Millenium


Duergar

#01 of 99

Ally

+2

Dwarf. The next card played by the opponent that is not defensive, loses its special power and level bonus (discarding Duergar). May also be discarded from hand to negate the effects of the Blamblower.


This dwarven ally is very low in level, but can none the less cause major annoyance for an opponent. When played into battle, when the opponent has to play another card (not when they use cards already in play), the next card must be labeled defensive or have its level and special power lost. This means that the next card, to be effective, can not be an artifact or an ally, since VERY few of those cards are labeled offensive or defensive. If the card isn't defensive and loses its power and level, the Duergar is discarded (though the effect remains, against the normal rules). More important is its second power. It is the only card that can be discarded or played from hand to stop Blamblower [DL-56] from destroying cards after it is discarded aside from Unavailing Sacrifice [IQ-42]. Normally, if the Blamblower is discarded from combat and the opponent doesn't have at least 6 levels of allies IN PLAY,. the Blamblower destroys the opposing champion. Duergar is the solution to that, and for that reason alone, some will use it in tournament decks. However, most silver bullet cards (those targetting just a single problem card) don't get played since they are near useless if drawn late in the game (after the targetted card has been used) and very weak when not affecting the targetted card. Therefore, hard core opponents of the Blamblower will use this in almost any setting, but others will never use this card. Use of this ally, as with any silver bullets, is based on how often you are used to having this card hose you.


Mountain Dwarf

#02 of 99

Ally

+6

Earthwalker. Automatically defeats a monster if attached to a hero. Automatically defeats an undead if attached to a cleric.


The Mountain Dwarf is a good theme support ally. This dwarf is an earthwalker, allowing it to attack many realms, and its +6 bonus is enough to easily sway a battle. Additionally, it can instantly defeat some champion types. It can destroy a monster or any undead if attached to the right type of champion. This supports the dwarf theme well, since the most common champion types (in order) are heroes (to defeat monsters) and clerics (to defeat any undead champions or destroy undead allies). This could be useful for some tournament decks, since it can end combat quickly and efficiently, and has a decent bonus when it can't instantly win, but its iffy nature (since you must combo it with the right type of champion) will make many people shy away from this card in tournaments. As such, aside from the occasional tournament, it will likely only see use in dwarf fun decks (or hero or cleric decks), since other themes are less likely to choose this ally, because most fun decks love long combat, not instant victory. Don't let the recycled art fool you. This ally can be quite effective for the right deck.


Ranger of the Highlands

#03 of 99

Ally

+5



No more than one card of any type can be played against the attached champion.


This bluelined Elf can be an interestings card that can truly annoy an opponent. The Ranger of the Highlands' +5 bonus is enough to usually sway a battle, but won't overpower it. However, in a long battle, it could be the deciding factor. After the Ranger has been played, the opposing player can not play into battle any card which is the same type as one they already have in play (if the opponent has an ally and a magic item already on their champion, they can not play either of those two types during the battle). If the Ranger is player after multiple of a card type is played (for instance, the opponent already has 3 allies in the battle), those cards are allowed to stay, but not more can be played by the opponent. This can be very annoying to fun decks with support themes (since most combat cards are of the same type), but will have little affect in tournaments, since battle there is most often short with victory using instant victory cards.


Olive Slime

#04 of 99

Ally

+2

When played into combat, discard all the attached cards currently in battle on both sides, and only Olive Slime remains.


The Olive Slime is an interesting ally that completely resets battle. Very similar to the Torments of Sisyphus, this ally discards all other cards from battle except for the two champions. This in itself can end battle (as an inventive way to defeat a Magical Champion [2nd-402]), but most often starts the battle anew. However, when used with a high level champion without attachments, bis can be great, wasting the other player's card from battle. This can not be used as a counter card, so if an opponent's card kills your champion, this card is not help. However, it can be a nice card to get card advantage over an opposing player. The only reason to play this ally is the resetting power, as the +2 bonus is usually insignificant. This advantage can be maximized with a champion immune to ally powers (since he would not be required to discard from battle), such as the Ghostly Piper [AR-c10]. This ally will see itself in many different fun settings, but not often in tournaments, since most combat cards in major tournaments aim to end combat quickly with instant victory.


Locust Plague

#05 of 99

Ally

+5

Earthwalker. Play on an opposing realm during phase 3. Acts as an ally for any champion attacking the realm. Stays with razed realm if not discarded through combat. A razed realm cannot be rebuilt while Locust Plague is attached to it.


The Locust Plague in a very unique ally. First off, it is not played into battle normally; it must be played during phase 3. The Plague must be attached to an opponent's realm, though this realm doesn't have to be one it can attack (can still be attached to a realm restricting earthwalkers), and can even be razed. Any champions attacking that realm (including champions attacking when the realm is razed, like the Spider [BR-65]) get the benifit of having this +5 ally help (unless the Plague is restricted from attacking there). However, in battle is when the ally is the most risky, as it is vulnerable to any method of destruction while in battle. The most important facet of the Plague is that a razed realm it is attached to cannot be rebuilt (in can, however, be replaced). This is a great method to stop someone from rebuilding their realms with events to win the game. Therefore, since rebuilding is a very common sight in tournament games, this card will show up in tournaments. This can also show up in fun decks, though its weakness in combat means it won't be as strong. I only wish it could be attached in phase 5, after razing a realm :)


Bumbling Idiot

#06 of 99

Ally

5

Can be played into any combat on any champion. The champion and all of its attached cards (except this one) lose all abilities.


This ally can fit into many different themes and cause all sorts of havoc. First off, this champion can be played into any combat on any champion, which makes him great for multiplayer games. You want him to be on any champion but your own. Then, after he has been attached, all the champions attached cards except for the Idiot) lose their special powers. Also, since this ally is "helping" the targetted champion, any power to discard an opposing ally can't get rid of the Idiot. The targetted champion loses 5 levels (as per the Idiot's bonus), and loses all powers. This includes the powers of all attached cards already attached and all future cards the champion's player adds. This can spell a quick victory, especially in tournament quality games where special powers and instant victory cards rule battle. Worse yet, keeping the idiot away battle is very tough. Some events can help (like Mist Wolf [1st-175] or Airship! [3rd-90]), but few cards can prevent this ally being played (except for the target not being allowed to use allies by things like the Net of Entrapment [1st-217]). That makes the Bumbling Idiot very strong and a hidden gem in the Millenium set. This card can be seen in almost any setting, and will eventually work itself into tournament decks for players sick of seeing quick instant combat.


Death Knight

#07 of 99

Ally

+8

When played, discards an ally already in play. If attached to an attacking champion who is defeated in combat, Death Knight becomes a level 8 undead monster champion who returns to its controller’s pool.


Death Knight is a strong ally that is very useful for undead themed decks, since it has been bluelined as Undead by Ogre. First off, this +8 ally (a significant bonus) destroys an ally already in play, very similar to Lurker in the Earth [DU-48]. This will often help you win a battle. If the Death Knight doesn't win the round, it has a nice side effect. If attached to an attacking champion (not defending) that is defeated, the ally becomes a base level 8 monster champion with the characteristic of undead. This champion otherwise has no special power (it can no longer destroy allies), but still can be very effective for decks focusing on an undead theme. This power is not unique (it is similar to the Red Dragon Figurine [DR-c14]), and not special enough to use outside of an undead theme deck. However, when working with other undead supporting cards such as the Haven of the Undead [4th-71] or Ancient Arms of Greyhawk [3rd-144], this can be very nasty, and can be recycled with the Barracks of the City of Greyhawk [MI-49] or Ghost Crystal [4th-168]. The best way to stop the Death Knight's transformation into a champion is to discard him from combat before the champion loses with cards like Lurker in the Earth or Net of Entrapment [1st-217]. This card will show up in many undead fun decks, but not in other settings except large (110) undead tournament decks.


Aurumvorax

#08 of 99

Ally

+6

Earthwalker. For each card played into combat by the opponent, roll 2d4 and add that number to the level of this ally.


This is an interesting ally that can be good if you plan to play few cards, but still win by level. The Aurumvorax is a nice +6 ally that can earthwalk, making it a decent card to attack hidden realms with. Better yet, the more the opponent fights against it, the stronger it becomes. For each card (note, not ally, or spell, but physical card) played after it into combat, the Aurumvorax's player rolls 2d4 and adds the level the the Aurumvorax. This can range from 2-8, and averages at +5. This means after the opponent playes 1 card, it will be a +8 to +14 (average of +11), 2 cards will cause it to be +10 to +22 (average of +16), and 3 cards means it will be a +12 to +30 (averaging at +21). This is a pretty heafty bonus for a single card from your hand. Therefore, it is a good card to protect with champions that protect their allies (like Tagor Mijor [IQ-15]). This will show up in many fun decks, but very rarely in tournament decks, since most tourney decks win combat very quickly using instant victory cards (not levels).


Crypt Thing

#09 of 99

Ally

+4

Can only be attached during phase 3 to a realm with a holding. Cannot be discarded during combat by another player. May be discarded at any time to send an opposing champion attacking the attached realm to Limbo.


Suprisingly, this card has no bluelines (it is not undead). However, it can be a very potent card. Firstly,.it can not be played into combat normally. Instead, it is played during phase 3 attached to a realm with a holding. Since it can only be attached to a realm with a holding, if the holding is discarded by any method (such as Tuigan Invasion [PO-36]), this ally is also discarded. However, in a deck with a few holdings, this is a very powerful card. During combat, it can not be discarded by the other player, which means ally destroying champions (like Dagaronzie, Green Dragon [1st-c6]) can not stop the Crypt Thing. It combat, it should almost always be discarded from combat to send the opposing champion to Limbo (except when it seems the opponent wants you to do so). Because the opposing champion was sent to Limbo from play, the defender gets to gain spoils. Now this can't be done when the attacking champion wins instantly (like with a Living Wall [PO-58]), but it can be very effective. If this power is not used, it is just a +4 ally that comes back every round the realm is attacked (since it is attached to the realm, not the defending champion). The Crypt Thing is most effective when combined with a holding that has protections (such as the Geneva Conclave [Promo #2]), or when combined with the Throne of the Mountain God [4th-510], which means the Crypt Thing sends the attacking champion to the Abyss. This is an effective card that will show up in all settings, but be rare in the tournament setting since so few holdings are used.


Shrieker

#10 of 99

Ally

+1

Can only be attached during phase 3 to an Underdark realm. This fungus alerts defenders, allowing them to activate their powers first. “When attacking” and “Before combat” powers of champions owned by opponents do not work while this ally is in play.


The shrieker has been officially bluelined as "Underdark." This card is nearly worthless if not in a Underdark themed deck (or at least with a significant Underdark flavor), becoming a just a +1 ally, which is the same thing it is whenever played into battle from hand. What makes the Shrieker worth playing is that it can be attached to an Underdark realm during phase 3. Once "planted", the Shrieker has two powers. First off, this player becomes immune to powers that activate "When attacking" or "Before Combat". Examples of this kind of power include Agis [1st-261] and The Elf Prince Fhileraene [BR-89]. This even stays in effect for when the Shrieker's owner attacks (but not affecting his cards), and even when the Shrieker's owner isn't involved. Also, when the Shrieker's realm is attacked, defenders can use their powers first, which is very important when using or fighting instant win cards. As most of the "Before Combat" type powers aren't that common in tournaments and the Shrieker's attachment requirement, the Shrieker won't be seen in many tournament settings, but it is a great support card for fun decks using enough Underdark realms.


Blink Dog

#11 of 99

Ally

+?
May be played into a combat where this player is not involved. When played into combat, roll 2d4 for the level of this ally. Can blink back to its owner’s hand at any time, before combat ends.


This is a very interesting ally card. It's level is equal to the roll of 2d4 (averaging +5), and can be maximized to a +8 using Rigged Dice [MI-22] (however, the average gain of 3 levels is hardly worth using the card). However, it has two other features that can make it very useful. First off, it can be played into any round of battle, even when you are not involved, which makes this a wonderful support card for theme tournaments like team partner games, or just when you want to influence other players' battles. This can be very useful, but can be done by other cards, like Foulwing [TU-76], so isn't that special. However, any time during a battle, this ally can blink (return) to its owner's hand. This can be incredibly useful, especially if it is in play first, and then the opponent plays a card that allows instant victory. Since the Blink Dog was in play first, it can activate its power and get out of the battle before certain death. This also works well when the ally if going to be destroyed by the enemy anyway (however, the Dog can only activate this way when the card is play. Once the counter-effect time is done, the Dog can be killed by cards in play, and once that destruction is declaired, the blink cannot be used as a counter effect. This card can show up in many fun decks, but not most tournament decks, since bonuses higher than the maximum +8 can be found, many with better powers that help win, not just recover from loss. However, this is definitely a very fun card to play with.


Reef Giant

#12 of 99

Ally

+4
Gains 6 levels if in combat over a coastal realm. All non-swimming champions and allies in combat against the Reef Giant lose 2 levels.


Reef giant is a decent theme card for support of good fun decks, but not strong enough for tournament decks. This ally (bluelined as a swimmer) is strong for any swimming themed deck, since most realms set to defend with it have the coastal picture, making the Reef Giant a +10 ally. Additionally, for each non-swimming champion or ally played by the opponent, this giant effective gives the player another two in balance (since the opponent's lose them). Since most champions and allies are not swimmers, this bonus can be significant as well (woking much better than the similar power granted by the Desert Giant [MI-13]). The Desert and Reef Giants together cause all opposing champions and allies to lose 2 levels, and thuse are not a bad combination together. However, the Reef Giant only gives level modifiers, and while that is great in non-tournament games, most allies found in tournaments have even bigger bonuses or special powers that allow victory. This, in addition to the fact that this ally doesn't give himself or the attached champion any additional defense or immunity, means this is rarely an ally that the opponent needs to worry about. Any of the standard methods for removing allies work well to remove the Reef Giant's sometimes annoying level.


Desert Giant

#13 of 99

Ally

+5
Gains 5 levels if in combat over a Dark Sun realm. All swimming champions and allies in combat against the Desert Giant lose 2 levels.


This giant ally is minorly interesting, but decent theme support. In a Dark Sun deck, or attacking one, this ally becomes a +10 ally (5+5). That's pretty good, but not the best. Better is the fact that it is a giant, and therefore useable for that theme as well, and works with cards supporting that theme (like the Hall of King Snurr the Fire Giant [IQ-50]). Additionally, swimming champions and allies lose 2 adjusted levels, but this bonus is very minor except against a swimming theme deck. It is just meant to put in higher levels and batter the opponent. For the concept, it is well done, but will only find a home in some fun decks, not any tournament quality decks, and those tourney decks that try to do so will find they could have had much better support.


Feinoue, Void Shaper

#14 of 99

Wizard

10
AD&D

If Feinoue wins a round of battle, he can either randomly draw one card from the opponent’s draw pile to send to the Void and then he goes to limbo for 1d10 turn; or he can search the opponent’s deck for one card, sending it and himself to the void.


