Dragon Lance

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

The

attached champion can

cast cleric spells. The player draws one extra card

per turn and increases maximum hand size by 1.


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