Tarrasque
1/FR
Event
Uncommon
Play on a realm. The victim may discard his pool to discard the tarrasque. If he discards nothing, the realm is razed and he plays the event on another player's realm, continuing this cycle. (Discard if no realms remain.)
If no player's have an unrazed realm, the Tarrasque is discarded. If the Tarrasque is played on the realm of a player without a pool, the realm is razed and he can play the event on another player's realm.
If a player Calms the Tarrasque, the Tarrasque is discarded. It cannot be Calmed and then played on another player.
Black Bess
2/FR
Event
Rare
Each player must draw and discard a card, checking the last digit of its number. Discard all the player's champion in play whose unadjusted level is greater than this number.
This event is as likely to affect you as an opponent, unless played when you have no champions in your pool.Each player draws a card from his own draw pile; the player notes the last digit of the card's number, then discards the card.
Then, the player discards from his pool every champion with an unadjusted level (the number in the champion's icon) higher than the number from the card. Thus, if the last digit of the card's number is 0, all champions of level 1 and higher—thus far, all champions but the Living Scroll 408/lst)—are discarded. If the last digit of the card number is a 9, only champions of level 10 or more—thus far, only Fejyelsae (7/lst Chase) and Karm, Black Dragon (25/lst Chase) are discarded. Even if you use only lowlovel champions, you could be hurt, unless you remove all cards with low last digits from your deck.
Card Combo (from Jones' Spellfire Page): Play the rule card A Sure Thing. Then play Black Bess. All of the opponents' champions of base level 1 or more are discarded (so only Living Scroll and Gelatinous Cube survive). The downside is that you will have to discard your champions of level 10 or more, so keep these to a minimum when using this combo.
Caer Allison
3/FR
Event
Rare
May be played as a temporary realm at any time. (Only one can be in play at the same time.) At the end of the owner's next turn, this card must be discarded.
Caer Allison is typically played as the sixth realm, or to prevent another player from playing Caer Allison as the sixth realm. Caer Allison can be attacked, razed, and rebuilt just like a realm. Holdings may be attached to Caer Allison, but are discarded with Caer Allison. Also, Caer Allison is subject to the Rule of the Cosmos and therefore cannot be duplicated by the Bell of Might or Onad the Weasel. Caer Allison is affected by Wish since it is an event that has a lasting effect.
When played as a sixth realm, Caer Allison may still be cancelled, such as by casting Limited Wish or Intercession, or discarding Helm.
Caer Allison may not be played when Map of Life is in play.
Caer Allison may be played on a razed realm, in which case the razed realm is discarded. Caer Allison may be played in this fashion into an opponent's formation, resulting in a razed realm being discarded. Caer Allison remains in the opponent's formation until the end of the event player's next turn.
Curse of Azure Bonds
4/FR
Event
Rare
Control any one enemy champion until the end of your next turn, treating it as a champion from your own pool. Return it to the owning player's pool or discard pile, as appropriate.
When played on another player's champion, a player takes total control of that champion. This event must be played on a champion in a pool. When another champion is controlled, all attached cards come with the champion. The champion can be discarded to trigger any special powers. For example, Helm can be discarded to cancel an event; Korgunard the Avangion can be discarded to rebuild a realm.
Cyrinishad
5/FR
Event
Rare
Until the end of this player's next turn, no priest spells may be cast. Only Cyric is immune to this effect.
Darkwalker War
6/FR
Event
Uncommon
Draw and discard a card, noting the last digit of its number. Until the end of your current turn, all monsters and undead gain a number of bonus levels equal to that digit.
Dead Magic Zone
7/FR
Event
Uncommon
Until the end of this player's next turn, no spells may be cast, and all artifacts and magic items are ignored.
Dead Magic Zone is not a counter-effect card, and cannot be used to dispel an already-cast spell.
Horde
8/FR
Event
Common
Each player must immediately raze one of his own realms or discard two champions from his pool and/or hand.
If a player does not have an unrazed realm, he must discard two champions. If he only has one champion in his pool or hand, he must discard that one champion.
Lady Luck
9/FR
Event
Rare
The player and one opponent each draw a card and compare card numbers. Discard the card with the lower last digit; play the other immediately or keep it in hand. Ties are both played (discard both if identical).