This wizard of too many vowels was one of the most argued cards on the Spellfire Mailing List when Millenium was first published, and those discussions created this version of the card. Feinoue's high level dictates that if you plan to use him, you must have a plan for him. The strongest combo with him is the Arena of Dori the Barbarian [IQ-3] or Blood Challenge [BR-c20]. This allows him better chances for victory, since his power doesn't help him win. However, once he wins, his power comes into affect and he has a choice. He can either randomly draw a card from the opponent's deck and sending it to the Void (requiring a reshuffling after he acts, but not before, making Ren's Crystal Ball [1st-199] useful before attacking) and then the Void Shaper goes to Limbo for 1-10 turns (since a d10 can not give a 0 result), or he can search the deck, and send a card of choice to the Void, going along with it. This is a high price, but can be useful to get rid of particularly nasty cards, like the Fates [BR-c23] or A Sure Thing [NS-72]. It works best when coupled with instant win allies or spells, but not magic items or artifacts, as he is sent to the Void or Limbo from battle (removing attachments). This card will find itself into many different decks, including tournament decks, so be prepared to stop it, or at least have a Ring of Reversion [RV-63] handy.


Cooshie

#15 of 99

Ally

+3

Gains 6 levels if allied with an elf. Can be attached during phase 3 to any elf champion, staying with the champion until defeated or discarded during combat.


The Cooshie is a nice support ally for some elf decks, but otherwise is a waste. When not attached to an elf, this is only a +3 ally with no power, so is only possibly worth it in an elf deck. When attached to an elf, the bonus is +9, much more worth while, and stays with the champion until discarded in combat or the attached champion is defeated (in which case the ally is discarded, even if the champion was saved. This is very similar to Gladiators [3rd-257], which have the same effect when attached to Dark Sun champions. The icon bonus of the Cooshie is very nice for elf decks, but still not the best available, and usually won't validate this card. The only times you will see this card in elf fun decks, and even then it is not guarenteed.


Phoenix

#16 of 99

Ally

+8
Flyer. During phase 0, if this ally is in the discard pile you may, roll 2d6. If doubles are rolled, put this ally into the abyss, otherwise return this ally to its owner’s hand.


The pheonix is an interesting ally for decks focusing on combat. The +8 icon bonus is definitely significant. Other than the bonus and being a flyer (which is very useful for many combat decks), this card has no other combat powers. Then, during the phase 0 of the next turn, there is an 83% chance of returning to its owner's hand. The other 17% of the time it will instead be sent to the Abbys, probably never to return. The roll to come back is optional and is not required, making it only worth doing if you don't have another way to return the ally to your hand (like Jerome Kazinskaia [IQ-25] or Orb of Delight [IQ-68]). This is a nice bonus, but allies are usually chosen for their nasty powers, not icon bonus. Therefore, this very fun card will show up in non-tournament decks, but not often in tournament decks, as the Pheonix will not defeat any champion by itself. It is a solid support card though a definitely be seen in fun decks. One could use Rigged Dice [MI-22] to insure the return of this ally, but it usually isn't worth the waste of the card (since it doesn't help card advantage).


Cockatrice

#17 of 99

Ally

+4
Flyer. When this ally is played, roll 2d6. If the roll is higher than the opposing champion’s base level, that champion is turned to stone and sent to the abyss. If equal to the opponent’s base level, this ally is turned to stone and sent to the abyss.


Cockatrice is one of the strongest, if very random, allies in the Millenium set. This +4 ally can send an opposing champion to the Abyss, giving instant victory to the using player. This is more likely when the champion level is low (better than 50% chance of Abyssalizing when champion level is 6 or less). However, there is also the chance of losing the Cockatrice permanently to the Abyss if the roll is exactly equal to the opponent's level. This is most likely to occur when the opposing champion's base level is 7 (a 16% chance). This risk is still very low, and only destroys the ally, not the allied champin, and therefore makes this card very worthy. The only other card the is better against low level champions is the Intellect Devourer [3rd-86], which instantly kills champions of base level 5 or less. If Cockatrice is combine with Rigged Dice [MI-22], this spells instant victory against all champions base level 11 or less not immune to ally powers. The best defenses against this evil lizard-bird include immunity (like Inyrana the Dragon [DR-26]), preventing the ally from being played (like Net of Entrapment [1st-217]), or destroying it before its power can activate (like with Airship! [3rd-90]). This card will show up in many tournament and non-tournament decks, since it is very powerful and can be used by any champion.


Solrac

#18 of 99

Ally

+5

Can be discarded from combat or hand to cancel a just played thief skill or blood ability.


Solrac is an interesting and very effective counter. Discarding Solrac from hand or play can counter a just played thief skill or blodd ability. It has not effective against those support card types after they are initially played (such as Bloodform [4th-446]), but that is a minor penalty. The best part about this counter is that there is only one way to negate this counter: Unavailing Sacrifice [IQ-42]. This is additionally stronger since there are no cards that can prevent thief skills or blood abilities from being countered/ Therefore, any deck expecting to face these support cards would do well to use this card. Plus, if you don't end up facing thief skills or blood abilities, then you still have a +5 ally, which is a significant bonus. All in all, this is a very good card, and has been showing up in fun decks and tournament decks alike. This is one of the best cards from Millenium!


Defilers Crown

#19 of 99

Artifact

+1

Dark Sun

Whenever any player casts an offensive spell, he must raze a realm in his own formation. If a realm cannot be razed, then the spell may not be cast.


Defilers Crown is one of the few champion names with a type (should be Defiler's Crown), and is an interesting non-spell card. Worthy of being put in any Dark Sun deck not using spells, it ties a high cost to casting spells. However, there are two ways to use this. In a speedy Dark Sun deck, you can force the opponent to use spells when they don't like the cost. But my favorite combo for this card is to use it in a Playing to Lose [DR-c10] deck. Then, just before your turn, you can cast a flurry of spells to raze all you realms before your turn begin, including Limited Wish [FR-43], Wish [FR-46], and Hornung's Guess [TU-37]. This can be a great victory method. However, outside of this, I find that cards forcing no spells to be cast (like Nullify Magic [PO-38] or Master Strategist [4th-500]) are more effective, especially since the Defilers Crown doesn't have any effect on defensive spells. This card will show up in all sorts of fun decks, but not many times in tournament settings.


Gamblin’

#20 of 99

Thief Skill

Choose 3 champions of a single opponent and shuffle them, leaving the attachments behind. Have that opponent name one of the champions, who must be selected by picking a card at random. If correctly picked, all three are returned, if not, the two non-selected champions are discarded. (Off/3)


Gamblin' is an interesting card that can be used to deal with large pools. When you play it, the target opponent must have three champions in play. Then, he or she may be able to save all his or her champions that are targeted if he or she chooses the champion he or she named. If the wrong champion is picked, the non-picked champions are discarded. The best way around this card is to use champions of different editions. If you have champions of different editions, you can look at the card backs (which Ogre has stated is allowed for random draws) and pick the correct editioned card. Of course, this is only legal if the cards aren't in card protectors, so this card is one of the few that is helped by not using card protectors. However, if champions of all the same edition are picked, then you have the fair 33% chance of getting all your champions back. In fair chances, over time using this card will get rid of 1.33 champions, not the best rate. For pool destruction, the goto card for thief skills is Con Game [DU-82], which is guarenteed to get rid of cards. One final bit of advice of opposing this card; if there is one very important champion you want to keep, DON'T make it the champion you name. That way, if you select, you get to keep it, and if you select the named card, you still get to save it (making it 67% likely to get the key champion back instead of 33%). Unless you are making a fun deck, and intelligent opponent should realize that Gamblin' ain't so bad a bet after all.


Doomgrinder

#21 of 99

Artifact

Greyhawk
When Doomgrinder is in play, any cards that make any player draw more (or less) cards than anyone else are discarded and none more may be played either.

The Doomgrinder is the most effective anti-speed card ever created. While in play, no cards that allow any player to draw more cards than anyone else may not be played. This includes realms (like Tyr [1st-224]), holdings (like Mulmaster [1st-33]), artifacts (like Medallion of Faith [DL-c25]), magic items (like the Bag of Holding [AR-28]), events (like Good Fortunes [1st-100]), and other cards. Additionally, if any of those cards are in play, they are immediately discarded (even if their effect has already been used, like with Temple of Elemental Evil [1st-123], or could be used, like Duchy of Tenh [3rd-139]). Even more impressive is that is also gets rid of cards that reduce a player's draw, like the Ring of Winter [FR-61], the Dragonfont [AR-c20], and even Two-Fisted Player [MI-51], sending the dungeon to the void. Overall, this effect is huge, and can fully shape a game. The only problem it has is that it is a Greyhawk artifact, making it more difficult to play. A deck using this strategy should avoid all cards that stay in play for the effect (Tyr is out, but Good Fortunes isn't a bad choice), and find enough solid champions to attach it to, especially if they can get solid immunity. Good examples include Erital Kaan-Ipzirel [AR-81] (if you don't plan to use her escaping power), Bigby the Great [RR-28], The Keeper [RR-43], Gib Irod [NS-c21], or Rary [1st-161] / Rary's Apprentice [DU-c19], and Gib Ergo [IQ-32]. The best counter for this are the same cards that can be used to destroy any artifacts, like Fast Talking! [1st-210] or Cone of Cold [4th-368]. Otherwise, be prepared for a slow, fair game, some players' worst nightmares. Because of this, this card will show up in many settings, and all speed decks need to be ready to nail it.


Rigged Dice

#22 of 99

Thief Skill

Playable at anytime before there is a die (or dice) roll to be made. The player of this skill chooses the results of the roll instead of an actual roll. (Off)


This card has lots of potential for use, especially as future sets make more dice rolling possible. The completely list of cards affected by this include Aurumvorax [MI-8], Blink Dog [MI-11], Pheonix [MI-16], Cocktrice [MI-17], Treasures of Netheril [MI-27], Desperate Consultation [MI-35], Turncoat!!! [MI-46], Great Depression [MI-53], Teleport Other [MI-67], Hornung's Randomness [MI-78] (affecting then any card with a draw and discard), Entropy Shield [MI-82], Melf's Acid Arrow [MI-84], Polymorph Any Object [MI-88], Headbutt [MI-95], and Roundhouse [MI-96]. The most effective that Rigged Dice can work with are Cocktrice (to insure victory), Desperate Consultation (to draw extra cards), and Roundhouse (for obscene icon bonuses). This will continue to grow as more sets are produced. However, to insure proper use of this card, put it in a deck where you intend to use a combination. Without that plan, Rigged Dice won't help you much, especially as it is a thief skill and open you up to disasterous counters from the opponent, such as Law & Order [MI-33]. Therefore, look for this card anytime anyone plays a card requiring dice rolls is played. It should be noted that this card can't interact with Louie the Pit Boss [MI-74], because he can't force a re-roll if a real roll was never made.


Strahd’s Medallion

#23 of 99

Artifact

+3

Ravenloft
This artifact transforms the attached champion into a flying, undead vampire. If attached to Strahd, all of this players champions become flying, undead vampires.

This Ravenloft artifact has some interesting possibilities. First off, any champion with it attached, becomes gains the attributes flying and undead (vampire), though the vampire addition currently means nothing in the game. These same effects can be gained with magic items (Flying Carpet [AR-49] is perfect if all you need is the flying ability). The better ability takes effect when attached to Strahd Von Zarovich [RV-100], which makes all champions in the pool (and battle) flying undead (vampires). This can work very well when combined with cards like Haven of the Undead [4th-72], Throne of Bone [4th-462], or Favorable Winds [DR-24]. However, cards set against any of these types (like Wind Dancers [1st-275], Water Hunters [1st-276], and Gloriana [1st-c3]) will now be able to crush you. Therefore, one must look very closely before deciding to use this card. This will show up in some attack decks to grant the flying ability, but this would be better using Nature's Throne [4th-461]. Therefore, the best defense against this is a good anti-flying card, like the Rod of 7 Parts, Part 6 [AR-26].


Jail Break

#24 of 99

Thief Skill

May be played at any time to return all champions and allies that are controlled by another player, back to their original owners. Discard any cards that are attached to them. (Def)

This card was made to fight the strongest card stealers from affecting you for long. Good examples of card stealers include Borrow [DL-85], Curse of the Azure Bonds [FR-2], Drawmij [AR-76], Corruption [MI-29], and Turncoat!!! [MI-46]. This counter effect can be strong, but is very much a silver-bullet type card that is worthless if the opponent does not try to steal your cards. Also, it only stops it once, and doesn't protect your champions from being abducted in the future (a definite concern versus a Corruption / Armor of the High King [BR-27] combo). Plus, it is a thief skill, enabling your user to be targeted by cards like Law and Order [MI-33]. Unless you know your opponent is trying to steal your cards before you begin, Jail Break isn't worth it, and even then, it might be better to use more generalized counter cards.


Egg of Emulation

#25 of 99

Artifact

AD&D

The Egg may be used at any time to negate any event (sending the egg to the discard pile). If the negated event was harmful, this player may smash the Egg (sending it to the abyss instead) to make a copy of the negated event.


The Egg of Emulation is an interesting artifact that gives a little extra power to the AD&D world. The primary use of the egg is discarding it from play to negate an event, much like Helm [FR-89]. This, all by itself, makes the egg worth playing. However, it has an additional ability that makes it even more useful. If you choose to send it to the Abyss instead of the discard pile, not only is the original event negated, but you then get to play a copy of that event upon someone else. This is the ONLY way currently available to both negate and copy an event (normally you must choose between the two), and makes this artifact well worth carrying if you have enough champions to use it. Since it does not help in battle at all, it is best to keep it on a champion who isn't likely to go into battle, or has strong immunities, like Bigby the Great [RR-28], The Keeper [RR-43] (the egg still must be discarded to work), Etherial Champion [4th-508], Lernaean Hydra [DR-c7], Gib Hcivonad [NS-c19], or Highmaster Illithios [DU-c21]. The countering of the Egg's negation power doesn't exist, but the egg is vulnerable to destruction by any artifact destruction of method (like the Cone of Cold [4th-368]). Negating of the copied event can happen any number of regular methods, plus by using Marauder [4th-233]. Expect to see this artifact in play in many settings, including tournament settings, as its power remains quite strong.


Under Handed Deal

#26 of 99

Thief Skill

Playable when this player is forced to discard cards by an opponent. Instead, this player now draws the amount of cards that would have been discarded. (Def)

This is an interesting card that is one of the best defences against people playing with and destroying cards from your hand. When someone would have discarded a card or more from your hand, you can play Under Handed Deal instead. Then, after you figure out how many cards that action would have discarded, you draw that same amount. The more that the opponent would done to you, the better it works out for you. For instance, if you have 8 cards in your hand and your opponent plays the Cold Cup of Calamity [FR-c2]. You can respond with Under Handed Deal, which would save you the three cards you would have discarded, and draw 3 cards instead. Subtracting this card after figuring how many cards are drawn, this still gives you a card advantage of 5 (+1 for the wasted opposing card). This is most effective when other players go to destroy you whole hand or multiple cards (the card advantage isn't that good when it only affects one card, like with the Discovery of Spellfire [2nd-401] or Hettman Tsurin [1st-172], so the best cards to stop that are often seen in tournaments include The Cold Cup, Starving Artist [3rd-439], or Handmine [DU-c16] (And becoming immune to Handmine means your own poking into other people's hands). This card will be in lots of situations where Touchy-Feely themes hurt the most. Therefore, it will be found in many decks that have enough users for the thief skills. Be ready to negate this card if you intend to destroy cards in your opponent's hand.


