Inquisition


Castle Arborgate

1/99
Realm 
Greyhawk

This realm is immune to offensive spells, psionics, and harmful events. If discarded from any hand or deck by an opponent's action, put this realm into play and place all other Castle Arborgates in play in the Void regardless of any other cards special power.


Castle Arborgate is a strong realm that is built around fighting many of the strongest tournament strategies available. First off, this Greyhawk realm has very strong immunities. Being immune to spells, psionics, and events, this knocks out every current method of destroying the realm from the pool aside from Castle Arborgate's other power. Since realm destruction is one of the most popular methods of winning in tournament level Spellfire, these immunities carry immense power, especially as no other realm carries all of these immunities. The other strong method is the "touchy-feely" approach, destroying realms from hand or deck so they can't get to play. Castle Arborgate has

a strong defense against this also. If the opponent does this, even on accident, Castle Arborgate jumps into play (outside of when realms may normally be played) and send to the Void all other Castle Arborgates in play, regardless of other powers. This is very heavy and severely hurts those using this strategy by using it to gain advantage, a mechanic that hopefully be used more often in future sets. It is for these reasons that Castle Arborgate will see play in many tournaments. However, I doubt it will see much fun deck play, as it is only strong in games where the most evil of tactics are used.


The Shadowlands

2/99
Realm

AD&D
When played or rebuilt, this realm steals the power of any other realm in an opponent's formation, which is now considered to have no special power until this realm is razed or discarded.


In many ways, this card is very much like the Lands of Legend [IQ-4]. However, it is more offensive, by not only copying a realms power, but also removing the power from the target realm. It should be remembered that this power only activates when the realm is played or rebuilt, so powers such as Menzoberranzan [1st-2], Temple of Elemental Evil [1st-124], and Ancient Kalidnay [AR-92] after it has been used for the extra turn are useless, as those powers have been fully used, or activate too quickly to be stolen. Since many decks carry realms that work well against them to prevent the opponent getting a chance to play (like Mount Deismaar [DR-9] in a blood ability deck), this would be the best way to turn that strategy against them. This is strongest in a one-on-one match, as in a large multiplayer game, while a player may be willing to take an opponent copying their realm (like with the Lands of Legend), they will mercilessly target a player who is holding their realm's power hostage. Even with this minor problem, this card will find itself in many strong tournament decks. Combinations with cards like Oasis of the White Palm [RR-23] or Cavern of Ancient Knowledge [NS-18] help protect this realm well, and, unlike the Lands of Legend, this realm does not copy the opposing realm's world.


Arena of Dori the Barbarian

3/99

Realm


AD&D

This realm is the home of combat. In phase 4, in place of attacking a realm, any player during their turn, may attack


another champion in an opponent's pool. The winner of this fight gets spoils. The loser goes to the discard pile, regardless of special powers.


This is my personal pick for the most powerful card in Inquisition, edging out Slap [IQ-78], The Apocalypse [IQ-78], and Etarkine [IQ-31]. This AD&D realm allows you to attack the pool, not just realms. Not just that, but the opponent must defend and not just grant spoils, so speed rebuilding never comes into effect. This makes it possible to remove some of the most hated champions from the game, like Necba the Wrathmaker [DU-c13] and Manshoon of the Zhentarim [RR-c6]. This especially strong with good instant win champions, with my personal favorites being the Living Wall [PO-58] and the Earth Elemental [PO-60]. Other good combos with the Arena of Dori the Barbarian include Lovely Colleen [1st-c22], the Living Scroll [2nd-408], The Undead Htimsen [3rd-425], Mayor Charles Oliver O’Kane [3rd-433], The King of the Elves [3rd-440], Bilago Lumen [PO-17], Lyr of the Mists [PO-23], Corpse Dragon [TU-82], Rhuobhe Manslayer [BR-c14], and Dragon Hatchling [DR-c8]. Remembering that opponent’s don’t have a choice to fight or not means all cards that send them back defeated means discarded. Not only does this card give you a chance to wipe out the opponent’s most annoying champions quickly, it also gives you many spoils, boosting card advantage. This is definitely a very high power card that work its way into many strong tournament decks.


Land of Legends

4/99
Realm

AD&D
When this realm is played, it may copy the world designation and special powers of any realm an opponent's formation, except Ancient Kalidnay, Menzoberranzan, or Avanil.


This card is a great challenge for any judge to deal with. The key part to remember for judging this card is that the realm is first played, and then it can imitate the power and world of another realm in play. Therefore, it wouldn't work to let the realm be played immediately even if Menzo [1st-2] weren't banned on the card (I think that was just done for clarity). For the same reason, powers that activate only upon being played (like the Temple of Elemental Evil [1st-124] or Furyondy [3rd-122]) are worthless to imitate, because the Land of Legends is already in play. Ancient Kalidnay [AR-92] and Avanil [BR-5] were restricted because of speed issues. It is also very important to note that it can only imitate opponents' realms, so it is only as effective as your opponents are (especially since razed realms for the most part are considered to have no special powers). The question of when to play this realm is a tough one, as by the time you have a good realm to imitate, it will be well back in your formation. The best time to use this card is immediately after playing Siege [1st-203], into the front place in the formation and imitate the opponents' most defensible realm. However, this is the best combination you can come up with this card, as when you imitate another realms power, you also take on its world designation, so it's near impossible to have a holding ready to attach to it. Finally, remember that even if the copied realm is razed or removed from play, the Land of Legends keeps this power until being removed from play.



Hollow World

5/99

AD&D

Realm

Underdark. This realm extends under all opponent's AD&D realms, allowing them to be attacked by this player's champions and allies, regardless of position or restrictions.


This realm is a nice addition to the underdark set, allowing now any realm to be attacked via an underdark realm. This will be very useful for attacking some of the hardest to attack realms, including the Lost City [RR-16] or any realm turned AD&D by the Bitter Knoll [DU-36]. This does not allow attackers free reign through holdings (like the Temple of Death [RR-27] or through requirements (such as with Anytown, Anywhere [4th-70]). This completes the set for Under________ realms, but isn't one of the strongest, since AD&D realms are not as popular or as hard to attack as some other worlds. Outside of pure Underdark world decks, I wouldn't expect to see this realm often used.


The Oracle at Delphi

6/99

Realm

10
AD&D

Can defend itself as a level 10 cleric that is immune to the powers of opposing champions. If this realm is razed, the attacker may search his draw pile and put any rule card into play. If successfully defended, the defender may do so instead


The Oracle at Delphi is a very powerful card. First off, being able to defend itself at level 10 (13 with world bonus) and being immune to champion powers (being powerful due to immunity activating before the attackers power) makes the Oracle one of the strongest realms able to defend itself. It would also work well with the Living Earth [4th-506]. There is an advantage to someone who can attack and raze this realm, in getting a rule card into play. Someone wanting to take advantage of this power should attack with Tithian [1st-301], or use Tarrasque [FR-1] or Raze [BR-59] to raze the realm with little conflict. However, for a defender who is successful (note, they don't need to earn spoils, just win, like with Unnerving Aura [DL-69]), victory brings sweet reward, as the realm defender (not necessarily the realm owner, as with Weasel Attack [3rd-428]) may search her deck and put any rule card into play. This card should be used in any deck that focuses on Rule Cards to win, such as City States [RV-30], Nullify Magic [PO-86], Antimagic Cloud [PO-16], Things That Go Bump in the Night [TU-69], Taxation [BR-c18], Nobody Wins! [4th-490], Negative Energy Protection [NS-73], A Sure Thing [NS-74], or Out of Phase [IQ-54]. Any holding that would make this realm hard to attack probably shouldn't be used, as it in the combat that the Oracle shines. This realm will find a home in almost any deck that uses a rule card to move to victory!


Bastion

7/99

Realm

7

AD&D

During this players phase 0, this player can send any other non-realm card in play to the Void by razing another realm in this players formation and discarding this realm to the Void.


Bastion is an interesting realm with a very high price. This AD&D realm may defend itself as a level 7 hero (10 with world bonus), which is fairly good. Bastions power is very strong; you may send any non-realm card to the void. Just using this power needs to at a well chosen moment. You will want to discard a card central to the opponent's them, such as a rule card, dungeon, or a champion the opponent wishes to imitate (such as Highmaster Illithos [DU-c21]). Also remember that using this power is during phase 0, and must be used from play, so it must be protected for a full turn before using its power is even an option. However, the price of this card is high. Bastion must be sent to the Void, and you also must raze another realm you own to activate this power. With this cost, it may only happen once per game, so building a deck around a combo using Bastion is very difficult to near impossible. This card might work well for a sideboard (for such tournaments that allow them), but other than that, the cards cost makes it not worth carrying most often.


Thorbardin

8/99

Realm
Dragonlance
Thorbardin is immune to offensive spells and can only be defended by dwarves. Any dwarf defending this realm can be sent to the abyss to seal its mighty gates. The attacker returns to its pool and the battle ends with no spoils.


Thorbardin is a decent realm for a dwarf themed deck, but should never be used for any other reason, as only dwarves (champions and allies!) can be used to defend it. Thorbardin does have some nice abilities. The first is being immune to offensive spells. While that immunity doesn't pass on to its defenders, that does mean the realm is safe from Disintegrate [1st-393], Estate Transferance [3rd-437], and Creeping Doom [FR-29]. The other interesting power of Thorbardin is very defensive. Any dwarf defending the realm may be sent to the Abyss to immediately end the attack on this realm (unless the attacker is immune to realm powers) with no victor. Now, this isn't typically the dwarven way, but heroic martyrdom doesn't hurt. The best way to use this card is do dump a defending dwarf ally to seal the gates (the power doesn't state champion, but since it says defending, the ally must be in battle), or to send a dwarf about to die anyway to the abyss to use this power (like when the defender no longer has support cards left to continue the battle). This is a pretty solid defensive realm that will be very difficult for the opponent to get rid of, but again, unless the deck is at least mostly dwarven, the risk isn't worth the gain.


Quasqueton

9/99

Realm

1

Greyhawk
This realm can only be attacked by champions of base level 5 or less. If the attacking champion is defeated, all attached magic items and artifacts stay with this realm (until it is razed or discarded) and can be used by its future defenders (regardless of world designations for artifacts).


Quasqueton is an interesting card for many reasons, giving additional strength to many decks, particularly those using the Labyrinth of Castle Greyhawk [DU-6]. First off, Quasqueton can defend itself as a level 1 champion (level 4 with world bonus), which, while minor, is still another level of defense for the realm. New, and probably most significantly, only champions of base level 5 or less can attack. This makes probably the best defender for this realm Bilago Lumen [PO-17], who drains his adjusted level from the opponent's. Since Bilago starts at level 5, this could mean many instant wins for this realm. The only way to protect attacking champions is to use many attachments, and that leads nicely into the third power of this realm. If an attacking champion is defeat (not just discarded), any magic items or artifacts stay with the realm (regardless of whether the attachments would be going to the discard pile, hand, or pool). Every future defender may use those attachments, making this snowball especial tough to raze through combat after one successful defense. A defender MAY use multiple artifacts held by this realm, but only if the defender does not have any artifacts already attached. Some good holdings to attach to Quasqueton would include the Ancient Arms of Furyondy [3rd-146] or Fortification: Parapet [4th-84]. This very tough to beat realm will see play time in many good decks in many different settings, and should be considered for many of your own decks.

Village of Nulb

10/99

Realm
Greyhawk

While this realm is in play, the Temple of Elemental Evil cannot be played. If played when the Temple of Elemental Evil is already in play, that player must immediately discard 3 cards at random from his hand.


As any veteran Spellfirer knows, the Temple of Elemental Evil seems to get into many decks and almost every deck. Now, there is this good alternative. So lets see how it works. First off, aside from being Greyhawk (which means it can be protected by things like The Labyrinth of Castle Greyhawk [DU-6]), this realm offers you no defensive power, so most often you want it in a protected position if possible. To use it's powers to best effect, we need to figure out when it is best played. If played early in the game, it does prevent opponents (and yourself) from playing the Temple. This takes the entire reason away from playing with the Temple, unless, of course, if the Village of Nulb is razed. However, to beat the Temple into play, it usually needs to be played so quickly that it's not protected in the formation. Therefore, it is easy to lose the benefit of the card, as the Village's power doesn't renew upon unrazing.

The other time to play the card is when the Temple is in play. If that happens, the temple's owner (even if the Temple is razed) loses three cards from their hand, and more importantly, the lose is random. Random card lose is very bad, as any player who played against Hettman Tsurin can tell you. This can often kill important counter cards waiting for the right start. however, it should also be noted that many players have very little in their hands after their turn, or keep a lot of junk in their hand.

The power is strong, but I'm not sure it's enough reason not to play the Temple (which one would obviously not do in the same deck as the Village). I find that in tournaments, getting the cards fast usually out weighs the penalty of losing cards later. In casual play, people love to hammer on speed cards, so this one is a great choice (or reason to play neither, as not playing a realm because it is also out often happens too for popular realms). Either way, players of the Temple now must be more wary then ever.


Adventurers' Guild

11/99

Birthright

Holding
During this players phase 0, this player may return all adventurers from his discard pile to his hand by sending this holding to the Abyss. All of adventurers in play gain 1 level and are immune to thief skills.


This support card can be very strong for an adventurer themed deck. First off, it is important to note that it is a Birthright holding, and therefore any adventurer deck needs to carry a few to possibly use this card, since it must be discarded from play. Being able to get all adventurers from the discard pile to hand is an incredible power, and can potentially change the shape of the game, especially if played late. The biggest disadvantage of the card is that it must stay in play for a full round of the table (since you can only play it in phase 2, and only use it in phase 0). Therefore, the best way to play this card is just before you use a card to gain an extra turn, as with Caravan (1st-319) or Ancient Kalidnay [AR-92]. It might even be a decent enough reason to use Biding Your Time [BR-22], though that event is most often too risky to bother carrying. To help protect this holding until you can retrieve your adventurers, consider attaching it to The Gorgon's Crown [BR-4] or the Shining Lands [AR-87], which both have great immunities. If attached to a safer realm such as these, you might actually leave it in play long enough that the other powers can come into effect. However, those powers are very similar to using Photed [4th-289] and Dearlyn Ambersong [DU-44] (with the exception that the Adventurers' Guild protects against Con Game [DU-82], thought by some as enough reason to carry the card), and thus are not very consequential. In practice, you will find the best time to discard this holding, but I find it worth it at about when about 5 or more adventurers are in the discard pile (my Adventurer deck has almost 19 or 20 champions, so adjust your cut off line based on your total). This is a great addition to the adventurers' arsenal, and should be used whenever possible for such decks.


