Barovia
1/RL
Realm
Ravenloft
Uncommon
Defending champion can cast wizard spells and can discard one enemy ally each round.
Darkon
2/RL
Realm
Ravenloft
Rare
In a victorious defense, a maximum of one ally remains with the realm card and becomes undead.
Lamordia
3/RL
Realm
Ravenloft
Common
Coast
Mordent
4/RL
Realm
Ravenloft
Common
Coast
Kartakass
5/RL
Realm
Ravenloft
Common
Werebeast champions and allies cannot attack this realm.
Keening
6/RL
Realm
Ravenloft
Uncommon
Each round Keening is attacked, one living enemy ally is discarded each round.
Keening's power does not function against undead allies, but any other ally can be affected. Keening's player may determine when to use the power. It may be used at any time during battle to discard the ally of the defender's choice.
Keening's power works on allies, not just ally cards. Allies such as those provided by Axe of the Dwarvish Lords and the Triumvirate realms can be discarded by Keening's power.
Tepest
7/RL
Realm
Ravenloft
Common
If razed in combat, look at top six cards of opponent's deck. Place one at the bottom of his draw pile.
The realm's power to place a card at the bottom of the draw pile is used before Spoils of Victory is drawn.
Verbrek
8/RL
Realm
3
Ravenloft
Common
Wolves are a +3 ally to defending champions.
Invidia
9/RL
Realm
Ravenloft
Rare
If razed in combat, draw two cards at random from attacker's hand and discard them.
Nova Vaasa
10/RL
Realm
Ravenloft
Common
Dementlieu
11/RL
Realm
Ravenloft
Uncommon
Coast
Defender can change the attacking champion to any other champion in the attacker's pool.
The defender can change the attacking champion, but only once per round, and it must be done at the start of the round of battle (i.e. after the attack is announced).
The new attacker selected must be capable of attacking. Thus a champion who has already been in combat cannot be selected. Similarly, a champion that has recently cast Wish cannot be chosen. If Dementlieu is protected, the attacker can only be switched to another champion capable of reaching the realm (e.g. flyer, swimmer, earthwalker).
If the original attacking champion was taken from the player's hand, that champion returns to the hand. If the original attacker has powers that can be invoked before combat begins (i.e. upon attack), those powers may still be used. For example, Agis may still destroy a monster in a pool, even if the defender forces Agis to be exchanged for another attacking champion.
If the original attacker is replaced, he can attack again later in the round.
Valachan
12/RL
Realm
5
Ravenloft
Common
Can defend itself as a level 5 undead champion (vampire).
Har'Akir
13/RL
Realm
Ravenloft
Common
Cleric spells lose 2 levels when attacking Har'Akir.
Souragne
14/RL
Realm
Ravenloft
Common
Sri Raji
15/RL
Realm
Ravenloft
Uncommon
Only champions with an unmodified level of 6 or higher can attack
this realm.
Castle Ravenloft
16/RL
Holding
Ravenloft
Rare
The attached realm and its defenders are immune to offensive spells.
Azalin's Graveyard
17/RL
Holding
6
Ravenloft
Rare
Can call upon a +6 zombie horde as an ally to defend the attached realm for one round of battle.
Kargat Mausoleum
18/RL
Holding
4
Ravenloft
Common
The attached realm can defend itself as a level 4 undead champion (vampire).
Paridon
19/RL
Holding
Ravenloft
Uncommon
If the attached realm is attacked, a doppelganger imitates any one of the attacker's allies each round.
Pharaoh's Rest
20/RL
Holding
Ravenloft
Common
The power of the ancients subtracts 3 levels from champion attacking the attached realm.
Mists
21/RL
Event
Common
All players can rearrange their realms and holdings.
Dark Powers
22/RL
Event
Uncommon
All players shuffle their discard piles and place on top of their decks.
Grand Conjunction
23/RL
Event
Common
All champions can attack any realm regardless, of its position, until the end of this player's next turn.
Harvest Moon
24/RL
Event
Rare
Double the level of all werebeasts and undead until the end of this player's next turn.
All Hallow's Eve
25/RL
Event
Common
All monster champions gain 3 levels until the end of this player's next turn.