Treasures of Netheril

#27 of 99

Forgotten Realms

Artifact
During this player’s phase 0, this player must roll 1d4 and perform the following: 1) Search for one ally in their draw pile. Show it and place it into their hand. 2) As 1, but for a magic item or artifact. 3) Move to phase 2 skipping phase 1. 4) Shuffle any one card in any discard pile into its owners draw pile.


The Treasures of Netheril is an interesting chaos card that should never be used. First off, being a world focused artifact, it is already limited by who can use it. Additionally, it only has effects during phase 0, so it takes a turn after it is played to have any effect what so ever. Also, you only have a 50% chance of gaining a card on a fair roll (1 or 2). This can be very useful, but not worth the other risks. 25% of the time, you should skip your phase 1, meaning you lose the 3 (or more) cards you could have drawn. Finally, on a roll of a 4, you take a card in your (there is little to no reason to use this ability on an opponent) discard pile to put one of the cards into your draw pile. Assuming you roll fairly and have the average phase 1 draw, overall the Treasure lose you card advantage, especially when you consider the draw just to get the Treasures. It might be worth it if your deck is focused on a particular magic item, artifact, or ally, and you had Rigged Dice [MI-22] ready for the first turn (and than sacked the champion it was on for something like an avatar), but if you want to do that, better methods are available, like Lost Treasure [RR-c4] or Moraster [4th-339] to get it quickly. Generally, the Treasures of Netheril can remain buried forever for most deck construction.


Crown of Dragon Royalty

#28 of 99

Artifact

+5

AD&D
Usable only by any dragon champion. The crown grants the wearer immunity to offensive spells, blood abilities, and thief skills. If used by a dragon avatar, the immunities extend to all dragon champions in the player’s pool.

This is an interesting artifact for a dragon deck. In addition to the significant +5 icon bonus, it also give the user immunity to spells (except Wish [FR-46]), blood abilities, and thief skills, a very unique set of immunities. The only major support card types not protected against are psionic powers and unarmed combat cards. This, all by itself, is a good reason to use this card and why it should be considered. However, it has an additional power when combined with a dragon avatar, which allows the immunity to go to all of this player's dragon champions (which can be all your champions in a dragon deck). Is this strong enough to warrent waiting for the avatar in the deck to be drawn? It depends on your gaming group. If you have opponents who truly enjoy many of these support types, it is a good choice. If not, it is just a +5 icon bonus with restrictions. However, a serious dragon deck at tournament level should consider this card, especially if they use one of the three dragon avatars. It is a good support card and should have a place in most dragon theme decks, whether they are fun or serious. It is a fairly strong card, and the only sure ways of getting rid of it if you are using one of those support card types are Wish and The Torture Room [DU-12].


Corruption

#29 of 99

Blood Ability

Usable only by Awnshegh. Place a champion in another player’s pool in yours with this card attached. The corrupted champion remains under this players control until either it or Corruption is discarded. (Off/3)


Corruption is one of the most interesting cards in the Millenium set. This is the only restricted blood ability so far, in that only awnshegh can use it (only 11 champions or any champion using Bloodform [4th-446] can use it so far). However, it has a portentially very nasty effect. You can steal any champion in play (not immune to blood abilities), and use him as your own until the champion or the Corruption is discarded. This is very strong, and can potentially ruin any player's plan to destroy their opponent. The fact that the Corruption stays on the champion until they are discarded means that only one champion can be corrupted at a time (recycling with the Armor of the High King [BR-27] was the major concern causing this). However, this still is a very powerful card. The strongest card combo to use with Corruption is Armor of the High King and the Assassins' Guild [NS-14], allowing you to force your opponent to lose 2 champions a turn with little to no lose in personal card use. You can also use stolen champions to prepare a way for an avatar. This card advantage is great (especially when there are few players in the game), and is worth considering for the strongest decks. Right now, there are few counters for blood abilities; these are Invulnerability [BR-45] and Dispel [4th-400]. The rest are though finding immunity, but that can be overcome with the Torture Room [DU-12]. There isn't a really good way around this nasty card, except that few champions can use it. That's why you need to be ready to accept losing a champion at any time. This will turn your best weapon against you, and will need to be considered for any deck that has enough champions to use it.


Bloodstone of Fistandantilus

#30 of 99

Artifact

Dragonlance

Can only be attached to any wizard. If the wizard using this artifact wins a round of battle, he can take the special power of the opposing champion, if it went to the discard pile. The power is additional to his own.


This artifact has many interesting possibilities, but is hard to get rolling. This artifact can be used only by a wizard from any world (the Dragonlance designation is only important for World War restrictions). The Bloodstone has effectively no special power until its possessor defeats and discards an opposing champion. When this happens, the possessor steals the power from the defeated champion and adds it to his own. This can make nearly impossible immunity combinations and awesome power combinations. However, it doesn't really help its user until 2 extra powers are added (1 to make up for the Bloodstone, and 1 to be truly extra), and thus it will be rarely used. The Bloodstone is most useful if attached to a strong combat wizard with other attachments to allow easy victory. While the Bloodstone doesn't lend its wielder any protections, if someone lets it build strength, by the time you want to destroy it, it will be to tough to stop. Therefore, the best time to try to destroy this artifact (if you feel you need to) is after 1 victory, just when the opponent thinks they are getting strong value out of the card. However, with the initial weakness, it will only be found in fun games.


Absorb Spell

#31 of 99

Blood Ability

May be played at any time. This card makes the user of this blood ability the target of an offensive spell. Both the user of this ability and the spell are sent to the abyss. (Def)


This is a blood ability that would be very useful in some situations, but not many. First off, it only works if the opponent uses offensive spells, which care the only things Absorb Spell work on, and without spells, the blood ability are worthless. Then, regardless of the power of the spell, this user and the spell will be sent to the Abyss. Worse yet, this is the owners choice, so cards like Masoleum of the Zombie Lord [DU-2] don't help. However, this can be an effective way to remove a spell from the opponent's use in a game (because recycling spells are a common tournament theme), and can save a realm from cards like Disintegrate [1st-392], Estate Transferance [3rd-437], or Creeping Doom [FR-29]. Therefore, this may be an acceptable trade for a player sick of facing nasty realm destroying spells, especially since there are no blood abilities that counter spells. This might be seen in blood ability focused decks, but in very few other scenarious (other support card types have better counters).


Madame Griselda’s Tarroka Deck

#32 of 99

Ravenloft

Artifact

+2

Every time this artifact goes into battle, draw a card for a bonus (place it underneath). If the last digit is a 9, discard the attached champion. Otherwise, the total bonus of the deck is equal to 2 plus the sum of last digits of all cards under the deck. If the deck leaves play, all of the cards under it (including events) go to the discard pile.


Madame Griselda's Tarroka Deck is a nice icon bonus for an artifact, but that is all. When it goes into combat, you pull a card from your deck and add it to it. The last digit is added to the icon bonus, with all other cards with it. If the last digit is a 9 (around 10% chance, depending on how the deck is built), the champion, deck, and all associated cards go to the discard pile. That means the icon bonus of this card starts between +2 (draw is a 0) to a +10 (draw is an 8). If used multiple times, this icon bonus is quite significant, but that also holds up a few of your cards as powering hostages. Since most attachments don't survive multiple battles, it would be better to get a large icon bonus card of similar power without having to lose cards from your deck. Good attachments that would work just as well, if not better, include The Throne of the Gods [4th-460] and Murlynd's Spoon [IQ-65]. As such, don't expect to see this card played much, and thank the stars if your opponent's do, because he or she is more than likely hurting themselves by preventing themselves from drawing cards that may be important to their theme.


Law & Order

#33 of 99

Blood Ability

Playable at any time to cancel a just played thief skill. The player of the thief skill must discard one card from hand, pool, or formation for each thief in his pool. (Def)

This is probably the most powerful counter against a thief deck available. Played just after a theif skill, that skill is countered. Then, the offending player must discard one card for each thief in his pool (note, this doesn't include in battle). These discards can come from hand, pool, or formation. Worse yet, this card is very hard to stop, as it is for some reason defensive, so the best powers to stop it, like immunity through cards like Mount Deismaar [DR-9], is worthless. Worse yet, there is no blood ability counter for thief skills, so once this is played, a pure thief deck is wasted. However, there are still many decks that won't carry this card. That is because unless the opponent plays a thief skill, this card is worthless and can't be used to hurt thief champions. Therefore, this silver bullet will often not be used, especially since some tournament decks just dabble with champions able to use thief skills to use key cards like Con Game [DU-82], and therefore won't be that effected by this card. Expect to see it in fun environments when people get sick of evil thief skills destroying their themes.


The Forgotten Idol

#34 of 99

Artifact

+3

Ravenloft

When entering combat, the attached champion may use the idol’s influence to have one champion from any pool battle instead. Win or lose, the stolen champion and the Idol are discarded after combat.


The Forgotten Idol, though often forgotten by much of the Spellfire Community, is one of the best champion destroyers in the game. The only problem with use, is that it is a Ravenloft artifact, and thus few decks have enough proper champions to validate carrying it. The Idol should never reach combat, so the +3 level only helps when protecting a camping champion from phase 3 cards (like Drain Will [DU-75]. When an opponent pushs forward to attack you, use the Idol to steal any champion not immune to artifacts for the battle. Since few champions are immune to artifacts, this is a good way to pull non-combat champions into combat. Regardless of how the battle goes, the champion you have stolen is discarded, as it the Idol, with no lasting damage to the champion holding the Idol. This is a great way to kill champions like Chernivik [4th-247] or Necba [DU-c14] who usually never enter combat. There are few good ways of protecting against this artifacts, but those methods include either destroying it before the artifact can be used (with cards like Fast Talking [1st-210] or Mordenkainen's Disjunction [RR-46]), or finding immunity (the only general method I know for this is the Amulet of Protection from Artifacts [TU-28]). The best choice to fight this is just to accept that it will kill one of your champions and not rely on one to heavily.


Desparate Consultation

#35 of 99

Blood Ability

+?
Roll 1d6 for the bonus of this card. If the die value is greater than the number of cards in your hand, draw that many cards. (Def/4)


Desperate Consultation is an effort to give blood abilities a possible speed card. When you play it in battle (and therefore, not very good for a camping-style deck), roll 1d6. Not only is this roll the icon value of the card (averaging at +3.5), but it also have another affect. If the die roll is larger than the amount of cards in your hand, you may draw the die's value in cards (if you have 3 cards, and roll a 5, you draw 5 more cards). Note that since dice are rolled only after counters can be played, your opponent must choose whether to stop you before he knows if you will draw any extra cards (and if you foil his attemps to counter you, your hand is that much smaller and increases the odds of getting to draw cards). This can be very useful, especially when joined with other cards. This can be quickly recycled after the battle with cards like the Torture Room [DU-12] or the Armor of the High King [BR-27]. But the best combo is when you have in your hand 7 or fewer cards, two of the being Desperate Consultation and Rigged Dice [MI-22]. You play the Desperate Consultation (down to 6 in hand from a starting 7), and then play Rigged Dice from the pool or battle (putting you down to 5 cards in hand). You choose a 6, and then draw six more cards. For two cards (if you aren't countered), you get 6 cards (4 cards advantage), and an icon bonus of +6 in battle. The only champions who can pull this combo off all by themselves are El-Hadid [NS-40], The Vampire [NS-71], or any champion carrying the Winner's Trophy [DU-c1]. There are a wide variety of counters for both blood abilities and thief skills (though most are silver bullets) that can stop this combo.


Ring of Displacement

#36 of 99

Artifact

AD&D

Usable by any champion. Whenever any player draws extra cards (beyond the 3 allowed for their draw phase, and spoils), they must also discard an equal number from hand, pool, or formation.


The Ring of Dispacement is an interesting anti-speed artifact. Firstly, since it can be used by any champion, this gives the Ring a lot of versitility for decks it can be involved in. When any player draws more than the base 3 cards during their turn (Note: If a card reduces the draw, like the Ring of Winter [FR-61] or Two-Firsted Player [MI-51], even cards refilling that lose (like Arkhold to negate Ring of Winter) are discarded), they must discard an equal number of cards as drawn. Those discards can come from hand, pool, or formations. The best way to deal with this card is to take it. Draw the extra cards, and find fun things to do with the discards. You can get rid of cards affecting your cards (like Vistani [RV-78]), or discard cards you have stolen from other players (like with the Curse of the Azure Bonds [FR-4]). You can weed out special silver bullet cards from you hand with new cards. For those decks this really hits hard (like Mulmaster [1st-33] themes, you can get rid of this card with any champion slayer or artifact specific destroyer (like Mordenkainen's Disjunction [RR-46]), since the Ring of Displacement gives it's wielder no immunities. Therefore, if you play with the Ring, you should attach it to a champion with notable immunities, like the Etherial Champion [4th-508], Lareth King of Justice [DR-22], or Gib Lhadsemlo [NS-c18]. This can effectively slow down major speed decks, but doesn't really hurt the casual speeder (just getting extra cards per turn) much, especially if you are using evil attachments on your opponent. The better anti-speed card would be the Doomgrinder [MI-21], if you have the Greyhawk champion to attach it to. Expect to see this card in a variety of settings and evil plans.


Sacred Flame

#37 of 99

Cleric Spell

The cleansing power of the fire allows this player to remove any card currently attached to any champion, regardless of special powers. (Off 3/5)


This is an interesting card that can find use in many different settings. Sacred Flame must be cast from the pool, but has a wide disversity of what it can destroy. It can discard any card attached to a champion, be it a magic item, artifacts, or other card allowed to stay attached (like the Hook Horror ally [DU-47]). This special power is even stronger than the protections against cards of its type. It can remove a Murlynd's Spoon [IQ-65] from a champion, and pull magic items off Falx the Silver Dragon [RR-31] with the Flame's power to work regardless of special powers. This can be very effective, but has a weakness. Any champion with spell immunity is still safe from the Sacred Flame (since immunity negation is not explicitly stated), so the perfect defense against Sacred Flame is the Winner's Cape [4th-520], since it gives all of a player's champions spell immunity. For this reason (and spell negation is a must for any tournament deck), this card won't see much play in tournaments even with its very strong power. However, this would be a great card for any fun deck with enough casters for it, and work well for settings banning realm destroying spells (Disintegrate [1st-392] and Estate Transferance [3rd-437]).


Consequence

#38 of 99

Cleric Spell

-1

All cards that say "copy", "copies", "imitate", "imitates", "mimic", "mimics", "duplicate" or "duplicates" are discarded. (Off 3/4)


Consequence is a single use silver bullet against many copying cards, but not all of them. The complete list of cards affected by Consequence is: Staff of Mimicry [RV-61], Sir Edmund Bloodsworth [RV-95], Bell of Might [FR-c18], Drawmij [AR-76], Onad the Weasel [AR-c6], Lord Blacktree [AR-c7], Yorgia Sandow [PO-10], Quill Pen of the Planes [PO-c8], The Tantelear [PO-c9], Crown of Regency [BR-26], Rhuobhe Manslayer [BR-c14], Land of Legend [IQ-4], Mimic [IQ-88], and, of course, Consequence (if a way to make it long lasting is found). However, there are many cards that are very much like copying, but have wrong word tenses, or use different wording. Those include: Fang of Nosferatu [RV-70], Sivak Draconians [DL-48], Hallucinatory Terrain [FR-42] (uses "Duplicating" and "Copied"), Cosmic Justice [AR-40], Rayden Valers [PO-28], Graft Weapon [PO-91], Gib Drawsemaj [NS-c22], Azure Tower of Onad the Fallen [DU-24], The Shadowlands [IQ-2], and Nosredna's Amulet [IQ-63]. That list all talk about copying, or effectively copy other cards in play. Unless you are a player who is sick of taking beatings of cards on the first list, you might consider Consequence, but otherwise, dump it. It only hurts you (the -1 icon bonus), and doesn't get rid of some of the cards you want to get rid of.