Wild Magic Surge
10/FR
Event
Rare
Play at the end of any other player's turn. The order of play immediately reverses (clockwise to counter clockwise, and vice versa).
If this event is Calmed be any player, it is effectively negated. However, it must be calmed or negated immediately, since it does not have a duration. Wild Magic Surge instantly and permanently changes the order of play.
Coral Kingdom, The
11/FR
Realm
Forgotten
Realms
Common
Coast
This realm can only be attacked by swimmers.
This is an excellent realm to have in the first position, since only swimmers can attack. If the holding Border Forts is attached, the realm becomes even more difficult to attack. Only champions that are both flyers and swimmers, such as Mykell and Deathstream are able to attack. In addition to the attackers discussed above, the Coral Kingdom can be attacked by a champion with the Scroll of 7 Leagues.
Coral Kingdom is bluelined as a coastal realm.
Halruaa
12/FR
Realm
Forgotten
Realms
Common
Coast
All wizards defending this realm gain 2 levels. Any champion defending this realm may cast wizard spells.
Kozakura
13/FR
Realm
Forgotten
Realms
Common
Coast
This realm can be attacked only by flyers or swimmers.
Luiren
14/FR
Realm
Forgotten
Realms
Common
Coast
All halfling champions and allies gain +3 when defending this realm.
Maztica
15/FR
Realm
Forgotten
Realms
Common
Coast
When this realm is first played, no heroes of level 6 or higher may attack or defend until the beginning of this player's next turn.
Mulhorand
16/FR
Realm
Forgotten Realms
Common
Coast
Any champion defending this realm may cast wizard spells. Clerics defending the realm gain +2 levels.
Raurin
17/FR
Realm
Forgotten
Realms Common
If this realm is razed, the attacking champion must be discarded.
Shou Lung
18/FR
Realm
Forgotten
Realms
Common
Coast
All artifacts uses in defense of this realm gain +3 levels.
Blackstaff Tower
19/FR
Holding
3
Forgotten
Realms
Uncommon
This holding counts as a+3 ally. No wizard spells may be played against champions defending the attached realm, and defending wizards gain +3 levels.
Candlekeep
20/FR
Holding
Forgotten
Realms
Uncommon
Whenever an opponent plays an event, the owner of this holding may immediately examine that player's hand.
Candlekeep's power extends to players that duplicate events through Bell of Might and Onad the Weasel.
High Horn
21/FR
Holding
5
Forgotten
Realms
Uncommon
The garrison of High Horn is a +5 ally.
Mithril Hall
22/FR
Holding
Forgotten
Realms
Uncommon
Each time the attached realm is successfully defended, search the draw pile for the first magical item or artifact, and play it immediately into pool or hand, then reshuffle the draw pile.
Moonwell
23/FR
Holding
Forgotten
Realms
Uncommon
The attached realm can cast cleric spells and is unaffected by harmful cleric spells and events.
Pook's Palace
24/FR
Holding
Forgotten
Realms
Uncommon
When the attached realm is successfully defended, draw two cards a spoils of victory.
Yulash
25/FR
Holding
Forgotten
Realms
Uncommon
Monsters defending the attached realm gain 2 levels for each ally used to attack it.
Tower of Ashaba
26/FR
Holding
Forgotten
Realms
Uncommon
When the attached realm is attacked, draw and discard a card, noting the last digit of its number. For the duration of the round, all defending allies of level 4 or higher gain a number of levels equal to that digit.
Aerial Servant
27/FR
Cleric
Spell
Common
Play as a +4 flying ally, or give a champion and all allies flying ability for one turn. (Def/4)
Creeping Doom
28/FR
Cleric
Spell
Uncommon
Immediately razes one realm with no holding. (Off/3)
Earthquake
29/FR
Cleric
Spell
Common
All cards currently in battle are discarded, and combat ends with no victor. Every player must raze one of his own realms or discard a holding in play. (Off/3/4)
Cúpula BSW 2009: – Os campeões envolvidos na batalha também são descartados
Illusory Fortification
30/FR
Cleric Spell
Common
Creates a holding that adds 7 levels to a defending champion. Lasts until the beginning of the player's next turn. (Def/3/4)
Quest
31/FR
Cleric
Spell
Common
No champions of unadjusted level 5 or higher may be played or enter battle until the beginning of this player's next turn. (Off/3)
Succor
32/FR
Cleric
Spell
Uncommon
Return a discarded ally to your hand on the same turn it was defeated. (Def/4/5)
Reincarnate
33/FR
Cleric Spell
Rare
Discard any champion and replace it with any champion of the same level or lower from your draw pile. Then reshuffle the draw pile. (Def/3/5)
Liga BSW (forum BSW): campeões da mão também podem ser descartados para ser usados com Reincarnate.