Castle Moovania

12/99

AD&D

Holding
This holding can be attached to any realm. Draw 2 extra cards during your draw phase, but your hand size is reduced by 4.

In many ways, this card is just waiting to be abused by any speed deck. Drawing two extra cards is a huge advantage (it nearly doubles the card advantage. The reduction of hand size is painful, but can be overcome, making realms like Myth Drannor [1st-13], The Great Kingdom [1st-123], and Cariele [4th-50] good candidates to be played in the same decks or even to get Castle Moovania attached to it. Drawing the extra cards is usually worth it, since card advantage is often what tournament level Spellfire is all about. The feature of being able to be attached to any realm also means it is appropriate to put in many different decks. The biggest penalty of having a reduce hand is the inability to carry surprise combat card and counter cards. To account for this, counters that work from in play only, like Delsenora [1st-c10], Vaerhirmana [3rd-263], and Bigby [RR-28], to name just a few. Any deck looking for tournament power, or any speed deck will find with a welcome addition, but most combat decks (often having large and loaded hands) would avoid this holding.


Trojan Horse

13/99

Holding

-1
AD&D

Attach this holding to any realm belonging to another player. The realm may be attacked by any player, regardless of position or restrictions, and each defending champion defends at a -1 from his adjusted level. The attacker chooses who will defend.


Trojan Horse is a very interesting holding. As of Inquisition, it is the only holding a player may attach to an opponent's realm, and he must do this during phase 2 (just like any other holding). Attaching this to an opponent's realm has three effects. The first and least is that every champion is at adjusted level -1. This actually won't help much, and more often will allow the defender to play the first card into battle. The second is more useful. It allows any player (not just the one playing the holding) to attack the realm. Position and restrictions are moot, making realms like the Ruins of Zhentil Keep [3rd-3] very vulnerable. However, the second power does NOT remove requirements. Therefore, realms like the Spiderfell [BR-3] and Anytown, Anywhere [4th-70] are still as difficult to attack, and make a great defense against this card (of course, rarely does a player only have realms with requirements in play). The final power is by far the best. The attacking player may choose who defends it. Therefore, this is an excellent way to be able to remove problem champions, like Tasslehoff Burrfoot [DL-39] or Necba the Wrathmaker [DU-c14]. This works particularly well with instant win champions to give the opponent no chance to win the battle. However, it should be noted that the defender doesn't need to defend, and can just allow the attacking champion to raze the realm, removing the holding. Also, once could defend against the Trojan Horse by having all his realms have holdings, allowing no place for this holding to get played. However, one card to assure spoils of victory is a good card play. Finally, the best revenge against someone playing this holding on you is to turn it back upon them by using Hallucinatory Terrain [FR-42]. This is a very good card for a combat deck that hates facing the unattackable realms.


Mij Reltub, the Spellfire Oracle

14/99

Hero

0
AD&D

This champion may be sent to the Void from pool or hand to stop any event or spell that razes or discards realms. The card stopped is also put into the Void.


This is a nice card that will help counter the "camping and killing from a distance" type decks. The Oracle's level makes him usable in any deck that has less than 20 champions. This counter can also be used if an opponent has him in play, since he may be discarded from hand. This power may only be used once, but can be very useful. Stopping common tournament cards like Cataclysm! [1st-99] or Disintegrate [1st-393] could mean the difference for many decks, but it should be noted that the cards he affects are quite limited, and popular cards he has no effect on include Estate Transferance [3rd-437] (since it doesn't discard, but sends to the Abyss) and Psionic Disintegrate [DU-73]. Even with Mij's restrictiveness, he will get himself into many tournament and fun decks, due to the impact and popularity of the cards he affects. While he can only be used once, that one time will often be enough to be the difference between victory and defeat.


Tagor Migor

15/99

Psionicist

6
Dark Sun

In combat, this champion may use his chameleon power to make his allies (only) immune to the special power of opposing allies for the remainder of this combat round.


Tagor is an interesting champion, but not appropriate for most decks. This psionicist isn't fitting for most psionic decks, but couples well with some psionic powers, like Complete Healing [PO-67] and Intensify [PO-89]. Primarily useful for decks focused on allies. This defensive ability isn't useful against non-ally decks, so Tagor's power will often not be used. However, being able to protect yourself from cards like Brine Dragon [DL-45] or Master Illithid [DU-53] could be very useful. Not saving the champion though still makes this champion less useful that ones the restrict allies from being played (like Cistern Fiend [3rd-282] or Tergoz Tenhammer [3rd-60]) or makes the champion, and therefore his allies, immune to ally powers (like the Ghostly Piper [AR-10]). In other words, you should be able to find another card better than Tagor unless you really want to couple psionics and allies.


The Enchantress

16/99

Regent

5

Birthright
Can cast wizard spells. Before combat, only when defending, she can enchant the opposing champion, causing the champion to lose its special powers for the duration of this combat round.


The Enchantress is a good champion for many decks. Being able to use both blood abilities and wizard spells, she is immediately a good candidate for a deck that focuses on either and dabbles in the other. Her power is a little confusing, so here is the break down. Before combat means it activate first in battle, usually before the attacker (though Agis [1st-261] would be able to use his power first as it also is before combat). When defending (realm or otherwise), she negates the attacking champion's power, including immunities (unless the immunity is to champion powers), and therefore the strongest offensive cards would be good attachments for the Enchantress. Will she win the battle for you quickly? No, but she'll give you a fighting chance, and that's all most decks want.

Saldon the White

17/99

Wizard

2

Dragonlance
This champion can double the level of any card in play once per combat round, even in a combat where he is not involved. Between 6AM and 6PM, he can double the level of any one additional card in a combat in which he is involved.


Like many Dragonlance wizards, Saldon's effectiveness is tied to the time of day for the game. Because of this, this is a great card to put in you decks for relaxing games on the weekends or early tournaments. Saldon's low level is balanced by his power to double the icon level of any card in play, and the fact that it can meddle every round means he is a great card for support heavy decks (ally, war spells, etc.). Also, this is a great card for team play or decks meddling with opponent battles (working well with cards like Foulwing [TU-76] or Nomad Mercenaries [3rd-256]). The biggest problem with Saldon decks is that it requires additional cards, and other additions, like those of the Triumverate Realms or the automatic ally of the Orcish Shaman [IQ-18]. Therefore, the most effecive decks for Saldon would be large format (75 or 110 card decks).


Orcish Shaman

18/99

Cleric

4
AD&D

Orc. Can cast wizard spells. This champion's Orc tribe counts as a permanent +5 ally for this champion.


While there are not many orcs in Spellfire, many of them become stronger when others are played. If you are trying to play an orc deck, this champion is useful because it can give you two in battle (champion and ally), as opposed to the regular one. However, if you are not using an orc deck, the Shaman's only usefulness is being able to cast both wizard and cleric spells. The +5 tribe can be useful, but not greatly so, as it isn't a strong enough bane against the evil Blamblower [DL-56], which requires 6 levels be discarded from battle. This champion doesn't stand out as extremely useful, but makes nice filler for a deck that can think of nothing better than a 4th level champion to cast most spells that is a little stronger in combat. However, I'd avoid it for tournament decks; you will want a stronger card.


Aramil of Tusmit

19/99

Psionicist

5

Greyhawk
This champion is immune to psionic power cards. During combat, Aramil may use his superior mind control powers to steal a just played opposing ally.


Aramil is a quiet, unassuming champion that could be very useful. His level makes him useful in a variety of situations, and makes a good defender against the Living Wall [PO-58]. Arami's immunity is relatively minor, since most decks don't carry many psionic power cards, but his immunity does make him a nice combo card with Control Winds [PO-74], as his immunity means he could keep his champion powers. The more interesting power is the one that lets him steal an ally as it is played. Since many allies that are played in tournament decks are instant defeats, this counter power could be very useful for giving his player a better chance of winning. However, the choice of when to use the power is rough, as often an opponent will not play her best ally first since that power is waiting to activate. I would save the power to either any point where you've run out of support cards to use, or when the opponent plays an ally that would instantly defeat you (such as the Dreaded Ghost [4th-246] or Intellect Devourers [3rd-86]. He is a good champion that will be seen in a variety of decks and situations.


Dragon Mountain Kobold

20/99

Monster

?

AD&D

Limit per deck: Up to the Maximum number of champions per deck. Immune to Rule of the Cosmos. Adjusted level is equal to the number of Dragon Mountain Kobolds in play. If Infryana and Dragon Mountain are in play and belong to the same player, all Dragon Mountain Kobolds in play go to that players pool. If either leave play, then all Kobolds in play are discarded.


Dragon Mountain Kobolds are one of the most fun decks to play with. You don't just use one of them, you make it the entire focus of the deck, as they grow stronger when together, just like adventurers. However, there are some major worries when playing with a DMK deck. Another player can steal all your Kobolds if they have both Infryana [DR-26] and Dragon Mountain [DR-2] in play at the same time, something not to rare if your opponents play dragon decks, which is a common theme. However, the best solution (to destroy one before the other comes out) isn't an option, because if either leaves play (regardless if both were in play or not) all DMK in play are discarded. This is the best reason NOT to put Infryana or Dragon Mountain into the deck, because if you need to play them, you expose your deck's Achilles' Heel, and if you carry them in your deck and don't play them, you are just left with dead cards in your hand. Therefore, don't put those two cards in the deck, regardless of how well it fits the theme. Fit in a few other champions just in case the worst happens, but try to fit as many as you can. Can this theme make a good tournament deck? Not likely, as the DMK have no immunity to the opponent, and only have a truly notable level when you get at least eight of them in the pool at the same time. However, if you are truly in a fun mood, a DMK/War Party [3rd-54] deck will keep you reaching for a calculator :)


Luccia

Hero

5
21/99

AD&D

Adventurer. Flyer. Can use thief skills. Luccia has a +7 flying griffin mount as her ally and makes Luccia a flyer. She is a great scout, thus when she is in the pool, all adventures may use their special powers (and those of attached cards) first when defending.


Luccia is another solid adventurer for an adventurer deck. Being a hero able to use thief skills, she is not restricted by the Guildmaster [NS-28]. She may summon her griffin ally to make her a flyer (she is not a flyer without the ally, so when she attacks a realm by flying, the ally has automatically been summoned) any time during battle. While her power doesn't require any other adventurers in her pool, in only works for other adventurers (thus only being suitable for an adventurer deck), and only works when Luccia is in the pool (not when she is in combat). Her defensive power works very well in an adventurer deck though, allowing adventurers use their powers first. More importantly, it allows the adventurer's attachments activate first, so this card combos well with instant win attachments, such as the Vorpal Blade [FR-56] or Ebony Cup of Fate [FRc8], among many others. I'd recommend this card for any adventurer deck.


Mij Draw, the Epitome of Purity and Might

22/99

Hero

5
AD&D

If this champion wins a round of combat while attacking, he may look through his draw pile and put into play any (obviously) female champion as a "groupie". If he successfully defends a realm, he gets a number of spoils equal to the number of "groupies" in his pool.


While Mij Draw, yet another card based upon the legendary Jim Ward, can be a fun card to build a deck around, I could never recommend it to any deck. Until Mij wins an attack, he is just a card with a negative power. His second power only works for those cards designated groupies, and thus, if he wins a defensive battle with no groupies in play, his player gets no spoils (worse than a champion with no power). If he wins a round attacking, and can get a groupie, he is average when defending, and only gets beyond Dagrande [3rd-82] once he's won three or more rounds attacking. Also, remember that the opponent doesn't defend when Mij attacks, Mij doesn't get a groupie, as he never wins a round of combat. Add this to the fact that he has no powers to help him actually win the battles, and Mij Draw doesn't shake up well. However, if you do decide to use him, the best combo with him is the Cloak of Displacement [BR-34], to let him attack more than once a battle and build up a bigger following. His uselessness fits this champion, as he is a epitome of purity, but uses groupies to his advantage :)


Karistyne

23/99

Hero

8

Greyhawk
Adventurer. Can use cleric spells. If owned by a player with at least 3 other adventurers, none of this player's adventurers can be sent to the abyss for any reason by any player (even this one).


This adventurer should only be considered for a tightly themed adventurer deck, as Karistyne requires other adventurers to activate. However, Karistyne's power is immediately more useful than most adventurer's in 4th edition, as her power does not require her to be in the pool to keep in active. If Karistyne's player has at least 3 other adventurers in play, this card is very similar to the dungeon Mausoleum of the Zombie Master [DU-1]. Her power protects all adventurers the player owns from being sent to the Abyss for any reason. While this prevents you from doing this also, so far no adventurer needs to be discarded to the Abyss to activate it's power. As long as you don't include any cards that require you to sacrifice a champion to the Abyss, this would be a perfect addition to any adventurer only deck and supports the adventurer theme well. Outside of an adventurer deck, you should never see or use this card.


Silversun

24/99

Cleric

9
AD&D

Silversun was driven insane in her quest for a balance between good and evil. If she attacks and wins a round of combat, the realm is razed, but she is discarded.


Silversun is an interesting card. Being a level 9 cleric, she is one of the most powerful clerics in the game, behind Nemon Hotep [NS-67], Jerome Kazinskaia [IQ-25], and many avatars. Her purely offensive power (she's just a random schmuck when defending) is a use it and lose it type power. If she wins when attacking a realm (note: attacking anywhere but a realm does not activate Silversun's power), she MUST be discarded and the realm razed (unless the realm negates her power, like Griff Mountains [DR-5], in which case her power doesn't activate at all). For an instant win deck (using cards like Dreaded Ghost [4th-246] or Blamblower [DL-56]) this can be very useful, getting spoils to hopefully get another realm. However, most decks like to keep high level champions in play, so a deck hoping to make maximal use of this card needs cards to bring her back from the discard pile, like Coming of the Pheonix [RR-56]. I'd only suggest using Silversun in a deck that focused on instant wins and has lots of other champions to fill in the gap when Silversun is discarded.


Jerome Kazinskaia

25/99

Cleric

10
Greyhawk

Jerome does not need permission to cast any cleric spell. During this players turn, Jerome may do one of the following: During phase 3, he may retrieve from his discard pile any non-undead/werebeast ally. Or, during phase 5, he may retrieve any one defensive cleric spell from the discard pile.