Animate Dead

#39 of 99

Cleric Spell

Take any non-avatar champion in ANY discard pile, and place it into your pool with this spell attached. The attached champion loses 2 levels. Discard this champion if this spell leaves play for any reason. (Off 3)


This card is very close to previous champion returning cleric spells, including Raise Dead [1st-366], Heal [RV-45], Divine Intervention [DL-81] and Ressurection [FR-34]. Additionally, it reduces the adjusted (not base) level by 2, making it weaker.than the original version, which is why this card should not be used for your own champions. However, the beauty and power of this card is that it doesn't have to be used on your own champions; Animate Dead can pull a champion from any discard pile! This feat cannot be duplicated by any card in Spellfire (a few can steal champions, but not for this duration or from the discard pile). However, even this very cool power has a few problems. Most importantly, this is an offensive spell. It is true that champions in the discard pile have no special powers, but the second they get into play, if they are normally immune to offensive spells (or have it granted by another card, like a Winner's Cape [4th-520] in the spellcaster's pool), they are immediately discarded again, as they fight off the power pulling them from the grave. This is most useful for combat decks, or slay from afar style decks (comboing very well after you cast a slaying spell such as Slay Living [RR-47]), where you can use your opponent's camping champions against them (thought the best ones, like Necba the Wrathmaker [DU-c13], are immune to spells). This card will show up in many fun decks, and will show up in a few tournament decks when players realize what makes this spell so powerful.


Magic Font

#40 of 99

Cleric Spell

This spell stays in play until dispelled or negated. Pools cannot be hidden from this player. (Def 3)

This card only directly affects three cards: The Cleric of Mask [1st-70], Cyric [FR-92], and the Etherial Champion [4th-508]. While the first one is not well noted (since it really only hides her attachments), the latter two are very commonly seen in tournaments. Having a pool hidden from you can be very deadly in tournaments, particularly if cards like Necba the Wrathmaker [DU-c13] hiding. However, if your opponent carries none of these, then this card is worthless. Due to this (and the fact it only allows the casting player, not everyone, to see the pool), this card isn't seen in many tournament decks, as cards that allow similar things but have other advantages, such as the Monacle of Bagthalos [IQ-59], are better, especially since Magic Font can easily be gotten rid of (unless the Star Gem of Martek: Clear Crystal [RR-77] is being used). This card will only really show up in tournament decks, as most people don't put many hiding cards in their fun decks. If you really count on hiding your pool, pack extra spell stoppers, but otherwise you can ignore the existance of the card.


Amish Nick

#41 of 99

Cleric

5

AD&D
Can cast wizard spells. Because of his faith, he is immune to the powers of all cards from booster sets made after Forgotten Realms. He cannot use them either.


Amish Nick is an interesting card, but not interesting enough to use much. He is both immune to, and cannot play cards from Artifacts, Powers, Underdark, Runes & Ruins, Birthright, Draconomicon, Night Stalkers, Dungeons, Inquisition, Millenium, and Third and Fouth Editions, leaving only Ravenloft, Dragonlance, Forgotten Realms, and first and second edition (plus no edition). The best combination with him is Wealthy Oriental Vassal [MI-81]. Being immune to the card, he can play cards beyong first edition, but not much extra (just no and 2nd editions). However, aside from this combo, he's only useful with a solid attachment to raise his level, and blocking opponents not used to playing with a few early cards. Not many high level cards exist still in that period of cards, but Blamblower [DL-56] works well, as does Vorpal Sword [FR-56]. The best way to remove this annoyance is with old killer cards, like Wish [FR-46], Takhisis's Abyssal Gateway [DL-c13], or Death Spell [1st-392]. This quirky champion won't show up often, but is worth being prepared for (since even the instant defeat champions activate his immunity, except for the Living Scroll [2nd-408]).


Withdraw

#42 of 99

Cleric Spell

If about to be defeated or discarded as the result of combat, the champion may cast this spell to return to his controller’s pool with all attached cards. (Def 4)


Santuary [1st-354]. That's what this card with exception of the fact it covers being discarded, not just defeated, in battle. Protecting a champion is okay, but it is better to go for the win with a good combat card, or at least pick a card able to save any champion, like the Elixer of Health [RR-58]. Otherwise there is no difference. Therefore, if you think about using Sanctuary, pick this card instead. But otherwise, find a better card. Definitely the least new / interesting card of the entire Millenium expansion.


Dispel Evil

#43 of 99

Cleric Spell

Discard any monster in play, regardless of special powers. (Off 3/4)


Dispel Evil is like many other spells, but just slightly more powerful. Spells to get rid of monsters include Banishment [1st-395], Speak with Monsters [BR-56], and Charm Monster [4th-374]. This is in addition to all the general extermination spells. However, the thing that seperates Dispel Evil from all others is that it works regardless of special powers. This includes all special powers, including everything from immunity for power, to strong spell immunity as provided by the Winner's Cape [4th-520]. This factor makes it worth considering for many different decks, as monsters tend to be some of the most powerful champions. Just a few that would be worth considering as the target includes Iuz the Evil [1st-167], Gib Htimsen [1st-c13], Stryck [1st-c17], Living Scroll [2nd-408], Gatekeeper [3rd-422], Korgunard the Avangion [AR-75], Living Wall [PO-61], the Demi-lich Zyenj [TU-c15], The Gorgon [BR-64], Shadow Dragon [DR-36], Lernaean Hydra [DR-c7], Gib Lhadsemlo [NS-c20], Fire Dragon [DU-38], The Grim Reaper [IQ-26], Kronos the Titan [MI-62], or any of a number of other nasty monsters. This card will show up in decks expecting to face any of these nasty monsters. It may even make a few tournament decks, but the best way around it is any of the multitude of spell counters for dispelling or spell turning.


Unholy Word

#44 of 99

Cleric Spell

Send any hero to the abyss, regardless of special powers. (Off 3/4)


This spell is very interesting, but weaker than previous cards. Compaired to Mindkiller [TU-56], it is more limited in most ways. Mindkiller could send any champion to the Abyss in phases 3 & 4. Unholy Word is more restricted that Mindkiller, in that it only works against heroes. The only advantage Unholy Word has over Mindkiller is that the hero goes to the Abyss, regardless of any special powers (including spell immunity). This last factor makes it worth considering. The most worth targets of this spell (the most annoying heros) include: Marco Volo [1st-50], Hettman Tsurin [1st-172], Tithian [1st-301], Lovely Colleen [1st-c22], Tasslehoff Burrfoot [DL-39], Helm [FR-89], Cyric [FR-92], Etherial Champion [4th-508], Etarkine [IQ-31], or Gib Ergo [IQ-32]. A deck focused on spells that see these heroes usually used against it would be wise to carry this spell. Unholy Word will often be found in fun decks, and in a few tournament decks that are sick of seeing these heroes used against it often.


Animate Object

#45 of 99

Cleric Spell

Play with a magic item or artifact into your pool. The object is now a champion (hero) with a level equal to its icon bonus (no bonus is level 0). The champion keeps its special powers, but it is still considered a magic item or artifact. (Def 3)


This spell is very similar in effect to Artifact Champions [AR-36]. It allows a magic item or artifact in your pool to become a hero. Since it must target magic items or artifacts in the pool, it can not target any realm specific artifacts or magic items (like The Tritan Throne [DU-65] or Boiling Oil [DU-55]) to become champions . The hero's level equals the artifact or item's icon bonus. Then it is vulnerable to cards that kill heroes (like the Living Scroll [2nd-408] or Unholy Word [MI-44]), destroy magic items or artifacts (like Crystalbrittle [RR-53]), or cards that counter spells (like Dispel [4th-400]). This works best for nasty or persistant magic items and artifacts. Good examples include: Staff of Conjuring [3rd-105], Kevin's Blade of Doom [3rd-206] (since it is a hero), Labyrinth Map of Shuuc [2nd-410], Vorpal Blade [FR-56], Rod of Seven Parts [AR-21-27] (especially nasty when combined), Winged Boots [AR-20], Fate's Promise [PO-c6], The Ring of Gaxx [TU-c4], Sword and Helm of Garion [TU-c21], Tighmaevril Sword [BR-46], Scimitar of Speed [4th-205], Wand of Orcus [AR-2], Pearl Pegasis [DU-70], or Orb of Delight [IQ-68]. However, the best combo, bar none, for Animate Object is Murlynd's Spoon [IQ-65]. Since the spoon can not be discarde by the oppoent or any card the oppoent controls, it is safer than Chernivick [4th-347] in the pool, and, if defeated in battle, only returns to the pool. The ONLY way to get rid of an animated spoon is dispelling the spell, or sending it to the Abyss or Void (since that is stronger than discarding). This card will see play in many different fun decks, but it isn't strong enough to make most tournament decks, since magic counters are the rule in that setting.


Turncoat!!!

#46 of 99

Event

Choose a champion in play. The owner of that champion rolls a 2d4. They must choose and discard that many cards from hand, pool or formation to keep that champion. Otherwise, the owning player must place that champion into any other player’s pool. (Harmful)

Turncoat!!! is an interesting event that rarely results in exactly what the event player wants. To play it, the player picks one champion in play. The champion's owner rolls 2d4, and then faces a choice. Discard the roll amount (2-8, average of 5) in cards from hand, pool, formation, or a combination of those places, OR put that targetted champion into the pool of another player (all attachments go with the champion, but discarded champion and attachments go to the owner's discard pile). It could be into the pool of the event player, but most often it will be into the pool of a third player not involved in that action, as few players want to reward the person playing the event (in a two player game, this can effectively steal a champion for the event player if the opponent doesn't opt to discard the 2d4 cards). Since this card takes away the card from your hand (when you play it) and often doesn't actually help the person playing it (since other players usually get the champion), it is pretty poor for most games, and will only be seen in fun decks.


Insanely Good Fortune

#47 of 99

Event
Play on another player’s event card. If played on a helpful event, negate the event. If played on “Unusually Good Fortune”, negate the event. Both players then draw 6 cards, and the other player then randomly discards his hand down to 2 cards.


This is an interesting silver bullet that leaves interesting possibilities for many uses. When Unusually Good Fortunes [FR-c11] is not in the game, all Insanely Good Fortune does is negate a helpful event, such as Caravan [1st-319] or Good Fortunes [1st-100]. This can be very useful in some games, but can be made completely useless if the opponent is using The Azure Tower of Onad the Fallen [DU-24] or Purveyor of Events [DU-16]. However, it becomes very useful if the opponent uses A Good Defence [IQ-48]. For this measure, it isn't too bad to carry except when you expect those dungeons used against you (like in many tournaments). The silver bullet part of the card is when Unusually Good Fortunes is in play. This card has been used mostly for its card drawing capability, and sometimes to neutralize the threat of the original Good Fortunes. If used on the target, both players have all previous effects cancelled, and both players draw 6 cards, the most of any fixed event (Favorable Winds [DR-24] can be more if enough fliers are in play). Additionally, the opponent must discard their hand down to 2 cards after drawing, slightly nastier version of The Starving Artist [3rd-439]. This is very nasty, and can easily cause many events to go to the Abyss without ever being played. Since Unusually Good Fortune is a chase card, it is rarely seen outside of tournament settings and be the only place one should expect to see this card. Finally, it should be obvious, but this event is harmful.


Conspiracy!

#48 of 99

Event

All players write down a champion that they think should be discarded. The results are revealed and the champion with the highest vote total is discarded (regardless of special powers). If the results are tied, all champions in the tie are discarded. (Harmful)


Conspiracy! is an interesting card that is pretty dangerous in many different situations. When played, all players write down the name of a champion in play. Then all votes are revealed. If one champion has the most votes, that champion is discarded regardless of special powers (like Chernevik [4th-347]) or immunity (like Necba the Wrathmaker [DU-c14]). In most cases (at least from play testing), each player will chose a different champion and all those tied with one vote champions will be discarded. This card is very fun in large multiplayer games with greater than 3 players. With 3 players, it is best to get someone on your side before you play this card (discussing it after playing it is very non-kosher) to get rid of an annoying champion like those named or others (like the Poor Oriental Lord [DU-c20]). In a two player game, it results usually in each player losing their most valuable champion, which is sometimes acceptable. Note, this can't get rid of Wealthy Oriental Vassal [MI-81], since on-line expansions are considered to be no edition cards, not first edition. Since this card gets around immunity, a deck built around one specific champion need to protect against this card by carrying extra event counter cards.


Barracks of the City of Greyhawk

#49 of 99

Dungeon
During combat, this player’s allies cannot be discarded or forced to switch sides. If victorious, one ally used in battle can be returned to the hand.


This is one of the best dungeons for decks that currently don't have one they like. Allies show up in most decks, as they can be used by nearly every champion. This protects those allies in a number of ways. First off, allies that the Barracks' player uses cannot be discarded or forced to switch sides by the opponent. This helps protect those allies already in play, but it does not protect allies that never get to be played, like when prohibited by cards like Daggerdale [1st-7] or Tergoz Tenhammer [3rd-60]. Opposing the Net of Entrapping [3rd-169], allies played before the Net entered play are safe, but no new allies may be played. Additionally, if you steal you opponent's allies (with cards like Funerea [4th-327] or Master Illithid [DU-53]), they are protected as soon as you as you gain control of them. The Barracks work very well protecting allies from the Triumverate realms, especially since realms activate before almost all other card powers in battle. Additionally, if victorious in a battle (not just a round of battle), one ally used in that battle can be returned to the owner's hand. This means it works very well when defending, as instant defeat champions like Dreaded Ghost [4th-246] or Nobel Djinni [1st-84] can come back immediately after winning a battle for you, giving you a spoils card in terms of card advantage. There are still a few stronger general dungeons in many cases (like the Azure Tower of Onad the Fallen [DU-24]), but this would be a good choice when a few very good allies are being used. Therefore, this dungeon will show up often in various fun decks where no dungeon addresses the theme, and sometimes in a few tournament decks based on battle.







Kamikaze!

#50 of 99

Event

Usable only when attacking. The attacking champion charges without fear, discarding all champions involved in the combat to the discard pile, and razing the realm (with no spoils). (Harmful)


While this looks like a wierd card, this is a god-sent card for the defensive player. When you attack (a realm, not any other card), you play this event when you have a champion you don't mind losing in combat. That champion, and the champion opposing it (assuming the defender didn't win by instant defeat, which is something that will prevent Kamikaze! from being played) both will be sent to the discard pile. This can even be improved if you use a champion in battle that is immune to events, which cause the immune champion just to return to their pool (this can also backfire and save a defending champion who is immune). This result is often worth it when you know the opponent will put out their best defender. In addition, you get to raze the attacked realm, which can be very useful against an opponent on the cusp of victory. Not something for the timid at heart, or those needing to keep all of their champions, but it can be worth it if you don't expect you opponent to be able to prevent the razing. This is a good card for major defensive decks, especially those that bring champions back from the discard pile (like many cleric themed decks). As always, and opponent used to such tactics can either looks for more realms and champions immune to events, use standard event stoppers, or carry realm rebuilders.