Resurrection
34/FR
Cleric
Spell
Rare
Return any champion or ally from your discard pile to your hand. (Def/3/4/5)
Shadow Engines
35/FR
Cleric
Spell
Common
Discard any holding of an opponent. (Off/3/4)
Symbol Hopelessness
36/FR
Cleric
Spell
Uncommon
Ends the current battle immediately. All allies and spells are discarded, and the attacking champion may not attack again this battle. (Off/4)
Word of Recall
37/FR
Cleric
Spell
Common
The current battle round ends with no winner or loser, though spells and allies are still discarded. A new attacker may continue the battle. (Def/4)
Zone of Truth
38/FR
Cleric
Spell
Common
All players must keep their hands face up on the table until the end of this player's next turn. (Off/3)
Death Link
39/FR
Wizard
Spell
2
Common
If the casting champion is defeated, the opposing champion is also discarded. (Def/4)
Find Familiar
40/FR
Wizard
Spell
3
Common
This spell creates an ally which remains with the caster until he is defeated. No event, magic item, spell, or ally's ability can cause it to change sides or be discarded. (Def/3/4)
Great Shout
41/FR
Wizard
Spell
+?
Common
Draw and discard an opponent's card, noting the last digit of its number. Add that digit to the caster's level for this round of battle. (Def/4)
Hallucinatory Terrain
42/FR
Wizard
Spell
Common
Play as a holding permanently duplicating the effects of any one holding in play. The illusory holding remains even if the copied holding is discarded.
Hallucinatory Terrain can imitate any holding in play, and can be played on any realm, regardless of world of the imitated holding or the realm on which the Hallucinatory Terrain is played. Hallucinatory Terrain can also imitate another Hallucinatory Terrain already in play.
Limited Wish
43/FR
Wizard
Spell
1
Uncommon
Cancel the effects of any event card. This spell can be cast at any time. (Off)
Limited Wish can be cast at any time. This means that during a battle, champions in a pool can cast the spell.
Time Stop
44/FR
Wizard Spell
Uncommon
Take any one wizard spell from your draw pile and play it immediately (if legal). Then reshuffle the draw pile. (Def/3/4/5
You may not "Time Stop" to successfully counter a instant kill card. A successful counter requires that the next card played stop the instant kill. Since "Time Stop", itself, doesn't counter, the instant kill activates before the next card can be played.
Water Breathing
45/FR
Wizard Spell
Common
All of this player's champions and allies become swimmers for this turn. They may attack any realm with a coastline, regardless of its position. (Def/3/4)
Wish
46/FR
Wizard Spell
Rare
Discard any one card in play, regardless of its immunities, except a realm. This spell can be cast at any time, but the casting champion cannot be used again until it's owner's next turn.
Wish can be canceled with Dispel Magic. It can be turned with Spell Turning or Reflection, in which case the champion casting the Wish is discarded. The caster, now the target of the turned Wish, can take no further action. Only another champion can cast Dispel Magic or another Spell Turning. Wish cannot be used to cancel an event, unless that event has a lasting effect. Likewise, only spells with a lasting effect can be canceled with Wish.
Wish can be cast at any time. This means that during a battle, champions in battle or in a pool can cast the spell. If Wish is cast on an attacking champion, that champion is defeated and the defender is entitled to spoils of victory. If a champion casts Wish during battle, and the Wish is cancelled, the attacker is defeated, since he can take no further action.
Because Wish is not affected by immunities, it is effective on cards normally immune to offensive spells, such as Elminster, and is effective against an opponent with the Codex of Infinite Planes.
Wish can be used to discard a dungeon card. If so used, both the Wish and the caster of the Wish are removed from the game (sent to the Void). If Wish is Retargeted to a dungeon card, the original caster of the Wish and Wish itself, are removed from the game.
The Wish spell is the most powerful spell in the game. It ignores all cards that state they are immune or otherwise unaffected by spells unless they state an immunity to the Wish spell. Regardless of a champion’s immunities or special powers, Wish can discard them.