Jerome is an interesting card with many options available to him. The first line has the feature that he is immune to the power for the Arch-Druid [1st-189], allowing him to cast any spell he may normally do. This immunity also extends to putting the Talisman of the Beast [DR-75] and still be immune to the Lareth, King of Justice [DR-31]. This does not protect his wizard spells (if she attaches something like the Viperhand [1st-103]), as it specifies cleric spells. The second part of his power is a choice between two options each turn. For an ally deck, during phase 3 (including right when he is first played into the pool), he may retrieve an ally without either the undead or werebeast attribute. There are many good allies available for this and makes Jerome a good addition for any ally deck (or deck that uses a few good battle stopping allies). The other power can be even more useful, in that during phase 5 (after combat), he may retrieve a defensive cleric spell from the discard pile. Good examples spells to get include: Divine Intervention [DL-81] (to get both a champion and any ally), Thrice Heart Cup of Balder the Red [FRc1], Intercession [RR-48] (bluelined to defensive), Dispel [4th-400], Locate Object [4th-422], or Atonement [IQ-69]. Any deck that uses these often could do well carrying this card (and with Dispel there, many tournament decks should be expected to carry it).


The Grim Reaper

26/99

Monster

?

Ravenloft
Undead. The number of champions and allies currently in all discard piles and abyss's determines this champion's level.


As anyone could tell you, this could be a good card to slip into any deck (as it doesn't require any champion levels), especially ally decks, or those for multiplayer games. This card is similar to the Bottomless Horror [DU-54], whose level is the icon bonuses of all cards in someone's abyss, and Crawling Claws [NS-66], whose level is equal to the number of champions in your pool. However, The Grim Reaper surpasses them both. This card would be a good addition for many undead decks, or for large games. However, otherwise I might shy away from it, unless you are low on champions due to large level champions, because it only has a level and undead status. It has no special power aside from the level, which will only put only into avatar range (usually) in multiplayer games. Also, this card would be nice in a 75 or 110 card format, as those have more champions and allies usually, leading to even bigger totals in games. An interesting card, but only really shines in certain settings and times.


Aria Kyra

27/99

Hero

7

Dark Sun

Halfling. Can use thief skills. Champions of base level 6 or higher cannot defend against this champion.


Aria is a very interesting champion for a combat deck, or for a "kill 'em in the pool" deck. Able to prevent champions 6 or higher from combat often makes gathering spoils much easier. To make her even more strong, combo her with another card that restricts opponents from facting her, or specific instant win cards. Examples of these include the Heartwood Spear [1st-318], the Sword and Helm of Garion [TU-21], or, my favorite, the Sword of Sharpness [DU-64, which means only base champions base level 4 & 5 can oppose without instant death. Her level does usually give the opponent the opportunity to play the first card into battle, which is often telling, so her focus should be on winning battle before it has a chance to truly begin. The best ways to defeat Aria are all the standard champion slaying methods, as she has no immunity. Someone wanting to protect her would do well to use Dark Haven [4th-188], to both grant large immunities, and to lower her level to be able to throw the first card in combat. She would be a good choice for combat decks that focus on spoils, since high level champions can't even be sacrificed to her, as they can for the Living Wall [PO-58]. Defensively, she is a very poor champion, so a deck builder needs to include other defensive measures.


Sarana

28/99

Cleric

7

Greyhawk
Immune to offensive wizard spells. This champion can be sent to Limbo until the end of this player's next turn to prevent one non-event card from going to the Abyss.


Sarana is a very interesting counter card/champion. She may be sent to Limbo to prevent a card from going to the Abyss, and this could be very useful with cards like Estate Transferance [3rd-437], Mindkiller [TU-56], and Nobody Wins! [4th-490] seeing play often. The only ways to negate her power are events, such as Wrath of the Immortals [4th-157] or Unavailing Sacrifice [IQ-42], making her more useful. Therefore, Sarana could be a very useful, especially as she could be used more than once. However, since she is level 7, she might be tough to fit into most decks. Therefore, be careful when you work her into the deck that more focus theme cards can cover those levels.


Kiri Allavesse

Cleric

6

Greyhawk
Elf. Can cast wizard spells. If Kiri razes a realm, this player can choose to retrieve (and play) a non-realm card from his discard pile, instead of taking normal spoils.


At first glance, Kiri Allavesse is probably one of the few cards that I would consider dead-weight in this deck. The only place it would fit is in an all elf deck. Being able to cast wizard and cleric spells is nice, especially in the current tournament environment, but many champions can do that. Kiri's power could be useful in a deck with lots of powerful spells (like Disintegrate [1st-393]), but it requires Kiri to raze a realm. While not explicit, Kiri's power only works when she razes a realm in combat (because of the last clause of the text), so a key part of using her power is to allow her to raze a realm. Also, any power that would prevent Kiri from getting spoils (such as Stug [3rd-272]) prevents using her power, as her power can only happen if she would normally receive spoils. Kiri could be powerful if she used Johydee's Mask [1st-218] to imitate Tithian [1st-301] or Silversun [IQ-24] to insure a razing if she is victorious in her attack. However, without this combo, there is little reason to use her, as she has effectively no special power without razing a realm



Vargas

30/99

Cleric

5

Forgotten Realms

Dwarf. Earthwalker. Vargas is accompanied by an earthwalking earth elemental ally whose level is twice the number of unrazed realms in play. This ally is immune to the powers of flyers and all their attached cards.


Vargas is a nice addition to any dwarf or earthwalker based deck. Vargas is especially strong in large multiplayer games, as his ally is more powerful with more players (thus more unrazed realms in play). To protect this strong level support, a good attachment for Vargas would be Star Gem of Martek: Sapphire [RR-75], preventing the ally from being discarded. His immunity can also be very useful, as it goes beyond battle and into the pool (so Vargas's magic items are safe if the opponent's Wand of Telekinesis [DL-63] if it is attached to a flyer. While Vargas is not a ground shaking (so to speak) champion in the Spellfire game, he does help fill the gap in many theme decks.


Etarkine

31/99

Hero

1
AD&D

Adventurer. Halfling. Etarkine is immune to offensive magic items. Before combat, you must play "rock, paper, scissors" with the opponent. The winner wins the round of battle and the loser is discarded. If the game is a draw, the battle continues normally.


This is probably the most broken card in the entire Inquisition deck, and should be added to any deck with the card room (which isn't that difficult with the low level of 1). Being both an adventurer and a halfling, you can give Etarkine additional powers with cards such as Vitralis [4th-292] or the Shadow World [BR-72], fitting especially well into decks with those themes. Etarkine's power gives you a 33% chance to win any combat round, even one you should be automatically defeated, such as opposing the Living Scroll [2nd-408]. This is because Etarkine's power activates before combat, therefore before the rest of the order of activation, making it a very powerful defensive champion. The best way to deal with an opponent using Etarkine is to use "poison pill" type champions against her, such as Iuz [1st-167] or Auruk Draconian Lord [2nd-418], where you are ahead in levels in case of a tie. Aside from that, other methods of killing low level champions (like Death Fog [1st-391]) are also very effective against Etarkine. If at all possible, I'd suggest slipping this wonderful defensive champion into your deck. I'd avoid using Etarkine offensively, as you automatically start with a 33% chance of giving the opponent spoils.


Gib Ergo

32/99
Hero

10

Greyhawk
Immune to events. No spell may be cast at this champion or at any pool he currently occupies. This player must attack each turn (at least once), or raze one of his own realms.


This champion, named for Mike "The Ogre" Heubbe, is very strong, especially with lots of players and a very combat oriented deck. His power, preventing any spells (wizard or cleric) from being cast at him or his pool, is very strong, and is one of the few ways to protect yourself from Wish [4th-384], because Gib Ergo doesn't use immunity. It should be noted that if Gib Ergo goes into combat, his power no longer protects the pool because he is not "currently" occupying it. Gib Ergo also has the unique property that he requires you to attack each turn, but allows you to attack with any champion of your choosing. While the attacker from Gib Ergo's pool may not be grants Ergo's immunity (since it is not in the pool), there are many ways to satisfy Ergo's condition with little to no harm. Good attacking champions include Jamlin [NS-38], Ochimo [FR-95] or Seveia Shadowmaster [PO-14], as their loss would result in no loss of champion, and therefore, no granting of spoils. The best ways to negate Ergo's advantage is killing him in the pool, using the Scarlet Brotherhood [1st-135] or Death Field [DU-81], just remember that events and spells won't do the job. While Gib Ergo's high level makes him difficult to fit into a deck, particularly in he is meant only to sit in the pool, he will be worth it if you find the room.


Adamar Session

33/99

Hero

7

Forgotten Realms

Can use any cleric from any pool as an ally in battle. If victorious in combat, Adamar may retrieve one card from the owning player's discard pile or abyss. Both Adamar and the recovered card are then shuffled into the draw pile.


Adamar is very similar to other cards available, with a twist that makes him an interesting choice for a wide variety of decks. First off, one will find that there aren't that many good combat clerics, thus the first power isn't that great. After the round of combat, the cleric ally returns to the owner's pool unless destroyed during battle. The second power is a twist of a victory based power found now on many cards, such as Halcyon [1st-c16]. If victorious in any combat (regardless of how he got into that combat), the owning player (NOTE: Not the controlling player, but the owning player) can pick a card in the discard pile or abyss to get back to the deck. If a card is retrieved, it and Adamar both are shuffled into the owner's deck. Compared to Halcyon, it is an interesting connection. One could say that Halcyon is better because it retrieves a card from the discard pile into the hand, with Halcyon returning to the pool, helping card advantage. However, it could be said Adamar is better because he can get cards back from the Abyss (which Halcyon can't do, and can include unused events), but both cards go to the deck, hurting card advantage. I'll leave that choice up to the deck builder, but if you choose to use Adamar, remember not to attach long term magic items or artifacts to him, as they would be discarded when he gets shuffled back into the deck. The best combo with him is Blamblower [DL-56], as it is discarded to work, and would be discarded when Adamar retrieves a card. Also, note if he gets Halcyon (as she is a cleric), you may retrieve cards using both of their powers, as neither is required to be the champion (also making Adamar a great champion to borrow with another card's special powers).


The Devourer

34/99

AD&D

Monster

9
This champion must attack on the owning players’ turn or be sent to the abyss. It is immune to all cards that prevent attacks from occurring and the powers of all realms and holdings. If the Devourer wins a round of combat, the owning player may send one champion in any players’ pool to the abyss.


The Devourer is a champion very fitting for many combat decks. It must attack every turn or leave play for the Abyss, but it has the advantage that pretty much nothing can stop it from attacking. Being immune to realms and holding even lasts to outside combat, so the Devourer never has to be worried about the Horned Society [3rd-117] or having to discard for the Den of Thieves [NSc24]. Also, since immunity passes down, his allies also may attack regardless of realm of holding powers. Therefore, a good way to use the Devourer is to use it in an ally focused combat deck. These free attack powers works very nicely with his last power, in which winning a round of combat lets you send one champion in any player's pool to the Abyss. This can help you get rid of troubling pool champions, like Necba the Wrathmaker [DUc24] or Tasslehoff Burrfoot [DL-39]. This can be maximized by cards that let you attack multiple times, such as the Cloak of Displacement [BR-34]. It should be noted that this last power does not active if the opponent just lets you raze the realm (since there is no round of combat for the Devourer to win. However, the Devourer is not to hard to defend against. Instant win cards such as the Living Wall [PO-58], Lovely Colleen [1st-c22], or the Heartwood Spear [1st-318] mean this Devourer won't come to you, or it will give you free spoils. I'd consider this for any combat heavy deck with multi-purpose support cards (allies and magic items), but I'd shy away from using him in one-on-one games, as most decks have a way to instantly kill a monster in combat. In multiplayer, it shouldn't be hard to find at least on victim unprepared.


Ba'Thrang

Psionicist

6

Dark Sun

If this champion attacks a realm that has the capability to defend itself, he can psionically force the realm champion to defend against him in battle. (off)


This card has a very unique power, and it is a power that screams combo. There are lots of ways to effectively use this to gain spoils in a number of situations. First off, there are only a few ways of countering this card. The first and best is Ur Draxa [4th-32], which makes you and your champions immune to offensive psionic powers, meaning that realm champions are immune as well and therefore not forced to be used. The another way would be if the realm champion were immune to psionics, but as of this set, no realms exist with this power. Finally, Dispel Psionics [RR-17] can stop this power. The few ways of stopping Ba'Thrang make him powerful, as do his combo opportunities. The best way is to summon a instant-win champion to him (using things like the Helm of Teleportation [1st-219]), specifically Apocalypse [4th-343], who instantly defeats any realm champion. This can also be done using the Ego Coin [2nd-419] to attach Johdee's Mask [1st-218] or the Fang of Nosferatu [RV-70] to imitate the power. Other cards that are good single card combos include Sword of Sharpness [DU-64], Blamblower [DL-56], and the Sword and Helm of Garion [TUc21]. Definitely a good card for players who love combos.


Morgan Rynes

36/99

Regent

7
Birthright

May cast defensive cleric spells. After a winning a round of combat, Morgan may choose to show mercy upon the defeated champion, letting the champion return to his pool with all attached cards. Morgan then may draw one card for each card the goes back to the opponents pool (not as spoils).


This card is a very interesting card. First off, her ability to use blood abilities and defensive cleric spells is nice, especially as the best cleric spells are defensive (Dispel [4th-400], Intercession [RR-48], and Raise Dead [1st-358] are good examples). The intriguing power is her power of mercy. In most situations, it is not the best power to use when defending. It may let you draw lots of cards (especially in large deck, more battle oriented variants), but usually getting spoils is more important, in that it lets you possibly play another realm. However, this power really shines when Morgan attacks. Even if you let the champion back to their pool, it will not be able to participate in the same battle again. If it is a champion that saves itself (or will be saved by another card), such as Drizz't Do'Urden [1st-45], Ochimo [FR-95], or Jamlin [NS-36], there is no reason not to activate this power. The power doesn't specify that the power may only be used when the champion would go somewhere not the pool, so letting a champion retreat when it would ordinarily retreat is not that bad of an idea (except if it already has tons of allies you'd rather see discarded, as it is an all or nothing option). To decide if you want to Morgan, decide based upon your own play style if you would use her power often. If so, use her. If not, you can get a better level 7 regent able to use blood abilities.


Otiluke

37/99

Wizard

5

Greyhawk

Gains 4 levels after being declared as an attacker or defender. All spells cast by Otiluke with a numerical bonus are doubled in level. If Otiluke draws a wizard spell as spoils, he may cast that spell and then draw the next card as spoils also.