Two Fisted Player

#51 of 99

Dungeon

This player draws one less card per turn, but his hand size is increase to 12 and is immune to all cards and abilities that would cause cards to be discarded from his hand.


This is an interesting dungeon that has a few interesting ramifications. First off, the dungeon starts with a huge penalty: you draw one fewer card per turn. Starting behind all the other players is often difficult to deal with, especially if you can't draw the cards to keep up. Therefore, and deck planning on using this card needs to have enough extra card drawers to deal with the bad delay. Being able to keep 12 cards in hand (4 more than normal) supports a deck focused on speed drawing of cards. However, the final power is the main reason to use this card. You hand is completely safe from any cards or abilties of other players. Not just that, but you are completely immune to those cards, so, for instance, if you accidentally active a Handmine [DU-c16], you don't need to discard the card allowing you to search, because you are completely immune to the card, not just the hand affect. The best combination with Two Fisted Player is Castle Moovania [IQ-12], which results in a standard hand size, and protected hand, and drawing 4 cards pet turn. However, keeping both in play at the same time is often very difficult, since most opponents see that as very power and aim to destroy you. You will only see this card where the most hideous card advantage takes place, meaning the tournament setting. Any deck with a theme of hand destruction needs to plan a way around this card, the best being attacking or Wish [FR-46].


Kender Taunting

#52 of 99

Event
Force two champions to attack you during their owners’ next phase 4. If they cannot attack, both champions are discarded. If the first champion to attack is defeated or razes the realm, the second is not discarded. (Harmful)


Kender Taunting is a great combo card to eliminate a couple champions. Kender Taunting is a good way to force certain pool based champions into attacking, a bane for many "destroy from afar" decks. The opponent this is played on may not choose not to attack and just discard the champions, since the second line of the card specifies "cannot", instead of choose not to. Additionally, the opponent may not play cards to prevent himself from attacking, like Disintegrate [1st-393], unless they want to sacrifice both champions. The best champions to use with Kender Taunting are based on the round of combat. For the first attack, using a champion who activates upon defeat, like Aurak Draconian Lord [2nd-418] or Talcon [4th-341], are best, and the second round using an instant win champion or very powerful combat champion can add spoils to the champion slaying. The second, and more vicious combination is coupling Kender Taunting with any power that prevents someone from attacking you, such as Solid Fog [1st-382], Bronze Dragons [DL-97], or Phase Out [PO-51]. Because the target champions cannot attack, both would be discarded immediately. This combo can be a great method to remove troublesome champions, but it can be stopped by any normal event stopping method, immunity, ot can be turned around horribly with An Eye for an Eye! [IQ-46], since this event would force the champions to be discarded, activating An Eye for an Eye! without giving you the combate method out of it. This powerful combo will be found in many decks in all sorts of settings, though probably not as often in tournament decks (but still around).


Great Depression

#53 of 99

Event

Each player must discard a 1d4 magic item(s) and/or artifact(s), or discard all non-thieves in their pool. If there is a regent in a pool, that pool requires a discard of 2d4 magic item(s) and/or artifact(s) instead. (Harmful)


The Great Depression is a thief deck's dream. When played, players have two choices: discard all non-thief champions (and a deck of all thieves can just choose this option and be completely safe).or discard 1d4 magic items and/or artifacts from play or hand (or 2d4 if a regent is in that player's pool). Note that Rigged Dice [MI-22] isn't very good for use with this card, as a choice is involved and, since each player rolls their own dice, it can affect only one player. The nastiest part of this card is that the choice MUST be made before any dice are rolled, so you can't wait to see how high the cost is before choosing. Worse yet is that if you choose the magic item and/or artifact choice, and roll higher than the magic items and artifacts you have total, you still must discard the non-thieves (though not the attachments). It all accounts for a very nasty effect, with the worse effect against decks using regents, especially with the advent of magic item decks using Chernevik [4th-347] to try to protect them (and Chernevik can't be discarded by this card, but still requires the higher discard cost). For a true thief deck, this is a great card, but otherwise it's nearly worthless. Therefore, you will find it in fun theme decks, but practically no where else. The best ways to counter this card are the standard event counters or champion event immunity (like Servei Von Zarovich [RV-98] isn't discarded by Great Depression).


A Horrible Mistake

#54 of 99

Event
Play whenever an opponent copies another card. Both cards are discarded to the abyss. If the opponent owns both cards, then that player must also draw and discard two cards from their draw pile to the abyss. (Harmful)


A Horrible Mistake is a silver bullet card meant to destroy decks based upon copying one card, like Gib Kcir [RR-c16], Necba the Wrathmaker [DU-c14], or Highmaster Illithios [DU-c21]. However, this card has many of the problems associated with most silver bullet type cards; it's nearly useless when the target isn't there. A Horrible Mistake can kill any card, and then kill what it was copying. Now this can be very useful, and even kill three cards when Gib Drawsemaj [NS-c20] is the target (but only when it is first played, because then it stops copying after that). However, when the card being copied is yours (like with Land of Legends [IQ-4], but not Shadowlands [IQ-2], since that steals), you can have your card dumped just like your opponent's. Either way, those cards go to the Abyss, and the ability to force the opponent to send two unknown cards from their deck (if you catch them copying their own card) is very potent. Many decks carry
some card that copies another, but the risk of having a dead card in your deck is quite dangerous, as every card needs to count in a game. Some people will decide this card is worth that risk, for the potential card advantage against a single opponent, but many won't. A player who intends to copy other cards must be aware of this card, and figure out a good way to stop it (champions immune to events, event stoppers, etc), because it could destroy your theme. If you don't intend to play such a theme, only carry this if you've been hurt by said theme often. Otherwise, a more generally useful card would serve your deck better.


Fedifensor

#55 of 99

Magic Item

+4

Sword. When in battle against a thief, the thief is halved in current level and may not play thief skills. May be discarded from the pool to counter a just played thief skill. (Off)


Fedifensor is the ultimate lawful sword, but that useage is pretty limited. The moderate +4 icon bonus of this sword is only minorly significant, so to chose this item, you need its power. In battle against a thief (note: not just a champion who can use thief skills), the thief is half level and can't use thief skills. Even against the Guildmaster [NS-76], the level adjustment is 9 (plus half of the Guildmaster's attachament icon bonuses, as Fedifensor targets adjusted level when pushed forward), and the only big effect is not being able to use thief skills. The biggest effect is the power to be able to be discarded from the pool (not from hand or from battle) to cancel a just played thief skill, such as Con Game [DU-82] or Rigged Dice [MI-22]. This effect is very nice, but useless against any deck without thief skills. Therefore, Fedifensor is only really worth it if you know you are going to face a thief deck. Therefore, it won't see play much in tournaments, and very little play in fun games except by players that are sick of being hit hard by the nastiest of the thief skills.


Ariakan

#56 of 99

Hero

8
Dragonlance

All of this player’s realms can defend themselves as level 5 champions. If the realm can already defend itself, the realm champion gets a +5 to its adjusted level.


Ariakan is an interesting champion with limited useage. First off, being a level 8, it is the highest level hero for the Dragonlance world. This, and the propencity for having Dragonlance realms unable to defend themselves mean he will show up often in Dragonlance world deck. Ariakan's key power is to make realms defend themselves as level 5 heroes (heroes, as it doesn't specify a different type of champion). This power is not incredibly strong, and only should be considered for decks that carry few champions, mostly high level (especially since the realm champions are effectively adjusted level 8, as they get the world bonus). Also, it can empower realms that can already defend themselves, granting an additional +5 bonus. This means some of the strongest realms are very tough. Examples include Lair of the Eye Tyrant [4th-68] starting battle at an adjusted level 23, or the Oracle at Delphi [IQ-6] at adjusted level 18. This works very well for "championless" decks where all a player's realms defend themselves. However, outside of the mentioned themes, Ariakan won't show up in many decks, as it is tough to use a level 8 champion specifically not to go into battle (since risking his power means you may not have it when a realm is forced to defend itself). This boosts the last ditch effort, which is how most players look at realms defending themselves, most prefer to use those 8 champion levels to win before it gets to that stage.


Cloak of Protection

#57 of 99

Magic Item

During phase 3, this player may elect the attached champion to be immune to the powers of one card type (cleric spell, blood ability, ally, etc.). Cannot be used by a champion with the word immune in his power. (Def)


The Cloak of Protection is an interesting card that has some use, but must be built into the correct deck. The biggest problem with the Cloak is its last line, which means it can not be attached to a champion with any immunity other than that confered by other cards. This card is very versitile, which normally qualifies it as a good card. Each phase 3, a card type may be prevented (only one at a time), plus an immunity can be named immediately when it is played (thus this card is not useless if playing into battle). The Cloak's protection extends only to offensive or harmful cards in the chosen category (since it does not specify defensive), but works well because few decks are built around multiple support card types. The Cloak works best in attack style decks not focusing on immunity, or decks based around a card type to all get immunity from one card (an example of this includes most undead decks, which use the Haven of the Undead [4th-70], Throne of Bone [4th-462], and Bonemaster, Avatar of Nerull [PO-41]). The best way around this magic item is item destruction of a type not the focus of the deck, especially Flesh Golem [RV-73] or Whip of Disarming [NS-48].


Club of Bashing

#58 of 99

Magic Item

+5

Usable only by giants. May be discarded during battle to subtract the base level of the attached champion from the adjusted level of the opposing champion. If the new adjusted level is below zero, the opposing champion is discarded. (Off)


The club of bashing is an interesting item, that is suprisingly effective, even in non-giant focused decks. The club has a significant icon bonus, but is strongest when it never enters battle. Since it can only be attached only to a giant, at least three must be packed into any deck using the Club of Bashing. The club's power works when discarded, thus making it of limited usefulness. Also, since the magic item retrieval champions are not giants, no cycling combo can be used. However, when used from the pool, you can drain levels from a champion opposing one of your champions. This is most effectively attached to a high level giants who stay in the pool, such as Kronos the Titan [IQ-62] or Tyvorg the Frost Giant [DU-45], which can drain significant amounts, and can be activated before the opponent has a champion to play new cards (since it was in play first). This can cause discard of the opposing champion, and can be useful. However, since there are many ways around this penalty (magic item immunity or triumverate allies being the simplist), it is not worth building a deck around. The card will very rarely see torunament play, and only readily be found in giant theme fun decks.


Sling of Seeking

#59 of 99

Magic Item

+1
When in pool, this champion can sling a rock that kills one giant (champion or ally) in any combat before its power activates.


The Sling of Seeking is a minor magic item that can be strong in certain situations. Any champion can use this item with a neglegable icon bonus. It only works from the pool, so putting it on a champion likely to stay outside of combat maximizes its usefulness. This once per battle power can kill a giant champion or ally. This is very strong. However, to find the Sling's usefulness, we have to look at who we are likely to kill. The only giants likely to be found in tournaments are The Keeper [RR-43] (who often doesn't enter combat), Kronos the Titan [MI-62] (ditto), or Hero Slayer [DU-50]. Since even the lowest of the three (the most likely one to go into combat) is not likely to see play in big tournament play, this will very rarely see tournament play. Even in fun play, unless you expect to oppose a deck with many giants, this card sees little play. Better choices would include the Sword of Cymrych Hugh [FR-62] or Sword of the Avoreen [PO-3]. Giant decks need a defence against cards like this, and the best option is the Codex of the Infinite Planes [1st-152].


Necklace of Fangs

#60 of 99

Magic Item

+6
Usable only by clerics. During Phase 4, may enslave any undead champion in play to attack and defend for this player. The champion returns to its owner’s pool only if it survives the combat. (Off)


The Necklace of Fangs can be a very powerful item in certain situations, but those situations can be quite limited. First off, it can only be used by clerics (not just champions able to cast cleric spells), and thus only fits into decks of similar themes, but otherwise is useless. Also, even though not clearly stated, this item only works once per battle, thus even an undead deck is not completely handcuffed by this card. Finally, it only works if your opponent has an undead champion in play for you to summon (and those running all undead decks usually take advantage of immunity cards like the Throne of Bone [4th-462]). All this adds up to a card that can be strong in very limited situations, but isn't strong enough to build around it, like it needs. This card could be seen in fun cleric decks, but other than that, don't expect to see it often. An undead deck would be wise, however, to carry a method of magic item immunity just in case.


Cupid’s Arrows

#61 of 99

Magic Item

+3

Can be discarded at any time from play to send two champions in combat on a romantic trip to limbo. The battle may continue with new champions. (Off)


This novel magic item pulls on Greek mythology, just like Kronos the Titan [MI-62]. This card is purely a +3 icon bonus until it is discarded. When it is discarded, the two champions in battle goes to Limbo, returning at the end of their owner's next turn. The magic item, and even the using player, do not need to be involved in the combat, just the item must be in play (Cupid's Arrows cannot be used by discarding them from the hand). This can be effective in many ways, but works best when used to discard champions of two other players while they combat. Attached cards (magic items, artifacts, etc) stay with the champions, while other support cards like allies and spells are discarded. Overall, the effect is still fairly weak, possibly earning you spoils or a repreave from attack, but it can be made stronger. The best combination with Cupid's Arrows is Throne of the Mountain God [4th-510], which forces the "loving champions" to the Abyss instead of Limbo. While this reduces its effectiveness when used to stall an attack against you (the other decent use of the magic items), it is still very strong, especially when you consider it can be brought back with Tasslehoff Burrfoot [DL-39] or Pelanth the Bronze Dragon [DR-28] every turn and used again. While this combo is very strong, the most effective counter is using champions immune to magic items when the arrows show up. This counts for the person using the arrows, as using the arrows from outside combat while using a champion immune to magic items leads to easy victory. Don't expect to see this card to often in tournament play, but any deck that likes sending stuff to the Abyss should seriously consider the Arrows/Throne/Tas combo to lock combat.


Kronos the Titan

#62 of 99

Monster

11

AD&D

Giant. Earthwalker. Swimmer. Can use wizard spells, cleric spells, and psionic power cards. Whenever a monster attacks, it must ask Kronos permission to use its special powers.


When the Millenium set first debuted, Kronos was one of the most debated cards as having too much power. First off, this very high level champion (highest base level giant, earthwalker, or swimmer non-avatar) has many movement abilities that would make him a skilled attacker. However, most tournament decks find better use out of the second section, which specifies that Kronos can use almost all spells and psionics, and helps any deck built on any of those themes, and especially shines whith regards to decks that dabble with more than one of those. However, it is Kronos's last line that caused the most problems. Anytime a monster attacks, it must ask Kronos's owner if it can use it's special power. Power doesn't include movement abilities (champion characteristics cannot be taken away unless specified, as with Tamarand, Great Gold Wyrn [MI-30]), but this still knoxcks out most combat worthy monsters from going forward, such as Living Wall [PO-58] or Stryck [1st-c17]. However, powers that activaten after combat are safe, since they are after Kronos's sphere of influence, so Iuz the Evil [1st-168] is not affected by Kronos. Kronos is very strong and has many different uses. The best was to negate him is to force his discard with cards like Banishment [1st-395], since Kronos has no immunities, or negate or steal his power (like with Mind alteration [MI-65]. This card will show up in tournaments, but will have minimal effect against decks low in monsters, especially as Kronos has no sway over defending monsters.