Quirk of Fate
26/RL
Event
Rare
All champions use the first digit of their card number for their level until the end of this player's next turn.
Disrupted Magic
27/RL
Event
Common
Champions that can cast wizard spells now cast only cleric spells and vice versa, until the end of this player's next turn.
Power of the Land
28/RL
Event
Uncommon
All champions gain 1 level for each Ravenloft realm and holding in their player's control until the end of this player's next turn.
Spell Book of Drawmij
29/RL
Rule
Greyhawk
Rare
Victorious Greyhawk champions may keep one spell used that round that they can cast normally when they return to the pool. The spell is automatically cast again the next time that champion fights. Any dispel magic card can be used to remove the spell.
Card Combo (from Shadowlord's Spellfire Page): A Greyhawk champion in combat casts Wish on the opposing champion to win the round. Wish then remains with the champion and is used again in that champion's next battle.
City States
30/RL
Rule
Dark
Sun
Rare
One Dark Sun holding can be counted as a realm for the purpose of victory conditions.
Islands of Terror
31/RL
Rule
Ravenloft
Rare
Play Ravenloft realms face down, but vertically. (Holdings are still face up, as are other realms.) Reveal the realm only when it is attacked. If one of his Ravenloft realms is razed, the player can rearrange all his Ravenloft realms.
Eyes of the Undead
32/RL
Cleric
spell
Common
If an opponent has an undead champion or ally, player can look at the opponent's hand. (Def/4)
Living Ward
33/RL
Cleric
spell
Uncommon
All of the opponent's living allies (not undead) in play are discarded. (Off/4)
Binding Curse
34/RL
Cleric
spell
Common
If defeated, this champion can curse its opponent to lose 3 levels until a dispel magic removes this card. (Off/4)
Conjure Grave Elemental
35/RL
Cleric
spell
8
Rare
Casting this spell creates a +8 ally for the duration of the round. (Off/4)
This spell creates an ally subject to all cards affecting allies. For example, Brine Dragon can swallow it and Shield of Wickedness can cause it to change sides. The card is also subject to cards that affect spell s. It can be canceled with Dispel Magic, but is not affected by Spell Turning.
Animate Rock
36/RL
Cleric
spell
6
Uncommon
(Off/4)
Word of Recall
37/RL
Cleric
spell
Common
Pick one opposing ally card and discard it. (Off/4)
Glyph of Warding
38/RL
Cleric
spell
Common
All opposing allies lose 1 level. (Off/4)
Call Lightning
39/RL
Cleric
spell
4
Common
(Off/4)
Prayer
40/RL
Cleric
spell
Common
This champion's allies all gain 2 levels. (Def/4)
Turn Undead
41/RL
Cleric
spell
Uncommon
All undead enemy allies with levels equal to or less than the champion must be discarded. (Off/4)
Imbue with Spell Ability
42/RL
Cleric
spell
Common
A cleric in a player's pool can cast this on any champion, allowing him to cast cleric spells for this round. (Def/3)
Insect Plague
43/RL
Cleric
spell
5
Common
(Off/4)
Plane Shift
44/RL
Cleric
spell
Rare
Player can substitute any unrazed realm's power, but not its attached holding, for this round. (Off/4)
Heal
45/RL
Cleric
spell
Rare
Player may retrieve any champion or ally from his discard pile and return to his hand. (Def/3)
Shadow Magic
46/RL
Wizard
spell
3
Common
(Off/4)
Shades
47/RL
Wizard
spell
4 Common
Casting this spell creates a +4 ally. (Def/4)
Vampiric Touch
48/RL
Wizard
spell
5
Common
Has no effect on undead champions. (Off/4)
Hold Person
49/RL
Wizard
spell
Rare
Reduces opposing champion's level to 0 for this round. (Off/4)
Hold Person reduces the adjusted level at the time the spell is cast to zero. Cards subsequently played by the opponent are not affected.