Cúpula BSW 2009: Mesmo um campeão imune a Wish deve ficar paralisado após usar esta magia.
Cúpula BSW 2011: Pode descartar qualquer carta independente de imunidades e poderes especiais, incluindo Chernevik.
Excetua-se a regra quando a imunidade é declarada a carta Wish.
Cúpula BSW 2013: Quando uma carta suporte, evento, etc é cancelada, o custo ou consequência do seu uso/lançamento devem ser cumpridos. Com exceção quando a maneira de utilização estiver especificada no texto ou regra da carta.
Deck of Many Things
47/FR
Magical
Item
2
Rare
Defensive
Each time the attached champion attacks or defends, draw a card. If it is a spell, ally, artifact, or magic item the champion can use, play it at once, otherwise discard it
.
Dragonslayer
48/FR
Magical
Item
4
Rare
Sword,
offensive
Cancels the powers of any dragon champion or allies opposing this champion in battle.
Flametongue
49/FR
Magical
Item
2
Rare
Sword,
offensive
Attached hero may cause this sword to flame as a +6 magic item for one round of battle, but it must be discarded immediately afterward.
Flametongue is an offensive magical item.
Frostbrand
50/FR
Magical
Item
3
Rare
Sword,
offensive
Attached hero may create intense cold with this sword for one round of battle, causing it to act as a +7 magic item, but it must be discarded immediately afterward.
Frostbrand is an offensive magical item.
Gauntlets of Swimming
51/FR
Magical
Item
2
Common
Defensive
Attached champion becomes a swimmer and may attack any realm with a coastline, regardless of its position.
Helm Water Breathing
52/FR
Magical
Item
1
Common
Defensive
Attached champion becomes a swimmer and may attack any realm with a coastline, regardless of its position.
Horn of Blasting
53/FR
Magical
Item
3
Uncommon
Offensive
The attached champion immediately discards the holding of any realm it attacks.
Ring of Jumping
54/FR
Magical
Item
2
Common
Defensive
The attached champion is not stopped by walls.
Slippers Spider Climbing
55/FR
Magical
Item
1
Common
Defensive
The attached champion and his allies ignore walls of stone or iron.
Vorpal Blade
56/FR
Magical
Item
3
Rare
Sword,
offensive
Opponent in combat must draw and discard a card, noting the last digit of its number. If that digit is 3 or less, the opponent's champion is defeated.
Wand of Wonder
57/FR
Magical
Item
+?
Rare
Offensive
Draw and discard a card each time the wand is used in a battle, noting the last digit of the card's number. For that combat, the attached champion gains bonus levels equal to that digit.
Dragon Throne
58/FR
Artifact
Forgotten
Realms
Rare
All allies of this champion gain +2 and the player may look at one opponent's hand at the beginning of each of his turns.
Guenhwyvar
59/FR
Artifact
5
Forgotten
Realms
Rare
If the attached champion is defeated, Guenwyvar may be attached to any other Forgotten Realms champion in the player's pool.
Hammer of Tyr
60/FR
Artifact
6
Forgotten
Realms
Rare
When this card is used in combat, discard all undead involved in the battle.
The Ring of Winter
61/FR
Artifact
Forgotten
Realms
Rare
While this card is in play, all opponents draw one fewer card than normal on their turns (minimum of one card).
Sword of Cymrych Hugh
62/FR
Artifact
6
Forgotten
Realms
Rare
Sword
When this card is used in combat, discard all undead and giants involved in the battle.
Bloodriders
63/FR
Ally
7
Common
Undead.
Dragonclaw
64/FR
Ally
4
Rare
Dragonclaw gains +4 levels if defending Kozakura or Shou Lung. May not ally a champion allied with Mad Monkey.
Flaming Fist
65/FR
Ally
9
Uncommon
When the Flaming Fist is used in combat, the losing player must immediately discard one magical item or artifact from pool or hand, or else raze one of his own realms.
The player that loses the round must choose to discard a magical item, discard an artifact, or raze one of his realms. If two Flaming Fists are played, the loser must discard or raze two times.
Halfling, Inc.
66/FR
Ally
3
Uncommon
When this card is used in combat, immediately discard one of the opposing champions magical items or artifacts. Halfling.