Chaos Wand

#63 of 99

Magic Item

Whenever an opponent in combat with the attached champion wants to play a card, the wand’s owner picks it randomly from their hand, discarding any cards that are unusable. (Off)


This magic item is great for the combat deck sick of opponents sitting back and avoiding combat. Most decks that try to avoid combat pack a few cards to end combat quickly, such as Dreaded Ghost [4th-246] or Cockatrice [MI-17], and have their hands full of realms or cards to destroy from afar. The Chaos Wand targets that player, forcing them to probably lose cards by attriction from the hand, since you randomly discard from the hand. Since the discard is specified as Random, cards that expose the hand, like I Know What Your Thinking [IQ-85], tell you your odds of getting to discard cards with Chaos Wand, but you can't discard specific cards. This strategy is very strong, however, there are some nasty ways to make it work against the user. The obvious one is Handmine [DU-c16], which destroys the user's hand and the Chaos Wand, and the other best way is Castle Arborgate [IQ-1], which, when discarded, instead enters play immediately instead. Also, the Herald of Mei Lung [NS-54] works well for this. Even with these risks, this no-icon card still can win you matches, and a devoted non-combat deck would rather give you the razing and the spoils than give you the chance to discard their cool cards. Expect to see this card opposing you in many game settings by combat decks.






Aversion

#64 of 99

Psionic Power

Can only be played by a player who attacked and was defeated. Play onto winning defender. While this power is attached, the champion cannot enter combat with any of this player’s champions. (Off 5)


This power is a difficult power to have activate, or even to plan. It is similar to Post Hypnotic Suggestion [PO-7], except this has a stronger effect (but requires you to attack and lose, giving spoils). It requires that you attack, be defeated, and the defender survived, blocking many common strategies found in winning decks. Champions who could survive such a situation work well to setup this power, such as Ochimo [FR-95] (since the defeated attacker doesn't have to be psionic), Seveia Shadowmaster [PO-14] (though it gives the opponent spoils), or Minerva [4th-333] (removing spoils). Being able to use this card after losing battle and just having another psionicist use the power after the defeat is very useful, but still requires losing, and few decks plan to lose. Don't expect to see this card too often in tournaments, but this would be a very worthy addition to a poison-pill theme deck with just a sprinkling of psionic champions.


Mind Alteration

#65 of 99

Psionic Power

This champion may switch the power of any 2 champions in play. This power lasts until it is negated, or if the champions face each other in battle. (Off 3)


Mind alteration is an interesting power that can be used to suprise decks fouced on a single champion. For example, many decks have shown up that focus on copying the power of Nebra the Wrathmaker [DU-c14]. If you switched Necba's power with that of any champion in your pool, not only do all those copies all instantly imitate Necba's current power, but you suddenly get the advantage of having the original Necba's power. Not just that, but if the original Necba is discarded, your champion with a switched power keeps Necba's power until discarded. If both champions who have switched powers leave play, the Mind Alteration also goes to the discard pile. The final line about negation of this power means that for maximum use of this power, the switched power should not be combat based, unless it should only be used defensively, because the opponent would just defend against the attacker stilling his best power by defeding with the other switched champion, negating the Mind Alteration. This card has potential to show up in almost any setting, and is more likely to find a home when a player expects to play against non-combat oriented decks, and often found in tournaments. The best defense against this card is not basing yourself around a single champion (with exception of maybe POL or WOV), or carrying proper counter cards, like Slap! [IQ-78], Ur Draxa [AR-93], and Dispel [4th-400]


Absorb Disease

#66 of 99

Psionic Power

Can be played at any time to redirect the effect of any spell, event or blood ability directed at any other champion of this player, whether in pool or in battle, to the champion using this power. (Def)


This card is used to redirect, or even defeat an incoming spell, event, or blood ability. This retargets an incoming card and pulls it to the champion, regardless of the situation. However, this champion doesn't need to take the effect on that champion, and would drain away with no effect, if the champion using Absord Disease is immune to the incoming card. Therefore, good champions to use Absorb Disease include Caller in the Darkness [NS-70], Highmaster Illithios [DU-c21], or champions using immunity attachments, such as Dark Haven [4th-188] or Pearl Pegasus [DU-70]. However, without the immunity to effectively allow Absorb Disease to become a counter, this allows you only to choose to change the target of the spell, ability, or event, therefore only being useful if your deck resolves around a single champion like Highmaster Illithios. Unless you are working for the combination or to protect the single power champion, this card is not worth it and one shouldn't expect to see it much in tournaments.

Teleport Other

#67 of 99

Psionic Power

Usable only when one of your realms is attacked. Each player rolls 1d6 for each unrazed realm in his formation. The highest total roll has their front-most realm attacked instead for this battle, regardless of movement restrictions or special powers. (Off)

This psionic power whould only be defensively used, and when you know you are only being beaton on because you are nearly defenseless. When played, all players a number of six sided dice equal to the number of unrazed realms in their formation. The player with the highest total roll becomes the new target of the attack, at mis or her front realm. Starting off. the random effect can result in problems, including possibly doing nothing (if the power's user rolls highest), or causing a player to atack himself (often leading to quick defensive spoils for the attacking player). Defending players will use this most often when down in the entire game, as they will often need this to escape a beating and cause two other opponents to wear each other down. An advantage for using this while attacking, if you can fix the results (like Rigged Dice [MI-22]), is that you could get to a nearly unatackable "red-hat" realm for the battle, robbing the realm of monement or other attack restrictions. The only deck I see this card doing very well in (because few players plan to be losing) is a Playing to Lose [DR-c10] theme deck, since only razed realms are counted for rolling. Finally, if multiple players roll the same result, the results are rerolled by the players tying for the highest result, until a final high roller is found. This card shouldn't show up much in tournaments, but is definitely a nice fun card to have around.


Poisoned Oasis

#68 of 99

Holding

Dark Sun

May be attached to any realm. May be played at any time to skip phases 0 through 5 (inclusive) of a turn following a Caravan.


This holding has the power to effectively take away any extra turn a player may want, without the chance of being countered. When another plays a card to give themselves an extra turn (currently just Caravan [1st-319] and Ancient Kalidnay [AR-92] {the AK isn't stopped by this card}), this part does not counter the card (thus not protecting a Caravan played by a person using Azure Tower of Onad the Fallen [DU-24]). Instead, it forces that person to skip phase 0 (before drawing) to phase 5 (discarding down and after battle actions), meaning the only part of the turn the extra turn player gets is rapping to end his or her turn. Effectively, it negates an extra turn for most intents and purposes. An interesting foible of this card is that it is a Dark Sun holding that can be attached to any realm, so it helps a person if City States [RV-29] enters play. Late in the game, a player with City States may choose to play this as a normal holding with the only power being able to be attached to any realm to go for victory. The biggest problem is the same problem for most anti-speed cards; a player must draw it to use it. Thus, if both of your opponents play their Caravans, the becomes a dead card in hand. Even with that problem, expect to see this card fairly often in both tournament and fun settings, as everyone hates when speed is used against them.





Body Control

#69 of 99

Psionic Power

The using champion gains the special powers and abilities of the opposing champion until the end of this player’s next turn. (Def 4)


This defensive psionic power is very useful, but sometimes comes just a little bit late. Much like Sir Edmund Bloodstone [RV-80], a champion using Body Control can imitate the opposing champion's special power. This power can come a bit late, and instant win champions often are victorious before you can play this power. However, often instant wins work on the champion with the power, so a low level psionic champion could make a Living Wall [PO-58] absorb itself. This also works exceptionally well against champions with great immunities, especially notable nasties like Etherial Champion [4th-508] or Gib Irod [NS-c21]. However, this card is often undependable, as you have no idea what the opponent will push forward against your psionicist. Therefore, don't exect to see this card much in most tournaments, but it is a fun card for fun decks, or very large deck tournaments.


Awe

#70 of 99

Psionic Power

Roll 2d6 when this power is used. If the roll is lower than the using champions base level, the opposing champion loses this round of combat and returns to its pool stripped of all attached cards, regardless of special powers. (Off 4)


Awe is like some key spells from Dragonlance, but has a random feature that could make it difficult to use. It starts with the using champion rolling 2d6. If the roll is equal to or greater than the using champion's base level, the card is worthless, granting no level or any other bonus. Therefore, it should be used only by high level champions, and only users of level 8 or greater have even a greater than 50% chance of success. The only champios that can use it and guarantee activation is Bansmareton [MI-79] (needs a base level of 13 or greater). Therefore, the power must be great for such a all or nothing risk. The power is fairly strong, but one questions if the risk is worth not killing the opponent. The opposing champion runs back to his pool just like Unnerving Aura [DL-69], and the champion loses all attached cards, regardless of special powers, which is very similar to Peace [DL-89], yet stronger. The effect is strong, but the combination of risk of uselessness and non-lethal power, means this card will very rarely see tournament play. Even in fun play, you shouldn't worry much about opposing players using it, and is best foiled the same way all offensive psionics are dealt with: Ur Draxa [AR-93].


Ballista Attack

#71 of 99

Psionic Power

Discard an opposing ally already in play, or any champion in any pool. (Off 4)


This is a great power. Useable only in combat, this is one of the few recommended cards that don't help you win the combat at all. It can be used to discard an ally already in play, however, in tournament decks, the ally lock the opponent down or instantly defeat the opponent. The biggest power is the ability to kill cany champion in any pool. Without the level restriction found in Drain Will [DU-75], this can notably take out most annoying non-combat champions, such as Marco Volo [1st-50] or Necba the Wrathmaker [DU-c14]. This also gets rid of champion granting immunity, or avatars sitting back in pools. That is remarkable in flexability, and doesn't even require targetting the player who holds the champion that you desire to kill. The best champions to use this power are the ones whos natural power allows them to retreat from combat, meant to lose, or who's power will let them will innately. Examples include: Davron Parscall [PO-9], Seveia Shadowmaster [PO-15], Seluna Darkenstar [PO-20] (use this power before using the innate Appraise), Havrum Redbelt [PO-25], and Minerva [4th-333]. The best way to stop this card is using Ur Draxa [AR-93], or single use counters like Dispel [4th-400] or Slap! [IQ-78].


Cannibalize

#72 of 99

Psionic Power

All champions in your pool lose 2 levels until the end of the current turn. The using champion gains 2 levels for each champion in your pool until the end of the current turn. (Def 4)

Cannibalize is an interesting power that can equal lots of levels, but can also be dangerous to play. The power starts by taking away 2 levels from each champion in this player's pool, which can be a serious pain, especially as it only drains adjusted level, so it doesn't make more champions available to fight the Living Wall [PO-58]. This card is a gamble. While it hurts all but one champion you own, it makes that champion fairly big, if your pool is large. As such, this is a card you'll want to use with your first champion in a multiround battle. Being defensive, very few champions are immune to the power, making it even more dependable. However, when compaired to Murlynd's Spoon [IQ-65], it would be wiser to use the non-removable spoon unless you have at least 7 champions in play (1 in battle, 6 in pool, +12 bonus). If one has that many champions, usually the player is enough of control to have better combat cards. Therefore, this is not the best card to use, and should probably be avoided for better iconic and special power cards unless you MUST focus on psionic power cards (such as for a deck built around the High Master Ithillos [DU-c21]).


Gellidus, Dragon of Ice

#73 of 99

Monster

12

Dragonlance

Flyer. Gellidus thrives on creation and may use any defensive card. Offensive cards played against Gellidus are doubled in level. If in the same pool as T’chaar, both may use any offensive and defensive cards and the penalties for doubling cards used against them is negated.


Gellidus is a very useful card, with some very interesting properties. First off, being a dragon and a flyer, Gellidus can use and is affected by cards targetting either. Gellidus's first power is VERY useful for most tournament decks. Gellidus's power to use any defensive card means he can be prepared to use practically any counter, the most powerful being Intercession [RR-48, bluelined defensive], Dispel [4th-400], Re-target [4th-389], Limited Wish [FR-43, bluelined as defensive], Invulnerability [BR-45], Dragon's Calm [DR-47], Magic Draining Field [DU-74], Tumble Out of Danger [DU-84], and Slap! [IQ-78]. Also, strong powers that grant protection (like Forbiddance [ARc13]), or bring back champions (like Create Minion [DU-79]) are very useful with Gellidus. His weakness against offensive cards means you shouldn't use him in combat. While this seems a waste of a level 12 champion, the level means little when the high bonus offensive cards enter battle, being doubled in icon level. The last part of Gellidus's power refers to T'chaar, Dragon of Flame [DR-c1], who's power mirrors Gellidus's, switching offensive and defensive throughout the text. Having both in play and negating their weaknesses is very useful, especially as it allows you to use any offensive and defensive card. However, the dragon twins cost 24 champio levels from your deck, and the desire to keep the power would mean avoiding putting either into combat, making it very hard to defend your realms with sufficent champions. If one must be chosen, I'd suggest Gellidus for the ability to use so many good counters, though it needs to be chosen based on how the rest of the deck works. Gellidus will usually be seen in tournament decks, as few fun decks have the chase cards to spare to add T'chaar, but it's use will not be widespread, and both Gelludus and T'chaar are farily easy to deal with, and neither card provides and defensive or immunity power.


Louie the Pit Boss

#74 of 99

Thief

4

AD&D

Cannot be the target of any card or power designated as harmful or offensive. May be sent to limbo at any time to have any die (or dice roll) be re-rolled.

This card is a nice support for decks fully endorsing Millenium's new theme: dice. However, just his immunities makes him worthwhile. Louie, not being able to be targeted by offensive or harmful cards is potent, though with weakness, leaving him vulnerable to cards that can kill him but not target him, like Wail of the Banshee [NS-24], or Con Game [DU-82]. Even with this gap in his immunity, Louie's defense is quite strong and therefore useful for attachments. When he uses his second power, the attachements go with him to L:imbo, therefore not lost to the discard pile. The power to be sent to Limbo to force a re-roll is interesting, but not without its risks, as the second rolled result could be worse than the first. The strongest cards affected by Louie include Phoenix [MI-16], Cockatrice [MI-17], Treasures of Netheril [MI-27], Turncoat!!! [MI-46], Hornung's Randomness [MI-78], Wealthy Oriental Vassal [MI-81], Entropy Shield [MI-82], and Roundhouse [MI-96]. Just like all dice cards, the danger of rolling worse or making the same roll makes Louie undependable, but often woth using. This will show up in the decks of all players that enjoy these risks and games, but most top level tournament decks deplore such randomness.


Gib Nedyah

#75 of 99

Hero

6
Dark Sun

Cannot attack. Can use any unarmed combat card. While defending, may use any one unarmed combat card from any discard pile. Immune to all events (even helpful ones), thief skills, and blood abilities.


Named after designer Hayden William Courtland, Gib Nedyah starts with a fairly large restriction, in that it may never attack, immediately making it less versitile. However, the ability to use any unarmed combat is also fairly strong, sharing the power only with Amethyst [4th-303], or a champion using Gauntlets of Combat [DR-74]. Also, whenever he is defending (since he can only get into combat defensively), he may use any unarmed combat card from any discard pile, after which they go back to the same discard pile. That means once anyone uses a crotch shot (AKA Fighting Dirty [DU-c3]), no one will want to attack a player with Gib Nedhay in his pool. This is probably why the attack restriction was put in. Last but not least, Gib Nedyah has some major immunities, including events, thief skills, and blood abilities. Therefore, he makes a great champion to put valuable attachments you don't want to risk in combat, such as a Bag of Holding [AR-28]. For these reasons, Gib Nedyah will find his way into tournament decks and fun decks alike. The best ways to take out Nedyah is using what he isn't immune to, like spells, psionics, or even unarmed combat cards, and as such, cards to add those immunities are good attachments for him.