Otiluke is a great champion for a combat wizard deck. When defending or attacking a Greyhawk realm, he is one of very few champions who could stand against the Living Wall [PO-58] and be higher in initial adjusted level. The ability to double the icon level of any spell he casts is great, such as Prismatic Spray [AR-60] a +14, which is huge. His third power can be useful too, and can even chain, going on indefinitely until finding a non-spell spoils or drawing out the deck. This last power needs a few things to work completely though. First off, the spell must be castable from the pool, so a solely battle spell (such as the Prismatic Spray) won't active the power, but a good mixed spell such a Cone of Cold [4th-368] would work optimally for this kind of deck. Also, he must be the champion to earn the spoils, so it can only be planned for when you are pretty sure that the opponent does not have any champions left when attacking, or when defending a realm. Otiluke is a great battle mage, but a deck without a combat focus could find better uses for the champion levels.


Nystul

38/99

Greyhawk

Wizard

9

Once per turn, Nystul may cast a +7 Radiant Arch (4/off) into battle to aid another champion, discarding one ALREADY attached card of Nystul's choice. Nystul's ability at disguise allows him to ignore any cards that defeat or discard wizards.


Nystul is one of the most battle ready mages in Spellfire. Starting at level 9, few mages start higher. The +7 Radiant Arch is powerful, but can only be used to support another champion, not himself. The addition of destroying a card already in combat (most likely a magic item or artifact) makes it even better. The best way to deal with it is using a champion immune to offensive spells whenever you expect Nystul to meddle (The Winner's Cape [4th-520] or Codex of the Infinite Planes [1st-152] are very effective counters). Nystul's secondary power only works against cards that specify wizards. Right now, that only includes The Day That Will Live in Infamy [FRc10], The Elf Prince [3rd-440], and Goibhniu's Warhammer [TU-32]. Therefore, while the secondary power really isn't that strong, the primary power takes over. This card will be seen in many different tournament types and would be a good choice for any battle mage deck.


Jallazari Sallavarian

39/99

Greyhawk

Wizard

8
During combat over a Greyhawk realm, she may use any Greyhawk champion as an ally. Jallazari goes to limbo if defeated defending a Greyhawk realm, returning at the end of the owning players next turn.


Well, it should be clear that this card would only be regularly useful in a Greyhawk world deck. In combat in anything not a Greyhawk realm (including Dungeons or cards that cause combat outside the formation), Jallazari has no special power, being a random 8th level wizard. When attacking a Greyhawk realm, she can get any Greyhawk champion in play as her ally that returns after combat unless discarded from battle. This can be useful, as there are many Greyhawk champions that see regular play, but it still requires that your opponent puts a Greyhawk realm available to you (unless you are using UnderOerth [TU-3]). When defending a Greyhawk realm, she shines, being able to use a Greyhawk champion as an ally and return after losing battle against the attacker. However, there many champions with similar powers, and many magic items that grant similar powers (like the Ring of Regeneration [RV-58]) with fewer limitations. Overall, unless you are playing a Greyhawk world deck, and need another spellcaster, I would avoid using this card.


Treemon Crosse

40/99

Greyhawk

Wizard

8

Elf. Can use Hero unarmed combat cards and thief skills. Treemon, a master infiltrator, can always see any pool that is face down. Before battle as a defender only, Treemon can send the attacking champion back to its pool and choose a different champion to attack instead.


This is a very interesting card that work itself into many decks. First off, it is one of the highest level elf champions a person could find, therefore making it a good idea of a fun elf theme. Something that will make it better for most tournament quality decks is his ability to use many different kinds of support cards: wizard spells, UCC's, and thief skills (before IQ, only 3 champions could use both thief skills and wizard spells). Also add to this fact that he can see can see face down pools (such as those caused by Cyric [FR-92] and the Etherial Champion [4th-508]), and he can be an excellent sniper against the opponent's pool with spells like Wish [FR-42] or Otto's Irresistible Dance [RR-67]. Finally, she can be the ultimate defender. In any deck with instant defeat cards, she can be strong, in that she can stop an attacker. The obvious thing to use are instant defeat items (like Sword of Sharpness [DU-64]) or allies (like Nobel Djinni [1st-84]). However, this can be especially strong by either imitating other champions or pulling them into battle. Good example of this would be Helm of Teleportation [1st-219], Johdee's Mask [1st-218], or Drawmij's Beneficial Polymorph [DU-93]. This could be instant victory if a player has both the Living Wall [PO-58] and Bilago Lumen [PO-17] sitting in his pool ready, even if they can't come forward into combat. Anyway, this card will find itself into many different decks (both combat and non-combat decks), so one needs to know it well to defeat it's many uses.


Torgo, the Mad Scientist's Assistant

41/99

AD&D

Cleric

6

During phase 3, while this champion is in play, any two allies can be combined (levels added together) into a single monster champion. This champion keeps the powers of the allies as its own. Any champions formed this way stay in play even if Torgo leaves play.


This is very interesting, and seems like a combination of Gib Hcivonad [NSc19] and Strahd's Malefic Meld [RV-52]. This sets itself up very well for combos. A few include: Ninja [FR-70] & Galek [3rd-274], Assassins [1st-252] & The Starving Artist [3rd-439], Flesh Golem [RV-73] & Loup-Garou [RV-79], Flaming Fist [FR-65] & Dream Team [RRc1] (this one is especially bad with Kevin's Blade of Doom [3rd-206] attached), Skeletal Lord [4th-217] & Troglodyte [DU-46], and Clay Golem [4th-247] & Ki-Rin [4th-248]. Other allies that would be powerful in this situation include Nobel Djinni [1st-84], Intellect Devourer [3rd-86], Kank Lancers [3rd-255], Barbaric Allies [4th-512], Undead Dragonrider [DR-81], Chimera [DRc13], The Dreaded Ghost [4th-246], and Master Illithid [DU-53]. Immunities might also be useful, as using this card often doesn't help in terms of card advantage. While strong, I would only use this card in large deck formats in decks with tons of allies, as waiting for combos (which is what this card lends itself to) could delay a player from playing at their best.


Unavailing Sacrifice

42/99

Event

Play this event after a player has discarded or put a card into the abyss in order to perform or activate a special power. The power granted by the "discard" is wasted. (Harmful)


This silver bullet type card was made to nail some cards that can be very useful or powerful. Specific cards this even foils include Myrmidons [1st-61], Gatekeeper [3rd-422], Delsenora [1st-c10], Helm [FR-89], Yorgia Sandow [PO-10], Ellorelloran [TU-93], Manshoon of the Zhentarim [RRc6], Gib Kcir [RRc16], Bag of Holding [Ar-19], Well of Many Worlds [DR-77], and the Assassin's Guild [NS-14]. When used against many of these cards, this is a simple counter effect card, but sometimes it can be quite aggressive and annoying, like in the case of Myrmidons, or if used to make the discards for an avatar wasted. This is a very good card in many different situations, so you will find a use for it in most games, especially in tournament level matches. However, it won't be used in all matches, and in multiplayer games stopping one effect of one player just earns you an enemy. The use of this card is very much dependent on your style of play. If you want to focus on yourself and defense, there are good cards, but if you like meddling and annoying other players, this is definitely a card to add!


The Gathering

43/99

Event

When played, this player may search his deck for up to 10 levels of non-avatar champions (4 maximum) and place them in his hand. (Helpful)


This card is the key for many decks. Any deck that requires a non-avatar champion (under level 11) for a combo can use this card, being the ultimate search and recover card for champions. For instance, an annoyance deck might go get Hettman Tsurin, Marco Volo, and Necba the Wrathmaker. Adventurer decks could easily help their champions activate their powers requiring other adventurers in the pool. A magic item deck may require Chernevik [4th-347] to keep them safe. But best of all, the champions go to your hand, allowing you to keep them secret from your opponents when you play this card. Also, with a huge 4 champion limit, level 1 or 0 champions are easy to thrown in. A complete list of those champions are Living Scroll (0) [2nd-408], Gelatinous Cube (0) [3rd-421], Gatekeeper (1) [3rd-422], Lernaean Hydra (0) [DRc7], Orcus (0) [NS-44], Crawling Claws (1) [NS-66], and Mij Reltub, the Spellfire Oracle [IQ-14]. Also, remember the ? level champions count as zero, so one could get 4 Dragon Mountain Kobolds [IQ-20]. Finally, this card is perfect for an instant win deck. The ability to get the Living Wall [PO-58], Lovely Colleen [1st-c22], or even the Elf King [3rd-440] usually will earn you spoils and is worth this event slot to be used. Don't use this card having no idea what you might get, but if you have a plan, this card is one of the best for many different styles of deck.








Pangea Effect

44/99

Event

All dungeon cards in play move clockwise one player. Players may discard a wizard during their phase 3 to move them again in the same direction. This event remains in play until canceled. (Harmful)


When this event is finally canceled, unless it is one when the event is first played, the dungeons stay where they are moved to, making this an interesting permanent effect. This event is best used after someone has already disposed your dungeon, but the person to your right still has a dungeon (because that will be the one you get). Obviously, if you need your dungeon, or it tightly fits your theme (like Return of the Dwarven King [DU-26] or Enchanted Land [DU-15], you wouldn't want to use this card, but if you have a deck that doesn't fit any dungeon (like a normal undead deck), you can't lose by carrying this card). While I'm not sure I would recommend this for any specific deck (this on really is a case by case card), I am sure that it will show up in tournaments, so you need to know it is out there and has the potential to truly annoy you.


Dragons Turn the Tide

45/99

Event
If a dragon razes a realm though combat, that player's champion may immediately rebuild one of his own realms. This event lasts until the end of the event player's next turn. (Helpful)


This is another of the cards not worth the material it's printed on. Let me explain why: For a dragon deck to make it worth while, it needs to be more powerful than the standard: Spirit of the Land [1st-288]. Spirit unrazes any one realm (or at least that is the important part of the card). Therefore, for this card to be better, you need to unraze at least two realms. However, since it only lasts until the end of this player's next turn, you only get two attacks, so both must earn you spoils of victory against a realm. You can give yourself more chances for victories by extending this, by use of the spell Extension I [DU-91] (maybe even with Permanancy [IQ-78] cast on it) or by getting more phase 4's with the rule card Out of Phase [IQ-54]. With these adaptations, a combat heavy deck may be able to make this card worth it. However, a combat heavy deck isn't likely to get many of its realms razed, so you still could be limited by not having a decent situation. So, in 99% of decks out there, I would recommend not using this card. Otherwise, try to have fun with this one if fun games.


An Eye for an Eye!

46/99

Event
An opponent who just forced a discard of one (or more) of this players champions or realms, must now discard the same amount and same type as those discarded, chosen by this player. This card may not be duplicated, deflected, or canceled. (Harmful)


This event is for the players out there who are of the revenge school as opposed to prevention. If you lose one or more champions or realms, then you force the person who caused you to do that with a same effect with very little counter (only Enter Darkness Together [DUc10] stops this event). In most cases, this will just be used after you have been hit by a Wish [FR-46] or Estate Transferance [3rd-437] (yes, abyssalizing is covered by this event as well, but any discards from this event go to the discard pile), but there are a few situation where more cards can be forced out. For instance, if you were forced to discard a lot of champions and realms due to a Fates/ Sure Thing combo, this can destroy the person who pulled it off, making it almost an Apocalypse [IQ-47] situation. This is a good event as it can be used in any game (since it doesn't look at phases, you can even use it as a response to cards in battle. If you have the spare event slot, I would recommend this card for any deck.


The Apocalypse

47/99

Event
Each player chooses one of each card type that they have in play, if any. All other cards in play are discarded regardless of any special powers that they may have (including Chernivik). Players then reshuffle their hands, draw piles and discard piles into a new draw pile and draw 5 new cards. Cannot be canceled, calmed, duplicated, or EDT'd. (Harmful)

First off, it must be noted that the Ogre has added "Playable only once per game" to the card text. This is so the games don't last too long as all players carry a copy of this card and play it. Also, for those not in the loop, the "or EDT'd" refers to Enter Darkness Together [DUc10]. That said, it must be said that this is the most powerful event to hit the Spellfire scene, shooting down the evil Fates [BRc23] and the Horrible Tarrasque [FR-1]. This one card simply resets the game. Each player keeps one of each icon type in play (Champions, Artifacts, Magic Items, Allies, Realms, Holdings, Rule Cards, Dungeons, and each individual support card type), meaning that no one have more that 1 realm in play. All other cards anywhere except those in the Abyss and Void, are shuffled together into a new draw pile and a new hand is drawn. Since all drawing happens simultaneously, these card may not be Hijacked [DU-86]. Immunity is ignored with respect to this event, so coming out of it better than others is tough to do. The only ways to avoid this event is to delay it with Dispel Illusion [IQ-83] or destroy it from a player's hand before they have a chance to use it. This ultimate reset button can be good for any deck. The decks most likely hurt are speed decks that use lots events, as the Abyss/Void doesn't come back. I would recommend this card for any deck that is good, but sick of speed winning every game, using it to hammer people when they get ready to win. The biggest reason not to play it is the restriction to once per game, so if you draw it after it has been played, it's a dead card. However, in most cases, just having the option to push the reset button is worth that risk.

Update: This card has been adjusted in March of 2003 to only be playable if every player has gotten 3 realms into play at some time in the game. This means it can no longer just be a safety button for players just trying to win but found somebody faster. Instead, it is meant to be played only if one player jumps ahead of the other players. The only way a fast, but not fastest player can abuse this card is preventing the third player from gaining his third realm on the table (and if that energy is used that way, they aren't likely to knock back the leader and get victory).


A Good Defense

48/99

Event
This event cannot be used by a player with the Azure Tower of Onad the Fallen in play. All abilities and cards owned by this player are considered defensive (or helpful). This event lasts until negated. (Helpful)


This is one of the few good reasons to play the Purveyor of Events [DU-16]. This nice event can't be countered or negated with the Purveyor out, and that also works with any event played after it (including horrible ones like The Fates [BRc23] or Cataclysm! [1st-99]), as every event would be protected. It is for this reason that the Azure Tower [DU-24] was not allowed to be used with this card (as the Tower is one of the most picked dungeons ever used). However, the Purveyor had no reason to play without this card. This combo will make it into many decks in many different settings, and the only way to get rid of it is to go after the Dungeon. Should it be used in decks other than those with the Purveyor? Not likely, as it is too easy to counter to base a strategy upon it, except that it can sometimes be used to get around immunities (remember, unless the immunity specifically targets defensive cards, it only effects offensive cards). A good card to keep with this one is Karlott the Shaman [3rd-63], as it can get this event from the Abyss if someone discards it before you have a chance to draw and use it.


