Ravenloft


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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