Inverted Pyramid

#76 of 99

Rule Card

Played at the beginning of this player's turn, this card is not discarded. It affects all players and remains in effect until another rule card is played. All formations are inverted when this rule card comes into play. The front row now has three realms, the middle row has two, and the back has one.

Inverted Pyramid is a good rule card for some combat decks, but difficult to use to its best advantage. While in play, the formation of each player changes, such that position A is in the third row, behind all other realms played after it. Players fill their formation from the back forward, with each new realm protecting previously played realms. This means that each realm is exposed when it is played, making a good target for a combat deck. The best way to use this advantage is for the combat deck to attack right away, as future realms will block access. Another key factor is that a deck wanting to defend itself is that each realm must be defensible, as each realm is exposed when first played. However, some interactions with Inverted Pyramid are interesting. Siege! [1st-150] razes the "front realm", and each player may choose what is their front realm. As the card states, if the "front realm" is razed, that player is immune to the event. However, Siege [1st-203] requires that one realm from the front rank being discarded, and that rank is whichever is closest to the front row. However, any one of those realms can be chosen by the formation owner. Inverted Pyramid is an interesting rule card, and it will show up fairly often in fun decks. In tournaments, it might show up in more combat based decks, but it is more likely to be replaced by a stronger restriction rule card. This tactics has been seen for most combat decks seen in tournaments.


Humility

#77 of 99

Rule Card

Played at the beginning of this player's turn, this card is not discarded. It affects all players and remains in effect until another rule card is played. This card is immune to events and the wish spell. All extra cards that are granted by any means (except spoils) are send to limbo and cannot be used while this rule card is in play. If this rule card leaves play, each player who lost one or more cards may roll 1d10 and retrieve all cards with a last digit matching the roll (return those cards to hand). All other cards are not retrieved and send to the discard pile.


Humility is an interesting anti-speed card that is quite difficult to remove from play. Two of the most favored methods of removing rule cards aren't affective against Humility: Wish [FR-46] and Genie Bottle [3rd-436] both can't get rid of Humility, as it is immune to those measures. However, other methods, such as playing another rule card, or Ellorelloran [TU-93], are very effective. All cards aside from the basic three drawn in phase 1 and spoils drawn after phase 4 are pulled from the deck and sent to Limbo. They stay there (outside of normal rules for Limbo) until Humility is discarded. Then, each player who lost cards may roll a d10, and get to retrieve all cards ending with the same number, the others going to the discard pile. Since every 0 rolled on a d10 is a 10, no cards ending with zero can be saved from the discard pile. Also, since it specified the discard pile, even events go there. For the most part, the cards sent to Limbo will go to the discard pile eventually, but most cards granting extra cards will avoid being played until the rule card leaves play. This is a fairly effective method of shutting down speed, but has the same problem most anti-speed cards; they must be drawn and played, which, in a deck without speed, is difficult to count on. It will show it's ugly little face in tournament play, and any deck based on card advantage (which will be most good decks) needs to think of non-event, non-Wish counters to this card.


Hornung’s Randomness

#78 of 99

Rule Card

Played at the beginning of this player's turn, this card is not discarded. It affects all players and remains in effect until another rule card is played. All cards that require a “Draw and discard noting the last digit”, now require that a die roll of 1d10 be used instead.


Hornung's Randomness is an interesting card that can do what was originally intended with making cards random in the Forgotten Realms set, and make them also more dangerous. Any card requiring checking the last digit of a randomly draw (or drawn and discarded number) instead requires a roll of a ten sided die. Therefore, many combos from deck manipulation are no longer effective, such as Moraster [4th-339] with The Fates [BR-c23]. A roll of a d10 could add a rondomness to those cards that were getting back to the original intent of the cards. However, the roll of the d10 has another interesting effect. It has been ruled that any 0's rolled on a d10 are counted as 10's. Most cards are designed with 0-9 as possible options, and making it 1-10 makes some cards nastier (average roll is 5.5, versus the regular 4.5 average). Examples include The Fates (having to discard 10 cards!), Bess's Revenge [4th-159] (higher level likely to kill), and The Black Death [NS-26]. However, some cards also get weaker, like Vorpal Blade [FR-56] or Use Poison [NS-63], since it is harder to hit a certain number or lower. I wouldn't expect to see this card in tournaments often, since most tournament quality players need to trust their cards will work, and will usually use the random cards with a fixing agent of some kind. However, this will probably pop up in lots of fun games, and the chaos this card is likely to cause make fun games even more so. The standard methods of removing rule cards are effective counter measures to this card.


Bansmareton

#79 of 99

Psionicist

17

AD&D

Avatar. Discard a psionic champion to bring into play. Each opponent draws a card when Bansmareton enters play. Immune to psionic attack. Bansmareton psionically teleports all of this players champions and allies, allowing them to attack any realm regardless of position or movement restrictions.


Bansmareton is the only psionic avatar champion thus far in Spellfire. It is very useful, but at the same time, isn't worth it. The price for Bansmareton is discarding a psionic champion from play, meaning any champion able to use psionic powers cards, not necessarily as psionicist, which works very well with his champion type. Each opponent being able to draw a card when Bansmareton enters play is very bad for card advantage, and thus needs a very powerful power to balance. Bansmareton's power is very strong and should be considered, as he acts as if he was every Underdark realm, allowing all of his player's champions (not just the psionic ones) to attack any realm regardless of position or movement restrictions (including requirements required by other cards, like Song of the Dragonlance [DU-22]. It doesn't get around "requirements" type cards (Den of Thieves [NS-c24] or Anytown, Anywhere [4th-70]) or non-movement requitrements (like the Ruins of Zhentil Keep [3rd-3] requiring clerics to attack). Each deck must choose for itself whether the card advantage loss is worth this nice advantage of attack. You should expect to see this card in psionic based fun decks, but it will be suprising to see it in tournaments. Its lack of defensive powers means finding ways to protect Bansmareton are highly recommended if you intend to use him.


Kalator

#80 of 99

Hero

7

Forgotten Realms

Can cast cleric spells. Immune to offensive thief skills. Any magical item attached to Kalator becomes a Forgotten Realms artifact, discarding from play any magical items with the same name (no more can be played).


Kalator is an interesting card, but might only make an impact in tournament level matches. His ability to cast cleric spells help defensively, and his immunity to thief skills makes his attachments safe from cards like Con Game [DU-82], but those aren't the reason to use Kalator. He can turn any magic item into an artifact as it is attached to him, preventing copies of those cards from being used by opponents. Most people who use this effect are looking to cut down speed items, like Bag of Holding [AR-28], Dragonfont [AR-c20], or Bag of Beans [NS-c11], all of which are commonly seen in tournaments. However, since each item is turned into an artifact, he doesn't get to use this power more than once, as he, like all champions, may only have 1 artifact attached. The only way around this is the Ego Coin [2nd-419], as it becomes an artifact to be attached, but then all any number of artifacts to be attached to it's owned, making Kalator more useful, as he can take away more magic items from the opponent's use. Outside of tournament play, Kalator is just too restrictive to make him worth using, as using only one magic item means you can't play all possible cards, but isn't useful in a deck without magic items. All in all, unless you rely on magic items that you know your opponent uses, it isn't worth carrying this card.


Wealthy Oriental Vassal

#81 of 99

Hero

8

Forgotten Realms

Immune to harmful events. When in play, only cards marked as “First Edition” can be played. If the Poor Oriental Lord and this champion are in play at the same time, both go to limbo for 1d10 turns (each champion’s owner rolls for their champion).


This card was probably the most argued card in the entire Millenium set on the Spellfire Mailing List when it first came out. The WOV (Wealthy Oriental Vassal) is a card every player needs to be aware of, and have a strategy to deal with it. When the WOV is in play, only cards with first edition on the back can be played, banning cards from 2nd through 4th editions, and all on-line boosters (since they are considered no edition). This is the opposite number of the Poor Oriental Lord [DU-c20], which is a first edition card that prevents all other cards printed as first edition. As both cards allow the other to be played, the provision added was that if both are in play, both are sent to Limbo. Each player rolls for his card, so it is unknown which one will come back first, and how long before they beam each other away again. Both WOV and POL (Poor Oriental Lord) strategies can work, but are weak against the other. The best way to plan for both possibilities for a deck using neither of these cards is to mix your realms and champions between editions, as Mike "Ogre" Heubbe did in the finals of the 2002 World Championship against a deck using WOV and a deck using POL. If you don't have a way to play the WOV against POL, you need a way to kill the WOV before you get locked. Because the WOV is immune to events, prefered methods include spells (such as Wish [FR-46]), psionics (like Drain Will [DU-75]), blood abilities (like Death Field [DU-81]), or allies (like Assassins [1st-252]). Either way, be ready to deal with this card in some way. It has forever changed tournament setting.


Entropy Shield

#82 of 99

Wizard Spell

For every card attached to the opposing champion, the opponent must roll a d10. If the number rolled is even, the attached card is discarded. (Off 4)


The Entropy Shield is an interesting wizards spell. It provides no icon bonus, and is very unstable, possibly not doing anything in the round of combat. However, there is a 50% chance that any card played after it will be discarded without ever activating. Rigged Dice [MI-22] can be used to guarantee a specific card dies, but that should only be used if the opponent plays a card that would end the battle immediately. Because the power only activates for cards played after Entropy Shield, any battle you don't expect to win outright with the first card should start with your spellcaster casting it. No other card could be as effective as Entropy Shield, but Entropy Shield also has the same chance as being totally worthless. I wouldn't expect to to see Entropy Shield in most tournament quality decks, but it could be very common in fun decks. If you love to gamble, this is a great card. Otherwise, pass on it and find something dependable.


Dark Cloud

#83 of 99

Realm

AD&D
This realm negates the powers of Tyr, Arkhold, and Mulmaster.


Dark Cloud is an okay realm, that becomes stronger in a tournament setting. Most speed cards show their ugly head in tournaments, and this card hurts three of the most common. Tyr [1st-224] has no other counter, and this realm works well for it. Arkhold [1st-236] can be countered by name by Points East Trading Guild [4th-101], as well as by Dark Cloud, but neither shuts down the other reason it is found in tournament decks - City States [RV-30]. In the case of both Tyr and Arkhold, the most effective way to slow them down is the Ring of Winter [FR-61], since it cuts all opponents down by a card in the draw, and only doesn't negate Tyr and Arkhold if both are in play by the same player. However, the most important cut down is Mulmaster [1st-33], which has been known to fuel world champion decks (especially the 1996 world champion Tim Tracy's spell deck), and make a strong tournament showing. It can be shut down by The Celestial Jewel of Sarimie [4th-100], but that only works for decks with significant numbers of Birthright or any holding realms. Dark Cloud works very well for this, and to protect it from such decks, a good attachment for it might be Keep of the Dead [AR-64] or Cavern of Ancient Knowledge [NS-18], which makes it harder for spell decks to destroy or raze the realm. Outside tournament settings, most decks don't focus on speed, and therefore you might want a more combat based realm, as Dark Cloud has no defensive powers.


Melf’s Acid Arrow

#84 of 99

Wizard Spell

+?
May be played into a combat where this player is not involved. Roll 2d6 for the level of this spell when it is cast. If the roll is less than the caster’s base level, destroy one ally already in play. (Off 4)


This spell has only one thing that separates itself from similar spells, and that is given in the first line. This spell can be played into a battle by this player, only requiring this player to have a champion able to cast spells. It can even go into a battle where neither combatant can cast spells. Similar effects can be created with any spell by using Tenser the Arch Mage [RR-29] to cast the spells. The level bonus will average at +7, but can range from +2 to +12 (best if used with Rigged Dice [MI-22]), but usually not worth it for the minor level adjustment), and the level adjustment has another effect. If the roll is lower than the caster's base level, you may also discard an ally in play. As such, it is best to use this with a high level champion, and still only discards an ally more often than not if the caster base level is 8 or greater. The odds can be increased if used with cards that raise base level, such as Armor [4th-396], but usually it isn't worth it. If you intend only to use it for yourself in battle, there are better spells, guaranteed to kill allies, such as Lightning Bolt [1st-332], Meteor Swarm [DR-55], or Phorbes's Scrolls [2nd-406]. It's not a bad card, but being based upon dice makes it unreliable, and therefore not useful in most tournament settings. Fun settings will see it more often though, especially as it is fun to meddle in relaxed or team settings.


The Yatils

#85 of 99

Realm

Greyhawk
Magical items cannot be used when attacking this realm. If Mordenkainen is anywhere in play, each defender of this realm gains a +9 ally able to cast wizard and cleric spells.


The Yatils realm is a very interesting card that has potential. The first power should not be dismissed, because magic items tend to be the strength of many decks for combat, and gets rid of some weasel cards, like Blamblower [DL-56]. The second power is more conditional. If you (or anyone else) can get Mordenkainen [3rd-162] into play and keep him there, defenders of the Yatils get a nice bonus. The ability for defenders to cast both wizard and cleric spells is nice, but most decks focusing on spells require almost all of their champions to be spellcasters, so this bonus is very small and can probably be ignored. If you need a realm to give spellcasting ability, choose something like The Free City of Greyhawk [1st-111] instead of a conditional realm like this. However, this realm is unique, in that "defender' really means "defending champion", as the other common defenders, allies, don't summon more allies. With Mordenkainen in play, this is a pretty decent realm, but without, leave it outside of your game plan.


Control Weather

#86 of 99

Wizard Spell

Until the end of this player’s next turn, your realms can only be attacked by earthwalkers, “teleporters”, or through Underdark realms. (Def 5)


This is another in the line of "camper's" spells. This hurts many decks based on combat in that they can't go after you, except for a few ways, and must focus on the other opponent. This is very similar to Wall of Fog [1st-371], Forbiddance [PO-c11], and Phase Out [PO-51], and combos very well with Extension I [DU-91] and Permanancy [IQ-79]. This card is used especially well by "camper" style decks (those with champions sitting in the pool, never going into combat), or Underdark decks (as you can get around the restrictions like this played by others, but the regularly defenseless Underdark realms can restrict attackers). There is a danger when playin this card. While you have this actively in play, if another person has Volcanic Eruption [RR-64], they can use it to raze all of your relams, as the group restricted to specifically names earthwalkers. Therefore, for defensive purposes, the similar cards above are stronger, but having all of them improves your chances of pulling off the combo. Otherwise, Control Weather is not worth carrying in your deck.


Assembre

#87 of 99

Realm
AD&D

This realm has a gate to Krynn hidden within its vineyards. Once per battle, you may search your deck for a Dragonlance champion and place it into your pool.