Cheat!!!

49/99

Event
The player of this event can choose one of the following 3 effects:

a) Draw 2 cards. (Helpful)

b) Look at all hands and discard 1 card from each (even his own). (Harmful)

c) All players may unraze one realm, then this player can unraze another of his choosing, but only if everyone unrazes a realm. (Helpful)


What makes good Spellfire cards is either extreme power or versatility, and this card definitely is versatile. However, this card trades away a lot of it's power to have that versatility. So lets look at each of those three powers. Power A lets you draw two cards, but that only gives you one card in terms of card advantage (you drew this card, meaning the first card you draw is just a replacement for putting this card in your deck). Only one card in advantage is not usually worth it, especially compared to other card drawing events. Power B lets you look at every hand and discard one from each. This is very similar to the card Discovery of Spellfire [2nd/401], but not as good, as it forces you to discard a card even from your own hand. So playing this card looses two cards in card advantage (Cheat!!! and the card you discard from yourself). This can be lessened by using this card only when it is your last card in your hand, but that's not that often. To balance the card lose, you need to discard two opponents cards. However, in a three or more player game, this splits even, as even if someone negates it with a Calm [1st/400] or Delsenora [1st/c10], it still is a card from advantage, so usually you'll get this back (plus, if someone negates it completely with a Limited Wish [FR-43] or Intercession [RR-48], you don't lose card advantage to that player as you lose one card (Cheat!!) and they lose one (the counter)). Finally, power C can be useful, but usually works like Safe Harbor! [1st/107]. Usually, one only carries realm rebuilders to win the game, and this card could allow a tie by allowing multiple players gets to 6 at the same time. The addition of a second realm could be useful, but only when each other player has a razed realm to unraze, and if every player decides to take advantage of the power (since it is optional). Overall, this card is the watered down version of other events with many options. You will see it in many tournament decks, as versatility is a prime thing experienced card players look for. However, I personally think this card gives up all power for that versatility, and while it'll never be a completely dead card in your hand, it won't be the power card to save your butt in a game.


Hall of King Snurre the Fire Giant

50/99

Dungeon

AD&D

All of this player's giants gain 4 levels. Allies of icon level +4 or less cannot be played against this player's giants.


Giants have been a theme that has needed a dungeon, however, this dungeon isn't worth it, even for an all giant deck. It gives all your giants +4 levels, but since to be truly significant the bonus usually needs to be +5, all this does is give the opponent the chance to play their cards into battle first, which can sometimes be all that is needed. Therefore, this bonus of levels does not make it worth playing. The second part of the power restricts allies of +4 or less from being played. While this does protect this player from some annoying allies (like Intellect Devourer [3rd/86], Loup-Garou [RV-79], and Noble Djinni [1st/86]), the most potent allies still can target you (like the Dreaded Ghost [4th/246] or the Master Illithid [DU-53]). While this dungeon gives a giant deck a few perks, Level the Playing Field [IQ-51], Song of the Dragonlance [DU-22], or even

Mausoleum of the Zombie Master are all better than this dungeon in most games except for the purest of fun settings.


Level Playing Field

51/99

Dungeon

AD&D

This player is not effected by any cards that cause instant defeats or by any cards that require permission to use cards.


This dungeon is much like Dungeon of the King [DU-2] which lets this player not ask for permission to use support cards. There is now no reason to ever play that card, as this one is clearly better. Firstly, this card broadly says any card that requires permission while Dungeon of the King lists each type of support card separately, so new card types can be protected as well. The other part that puts this card a step above if the first part, that makes this player immune to instant defeats. The definition of "instant defeats" is very important to the use of this card. The working definition is "a card played in phase 4 (in combat) that would cause a champion to be defeated or discarded from battle for any reason other than levels". This means that you can completely ignore any card that would instantly kill you, so it can be very dependent on timing of the play. For instance, say you are using Level the Playing Field and an adjusted level 8 champion, and the opponent plays a Dreaded Ghost [4th-246], which drains 9 levels and discards an opponent if reduced to 0 or below. Because the Dreaded Ghost would kill you, you ignore it completely (you don't get drained AND you ignore the allies level). Why does this work? Because the card says "not effected BY ANY CARDS that cause instant defeats...". Since it would cause an instant defeat, the card is completely ignored. However, if you were using, say, a adjusted level 14 champion, the Dreaded Ghost would drain the levels and give the +9 bonus to the opponent, because in that situation it is not a card that would cause instant defeats. This card can save you from many of the nastiest cards in the game, such a Loup-Garou [RV-79], Takhisis's Mirror of Underworld Minions [DL-15], Vorpal Blade [FR-56], Mindkiller [TU-56] (if cast in battle), or Wand of Orcus [AR-2]. The best way to deal with this is to play cards that restrict cards your opponent can play (anything that doesn't say permission) or cards that are high level that help insure battle. Examples include Tail Sweep [DR-91], Master Illithid [DU-53], and the always horrible Fighting Dirty! [DUc3]. This does not extend to cards you are playing. For instnace, if you are using the Ebony Cup of Fate [FR-c8], and are defeated when you find an artifact in the opponent's hand, you do lose. I'd recommend this for almost any deck expecting battle. I'd expect to see it in many tournament decks in coming years.


The Guild of Adventurers

52/99

Dungeon

AD&D

If this player has an adventurer discarded outside of combat, he may replace it by searching for any adventurer in his deck and put it into his pool.


This was a card badly needed; a dungeon for adventurers. Now the question is "is it better than other dungeons an adventurer deck might use?" This card doesn't provide your adventurers any protections against discard, but it might have an even better power. If one is discarded outside of battle (note: being sent to Limbo or the Abyss doesn't activate the dungeons power), you may search your deck for any adventurer in there. Some of the best adventurers to get might include Sharla [4th-290], Rumples [4th-297], Dearlyn Ambersong [DU-44], Etarkine [IQ-31], or Dor Amberglow [DUc25]. However, I think the best card to combine with this dungeon and should be the first to get would be Karistyne [IQ-23], as she prevents any adventurers from being sent to the Abyss, therefore making the dungeon more useful. Another card that would combine well with this dungeon would be spells or effects to bring champions back from the discard pile. That would stop almost anyone from going after your pool outside of combat. The best way to get around this dungeon is to kill champions in the pool during combat, using cards like Lyr of the Mists [PO-23] or Arrow of Slaying [4th-200]. This can also be abused, as the dungeon doesn't require the discard is caused by the opponent, so it can be used to bring out an avatar or feed a Bag of Holding [AR-28] (to get a replacement champion AND the BoH card). I think this is a very good dungeon that supports an adventurer theme.

Spite and Malice

53/99

Rule Card

When played, all players name one other card. The named cards have no special power while this rule card is in play.


First off, it has been officially noted that you can't say "Spite and Malice" for the card you want to negate, so you have to resort to standard methods to get rid of this rule card (other rule cards, Ellorelloran [TU-93], etc.). This card allows you negate the burr in your saddle (the card that causes you the most trouble). There are two philosophies about what cards to name. The simple method is just name the card that's causing you personally the most trouble in play. Common targets for this philosophy include the Etherial Champion [4th-508], Necba the Wrathmaker [DUc14], Mulmaster [1st-33] or even Blamblower [DL-56]. The other philosophy is to name a card you expect your opponent to play, but they haven't player or even drawn yet. This can include Caer Allison [FR-3], Caravan [1st-319], or even Estate Transference [3rd-437]. Personally, I can see both types used in different situations. For instance, if you are the first person to play your Caravan, then play Spite and Malice and name Caravan. If your opponent is running a copying theme, negate the copied cards. Copies will lose their powers because the copied card is still in play, but has no powers. This is not a bad card to carry in almost any deck, but a word of caution in using it; you opponents each get to name cards, so YOU need to make sure your deck doesn't run on a certain combo that is likely to be named. Opponents who are used to your deck will name your key cards, and your own rule card will work against you. Therefore, use this card in any deck that doesn't require any particular cards to work.


Out of Phase

54/99

Rule Card

(normal rule card text here) Each player may exchange up to 2 phases of his current turn (phases 1, 2, and/or 3 only) for an additional phase 4 for each phase given up. Each phase 4 ends when a spoils is drawn by the acting player, the attacking champion is defeated in combat, or card play causes the round of combat to end in a draw. Spoils are drawn normally during each phase 4.


For a combat based deck, this is wonderful. Rarely would a player skip phase 1 (drawing), but if the deck is a "Dori Deck" (running with only 8 or 9 realms), there is a decent chance not to have a realm, so you can spend the realm playing phase (2) in an attack, and possible skip phase 3 if there is nothing you want to do in the pool. Besides the normal phase 4, this could be three to four spoils, all playable. That's great! This would be particularly good in a deck with lots of combat magic items, or cards that let you use cards from the discard pile, so you can maintain the attack. Cards like this include: Skull of Fistandantilus [DLc10], Wyrm of Earthwalking [FRc17], Rod of 7 Parts, Part 7 [AR-27], Sword of the High King [Po-5], Staff of Conjuring [4th-165], Whip of Disarming [NS-48], Murlynd's Spoon [IQ-65], or the Clockwork Ogre [DU-71]. The standard methods of rule card removal are the best ways of dealing with this card, such as Genie Bottle [3rd-436] or Ellorelloran [TU-93]. I'd recommend this for any combat focused deck, especially in larger formats.



Tymora's Coin

55/99

Artifact

+3

Forgotten Realms

This player is immune to 'A Sure Thing' rule card. When forced to draw and discard noting the last digit, this player may look at his top 3 cards of his draw pile and choose which one to use.


This coins is a very interesting silver bullet. Silver bullets are cards that are meant to target a single card that is causing trouble, in this case, A Sure Thing [NS-74]. This player can not be affected by the rule card. In this case, it means that if a player plays Black Bess [FR-2], since this player is to be affected, a card must be drawn and discarded for its effect of you (all other players still get the Sure Thing effect. Therefore, if player C has the Coin, and player A attacks player B with a Vorpal Blade [FR-56] and Sure Thing in play, the combo has normal effect. The second part of the power lets you manipulate the draw and discard by looking at the top three cards. This can help in two ways. The first and most obvious is that you can choose the most advantageous of the card numbers for the situation. The other means you can look at the three cards and choose which one it would hurt you least to lose (I always believed that destroying a card before the opponent can draw it was a great side effect from the random cards). So, would I suggest using this card a lot? I'm really not sure. I can see many people carrying it so they are not stung by the vicious Sure Thing/Fates [BRc23] combo, but generally, I'm against single faceted silver bullet cards. Therefore, unless you strongly expect to see a Sure Thing deck, or have a fun random play deck in mind, I wouldn't use this card.


Staff of Mishakal

56/99

Artifact

+3

Dragonlance

Usable only by clerics of any world. During phase 5, if this champion did not attack, the staff resurrects one champion from either the Abyss to the discard pile, or from the discard pile to the draw pile, which is then reshuffled.


This artifact is interesting because it is the only artifact with a world other than AD&D that can be used by a champion of any world. My guess for the reasoning for this is that this way it can still be used by a Dragonlance world deck. This artifact is the only one that can bring champions out of the Abyss (though it only goes to the discard pile), or put a champion from your discard pile into the deck. Overall, this can be useful, but I'm not sure it's worth only being able to be used by clerics. The best use I can think of for this artifact is in combination with another card to get a card from the Abyss. For instance, attached to the Dragon Cultist [DRc9], you can get a dragon from the Abyss, then from the discard pile to the hand every turn. Or it can be combined with the spell Resurrection [FR-34] or event Coming of the Phoenix [RR-56] to get any champion from the Abyss directly into play. The use of putting a champion back into the deck should only be used if there are no champions in the Abyss (or the focus of your deck is in the discard pile), as the discard pile gets shuffled back if you go through the draw pile anyway. I'd use this only if you expect an opponent to send your champions to the Abyss and have enough clerics, or if you set it up as a combo card where you send your own champions to the Abyss.


The Shield Tree

57/99

Artifact

+6

Dragonlance

May only be attached to any Dragonlance realm. During this players phase 0, you MUST discard a champion or ally from your pool or hand or the Shield Tree is discarded. The attached realm and any champion defending this realm is immune to the special powers of all offensive cards.


This is an interesting, if extremely greedy, artifact. As Dragonlance realms still haven't got the bite other worlds have, right off the bat, I'd consider this artifact ONLY in a Dragonlance world deck. The cost required by the Shield Tree is very high, but at least can be fueled by cards that can't get in play because of the Rule of Cosmos. So there are two questions you have to ask anytime you have a card with a negative power; (1) Is this card worth the punishment I have to take to keep it in play, and (2) is it better than another card I could put in its place. Now, I must admit, it's got a great power. Besides being a tasty +6 which can be huge in many battles, any champion defending the realm, and the realm itself, are immune to all offensive cards. That is huge. It also means only allies, champion powers, or events can remove this card, so it'll last for a long time. The biggest problems with this card (besides the cost, which I would consider too much for any non-ally focused deck) is the the same set of problems for any realm artifact: it is only defensive and only helps defending one realm. Personally, I wouldn't use this very much because of these restrictions, but for an ally based Dragonlance world deck, this would be good. Otherwise, I'd replace it with a multi-use type card, like a strong magic item or a good ally.


Holy Symbol

58/99

Magic Item

+1
Usable only by any cleric. During combat, subtract the base level of this champion from the base level of any one undead in play. If the undead champion or ally drops below level 0 it is discarded. (Off)


This intriguing cleric-only magic item has many options open to it. At first glance, it looks the like reverse of the rule card Negative Planar Energy [NS-73], draining an opposing undead champion just like the undead would drain others. However, this item is much nastier than it looks. The key part is that you can drain levels from ANY undead in play, so it can target undead hiding in the pool (The Gatekeeper [3rd-421] is a particularly tasty looking target for this power) of your opponent, or even an undead champion belonging to a player not involved in the combat. To work, the item has to get into battle. Some champions are particularly nice to be combined with this card, including Klik-Ka'cha [AR-77], Halcyon [1st-c16], Verminaard the Dragonmaster [DR-42], Nemon Hotep [NS-67], Tyvorg the Frost Giant [DU-45], or any clerical avatar. It should also be noted that if not used right away, it can be used to get rid of an undead during battle, including an opposing ally before it takes effect. OR you can wait until you use another draining power, like the Amulet of Undead Aura [NS-9] or Sword of the High King [AR-5], then activate the Holy Symbol (which you can do because it's already in play) to finish the undead destruction. I would suggest using this in any combat deck that uses many clerics (granted, that's not a lot of decks, but I know there are a few out there...).