Halfling, Inc. cannot be played against a champion with the Net of Entrapment.
Kuo Toa
67/FR
Ally
5
Common
Swimmer. May attack any realm with a coastline, regardless of its position.
Locathah
68/FR
Ally
5
Common
Swimmer. May attack any realm with a coastline, regardless of its position.
Mad Monkey
69/FR
Ally
4
Rare
Gains +4 levels when defending Kozakura or Shou Lung
Ninjas
70/FR
Ally
1
Uncommon
When used in combat, draw one card at random from the opponent's hand, playing it against the opponent if possible, discarding it otherwise.
Olive Ruskettle
71/FR
Ally
3
Uncommon
When Olive is involved in combat, no magical items or artifacts function anywhere in play. Halfling.
Orcs of Dragonspear
72/FR
Ally
1
Common
Gains +2 for each additional orc allied to the champion. Orc.
Orcs, Savage Frontier
73/FR
Ally
2
Common
Gains +2 for each additional orc allied to the champion. Orc.
Pseudodragon
74/FR
Ally
3
Common
Flyer
If played with a wizard champion, the pseudodragon becomes a familiar, remaining with the caster until he is defeated. No event, magic item, spell, or ally's ability can cause it to change sides or be discarded.
Red Wizards
75/FR
Ally
5
Common
Allows the allied champion to cast wizard spells.
Sahuagin
76/FR
Ally
4
Common
Swimmer. May attack any realm with a coastline, regardless of its position.
Samurai
77/FR
Ally
5
Common
Gains +4 if defending Shou Lung or Kozakura.
Darkenbeast
78/FR
Monster
4
Forgotten Realms
Common
Flyer. When this card is first played, discard all familiars in play.
Firbolg
79/FR
Monster
6
Forgotten
Realms
Common
Eliminate first opposing ally of level 4 or less. Giant.
Iron Golem
80/FR
Monster
7
Forgotten Realms
Common
Owner may discard the iron golem from his pool to discard one wall in play. When attacking or defending, the iron golem is immune to walls.
The Iron Golem can be discarded to discard one wall, which can be either a wall spell or the Living Wall champion.
Storm Giant
81/FR
Monster
7
Forgotten
Realms
Common
When the storm giant is used in combat, no opposing champion or ally can fly.
Stone Giant
82/FR
Monster
6
Forgotten
Realms
Common While in a pool, if not used in combat, each combat round the stone giant may destroy one enemy ally of level 4 or lower in play.
The Storm Giant may use his power if he has not participated in the current battle. In multi-player games, the Storm Giant may use his power during abattle between two other players.
Werewolf
83/FR
Monster
4
Forgotten Realms
Uncommon
Any champion who defeats the werewolf must draw and discard a card, noting the last digit of its number. If that digit is 4 or less, the champion contracts lycanthropy and is discarded.
Adon
84/FR
Cleric
5
Forgotten Realms
Common
No spells, magic items, or artifacts can be used against this champion. If Midnight is in play, Adon gains +5 levels.
Adon is immune to all offensive magical items.
Erixitl
85/FR
Cleric
6
Forgotten Realms
Common
This champion gains +4 levels if defending Maztica.
Fzoul Chembryl
86/FR
Cleric
6
Forgotten
Realms Common
Fzoul gains +4 levels if Cyric is in play.
Young Robyn
87/FR
Cleric
6
Forgotten
Realms
Common
Robyn gains +5 levels if defending a realm with an attached Moonwell.
Ambassador Carrague
88/FR
Wizard
7
Forgotten Realms
Uncommon
Use Ambassador Carrague only in defensive combat. When he needs a card,play the top card from the draw pile, if legal, discarding it if not. Once three cards total have been discarded, draw no more for the combat round.
Helm
89/FR
Hero
6
Forgotten
Realms
Uncommon
Casts cleric and wizard spells. If discarded from the pool cancels one event, even if the event does not affect this player.
Simbul of Aglarond
90/FR
Wizard
8
Forgotten Realms
Rare
Simbul gains +4 levels when battling Maligor the Red or Red Wizards.
Vangerdahast
91/FR
Wizard
6
Forgotten Realms
Common
When Vangerdahast is played in defense of a realm, the player may immediately look at the attacker's hand.
Cyric
92/FR
Hero
9
Forgotten Realms
Rare
Cyric can cast wizard and priest spells. All cards in his player's pool may be turned face down when Cyric is in play. Champions and their items must combat face up, however.