Detect Magic
50/RL
Wizard
spell
Uncommon
Opponent lays all spells and magical items in his hand face up on the table for this round. (Off/4)
Augment Undead
51/RL
Wizard
spell
Common
Undead champions and allies gain 2 levels for this round. (Def/4)
Strahd's Malefic Meld
52/RL
Wizard
spell
Uncommon
Multiply the levels of the two weakest allies and add to the total. If only one ally is present, it is now a 0. (Def/4)
This spell multiplies the levels of the two weakest allies. The product is then added to the champions level. The original level of the allies is ignored. Once cast, the melded allies cannot be changed. If another ally of lower level is played, it does not change the meld or the melded allies. However, the allies may still be destroyed, as with Brine Dragon or caused to switch sides, as with Shield of Wickedness. If one ally is removed, the other becomes level 0.Playing another ally will not change the level. Only the original allies can be melded. The meld can be canceled with Dispel Magic, in which case the allies return to their original levels. Spell Turning has no effect.
Misty Summons
53/RL
Wizard
spell
Rare
From any pool, use a champion (level only) not immune to spells as an ally. Win or lose, champion is returned to its pool. (Def/4)
Neverending Nightmare
54/RL
Wizard
spell
+?
Common
Player adds 1 level to this champion for each realm and holding he has in play. (Def/4)
Chill Touch
55/RL
Wizard
spell
3
Common
Does not affect undead monsters. (Off/4)
Tarokka Deck
56/RL
Magical
item
Uncommon
When used in battle, the player may look at the top six cards of his opponent's deck and discard one. (Def/4)
Timepiece of Klorr
57/RL
Magical
item
Rare
If victorious, this champion may make one extra attack on the same realm before being put in his pool. (Def)
Ring of Regeneration
58/RL
Magical
item
Uncommon
If this champion is defeated, he is returned to his pool at the end of the player's next turn. (Def)
Sun Sword
59/RL
Magical
item
2
Common
The sword becomes +5 if the opposing champion is undead.
Blood Coin
60/RL
Magical
item
Common
If defeated, put card on opponent's champion. Opponent's hand size is reduced by one until dispel magic is cast or the new owner is defeated. (Off)
Staff of Mimicry
61/RL
Magical
item
Uncommon
Imitates one magical item attached to any other champion this player's pool. (Def)
The Staff of Mimicry can duplicate the powers of one other magical item in the player's pool. If the imitated item is discarded or otherwise removed from play, a different magical item may be selected for the Staff of Mimicry to duplicate.
The Staff of Mimicry is considered an offensive magical item when duplicating the powers of an offensive magical item.
The Staff of Mimicry can be used to duplicate one of the most powerful magical items, the Bell of Might, allowing the Staff to duplicate events. However, an individual player can only duplicate an event once. For example, the player may only duplicate an opponent's Caravan once, using either the Bell or Staff of Mimicry, but not both on the same event.
Soul Searcher Medallion
62/RL
Magical
item
Common
Before combat, the player can look at one other player's hand. If used, the attached champion cannot attack this turn. (Def)
Ring of Reversion
63/RL
Magical
item
Uncommon
The opposing champion cannot use his power or cast spells. (Off)
The Ring of Reversion cancels all powers as shown in the box on the opposing champion's card. This includes flying, swimming, earth-walking, and use of psionics. The Ring of Reversion only negates a champion's power until the end of the combat round. This includes powers that are triggered upon defeat, such as the powers of Iuz the Evil (167/1st) and Strahd von Zarovich.
Amulet of the Beast
64/RL
Magical
item
Common
Used in combat, one enemy ally (except undead) is turned into a werebeast, causing him to switch sides.
Cat of Felkovic
65/RL
Magical
item
+?
Common
If victorious, champion keeps up to six ally cards face down with it. These are dead allies; however, champion gains 1 level for each card.
Apparatus
66/RL
Artifact
Ravenloft
Rare
Player borrows any champion (level only) from any pool as an ally. Win or lose, champion is returned to its pool.
Crown of Souls
67/RL
Artifact
Ravenloft
Rare
When used to attack, defender's realm power (but not attached holding) is ignored.
This magical item provides immunity to all realm powers. For example, when attacking or defending Nightmare Lands, a player whose champion has the Scarab of Protection plays cards from the hand, not the Abyss.