Monacle of Bagthalos

59/99

Artifact

+3
Forgotten Realms

No pool is considered hidden for this player. Any choices at a "face down" pool are made face up to this player. Once during each opposing players turn, this champion can halve the base level (round down) of any champion during a combat in which this player is not involved. (Off)"


This monacle is a very useful artifact. Its primary focus is to negate cards that hide the cards in the pool. Currently, that's just Cleric of Mask [3rd-70], Cyric [FR-92], and the Etherial Champion [4th-508], but the latter two often find their way into tournament decks. This is the only item with the power to pierce this veil of secrecy. This Forgotten Realms artifact is built to stay in the pool, so it is best to attach to champions not likely to go into combat or champions that uses support cards. Examples include Cyric himself, Marco Volo [1st-50], or Pelath the Bronze Dragon [DR-28]. The best reason to use this card (aside from knowing to avoid instant defeats hiding in the hidden pools) is to keep clear targets for support cards such as Drain Will [DU-75], Death Field [DU-81], or Death Spell [1st-392]. The secondary effect of the Monacle is also slightly interesting, though only effective in three or more player games. The ability to take away 1-6 levels (half of base level, on the average) can be crucial in a battle, and would a fun card in a team tournament. Also, for those who like to play politics, it can be a very useful tool to barter deal with other players. All in all, a pretty good card, but only if it fits your support cards (pool destruction) or if you love player politics.


The Tomes of Spellfire

60/99

AD&D

Artifact

+2

Usable by champions of any world. When the attached champion is victorious in a round of battle, this player may shuffle and cut any players draw pile, then look at the top three cards and remove one of them to the abyss. (Off)


The Tome is an interesting "improved victory" card. This artifact, useable by any champion, lets you send an opponent's card to the Abyss without the opponent have any chance to play it. Adding the shuffling effect is very important to stopping people from going after a certain card that the opponent moved to a place in their deck with cards like Runes of the Future [RRc13] or Rengarth Oracle [4th-503], but it also stops the effectiveness of those cards (as shuffling means the desired card is no longer where placed. The Tome is also one of the few cards that lets you shuffle any opponent's deck (most cause your opponent to shuffle their deck), and therefore is not a bad though if you have real worry that your opponent is cheating (though I find Spellfire players as a group rarely does that sort of thing). You can choose one of three cards after the cut to send to the Abyss, and this would be a great way to abyssalize more realms, especially if combine with other realms to the Abyss cards like Estate Transference [3rd-437], or the Espionage! [BR-18] / Three Card Monte [NS-27] combo. However, there is one large requirement to using this power; you have to win a round of combat. With only a negateable +2 bonus, you need to have very strong support cards to let you use the Tomes' power. Therefore, I'd only use this deck as the only "improved victory" card in a deck with some good instant defeat allies or spells, and only for the idea of abyssalizing realms (or key cards like A Sure Thing).


Wand of Enemy Detection

61/99

Magic Item

+2
In a combat round, this enchanted wand allows the attached champion to activate his powers and attachments first. (Def)


This is another of the cards that are out there that allow you to go first, ignoring the order of activation. It is important to remember that if multiple of them are in the same round, they cancel each other out and the attacker goes first. This can happen if both champions have a Wand of Enemy Detection. Other cards with similar effects include: Alertness [BR-35] and Improved Initiative [IQ-95]. This card is more useful than those cards as it is a general card that can be used by any champion. The +2 bonus is negateable most times, so only use this card for when activation order is important: instant defeat cards. It should be attached to champion with instant kill powers like the Living Wall [PO-58], Lovely Colleen [1st-c22], or the Living Scroll [2nd-408], or used in conjunction with an instant defeat item, like the Sword of Sharpness [DU-64], Tighmaevril Sword [BR-46], or the Vorpal Sword [FR-56]. Otherwise, the order of activation usually doesn't matter that much. Thus, I'd only use this deck with lots of instant win cards.


Scarab of Death

62/99

Magic Item

+2

When the attached champion is defeated, this magic item attaches to the opposing champion. That champion's player draws and discards a card, noting the cards last digit. The opposing champion is discarded to the abyss after that many turns (or immediately if the player doesn't or cannot draw and discard a card), unless he can discard the scarab. This magic item returns to the original owners discard pile when discarded. (Def)


This is one of the most intriguing "poison-pill" cards out there. Upon defeat, this magic item transfers to the winning champion to eventually discard the champion (depending on the discard, it could be immediate sending to the Abyss to happening in 9 turns, which is likely to be longer than the rest of the game). This questionable discard time is one of the things that makes this card questionable to put in a deck. Obviously, this card is better with a way to manipulate the discard, such as A Sure Thing [NS-74], but you shouldn't rely on combos like that, unless you're already focused around the Sure Thing theme. Champions to attach this card to include Iuz the Evil [1st-267], Gabrielle Aderre [RV-93], or Ochimo [FR-95]. This card is very similar to the Cursed Idol [RRc14], in that the level bonus actually boosts the champion it transfers to (making it higher) and that if it is transferred once, it can be transferred many times until it does its dirty work. Since usually there will be a time delay before the champion is discarded, it's easy to find a way to kill the champion early to avoid the Abyss, like bring out an avatar, powering a Labor of Legend [1st-108], or other useful idea. Unless used in a Sure Thing deck, or a large format poison pill deck, I would avoid playing this card.


Nosredna's Amulet

63/99
Magic Item

While this magic item is in play, no card maybe duplicated, copied, or imitated. (Def)


This card can definitely screw with opposing players. The biggest question is if it will be used. When in play, it stops all copying of powers or effects from any source. The top cards stopped by this card include the Bell of Might [FRc18], Onad the Weasel [ARc6], Hallucinatory Terrain [FR-42], Johydee's Mask [1st-217], Drawmij [AR-76], Staff of Mimicry [RV-61], Yorgia Sandow [PO-10], Quill Pen of the Planes [POc8], Drawmij's Beneficent Polymorph [DU-95], and Land of Legends [IQ-4]. Many of these cards have found their ways into tournaments. This is especially true of the magic items in the above list, as they tend to find their ways into many different themes, and the champion power copiers find their way into many speed themes, like the Mulmaster theme or Highmaster Illithios [DUc21] theme. The biggest problem with this card is that if your opponent doesn't use any copying, this is a wasted card, as it gives no other bonus. Therefore, if you are in an environment that allows sideboards, this would be an excellent addition to that, or against people who you expect to copy, this could really be useful. However, I personally wouldn't add this to a tournament deck as it's not too tough to get rid of (with things like the Wand of Telekinesis [DL-63]) and would just slow down the speed deck. This card slot might be better used for a counter card. Will this silver-bullet-type card kill copying? I don't think so, but it might slow it down. Since most copying comes from speed decks, they are likely to get their system going before this comes out. Aside from not being able to play these type of cards until the Amulet is discarded, there is still no reason not to play them.



Bandage

64/99

Magic Item

This magic item may also be played onto a champion that has just lost a combat for any reason. The attached champion goes back to its pool with all attachments (including allies). Then this magic item is discarded. (Def)

This can be a very useful card, but not the most unique we've ever seen. This card is truly not blockable by counter cards (just cards already in play that might restrict playing magic items, such as Flesh Golems [RV-73]), and it lets you save your defeated champion by attaching this item, then discarding it. The biggest twist to this card is the saving of all attachments, including any lasting support card, like allies. Plus, it is a counter card itself, so you don't have to play this card first. This makes it one of the most useful cards. This would be particularly good in large deck formats, where battle isn't usually decided by the first card into the round (could be especially nice if a Dragon Mountain Kobald/War Party Deck). So why don't I recommend this card for every deck? I feel the card slot might be more useful for a card to let you win the battle, not let you escape. Therefore, I recommend this deck for any defensive deck with low champion counts, or any deck that is sick of playing it's cool cards only to be killed by a cheap instant victory card.


Murlynd's Spoon

65/99

Magic Item

+10

This magic item cannot be discarded by an opponent, or by any card an opponent controls. (Def)


For any player interested in making sure they can win by levels, this is one of the greatest cards ever made (completely un-fitting with the D&D magic item, but still good). Ten levels can me the world in battle. While it isn't my style (I still believe restriction powers and instant wins are the most powerful type of attachments, but I can see this making it's way into many decks. This, attached to any cleric spellcaster, allows any deck to use the "quest" spells of the Underdark set that require high level casters. Ten levels that can not be removed by opponents (you can still sack it for something like a bag of holding or as a side product of any card you play) can often be too much for some decks to deal with. The only other items/artifacts with this kind of power boost are the Throne of the Gods [4th-460], Axe of the Dwarvish Lords [AR-2/4th-457], Hero's Chalice [FRc5], and the Winner's Cape [4th-520]. I'd recommend this for any deck that has multiple spells that are based on casting champions level or any raw battle deck.


Mystical Orb of the Black Eight

66/99

Artifact

+8

AD&D

Can be attached to any champion regardless of world restrictions. This artifact of random answers also gives an opposing champion a level bonus equal to the last digit of the last card played into battle, on either side. This power and the level bonus are defensive in nature.


This silly card inspired by the Magic 8 Ball toy is wasted card in most decks. It's effective bonus (it's level minus the opposing champion's boost from this artifact) goes from +8 (on a 0) to -1 (on a 9). Since you could just as easily us Throne of the Gods [4th/460] or even Muryland's Spoon [IQ-65], there is no reason to play with this card except to show that you like dumb cards. I challenge anyone to find me a truly valuable combination with this card.





Ogre's Horned Helm

67/99

Magic Item

+5

This magic item may be discarded from the hand or pool to cancel a just played counter effect card. This power even works on Enter Darkness Together, but then it goes to the abyss. (Def)


This is a very interesting new card. First off, it is the only way to cancel the effect of Enter Darkness Together [DUc10], something that has already won the hearts of many tournament players (it's better than choosing between canceling the target or ripping up the card). Next, being a magic item, you don't need to worry about what champions can use it. Heck, with being able to be discarded from hand, it can even be safe from a Wand of Telekinesis [DL-63]. The defensive +5 can also be useful in battles when you don't have a better card handy, making it one of the most useful counter cards available. The biggest question if your deck needs the countering ability. It cancels any counter card, whether that counter is stopping an event, spells, power, ability, or whatever. The decks that won't get much use out of it are defensive speed decks. Decks that focus around a support card (such as the Phase Out/Forbiddance/Permanancy theme) could use this to ensure their key cards get used. The other type would be a very offensive deck that focuses on winning by blowing apart the enemies. This would let your most destructive cards get through tough defenses. I can see this card showing up in lots of different tournament and vicious fun decks.


Orb of Delight

68/99

Magic Item

+6

During phase 3 or 5 (but not both in the same turn), this player can return to his hand from the discard pile any two non-undead allies.


For a combat based deck, this card could be extremely powerful. Similar to the Ghost Crystal [4th-168], this allows you to get allies back to your hand. However, the Ghost Crystal works only for undead allies, like the Dreaded Ghost [4th-246] and Ancient Dracolich [NS-81], and the Orb of Delight works only for non-undead allies. Some of the best allies to get with this card include: War Party [3rd], Intellect Devourer [4th-213], Assassins [4th-221], Flesh Golem [RV/4th], Brine Dragon [DL-69], Chimera [DRc13], and Master Illithid [DU-53]. There is also another great advantage of the orb; it can work in phase 5, after combat (The Ghost Crystal works only in phase 3), so you can return the allies that let you win the attack (or died in a feeble attack). This works very well in formats with large deck sizes, so allies are easier to fit in. It would also work well in any deck that uses some instant win allies. I highly recommend this card for any deck that has room an the allies to make it useful.


Atonement

69/99

Cleric Spell

Place this card and the caster into the abyss, then take any other card from your abyss and put it into play. (Def)


This card definitely has some uses, but most are very combo related. The only time to use to use this as a general card is when you know you are facing a deck focused on sending things to the abyss, especially realms. However, even this silver bullet type solution isn't a great one (though, since it doesn't list phase, one could in phase 1 or 2 realize they have no realm, and use this card to get a realm sent to the Abyss by an opponent's Estate Transference [3rd-437]). Therefore, the best combo to work for focuses around Gir Kcir [RRc16]. Many cards have been used to let a player use her power often, including copying cards, the Gatekeeper [3rd-426] and copiers, and the Ward of Freedom [4th-411]. This card could be used well in such a themed deck (usually to get back the Gatekeeper when the Abyss is full, so that the gatekeeper can get back the caster and all the other champions in there and get the whole cycle going again). Outside of these uses (or getting back a particularly important champion who was a target of a Mindkiller [TU-56] or Takhisis's Abyssal Gateway [DLc13]), I can think of no good reason to use this card.


Reincarnate

70/99

Wizard Spell

This spell returns any one non-avatar champion from your discard pile to your pool, but changes the icon of the returned champion to that other than the one shown on the card. The casting player chooses the new icon. The other abilities of the returned champion are unchanged.


This is a very useful spell. First off, it should be noted that this is a wizard spell, thus making this card useable with Reincarnate [FR-33], a cleric spell. This spell lets you return a champion in to play, much like Heal [RV-45], Resurrection [FR-34], and Coming of the Phoenix [RR-56], however this wizard spell also lets you grant that card a new ability. Now, this could be annoying for a wizard in a wizard spell deck, as they couldn't cast wizard spells any more, but could be VERY good for a deck that uses a sprinkling of other cards. If a deck just dabbles in spells, thief skills, or psionics (as many good decks have been known to do), the ability to bring back a combat focused card like the Living Wall [PO-58] or a pool only card like Hettman Tsurin [4th-257] to use those power cards could be VERY useful. Many cards exist to give champions ability to use a support card type, but few are general enough for a "mongrel" deck, and no others let you get a champion back at the same time. Therefore, I would recommend this card for any deck built around using powerful support cards where not every champion can use every card (or even decks where they use many champion types to use the same support card, like Wizard Spell decks that use other champion who say "may use wizard spells" in their powers).