Cyric (and the Ethereal Champion) have the power to hide a player's pool from other players. Cards in the pool are turned face down so that other players won't know what champions are in the pool (or not know the specific location of a face-down champion who was in the pool before Cyric was brought into play).
If an opponent plays a card with a power that effects one of the cards in the pool, the opponent chooses blindly from among the possible targets.
For example, an opponent targets the player’s pool with the Wand of Telekinesis, which can only affect magical items. The opponent selects a card in the pool as the target. If the card is not a magical item, another card is selected. If, however, a magical item is selected that is attached to a champion immune to magical items, the power of the Wand is used with no effect.
As another example, when Agis attacks, he can psionically destroy a monster in the defender's pool. The attacker selects a card to target with Agis' power. If he chooses a card other than a monster, he chooses another card, since Agis' power has not been used. If he chooses a monster immune to psionic powers, then Agis' power is wasted and no other cards can be selected.
Because Wish is effective against any card type, the first card selected as the target of Wish is discarded. If the card selected is immune to Wish, such as through the power of the Winner's Cape, the Wish spell is wasted. No new targets can be selected.
If there are two pools with cards turned face down, players must announce champions and artifacts played into the pools, in order to follow the Rule of the Cosmos.
If Cyric cannot use his power, for example if he goes to Limbo, has cast Wish, or has been Trapped!, the pool is turned face up until Cyric can once again use his power.
Dragonbait
93/FR
Hero
4
Forgotten
Realms
Common
Once during each defensive battle, if he does not participate, Dragonbait may save any one defeated champion or ally of level 4 or lower from being discarded.
Dragonbait can use his power once in each battle in which the player is defending. Dragonbait can return one of the defeated defending champions to his pool, as long as Dragonbait does not participate in the defense. Champion must be of base level 4 or lower, and any attachments that raise the champion's adjusted level above 4 must still be discarded.
Khelben Arunsun
94/FR
Wizard
8
Forgotten
Realms
Common
Blackstaff gains +4 levels when defending Waterdeep.
Ochimo
95/FR
Hero
4
Forgotten
Realms
Common
Ochimo gains +4 levels when defending Kozakura. He must be defeated twice in a row before being discarded.
Despite the literal wording of the card, Ochimo need only be defeated twice in one battle, not necessarily twice in a row (successive battles) before being discarded.
The Sphere of Annihilation's power works on Ochimo, sending them immediately to the Abyss.
Ochimo's second power is much better: He must be defeated twice before being discarded. It is similar to the powers of Drizzt Do'Urden (45/1 st) and Rikus (258/lst). Unlike the other heroes, Ochimo must be defeated twice whether he is attacking or defending.
Card Combo (from Spellfire Reference Guide Volume II): If Barab's Goblet of Dissolution is attached to Ochimo, he can attack, lose the round, use the Goblet's power to send a victorious opponent to the Abyss, and then return to the pool, since Ochimo must be defeated twice before being discarded.
Prince Tristan
96/FR
Hero
6
Forgotten Realms
Common
Prince Tristan gains +5 levels against giants, and when defending the Moonshaes.
Princess Alusair
97/FR
Hero
4
Forgotten Realms
Common
Princess Alusair can use any Forgotten Realms champion (level only) from any pool as an ally when defending. If victorious, that champion returns to its pool after the combat round.
Princess Alusair cannot bring another champion into play as an ally until the player is losing the round of battle, just as cards cannot be played unless a player is losing the round.
Randal Morn
98/FR
Hero
4
Forgotten Realms
Common
All of this player's allies gain +1 level when Randal is in play.
Time of Troubles
99/FR
Rule
Forgotten Realms
Uncommon
No champion of level 7 or greater (before magical items, artifacts, events, and other modifiers) may be involved in combat. All Forgotten Realms champions and allies gain +1 level.
Tablets of Fate
100/FR
Rule
Forgotten
Realms
Rare
Only Forgotten Realms champions, realms, holdings, and artifacts retain any powers of immunity. No others may have immunity to anything while this card is in play.
Thrice Hearty Cup of Balder the Red
1/FR
Chase
Cleric
spell
Chase
Cast on a hero, the champion automatically wins its next battle. (Def/3)
Card Combo (from Spellfire Reference Guide): Known as Butler's Balderdash!, the Thrice Hearty Cup can be cast on Tithian, whose special power allows him to raze a realm whenever he wins a round of battle.