When you first look at this realm, the first though it that its usefulness depends on what champion you could pull, and at first thought, no Dragonlance champions jump out. Once a defender goes forward for this realm and battle begins, you may search for a DL champion (meaning the pulled champion can't be used they were pulled), and some of the best possibilities include Tasslehoff Berrfoot [DL-39], Deathstream [AR-72], Goldmoon [AR-83], Bilago Lumen [PO-17], Aquilla [TU-98], Jella [4th-329, Moraster [4th-339], Cyan Bloodbane [DR-41], Verminaard the Dragonmaster [DR-42], Fire Dragon [DU-38], and Necba the Wrathmaker [DU-c14]. As might be guessed, not all of these need to be carried to use Assembre, but the general rule of thumb is that a searcher shouldn't be added unless there are three strong cards worth getting. The key is to pick your champions to match your theme, and then see if Assembre is appropriate for the deck. However, there is one good exploitable loophole to Assembre; It does not restrict avatars. Since Assembre puts the champion directly into play, while you do have to pay the cost, avatars can be brought into play outside of phase 3. The top prospects are Sirron, Avatar [PO-45], Kiri, Avatar of Kiri-Jolith [PO-79], and Gib Drawsemaj [NS-c22] (here, you keep the card in your hand, since you haven't just discarded a realm). This can greatly swing the battle to your side, once a person has this used against them, they will think twice before attacking Assembre again. Therefore, if this realm fits your theme, exploit it fully, but if not, pass on it; the avatar combo isn't strong enough to make it worth playing just for that.


Polymorph, Any Object

#88 of 99

Wizard Spell

Change any one attachment (anywhere in play) into an attachment with a +1d4 and no special abilities. Lasts until dispelled or negated. (Off 3/4)


At first glance, this card looks very repeat of many previous cards that destroy items or artifacts, except weaker, as the card stays and even grants an icon bonus. However, this card is a diamond in the rough for the dedicated player and careful reader. This card affects
any attachment, not just magic items and artifacts. Allies able to return to pools can be targeted, as can any held card. The value of not destroying a magic item or artifacts while rendering it near useless should not be forgotten either. Many decks that focus on magic item manipulation (using things like Bag of Holding [AR-28], Bag of Beans [NS-c11], Armor of the High King [BR-27], or Staff of Mimicry [RV-61]) usually have a free way to get such items back (like Tasslehoff Burfoot [DL-39] or Pelanth the Bronze Dragon [DR-28]) and return them like new just one turn later. By not destroying it, you make it less accessable to those decks. Plus, few things hurt artifacts, so negating the powers of the Throne of the Pharaohs [4th-466], Ring of Winter [FR-61], or Slorath's Gloves [DU-c18] works well also. Finally, as Polmorph Any Object doesn't specify champions or pool, it can depower attachments on other cards, most notably realms. You can use it for the most annoying holdings (like Mulmaster [1st-33] or Black Hand Thieves Guild [DU-c5]) or realm artifacts (like Cannon Ball [DU-60]). This, coupled with it's ability to hose cards in combat as well, makes it very versitile, and should not be ignored in any deck using many wizard spells, even in the tournament level matches. I don't believe many decks you face will use it (as most spellfirers seem to have dismissed this card as a repetition of previous cards), but I believe you will find it a gem in most games you play!


Elven Towers

#89 of 99

Realm
AD&D

This realm can never be rebuilt. Due to its high resistance to magic, this player is immune to the effects to other player’s dungeon cards.


This realm is an interesting one, that has great power, but also carries with it danger. The danger comes in the short first sentence, as the Elven Towers cannot be rebuilt if razed. The realm still occupies its current place in the formation until replaced, and thus this power only helps if used with a Playing to Lose [DR-c10] theme. Since many tournament decks are built around rebuilding realms after getting them in play with events and characters, this will reduce its play in tournaments. However, its second power is very interesting, as it makes this player (and his formation, champions, hand, and deck) immune to the dungeon cards. This includes primarily defensive type powers; for all practical purposes, opponent's don't have dungeons in play in regards to this dungeon's owner. Some examples include Level the Playing Field [IQ-51] (this player may use instant defeat cards to beat their champions), Labyrinth of Castle Greyhawk [DU-6] (this player may raze and discard that player's Greyhawk realms outside of combat), and The Azure Tower of Onad the Fallen [DU-24] (you can stop that player's helpful events and copy their harmful events). This type of power is very useful, and unique currently to the Elven Towers. Therefore, there are many settings in which this realm will be very useful. If you never intend to fix razed realms, this card is a great choice for any deck where it doesn't disrupt its theme. Even then, this card will find playtime, and can be countered by any card that could raze the realm, or aided by any attachment that could prevent it (like Keep of the Dead [AR-64]).


Leomund’s Secure Shelter

#90 of 99

Wizard Spell

This player’s pool cannot be the target of harmful events or offensive spells. Lasts until dispelled or negated. (Def 3)

This wizard spell is the "camper's" dream, and one of the best protections available for decks that keep vital cards in the pool. This card protects the pool from harmful events (something carried in practically every deck) and offensive spells (very common in tournament decks). Without a listed duration, it cannot be Extensioned [DU-91] or made Permanent [IQ-79], but it still is quite powerful and protective. When coupled with an Extended or Permanent attack blocker (like Forbiddance [AR-c14] or Phase Out [PO-51]), this can make a player virtually untouchable. The best defense to this card are non-event, non-spell pool destroyers (such as Drain Will [DU-75], Death Field [DU-81], or Wand of Telekinesis [DL-53]), or those that go through it, such as Wish [FR-46]. However, the normal spell defenses work also against this, and worry about this card can greatly be reduced if you focus on a non-spell theme. This card will show up fairly often in standard tournament decks, but will not show up in most other settings, as most fun and interesting situations involve combat, not camping in the pool with cards like Necba the Wrathmaker [DU-c14]. If you expect to play in a tournament using a spell deck, you need to figure out a good way around this card, but if you play another theme, if you have enough spellcasters to be able to dabble this card in, do so, and you usually won't be sorry.


Knee to the Groin

#91 of 99

Unarmed Combat Card

Usable by any champion. May not be used on dragons. The opposing champion must either retreat to his pool from battle (treat as a defeat) or continue at half of his base level (opponent’s choice). (Off 4)


This any champion unarmed combat card in a funny concept and amusing photograph art, but isn't the greatest card. First off, your opponent inadventantly has control over if you can use this card, as you never know when the opponent will use a dragon champion., so sometimes you will find this a dead card in your hand (something usually avoided by "any champion" UCCs). Then, this card gives the opponent gets a choice of how to respond to it, and most. especially in tournament settings, will choose to retreat safely to the pool. This can be reduced by using it with a champion with special powers that activate upon victory (like Tithian [1st-301], Silversun [IQ-24], Halcyon [1st-c16], or Feinoue, Void Shaper [MI-14]) or that negate the safe option (like the Sphere of Annihilation [BR-c4]), forcing someone to stay in combat at half level. When you have one of these situations, Knee to the Groin still isn't that great, as it only halves an opponent's BASE level, rounding down (cutting usually 1-5 levels unless used against an avatar). A different card with a higher icon bonus will usually be a better choice than this in practically all situations.


Stomp!

#92 of 99

Unarmed Combat Card

+5

Usable only by giants. Kills all allies in play of icon level 5 or less. (Off 4)


This is the first giants only unarmed combat card, and I hoped for better. This card has the potential to wipe out multiple allies, but in most situations, it won't. It also is the only card that kills all allies of a type IN PLAY (including those strong enough to keep in the pool or formation). However, the best reason to play low level allies is their powers, often instant defeat powers. When they are played, you die before being able to step on them, as this isn't a counter card. Giants have access to much better cards, and thus deserve better than this. Since giants are not a viable tournament theme (regardless of format), this card will rarely see play, and you shouldn't worry about it, even if the opponent is pack Stomp!


Heaven & Earth

#93 of 99

Unarmed Combat Card

+?

Usable also by any adventurer. Roll 1d6 for the bonus of this card. (Off 4) May also be played at any time in response to any card played by a champion of lower base level. That card is negated and this player draws a card.


This hero unarmed combat card is usable by adventures as well as by heroes. If used for its initial abilty, the user is wasting this card for an average offensive bonus of 3.5. However, if used by a high level champion, this counter card can be one of the best counters available. It negates a card played by the opponent of any type, and still allows you to draw a card to fill in its place. Therefore, card advantage works nicely, as you spend one card to get a card and discard an opponent's card. You can't always count on this card, as it is affected by the opponents' play, but if used with a level 9 or greater champion, it will usually work, and hero avatars could gain well from this card greatly. I wouldn't expect to see this card pop up often in games, but this card could be used in all settings and situations. Aside from immunity (best by the Forgotten Ruins [DU-34]), there is no best method on dealing with this card, but since it won't be in all decks, the best strategy is not to lead off with your best combat card, so they waste this card on that and not you big guns.


Tsuki Kotegaeshi

#94 of 99

Unarmed Combat Card

4
Usable also by any adventurer. Play on an opposing champion whose player must draw (face up) the top two cards from their draw pile. If neither can be played into battle, discard the cards along with the opposing champion. (Off 4)


This card is unusual, not least in name. This unarmed combat card, one of only two specifies adventurers (something new in Millenium), yet heroes can also use this card (since they included the word also, and UCC's can be used by heroes unless sepcified against it). It is also unusual in that it is the only negative icon bonus unarmed combat card, attached to the opponent and not the using champion. This card can eliminate an opposing champion, but the likelyhood of that depends on the setting. In most fun setting, this card won't work, as more decks tend to be battle oriented. However, there are ways of hedging the bet for this card. The key fact is that the champion is discarded if niether card can be played into the CURRENT round of battle. Therefore, setting up Tsuki Kotegaeshi with cards that restrict others from being played (champions restricting allies, or Rangers of the Highland [MI-3]) can allow victory. For instance, if Tergoz Tenhammer [3rd-60] with the Gauntlets of Combat [DR-74] plays Tsuki Kotegaeshi, and the two cards are a realm and an ally, since Tergoz restricts allies from being played, both drawn cards, and the opposing champion are discarded. This card is actually better in a tournament setting then most other settings, as the trend in tournament decks is shying away from combat and destroying realms from afar, which means that champion discard is more likely. However, even in tournament settings, unless you have a good method of playing the card (for instance, mostly adventurer champions), shy away from this card, as usually you want cards that are more versitile and usable by any champion.



Headbutt

#95 of 99

Unarmed Combat Card

+?
Usable by any champion. Roll 2d6 for the bonus of this card, and 1d4 for a bonus to the opposing champion if the user is not a monster. Spells and psionics cannot be used by either champion for the remainder of this round of combat. (Off 4)


This is the weakest unarmed combat cards in the Millenium set. While it can be used with cards like Rigged Dice [MI-22], this card really isn't worth it, as it grants just a bonus of +11 to +8 (or +12 with a monster). However, for the most part, the icon bonus will average at +7 (or +4.5 if used by a non-monster), which is a useful bonus, but nothing worth writing home about. Headbutt can be used by any champion, bu not every deck, since the final line restricts the user, as well as the victim, from using spells or psionics, it should never be included in any deck that uses either of those types of cards. Similar unarmed combat cards include Slap! [IQ-78] (for non-spellcaster to counter a psionic power or spell as it is played), Uppercut [RR-93] (for heroes), Chokehold [4th-436] (for heroes against spells), and Tail Sweep [DR-92] (for dragons). These cards are often not as strong as Headbutt if you don't intend to play spells or psionics, but Headbutt's varying icon bonus (that feasably could even be negative) doesn't make Headbutt worth the risk, except maybe in an all monster deck.


Roundhouse

#96 of 99

Unarmed Combat Card

+?
Usable by any champion. Roll 3d6 for the bonus of this card. This champion may not play any more cards that are designated as Defensive. (Off 4)


Roundhouse potentially is the largest single non-event bonus card except for the Crystal Dragon Figurine [DU-67], which only gets that high by discarding the attached championn after battle. This card couples nicely with Ridded Dice [MI-22], insuring a +18 bonus. This card also couples nicely with Field of the Battlelord, as you re-roll the bonus every time (getting over bad rolls), and can play defensive cards again. Normally, cards that just grant levels don't win battles (usually it is card special powers), but level bonuses like this (averaging between a +10.5) really can swing the battle. However, without the nice combos, this is an iffy card to use, as it is just as likely to be a +3 as a +18. However, when well prepared for, this card works excellently and fits well into appropriate theme decks. However, even though it can be used by any champion, I don't think this card will see much play in tournaments, as the most skilled tournament players focus on card advantage and ending battle quickly, which most high level cards don't do.


Trip

#97 of 99

Unarmed Combat Card

Counter
Usable by any champion. Sends one of the opposing champion’s allies to the discard pile, regardless of immunities and before its powers activate. (Off 4)


This is a very useful counter which will see use in many decks. Currently, players still see the only counter effect ally card that can be played after the ally in tournament decks (that card being Airship [3rd-90]), and being an unarmed combat card, it can be recycled and countered less easily then Airship. This can be used by any champion and stop an instant killer ally, and such allies tend to be often found in tournament quality decks. Top allies to target with this effect include the Dreaded Ghost [4th-246], Noble Djinni [1st-84], Master Illithid [DU-53] (this works because Trip is a counter), and Cockatrice [MI-17]. While not every deck will carry it (as many care more about card advantage than winning battles), don't be suprised when your opponent whips it out just when you think you've won the battle. I'd recommend this card even more in any setting then emphasizes battle (Warriors Rule, Extended Play, and larger deck formats).


Stunning Fist

#98 of 99

Unarmed Combat Card

+10

If this champion is winning by more than 8 immediately after this card is played into battle, then the opposing champion is instantly defeated. (Off 4)

This high level hero unarmed combat card is very strong, and can lead to instant defeats, but will most often just be a nice +10 card. The +10 is very nice and works well for anyone using the dungeon Field of the Battle Lord [DU-9], keeping the +10 around round after round (this combo works espeically well on multi-attack heroes, like Rikus [1st-258], Azhul the Hasty [3rd-266], and Zaknafein the Weapon Master [TU-94]). To use the instant victory part of the power, a champion must be down by only 2 or fewer levels when they play this card, so careful timing is usually required. The best ways to counter this card are Reversal [4th-435] and Whirling Dervish [MI-99]. In a mostly hero deck, this is a strong and worthy addition, but otherwise it is a waste. Don't expect to see this card in tournaments except a few varients, as for the most part, hero support isn't nearly as strong as spell, psionic, or blood ability support.


Whirling Dervish

#99 of 99

Unarmed Combat Card

+5

The using champion ignores any instant defeat conditions and must be defeated by level alone. May be played as a counter to an instant defeat. (Def 4)


Since this card doesn't specify who can use it, this is a heroes only unarmed combat card. This interesting counter is a very strong card, but will often not make the cut for most tournament decks. The power works well with itself, since it prevents any instant defeat played by an opponent into battle. However, it the card doesn't specificly say "instant defeat" or some variation, this card doesn't work. This includes cards like Blamblower [DL-56], Sword of Cymrych Hugh [FR-62], or Cockatrice [MI-17], since these specify discard, not defeat. The +5 is a significant bonus, and factors well into having to be defeated by level alone, but the "discard loophole" means many of the cards to be protected against (like the Dreaded Ghost [4th-246]) can still get through. This problem, along with the hero restriction, will probably prevent it from being used in too many tournament decks, and most fun decks avoid instant defeats for more fun play, and therefore isn't the strongest choice for that setting either. In other words, find better cards for most decks than this.


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