Stoneskin

71/99

Wizard Spell

May be cast at any time to counter any just played unarmed combat card, and makes the champion immune to unarmed combat cards for the duration of that combat round.


While this is the only wizard spell that protects specifically against unarmed combat cards, it isn't that powerful. Currently, 3 cards exist that negate a UCC: Reversal [4th-435], Counter [4th-437], and Evade [DR-98]. All of these are usable by any champion, which by itself can make them more useful. Stoneskin's biggest advantage over these cards is that it protects you from any further UCCs for the round of battle. This could be useful for a spell deck (with Mulmaster [1st-33] to let you draw a card from this counter), but not in most tournaments. Typically, the only UCCs people see in tournaments, specifically 55-card environments, are Slap! [IQ-78], Fighting Dirty [DUc3], and SOMETIMES Breath Weapon III [DR-96]. Very rarely in a tournament would you see more than one of these used in a combat round, therefore making Reversal the card of choice. The times to use this card is in more fun settings where dragon, undead, and hero decks show up more often. In those cases, this card will see more use and be most effective.


Gen

72/99

Ally

+1

Can only be attached to a wizard, to whom it becomes a familiar. Once attached, Gen MAY search this players draw pile for any spell that can be cast during phase 4. The spell must be shown to all players. After retrieving the spell, the Gen is then shuffled back into the draw pile.


This is an interesting card for a wizard deck. First, it must be noted that it can only be used by a wizard, not just anyone able to cast wizard spells. That must be taken into account for deck building. Now, it can allow you to search your deck for a wizard or cleric (as it doesn't say only wizard spells) spell to be cast in battle. For the most part, you'd want to use it only to get a combat ending spell, including wall spells on defense, Wish, Mindkiller, Death Spell, or even Blink (Run away!). This can be a very useful ability, allowing you usually to win a round of combat. Optimally, it would work very well for a defensive spellslinger deck (IF it carries enough pure wizards). Since, as an ally, it can only be played in phase 4, it's familiar ability shouldn't matter, as it's shuffled in immediately after it retrieves a spell. Therefore, use this if you carry battle ending spells spells, but otherwise, an actual phase 4 spell or other combat card might fill it's slot better.

The King's Justice

73/99

Blood Ability

Lasts until dispelled. If a thief skill is used while this ability is in play, the thief using the skill is sent to limbo until this ability is dispelled.


This interesting power can shut a thief deck down completely. While it doesn't counter a Thief Skill as it's played, it requires a heavy price; a champion is consumed with each use. There are two important angles to look at this card. First is how to deal with it, and that's tough. Currently, very few cards exist to deal with this blood ability. The complete list is: Dispel [4th-400] (Cleric Spell), Wish [FR-46, 4th-384] (Wizard Spell, after play), and Slap! [IQ-84] (UCC, only as played). Realisticly, a thief deck should carry Slap!, but other than that, there is no defense against it without spells. Now, this is pretty nasty. The worst thief skills, like Con Game [DU-82] or Hijacking [DU-86] would be worth sacking a champion for in the best situations, but most other ones, especially the ones in combat, would be pointless to play. Therefore, any Birthright/Regent/Bllod Ability deck should carry this if they expect a heavy thief skill deck, but for the dabbler (carrying only the nastiest Thief Skills), this card only kills champions, which many other cards can do. Therefore, unless you expect a nasty thief deck, I wouldn't recommend carrying this card except for surprise value. That would answer the "Should I use this card?" question (question #2, referred to above).


Gate

74/99

Cleric Spell

The caster can use any champion (except an avatar) from another player's draw or discard pile as an ally for this round of combat. At the end of the round, this champion/ally is sent to Limbo until the end of the actual owner's next turn. (Off/4)


This is a very interesting card. You trade tomorrow for today. It lets you go through any ONE player's deck and discard pile, get to know what is coming, and pick a champion to help you win the battle. This is particularly useful against an opponent who likes instant win champions. Optimally, the best champion to get would be Headless Horseman [RV-88] while you attack. That is one of the few situations where you wouldn't be giving your opponent something. You see, that is why this card can be dangerous to use. Say you take the Living Wall [PO-58] and instantly destroy your opponent. However, at the end of your opponent's next turn, the Living Wall would be in their pool, and you have a new danger to deal with. This may end up being either a Resurrection or a Runes of the Future for your opponent, which can be very dangerous. so you need to decide if one battle is worth this danger. On the whole, this is a great late game card, where your opponent won't be able to use it against you, but probably poor if played early in the game. Therefore, I'd recommend in setting with larger decks, both to have more options and longer games, but not for the standard 55-card format. However, I can definitely see it showing up in a few decks that you come across.


Repentance

75/99

Cleric Spell

Can be cast at any time to negate a thief skill. If used on a just played thief skill, the thief attempting to use the skill is discarded. (Def)

This is another card in the growing area of thief skill counters, along with Alarm [NS-85], Double Cross [IQ-77], and Slap! [IQ-78]. However, this defensive cleric spell has a few differences. It can cancel a long standing power after it's been in effect (which Double Cross and Slap! don't do). Also, it has the rare privilege to be able to discard a champion while being a defensive card. Of all the specifically thief skill counters, this one is the best, as it not only stops the skill, but, catching the thief red handed, discards the user. This type of ability is unmatched in the other fields, and really gives cleric spells a little bite. True, you can't kill a thief out right, but have to wait for them to commit the crime. However, who hasn't wanted to kill the bugger that sent the evil Con Game [DU-82] their way. Therefore, if you play in a setting that often have thief skills, this is a card to carry if you've even got just a few possible casters. In tournaments, it's not a bad card to carry, but usually you need a spell that is more useful, like Slap!. However, if Spellfire had card reserves to switch cards in or out, it would be a decent reserve to have.


Time Travel

76/99

Psionic Power Card

This player can take another turn after his current turn is finished, starting with his phase 3 (skipping phases, 0, 1, and 2). This card is placed in the Void after its successful use. If canceled, it goes to the discard pile. (Def/5)


For a battle intensive deck, this is a great card. This extra turn may not be a full turn, but it allows extra phase three powers and spells (this also may be good if used in a Mulmaster deck that has phase 3 and 4 spells). Giving you another phase 3, 4, and 5 can be very useful, but the best reason to do that is if you draw more cards in those phases (thus not having a chance to play those cards into play). Phase 3 will only matter for those extra cards, or for preparing for your next battle. Battle decks obviously get the most use, as it allows you to take advantage of an opponent you just beat to attack while they are down, or work your way through a tough surprise defense. The best kind of deck to use it with is a psionic power intensive deck with a Highmaster Illithios [DUc21], so that you can get another card from the power that can be played in your new phase 3. Only one other card lets you have more than one battle per turn; Out of Phase [IQ-54], which works well with this power. Other cards that combos well with this card is the Orb of Delight [IQ-68] and the Ghost Crystal [4th-168], both of which let you get back allies in phase 3, to battle again. Similar cards would work well also.


Double Cross

77/99

Thief Skill

Usable by any champion. Play in response to another offensive thief skill to turn that skill back upon the original player.


This can be a very useful card in some games, and a very wasted one in others, as is the way with most counter cards in Spellfire. If an opponent uses thief skills heavily, or just enough for the big ones like Hijacking or Con Game [both from Dungeons], this can save your life (though against Hijacking this isn't the best). However, in most games, it will just sit their in your hand while more useful ones like Slap! [IQ-78]. Generally, very specific cards shouldn't be played, as good generalist cards seemed to be used very often (like Wish [FR-46] or Dispel [4th-400]). This is usually the best advice, especially since this counter requires you use thief skills as well. So unless you're sure your regular opponents will be using thieves, this is just another wasted card. BTW, in response to questions, you can't Double Cross a Double Cross since DC is a defensive skill.


Slap!

78/99

Unarmed Combat Card

Usable by non-spell casting champions. This maneuver disrupts the concentration of any champion, canceling the effects of a just played spell, blood ability, psionic power, or thief skill.


This is my personal pick for the best card in the set! Even the most spell focused deck carries a nice champion for another purpose, even if it's just a Living Wall for defense, Necba for taunting opponents, or Lernaean Hydra for a champion that costs no levels for deck building. Therefore, more often than not, a player has enough champions to validate having this counter in the deck. It's ability to counter practically any type of support card can be invaluable to stop the most deadly cards in the game, including Estate Transference [3rd-437], Death Field [DU-81], Psionic Disintegration [DU-73], or Con Game [DU-82]. The only major support cards not stopped by this UCC are events (which are usually separate), UCC's (very few of which are used outside of battle), and allies (ditto). The only similar card is Dispel (4th-400), and it has two significant problems. One, it doesn't stop thief skills, which means you need to carry another method to stop the most nasty cards like Con Game or Hijacking [DU-86], such as Alarm [NS-85] or King's Justice [IQ-73]. The other problem is that it is a spell, and there are tons of ways of dealing with spells. Stopping unarmed combat cards, especially outside of combat, is much harder (the only counters I can think of are Reversal [4th-435], Counter [4th-437], Evade [DR-98], and Stoneskin [IQ-71],. all of which only stop UCC's) . Therefore, this card will find uses against practically any deck and users in almost any deck. Thus, I rate it the most useful card in Inquisition!


Permanency

79/99

Wizard Spell

Cast this spell on a spell with a stated duration, which then becomes permanent. The original spell cannot be dispelled until this spell is dispelled. Permanency can always be dispelled, regardless of special powers. The caster of this spell cannot be used again until the end of the owning players next turn. (Def)


In a defensive spell deck, this card can be a true terror to a deck not carrying enough counters. Of the spells with lasting durations, some stand out well for this theme, including Wall of Fog [1st/4th 371], Forbiddance [ARc11] (it doesn't say it only affects wizard spells), Phase Out [PO-51], Guardian Mist [NS-84], or City Shield [DU-92] . Other interesting uses that can be fun include targeting Quest [FR-31] (only champions below level 5 can attack for the game?!?), Zone of Truth [FR-38], Mind Fog [TU-44], Blight [BR-51], Divine Assistance [DU-99], or Enthrall [4th-419] (this is for the truly evil). The best way to deal with this defensive kind of play is to play cards that destroy all spells in play (various rule cards or events, like Nullification [PO]).


Contingency

80/99

Wizard Spell

When this spell is cast, this champion can retrieve any spell that can be cast in phase 4 and place it underneath the retrieving champion. When he enters a round of combat, this spell is considered cast before combat begins. (Def)


This card can be very useful, especially in a defensive wizard deck. It is easy to set up with a spell that lets you win as a defender, even if it looks like you'd be meeting an ugly end. Good examples would include Banishment [1st-398], Unnerving Aura [DL-69], Mindkiller [TU-56] (it doesn't say it only gets a wizard spell), or any wall spell. This nasty treat that goes before the order of activation makes a nice treat against anyone trying to get a quick victory with a Headless Horseman [RV-88]. Also, since the card doesn't state where it "retrieves" the card from, you can use it to get it from your deck, hand, or discard pile (or even the Abyss!), so it can be a nice recycling card. However, there is some risk in this card. If it is dispelled or negated, you lose both it and the retrieved spell, wasting a card away from card advantage. All in all, I would use this in a defensive spell/Mulmaster type deck (casting this spell in phase 3, as it is supposed to be, allows Mulmaster [1st-33] to activate) and maybe with a set combo. However, outside of that setting, this isn't that great of a card.


Tankity-Tankity-Tank

81/99

Unarmed Combat Card

Usable by any champion of level base level 7 or higher. This card allows the using champion (if victorious in this round of combat) to steam-roll over the defeated champion to raze the attacked realm. (Def)


This oddly-named UCC is meant to refer to the heavily armored fighter almost every party of adventurers has. Assuming that it has to be used in phase 4, this card can be very useful in many situations. The best time to use it for situations where you are likely to get an instant defeat, but if you do that, you can't use it in battle then because the battle is over. Therefore, the best time to use it is with support cards likely to end the battle quickly. To make sure you get to that point, it's a good idea to have a champion who will get a chance to play it; remember that if you start with a high level champion, you probably won't play the first card into battle. Therefore, champions with good immunity sets work well here, such as Erital Kaan-Ipzirel [AR-81], The Gorgon [BR-64], or Gib Ergo [IQ-32]. Good follow-ups after this card to end battle quickly include Mindkiller [TU-56], Level Drain [NS-97], The Dreaded Ghost [4th-246], or any of the many killing events. This card can work very well in any deck that focuses on instant kill support cards and big champions, as it requires no special champion type to play (like Fighting Dirty! [DUc3]


Imaginary Friend

82/99

Wizard Spell

+?

This spell creates an ally equal to the base level of the casting champion. This ally may not be stolen or discarded by any means. The ally stays with the champion until dispelled or until the champion is discarded. (Def 3/4)


This improved version of Find Familiar [FR-40] will usually grant a spellcaster a bonus of 5 to 9 levels until they are discarded. This ability can be useful, and can give you something to discard to a Blamblower [DL-56] (while Blamblower can't force the ally to be discarded, the owner CAN choose to discard it to satisfy the evil gnomish invention). However, I'm still firmly in the belief that card powers, not levels, win battles. Therefore, I can't recommend this card to most decks, as higher levels and better powers can be found in other allies or wizard spells. The best use of this card is with a high level caster, such as Lareth, King of Justice [DR] or an avatar champion.


Dispel Illusion

83/99

Wizard Spell

This spell may be cast at any time. This spell prevents a card from being played (return it to the players hand). The card is considered to have been "not played", and cannot be played again until that players next turn. (Off)


This counter card is a great one, adding to the power of wizard spells. Being able to put off the card an opponent gives you time to find counters to it, destroy it in the hand, or even prolong the game (by preventing the sixth realm from being played). To me, this can be the best use, but it basically lets you counter ANY card. This is a great power. Even if it only stalls the target from playing the card until later in the game, it can stop any game killing combo (like Sure Thing/The Fates) and give you a chance to think. This card can be especially potent if combined with cards that discard from your opponent's hands, such as Discovery of Spellfire (2nd/401), Rings of All Seeing (4th), or even Hornung's Guess (TU-37). I'd recommend this for any deck that can find enough casters, as it has game changing power. While it may not fully destroy the card of an opponent, it is the next best thing.