Cold Cup of Calamity
2/FR
Chase
Event
- Harmful
This player may examine one other player's hand and
discard it down to 5 cards.
Once Cold Cup has been played, the opponent may not play any cards, including events, except for counter-effect cards (such as Limited Wish or Calm) played to counter the Cold Cup.
If Cold Cup is deflected, the original player of the Cup does the discarding from the hand targeted by the Deflection. This may be the player's own hand.
Vessel Vaporous Stones
3/FR
Chase
Event
Helpful
Until the end of this player's next turn, the lowest total wins all battles. Allies (but not spells or other cards) are subtracted from the total in battle.
If one of the combatants is immune to events, the highest total wins that round.
Allies with a negative level bonus, for example Thought Eater, are added to the level total.
Mug of the Earthbound
4/FR
Chase
Wizard
spell
Flying champions are grounded and unable to fly for the duration of this combat. Opposing flyer loses 2 levels. (Off/3/4)
Hawksflight Grail
5/FR
Chase
Artifact
Forgotten
Realms
Another champion from this player's pool can be brought into combat (add their levels). If either is forcibly discarded, the other keeps all magic items and one artifact, and continues the combat.
Vessel of Misty Passage
6/FR
Chase
Event
- Helpful
This vessel allows the player to attack any realm
via a secret passage. The passage lasts until the end of this
player's turn.
Teapot of Golden Tempest
7/FR
Chase
Magical
item
Once during combat, the player can switch hands with his opponent. At the end of combat, switch the hands back. All draws and discards use the original owner's piles.
Ebony Cup of Fate
8/FR
Chase
Artifact
Forgotten Realms
The player may examine his opponent's hand. If it contains an artifact, the player automatically loses the battle. If it contains no artifacts, he automatically wins the battle.
The card text incorrectly says, “battle;" it should say "round." The champion with the Cup only wins the round, not the entire battle.
Use of this artifact's power is optional for the player ("may examine"). So if a player knows the opponent has an artifact, he can opt not to invoke the Cup's power. This power is only used when the attached champion is in battle.
The Ebony Cup is particularly useful when attached to Ochimo. Thanks to Ochimo's power (He must be defeated twice in a row before being discarded), even if the opponent has an artifact in his hand, Ochimo and the Ebony Cup return to the pool.
Hero's Chalice
9/FR
Chase
Magical item
10
Defensive
Usable only by heroes, the attached champion gains 10 levels when defending, but only 5 when attacking.
The Chalice can only be attached to heroes, but if a hero is later changed to another champion type, the Chalice remains.
Day Live Infamy, The
10/FR
Chase
Event
The
gods of revenge are in ascendance! Discard all wizards in battle or
in pools.
Unusually Good Fortune
11/FR
Chase
Event
Played on another player's event card, this player draws 3 cards. If played upon "Good Fortune," this player draws 5 cards and the other player draws none.
Unusually Good Fortune is considered a helpful event, unless it is played on Good Fortune, in which case is harmful. Therefore Unusually Good Fortune cannot be calmed or deflected unless played on Good Fortune.
If Unusually Good Fortune is played on Good Fortune, and then the player of Good Fortune plays Deflection on the Unusually Good Fortune, the player of Good Fortune draws five cards and the player of Unusually Good Fortune draws three cards.
Cúpula BSW 2008: Pode ser lançada sobre Good Fortune quando Azure Towers the Onad Fallen estiver em jogo,
Apple of His Eye
12/FR
Chase
Event
Harmful
Only one type of champion, chosen by this player, can attack or defend until the end of this player's next turn.
Champion types are hero, wizard, cleric, monster, psionicist, regent, and thief.
If a second Apple is played, and the player chooses a different champion type than the first Apple, no champions can attack or defend.
Card Combo (from Desafio aos Corajosos 2011): If Event Wheel (497/4th ed) is in play, you can prolong the duration of Apple of His Eye 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.
