and magical items currently under the control of an opponent return to their original deck and are reshuffled. (Def/5)
Despite the wording of the card, it is cast in phase 4, not phase 5.
Hazy Image
88/DL
Cleric
spell
Common
This player can withdraw his champion or one ally from a battle and return it to the top of his draw pile. He loses the round. (Def/4)
Peace
89/DL
Cleric
spell
Common
The attacking force has a change of heart. That force's magical items and spells are discarded. Champions and allies return to the opponent's pool or hand. (Off/4)
Double Trouble
90/DL
Cleric spell
Common
Select a spell or magical item and double its effectiveness for one round. (Off/3)
Double Trouble doubles the effectiveness of a spell or magical item, but not the number of targets. For example, if Death Spell (Kills any one champion or ally of the caster's choosing of level 7 or less) is doubled, one champion of level 14 or less is killed.
Double Trouble can be cast in phase 3 to double the effect of a magical item to be used in phase 4 (combat).
Mishakal Intervenes
91/DL
Event
Common
One Dragonlance champion or ally in each player's discard pile is returned to the top of its respective deck.
Habbakuk Interferes
92/DL
Event
Uncommon
The god of animal life and the seas is watching. Until the player's next turn, no coastal realm can be attacked.
Kiri Jolith Arrives
93/DL
Event
Uncommon
The war god has taken an interest in the affairs of men. All nonspellcasting champions gain 3 levels until this player's next turn.
Reorx Walks the Land
94/DL
Event
Common
All dwarves, gnomes, and kender (champions and allies) gain 2 levels until the end of this player's turn.
Morgian Strikes
95/DL
Event
Common
Only Dragonlance allies may be played until this player's next turn.
Zeboim enraged
96/DL
Event
Common
Zeboim lends her might to all champions and allies attacking a coastal realm. These attackers gain 1 level until this player's next turn.
Bronze Dragons
97/DL
Event
Rare
A force of bronze dragons rallies to this player's side, preventing all attacks against his realms until his next turn.
If Bronze Dragons is played after an attacker has come forward, the attacker returns to his pool.
Moon Solinari Waxes
98/DL
Event
Rare
All wizards gain 1 level until this player's next turn; wizards of the white robe gain 3 levels.
Moon Lunitari Waxes
99/DL
Event
Rare
All wizards gain 1 level until this player's next turn; wizards of the red robe gain 3 levels.
Moon Nuitari Waxes
100/DL
Event
Rare
All wizards gain 1 level until this player's next turn; wizards of the black robe gain 3 levels.
Call to Arms!
1/DL
Chase
Event
All allies of Dragonlance champions gain 3 levels until the end of this event player's next turn.
Axe of Brotherhood
2/DL
Chase
Magical
item
2
The axe is a +6 weapon if the Sword of Friendship is in play
anywhere. (Off)
Sword of Friendship
3/DL
Chase
Magical
item
3
The sword is a +6 weapon if the Axe of the Brotherhood is in play
anywhere. (Off)
Knights of the Crown
4/DL
Chase
Hero
3
Dragonlance
Becomes a level 8 hero when fighting a monster; immune to offensive
spells cast by monsters.
Knights of the Sword
5/DL
Chase
Hero
4
Dragonlance
Becomes a level 9 hero when fighting a wizard immune to offensive wizard spells.
Knights of the Rose
6/DL
Chase
Hero
6
Dragonlance
Becomes
a level 10 hero when fighting a monster; immune to offensive magical
items.
Shield of Huma
7/DL
Chase
Magical
item
3
Plus
2 additional levels when fighting a monster; immune to offensive
spells cast by monsters. (Def)
Crossed Blades
8/DL
Chase
Event
Only
heroes can attack or defend until the end of this event player's next
turn.
Card Combo (from Desafio aos Corajosos 2011): If Event Wheel (497/4th ed) is in play, you can prolong the duration of Crossed Blades indefinitely. It’s a good way to obtain free spoils of victory, specially if you use a lot of champions that are immune to harmful events.
Spirit of the Que-Shu
9/DL
Chase
Event
Defending
Dragonlance champions gain 5 levels and can cast clerical spells
until the end of this event player's next turn.
Skull of Fistandantilus
10/DL
Chase
Artifact
4
Dragonlance
Attached
champion can cast wizard spells and doubles the level (number in
icon) of spells he casts. Only a wizard or monster can be played in
defense against the skull.
Card Combo: If the Skull of Fistandantilus (only wizards or monsters can defend) is combined with the Sword and Helm of Garion (only psionicists, clerics, and heroes can defend), only champions with immunities to artifacts and magical items can defend.
Takhisis's Mirror and Staff
11/DL
Chase
Magical
item
2
Plus 2 additional levels if attached to a monster. (Off)
Takhisis's Mirror and Sword
12/DL
Chase
Artifact
1
Dragonlance
The
opponent's unmodified level (printed on the card) is halved and
rounded down.
Takhisis's Abyssal Gateway
13/DL
Chase
Wizard
spell
Forces any one champion in a pool to the abyss (champion is removed from game). (Off/3)
Takhisis's Mirror of Life Trapping
14/DL
Chase
Event
Place
this on any champion. That card is out of play until dispel magic is
cast on it.
A Trapped champion is considered to be in Limbo until the event is dispelled.
If the Mirror is played on an attacking champion before a defender is chosen, the attacking player can choose another champion with which to attack.
Takhisis's Mirror of Underworld Minions
15/DL
Chase
Ally
2
The attached champion wins a round automatically if any of the opposing force is undead.
Takhisis's Mirror of Revenge!
16/DL
Chase
Magical item
Chase
When the attached champion loses a round, the mirror is broken and this card becomes a level 6 monster in the owner's pool. (Def)
Takhisis's Mirror of the Abyssal Warlord
17/DL
Chase
Monster6
Dragonlance
Level 10 vs. any Dragonlance champion or allies.
Takhisis's Helmet of Power
18/DL
Chase
Magical
item
Chase
No card has immunity to anything when this mirror is in play.
Because this is a defensive magical item, only Alicia (18/1st Chase) is immune to the Helmet of Power.
Tower of High Sorcerer
19/DL
Chase
Rule
Dragonlance
Chase
All wizards gain 4 levels.
Blessing of the Gods
20/DL
Chase
Rule
Dragonlance
The
gods grant that all undead opposing clerics are instantly destroyed.
Age of Dreams
21/DL
Chase
Rule
Dragonlance
All
monsters are immune to defensive spells and walls.
Golden Age, The
22/DL
Chase
Rule
Dragonlance
Chase
Heroes who draw spoils of war draw two cards; the first can be treated normally, the second can only be held or discarded.
Haste Spell
23/DL
Chase
Wizard
spell
For one round the champion's original level (printed on card) is doubled. (Def/4)
Flute Wind of Dancing
24/DL
Chase
Magical
item
1
The
attached champion and all allies become swimmers able to attack any
realm with a visible coastline, regardless of the realm's position in
the formation. (Def).
Medallion of Faith
25/DL
Chase
Artifact
Dragonlance
Nenhum comentário:
Postar um comentário