Curse

84/99

Cleric Spell

This spell causes a magic item or artifact to be cursed. The cursed item no longer has any special powers and any level bonus granted by it is now subtracted from the champion's base level. Any champion reduced to 0 or below are discarded. (Off 3/4)


This offensive spell is unique in that it targets an item or artifact without discarding it. However, negating an item like this is the weakest use of this card. The best is to discard a champion or reduce base level to force the discard via another card's power. While it can be annoying in battle, it should only be used in a cleric spell focus deck. There are far better ways to discard champion (the best being Mindkiller [TU-56]), so I wouldn't recommend this most times. However, cleric decks of more than 55 cards would probably be the best time.


I Know What You are Thinking!!!

85/99

Psionic Power Card

While this power is in play, all opponents must now play with their hands face up on the table. This power lasts until negated.


Before this card, the closest cards to this was Zone of Truth [FR-38] and Plentiful Psionics [AR-31], being the only card that lets you look at multiple people's hands. However, this is the only one that means you don't have to reveal your cards as well. This is a very useful card, and able to be put into play from the pool, allowing it to be used when you only have a few psionic champions in play. Combined with cards that let you remove cards from hands (like Ninjas [FR-70] or Rings of All Seeing [4th]), you can effectively neuter opponents during your turn, so that you can do whatever your evil plans are (nasty spells are prepared by discarding counters, attacks prepared killing support cards, etc). There is little reason not to use this card, however, one of them is the best counter to this card: Handmine (DUc16). This event, when in any player's hand (or drawn while I Know What You are Thinking!!! is in play) can counter this card, destroying the offender's hand in the process. That is by far the best defense against IKWYaT!!!. However, this is also only a one time thing, and therefore might not be what you want to use, especially if you have plans for those very valuable event slots. The Herald of Mei Lung [NS-54] is not the best defense, but it does help against cards comboed with IKWYaT, as it prevents cards from being discarded from your exposed hand (it doesn't actually prevent someone from looking at your hand). All in all, IKWYaT is a solid card that will find itself into many tournament decks and decks of all shapes and sizes. It should also note that if multiple copies of this card are in play (via multiple players), all hands are face up, as the power doesn't give your hand any special protection, just doesn't affect the users hand.


White Dragon

86/99

Ally

+7

Dragon. Flyer. Can use dragon unarmed combat cards. This ally's breath weapon, a cone of cold, causes all magic items currently in the battle to break and be discarded.


This ally can be very useful in some decks, but not the most powerful card ever created. Being a dragon and a flier, it fits well into decks of either theme, being the second highest level dragon ally (behind the Ancient Dracolich [NS-81]). Granting the ability to play dragon UCC's is only matched by a few cards (including the Gauntlets of Combat [DR-74] and Dragonne [DR-82]). However, in most decks where this would be very useful have mostly dragon champions already (however, if the champion can't play them because of another card, it can be useful). The best card to combo with it is a champion that is good for a dragon deck like Verminaard the Dragonmaster [DR-42] and then using the most powerful dragon UCC's, like Breath Weapon III [DR96] or Tail Sweep [DR-92]. The White Dragon's last power (that of destroying magic items already in battle to be destroyed) can be very useful, but for the best impact, it should be saved for then end of a battle. That, in addition to it's level (a meaty +7), can often win a battle. All in all, this is a good card for a theme deck, or one that uses a smattering of dragon cards to enable good combos.


Soth's Steed

87/99

Ally

+8

Dragonlance

Undead. Flyer. May breathe fire to discard one ally or magic item of +5 or less currently in combat. If played with Lord Soth, this ally doubles in level and cannot be discarded or forced to switch sides, returning to the pool with Lord Soth at the end of combat.


This ally can be very useful. First, it has a nice +8 bonus, which makes it the second highest level undead ally out there (the first being Ancient Dracolich (Nightstalkers)), making it a great choice for a undead deck. It's flying ability also makes it very useful. The ally and magic item destroying power is only effective when it is first played, so optimal use would be a few cards into combat to get rid of a choice one. However, to get the greatest use of this ally, you need to have Soth. Lord Soth (RV-99) was bluelined as undead, so both of these cards fit into the same deck well. The +16 bonus with Soth is huge, especially as it can destroy an ally or item in every battle (the best way to attack a player with a Blamblower in his pool). Now, I'm not a big believer in combos, so I'd only put this in a themed undead deck in the 75 or 110 card categories so it could gain from all the multipliers you can give to undead allies. I'd also keep Soth around to deal with a few DL dragons (Soth's power), so the combo could come up. However, aside from this and fun play, I wouldn't recommend this card.


Mimic

88/99

Ally

+?

During combat, this ally can copy any one magical item or artifact attached to the opposing champion.


This card can be very useful, but there are many times it won't help. The most potent items to copy would be the ones to instantly win battles, but most of those have discarded your champion already, such as a Blamblower. The most likely cards to copy and get strong value would include the Winner's Cape (4th-520), Vorpal Sword (FR), or any item the opponent stole from you. However, this card does have one major heel. The opponent must play a magic item or artifact into the battle, or even have a battle worthy. Many decks these days are pure outside of combat use, such as the Rings of All Seeing (4th), the Dragonfont (ARc20), or the Bag of Beans (NSc18). However, in fun play, this card will usually be useful. Note, it can choose to play this ally before it has something to copy, but it won't help until one is played against it. Therefore, usually it is a bad idea to play it before your opponent plays one.


Mina's Knights

89/99

Ally

+5

May play hero unarmed combat cards. If played with a cleric, this ally cannot be forced to switch sides and are only discarded if the cleric is discarded also.


Cards like this are good for decks that use multiple types of support cards, in this case clerics (spells) and heroes (UUCs). However, to tell the truth, I'm not a big supporter of decks built this way for any format smaller that 110-card decks. Therefore, this card will see some useful play in fun games, but very few in tournaments. However, a +5 bonus that may last for multiple battles (if played with a cleric, it's there until the cleric is discarded from play) could be very useful, especially when used with a champion with many immunities (so that first card played in battle is less likely to be lethal). Examples would include Nemon Hotep (Nightstalkers), Adon (Forgotten Realms/4th ed.) and Shayira (4th ed). I'd include Erital Kaan-Ipzirel (AR 81) in this list too, but her escaping power would get rid of the ally (activating is a choice, thus the Knights' power has no effect).


Stool Pigeon

90/99

Ally

+1
When played in combat, an opposing thief champion is defeated and sent to the abyss.


In most 55 card tournaments, it seems most people are obsessed with instant kill cards. This is one making it at least a thought for a tourney deck, or at least for a bigger deck battle (like 75 or 110 card settings). Plus, the addition of sending that champion to the Abyss is very nice. However, thieves are not the most combative class of champions usually. It's their assisting cards that makes them so nasty. While I could definitely see this card having a place in a deck focused on attacking champions in the pool (using cards like the Arena of Dori the Barbarian or Drow Throne), I'm not sure I would put it in most tourney decks. It would definitely see more use in fun games, except people tend to target players who win using just instant killers by just blowing up their realms. Plus, this card is useless against a non-thief (+1 bonus is practically nothing). Overall, unless you've got a great stategy to just attack specific champions, I wouldn't use this card in most games.


Gloomwing

91/99

Ally

+3
Flyer. Because of its shimmering markings, an opposing champion is confused and loses the use any special abilities and its icon ability during this round of combat.


I can see where this card could be truly evil. Powers are the main reasons to choose your champions, and stripping those of people in combat (including immunity nasties, like the Etherial Champion or Lareth, King of Justice) could be very useful to clear the way for your own nasty cards. That is the only reason to choose this card (a +3 bonus is usually not that significant in a battle). If you are playing a primarily defensive deck with no instant kills, DON'T choose this card, as it will not stop instant kills against you by the Order of Activation. You would want cards that end combat quickly, and this one by itself won't do that. However, if you are a battle focused deck annoyed at how restrictions in play and immunities block your every turn, this card is definitely for you. Overall, this is great for an offensive deck (especially with it's flying subability), for not a keeper for a solid defensive deck.

Knights of Neraka

92/99

Ally

+?

Dragonlance

This army is equal in level to the attached champion's base level.


This ally can have few big bonuses. For the most part, unless this card is played with an avatar, this card will have a bonus of +3 to +9. However, there are lots of cards that can do that, and even more that double total level (like Complete Surprise or Mirror Image), so why play this card? The only reason that I can come up with is to use it with the event Morgian, God of Disease, Strikes (DL-95). That's why it is a Dragonlance ally. However, this one combo does not an evil card make, and therefore there are much better allies to use.

Improved Initiative

93/99

Thief Skill

+5

Play this card when both attacker and defender have been chosen. The player of this card activates all of their cards first. (Def/4)


This is another primarily defensive thief skill. The main reason to use it to avoid an attacker's instant defeat, or have an instant defeat in before the attacker's nastiness. However, aside from cool attachments, not many thieves have instant defeat powers. However, combine with attachments such as Vorpal Blade, Wand of Orcus, or the always nasty Blamblower, this card could give the heaviest loaded attacker a horrible surprise. This gives a defensive thief deck a nice option. However, it can also give the strong offensive thief deck a way to steal back initiative to the attacker. If two cards both sieze intitive, then they negate each other and you go back to the original order of activation. Therefore, this could be a boon for an attacking deck. Plus, the +5 bonus is significant for battle. Overall, good for a thief deck (for either offensive or defensive) and for a deck with lots of instant win attachments, but otherwise it's not a great card. Since the user must be a thief, it's best with fighting thieves, like the Guildmaster (NS-28) or Jacqueline Reneir (NS-32).


Hostage

94/99

Thief Skill

Play on any champion in any opponent's pool before a defender is chosen. If the attacker doesn't halt the attack, the hostage is sent to the discard pile. (Off/4)


This card is a very interesting Thief Skill, in that it is an almost entirely defensive card, while most thief skills are about either gaining a skill or hamstringing an opponent. In this one, after an attacker has declared the attacker, any user of thief skills and targets a champion in the opponent's pool. Usually the target is either (1) another truly deadly attacker, or more likely (2) a champion that never goes into battle because of their value in the pool (like Necba, Hettman, or others). This could often be a means to get an attacker to call off an attack and end a battle. Halting calls back the champion to the pool and fully ends the battle (no more rounds of battle are allowed). As nice as it is, I would only play this card in a thief focused deck that was focused on speed. However, it might be useful to most decks in the setting you play in is very combat oriented, and your deck is a speed, defensive focused deck. One needs to look at their home environment to decide if you need it. I usually thrive in combat, so I wouldn't play it, and most often wouldn't care if I lost the attack. The times it'll be the most effective is against a person who just goes for combat's where spoils seem guaranteed (like a really built up Tithian or Living Wall attacking).



Mercenaries

95/99

Ally

+9

One card from this player's hand must be discarded to purchase the service of the mercenaries. When played, the player can choose any one type of support card that can be played by them.


Not many Spellfire cards have a cost, so ones that do need to be examine carefully. This one forces you to discard any card (your choice) from your hand. That means that this card needs to be worth two cards to play it for you. The +9 is great and significant, and the ability to use any one support type you didn't already have access to is nice, but most decks won't need this. Unless you are going with a complete mongrel theme (only the most powerful cards of all types), this one shouldn't be needed. The best use for this one is actually in Sealed deck competitions (ironic, ain't it?), as you often need to use cards you can't always count on using, and often have something else you can discard. Other than those types of situations, I don't think a good, focused theme deck should ever need this card.


Entrapment

96/99

Thief Skill

Play at any time to cancel a just played thief skill and send its user to the discard pile. (def) Can be played during phase 3 or 5 to send one thief champion to Limbo. (Off)


One thing that every Spellfire master loves is a good multipurpose card. This one has a few nice ones. First of, the ability to negate a thief skill as it's played is very important, especially against skills like Con Game or Hijacking. However, not that many decks carry Thief Skills, and those that dabble usually only card those two, so this card wouldn't always get used every game. The other use does seem to make it worth it, as you can temporarily get rid of a thief in any pool, which can be very useful. The best use of this card would be if you have a thief to bring into play, but can't due to the Rule of Cosmos. While there are few champions immune to offensive thief skills, since you can only use it against thieves, it can be limiting. In tournaments, the most common targets you would find are Necba the Wrathmaker, The Guildmaster, and Gib Retlub. If you are working with a major thief concept, this isn't a bad to carry, or if you are carrying only a few key ones to your deck, it's pretty decent. However, I wouldn't recommend this to most decks.


Behir

97/99

Ally

+10

Earthwalker. During combat, this ally can release a bolt of lightning that renders the opposing champions magical items powerless for this round of combat.


Starting at a +10, this puts the Behir into a presigous class of highest level ally, tied with the Dream Team (RRc-1). Not only that, but it also has the Earthwalking ability (very important for a deck focused on attacking) and can negate magic items. The key part to remember about the last part of the Behir's power is that in only effect magic items that are in play when it activates it's lightning power (note: this power can be held for a vicious late round magic item). The +10 should put you ahead in levels, so wait until another item hits the table before you have the Behir "light" it up. With good timing, this card could be a worth edition to any combat deck, or might even be really good defensively.


Claws of the Wolf

98/99

Blood Ability

+4
Stays with the champion until dispelled or the champion is defeated. This champion can discard one opposing ally of level 7 or less. (Off /3/4)


This blood ability has a lot in common with another Blood Ability: Animal Affinity (BR-36). Both grant a +4 (AA with a non-removable ally) that stays until removed. The advantage in this card is that it can once in the game discard one opposing ally from the game (making it a better choice than AA). However, since that power only works once (otherwise it would say it works every battle), it's still not a great card, as one doesn't know if the opponent is using allies or even low enough level ones.


A Piece of the Action

99/99

Thief Skill

Play only when another player is to draw a spoils of victory. That player must draw and discard his spoils, while this player draws a card showing it to all players. If it is a realm card, it is sent to the Abyss. Otherwise it may be played just like a spoils of victory.


This is an interesting card for those interested in using thief skills. When an opponent razes a realm (or does something else to earn a spoils of victory), you may force that person to discard that spoils (note: a person can't just wait to see if the spoils is played and THEN use the card; using this card happens just as the spoils is drawn and before it is played). This can be powerful, but there are lots of cards to discard cards from hand or play. Killing one isn't a huge deal (aside from angering whoever just got hit by this card).
It also lets you draw a spoils of victory. However, if it is a realm, it is sent to the Abyss. This prevent people from stealing spoils like they can with the Noble Outlaw. The chance of losing one of the few realms in your deck to the Abyss, especially when many good combos can send many more realms to the Abyss is a huge danger and may just be doing your opponents' work for them. All in all, this is too much risk for just one cards in card advantage (1 they discard and 1 you draw, but minus this one card).


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