Holy Symbol of Ravenkind
68/RL
Artifact
Ravenloft
Uncommon
Opponent cannot use undead champions or allies, OR card can be discarded to force Strahd to be discarded permanently.
The Holy Symbol can be discarded to remove an opposing Strahd, either Strahd Von Zarovich or Young Strahd. In either case, Strahd is sent to the Abyss.
Tapestry of Dark Souls
69/RL
Artifact
Ravenloft
Uncommon
When used in combat, opponent can have only one ally. Any extras are discarded.
Fang of the Nosferatu
70/RL
Artifact
Ravenloft
Rare
Attached champion can substitute the powers of any champion from any pool other than its own.
Kargat Vampire
71/RL
Ally
5
Common
Flyer. Undead. Becomes +7 if defending a realm with a mausoleum or
graveyard holding.
Wolf Pack
72/RL
Ally
4
Common
Flesh Golem
73/RL
Ally
5
Uncommon
Rips magical items from its opponent, who must discard all attached magical items.
Ghost Ship
74/RL
Ally
1
Rare
Champion and allies become flyers. When attacking, can switch attack to a different realm.
The Ghost Ship allows a player to switch his attack to another realm when it is played. Because it makes the champion and allies flyers, any realm can be attacked. The attack can also be switched to another player's realm. The attack can only be switched once and can only be switched at the time the card is played. When the attackers move to another realm, the defending champion returns to the pool and any allies or spells played during the round are discarded. The defender must choose a different champion to defend the new realm.
Strahd Zombies
75/RL
Ally
4
Common
Undead.
Fiend
76/RL
Ally
6
Rare
Flyer. Opposing clerics lose 3 levels against this ally.
Spectre
77/RL
Ally
4
Uncommon
Flyer. Undead. All enemy champions and allies (except undead) lose 1 level when opposing this ally.
Vistani
78/RL
Ally
1
Common
If opposing champion is victorious, he loses his power until dispel magic is cast on him. Keep this card with the champion.
Loup-Garou
79/RL
Ally
2
Uncommon
Werebeast. Opposing champion is automatically defeated unless he has or can play a magical item.
Loup-Garou is a powerful ally, despite its low level bonus. When played, the opposing champion must have, or immediately play, a magical item. Loup-Garou's power can be avoided if the opponent plays Airship, which functions as a counter-effect for allies, or has a card that destroys allies, such as the 1st edition Brine Dragon or Ankheg, provided that the card is in play before the Loup-Garou is played and that its power has not already been used. Likewise, if your opponent has the Stone Giant in his pool, its power to destroy an ally can be activated before Loup-Garou's power.
Loup-Garou can be used in many nasty combinations. The set of combinations known as Peek's Loup-Garou Two-Step calls for playing a card that destroys magical items prior to playing the Loup-Garou. These magical item-destroying cards include the champions Midnight, Goddess of Magic, Kiara, Captain Kazhal, Harkon Lukas; events Wind of Disenchantment, Sky Singers, Fast Talking!; and the realm Icewind Dale.
Flesh Golem is an excellent card to use with the Loup-Garou in combat, since it destroys magical items. If the Flesh Golem is played first, the opponent may still play a magical item to satisfy the Loup-Garou, but is discarded immediately after being played.
Playing Loup-Garou can backfire if the opponent plays a magical item that causes the Loup-Garou to switch sides, such as Shield of Wickedness or Amulet of the Beast.
Card Combo (from zuse2@webtv.net): In battle, cast ESP, which requires that the cards played into battle by the opponent are played face down. If the player guesses the card type, it is discarded. After ESP is in play, play a card that requires the opponent to play a certain type of card, such as Melt Bone (requires the opponent play an ally), Loup-Garou (opponent must have or play a magical item), Ki-Rin (opponent must have or play an ally). These cards make it rather easy to guess the next card to be played, ensuring it will be discarded and the opponent will be defeated.
Werebat
80/RL
Ally
3
Common
Flyer. Werebeast.
Mysterious Stranger
81/RL
Hero
3
Ravenloft
Common
One card from the player's hand is kept hidden under this one. Use it in his next battle, then hide a new card.