Golden Touch, The
13/FR
Chase
Wizard spell
For this player's turn, all magical items in his pool or played in battle gain 2 levels. (Def/3/4)
Feather Flight
14/FR
Chase
Wizard spell
If defeated, this champion and his allies fly back to their pool. His allies remain with him until their next battle. (Def/4)
Golden Barter
15/FR
Chase
Wizard
spell
For each magical item discarded from his pool, the player can draw one card. (Def/3/4)
This spell exacts a stiff price. Discarding magical items is a lot to ask for the chance to draw new cards. However, since a player could conceivably have ten magical items in his pool, by discarding them all he could draw ten new cards!. The player cannot discard an artifact to get a magical item. There are no magical items that do anything special when discarded. Otherwise they. would work well with this spell. The best way to make this spell work for you, is to make sure that Tasslehoff Burrfoot (39/DL) is in your pool. He has the ability to retrieve one magical item from your discard pile each turn. Dispel Magic (346 & 358/lst) can stop this spell, but Spell Turning (398/lst) does nothing.
Dagger of Deception
16/FR
Chase
Magical item
If an opponent wants to playa card in combat, this player draws it randomly. Noncombat cards are returned to the player's hand after being revealed. (Off)
Wyrm of Earthwalking
17/FR
Chase
Magical item
5
Attached
champion and all allies have the earthwalking ability.
Bell of Might
18/FR
Chase
Magical item
This item can duplicate another player's event card for this player. (This player's use is secondary.) The bell cannot be used again until this player's next turn. (Def)
The player with the Bell of Might can either calm or cancel the event, or use the power of the Bell to duplicate the event, but not both. If an event, such as Ancient Curse, is used to eliminate the champion with the Bell of Might, that event can still be duplicated before the champion is discarded.
A duplicated event cannot be duplicated with the Bell, but multiple Bells can duplicate the original event, if used by different players. However, an individual player can only duplicate an event once. For example, if a player has the Bell and the Staff of Mimicry, which is copying the Bell, he may only duplicate an opponent's Caravan once, using either the Bell or Staff of Mimicry, but not both on the same event.
The Bell of Might can duplicate another player's event card. If the Bell is used to duplicate a Caravan, then the duplicated Caravan is considered played at the same time the original Caravan is played. Thus, the duplicated Caravan is not in play during the initial Caravan turn. Instead, it is waiting to happen as soon as that turn ends.
Liga BSW: Somente pode duplicar eventos recém lançados, não podendo duplicar eventos que já estejam em jogo.
Muragh Brilstagg
19/FR
Chase
Ally
6
Undead. This magical skull subtracts 2 levels from all cards played against its champion. But it may not be played with any other allies.
When used, each card played against you loses two levels. Spells, magical items, and artifacts with no stated level are not reduced to a -2 level, but remain at 0. This effect ignores spells cast in step 3 that may affect combat. Events played to affect combat do not subtract two more levels.
If this ally is stolen by a Shield of Wickedness (31 6/ 1 st) or the Amulet of the Beast (64/RL), it may end up with other allies. In that case the skull is completely neutralized. It gives the player no level bonus, and its special power is ignored.
Mitragh Brilstagg was a máster thief in life. Now all that remains is his skull. Some undead can drain life levels with n touch. Mitragh drains it with his mere presence. Fortunately for his enemies, they regain their lost vitality within a few hours.
Phase Door
20/FR
Chase
Wizard
spell
7
Chase
Negates any wall spell.
Phase Door is a counter-effect card for wall spells.
Wine of Eternity
21/FR
Chase
Event
Puts one champion to sleep. At the beginning of his turn, the player may draw and discard a card. If the card's last digit matches or exceeds the champion's unadjusted level, he awakens.
For a champion with ? as icon level, any card drawn will awaken the champion.
Spellblades
22/FR
Chase
Magical
item
5
Usable
only by heroes and monsters. User is immune to the first two
offensive spells cast in any combat.
Netheril
23/FR
Chase
Realm
7
Forgotten
Realms
Wizards, magic items, artifacts, and wizard spells used in defense of this realm are doubled in level. Netheril can defend itself as a level 7 wizard.
Lure of Undermountain
24/FR
Chase
Rule
Forgotten Realms
Every time a Forgotten Realms monster champion is discarded, its owner may force another player to chose one nonmonster champion of any world, from that player’s hand or pool to be discarded.
Zhentarim Intrigue
25/FR
Chase
Rule
Forgotten Realms
Whenever a player's F
orgotten Realms realm is razed, he may draw a card and add it to his hand.
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