If the Mysterious Stranger attacks, the card hidden under him activates before the defender's power. Any card can be hidden under the Mysterious Stranger, but only combat cards may be used during battle.The new card to be hidden underneath the stranger must always come from your hand. You are never forced to place a card underneath it. You can play non-combat cards, such as holdings, under it, but they are immediately discarded when the stranger is used in combat. If the stranger is used to attack, the card hidden with him is activated before any card of your opponent Therefore it gets to use its power
first. For example, if a Flesh Golem is hidden under the stranger and your opponent defends with a champion that
already has the Net of Entrapment (217/lst) attached, the golem rips away the net first.
Azalin
82/RL
Monster
8
Ravenloft
Rare
Undead. Casts wizard spells. If victorious in battle, takes one ally with him into the pool.
Adam
83/RL
Monster
7
Ravenloft
Rare
Immune to offensive spells and magical items.
Adam is incorrectly bluelined as undead in Spellfire Reference Guide Volume I.
Ankhtepot
84/RL
Monster
7
Ravenloft
Uncommon
Undead. Casts cleric spells. Ignores the effects of opposing holdings.
Ireena Kolyana
85/RL
Hero
3
Ravenloft
Common
Level 5 vs. undead.
If facing Strahd, he returns to his pool; that player must select another champion or lose the battle.
Dr. Rudolph Van Richten
86/RL
Hero
3
Ravenloft
Common
Opponent must lay his hand face up for this round. Level 6 vs. any Ravenloft champion.
Harkon Lukas
87/RL
Monster
5
Ravenloft
Uncommon
Werebeast. When in combat, he picks one magical item, artifact, spell or ally of the opponent to be discarded.
Headless Horseman
88/RL
Monster
4
Ravenloft
Rare
Undead
Flyer. If attacking, it can choose to automatically win the round, but card must then be discarded.
The Headless Horseman may use his power at any time during the round of combat.
Arijani
89/RL
Monster
6
Ravenloft
Uncommon
When attacking, picks which champion from his opponent's pool will face him.
Arijani's power activates as soon as he attacks. The attacking player selects the defender.
Wilfred Godefroy
90/RL
Monster
4
Ravenloft
Common
Undead. Flyer. Any undead allies gain 2 levels.
Tiyet
91/RL
Monster
5
Ravenloft
Common
Undead. Casts cleric spells.
Sir Hiregaard
92/RL
Hero
2
Ravenloft
Common
When defending, he turns into a level 6 monster.
Gabrielle Aderre
93/RL
Wizard 3
Ravenloft
Common
If defeated, looks at opponent's hand and places one card on the bottom of that player's draw pile.
Hags of Tepest
94/RL
Monster
4
Ravenloft
Common
Cast wizard spells. When in combat, player can take one wizard spell from his deck and play it. Reshuffle the deck.
The spell selected using the Hags special power must be legally castable during phase 4.
Sir Edmund Bloodsworth
95/RL
Monster
2
Ravenloft
Common
Doppelganger. Imitates the level or power of his opponent, but not both. Uses power second (after opponent).
High Master Illithid
96/RL
Monster
8
Ravenloft
Uncommon
Can look at opponent's hand after declaring which realm he is attacking.
Dr. Mordenheim
97/RL
Hero
1
Ravenloft
Common
Can use one ally from his discard deck.
Sergei Von Zarovich
98/RL
Hero
6
Ravenloft
Common
Undead. Sergei is immune to all event cards, even beneficial ones.
Lord Soth
99/RL
Monster
7
Ravenloft
Rare
Undead
Immune to offensive wizard spells. Opposing DRAGONLANCE champions cannot use their powers.
Strahd Von Zarovich
100/RL
Monster
9
Ravenloft
Rare
Flyer. Undead. Casts wizard spells. If defeated in combat and no other Strahd is in play, her returns to his pool at the end of the player's next turn.
If a Strahd is defeated in battle he is put in limbo. Strahd then returns to the player's pool at the end of the player's next turn. If at that time Strahd cannot return to the pool for any reason (such as the Rule of the Cosmos), he is discarded. Strahd's special power only activates upon defeat. If he wins the battle, but is discarded for another reason, such as the playing of Pit Trap! or Aurak Draconians, Strahd is discarded.
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