Isle of the Ape
1/RR
Realm
9
Greyhawk
Rare
Can defend itself as a level 9 monster. Cannot be attacked by heroes or clerics. Defenders are immune to offensive spells and offensive psionic power cards.
The Forbidden City
2/RR
Realm
AD&D
Common
Cannot be attacked by earthwalkers. Allies defending this realm are doubled in base level.
The Lost Caverns of Tsojcanth
3/RR
Realm
AD&D
Common
Cannot be attacked by flyers or swimmers. Defenders of this realm are immune to offensive spells.
Cúpula BSW 2015: Underdark.
White Plume Mountain
4/RR
Realm
AD&D
Uncommon
Players attacking this realm must discard a card from their hand during each round of battle.
The card must be discarded by the attacking player as soon as a champion is brought forward to attack, regardless of whether or not the defender chooses to defend the realm.
Doc's Island
5/RR
Realm
AD&D
Common
Coast
Can only be attacked by swimmers or flyers. Magical items and artifacts of attackers lose their bonuses but not heir powers.
The City of Phlan
6/RR
Realm
Forgotten
Realms
Rare
Coast
Cannot be attacked by monsters unless Zhentil Keep is somewhere in play. Immune to offensive cleric spells.
The Spellfire Reference Guide Volume II incorrectly states that Phlan's immunity to offensive cleric spells carries over to an attached holding. Attached holdings are not immune.
An attached holding does not share in the realm’s immunity.
The Barrier Peaks
7/RR
Realm
AD&D
Common
Can only be attacked by flyers or earthwalkers. Defending dwarves double their base levels and are immune to offensive psionics.
Tomb of Horrors
8/RR
Realm
AD&D
Common
Cannot be attacked by flyers. Defending monsters are immune to offensive spells and the special powers of avatars.
Demonweb Pits
9/RR
Realm
AD&D
Common
Any elf (drow) defending this realm is doubled in base level and is immune to offensive spells. Spells cast by defending drow during a round of battle cannot be dispelled.
Under normal circumstances, a spell cannot be cast by a champion outside the battle. If such a situation arises, though, the special power of the realm remains in effect.
The Hidden Shrine of Tamoachan
10/RR
Realm
AD&D
Uncommon
Clerics defending this realm are immune to offensive psionic power cards. Defending avatars are not discarded if defeated, but return to their pool at the end of this player's next turn.
The Depths of the Earth
11/RR
Realm
AD&D
Common
Cannot be attacked by fliers or swimmers. Defending swimmers are doubled in base level. If razed, the attacking champion must discard all attached magical items and artifacts.
Isle of Dread
12/RR
Realm
7
AD&D
Common
Coast
Can defend itself as a level 7 monster. Can only be attached by flyers or swimmers.
Desert of Desolation
13/RR
Realm
AD&D
Rare
Cannot be attacked by swimmers. Defending undead gain 4 levels.
The Spellfire Reference Guide Volume II incorrectly states that defending undead increase their base level by 4. Because the card does not specify base level, it is the adjusted level that is increased.
Undead defenders gain +4 to their adjusted levels.
The Glacial Rift
14/RR
Realm
AD&D
Common
Cannot be attacked by swimmers. Defending giants gain 2 levels and are immune to offensive spells and offensive magical items.
The Lendore Isles
15/RR
Realm
AD&D
Common
Coast
Cannot be attacked by monsters or heroes. If this realm is razed, this player may return the bottom card from his discard pile to his hand.
The Lost City
16/RR
Realm
AD&D
Uncommon
Cannot be attacked by flyers or swimmers. Only AD&D champions can attack this realm; champions from other worlds cannot attack.
Village of Orlane
17/RR
Realm
AD&D
Uncommon
Defending heroes double their base levels. Attacking monsters are at half their base levels (rounded down) and lose their special powers.
Sunderhan, Isle of the Slave Lords
18/RR
Realm
7
AD&D
Rare
Can defend itself as a level 7 hero. Champions (and any attached items) and their allies who are defeated while attacking this realm are sent to the Abyss.
Keep on the Borderlands
19/RR
Holding
AD&D
Rare
When this holding is played, choose one type of champion that cannot attack the attached realm (hero, monster, etc).
Palace of the Silver Princess
20/RR
Holding
AD&D
Common
Champions attacking this realm are halved (rounded down) in total levels and cannot use allies.
The adjusted level of the attacking champion is halved at the time it comes forward to attack. Additional cards played in battle are at normal levels.
Labyrinth of Madness
21/RR
Holding
AD&D
Common
Champions attacking the attached realm must draw and discard a card, noting the last digit of its number. If the number is higher than the attacker's base level, the champion is sent to Limbo. The attacker may continue.
Village of Hommlet
22/RR
Holding
AD&D
Uncommon
The attached realm must be razed twice during one player's turn to earn spoils of victory. The holding is not discarded until the realm is razed twice.
Oasis of the White Palm
23/RR
Holding
AD&D
Common
Events cannot be played when attacking the attached realm.
Ghost Tower of Inverness
24/RR
Holding
AD&D
Common
The attached realm cannot be attacked by a champion of base level 6 or less.
Vault of the Drow
25/RR
Holding
AD&D
Common
Defending elf (drow) champion can cast spells and use psionic power cards.
Tenser's Castle
26/RR
Holding
AD&D
Uncommon
The attached realm can only be attacked by heroes or wizards, and all attacking allies must be flyers or swimmers.
The Temple of Death
27/RR
Holding
AD&D
Common
The attached realm can only be attacked by clerics. Offensive spells cast in defense of the attached realm are doubled in level.
Bigby the Great
28/RR
Wizard
9
Greyhawk
Rare
Bigby can cast one spell turning spell during one other player's turn. He is immune to offensive spells and psionic power cards when defending a Greyhawk realm.
Bigby's spell turning works just like the card Spell Turning. It can be played to turn any offensive spell. Bigby's spell can be dispelled, and a player with Mulmaster can draw a card when Bigby uses this power.
Tenser the Arch Mage
29/RR
Wizard
8
Greyhawk
Uncommon
Tenser can elect to be a hero able to cast cleric spells during any one battle, chosen before combat begins. Tenser can cast wizard spells during another player's phase 4 to aid a player in battle.
Oonga the Ape
30/RR
Monster
10
AD&D
Rare
Ignores the effects of any holding in play. The attached holding of any realm he attacks is discarded at the beginning of the battle.
Falx the Silver Dragon
31/RR
Monster
6
AD&D
Common
Flyer. Can cast wizard spells. Any magical items attached to Falx cannot be discarded by any means. Gains 1 additional level for each attached magical item.
The Spellfire Reference Guide Volume II incorrectly states that Falx gains 1 to his base level for each attached magical item. Because the card does not specify base level, it is the adjusted level that is increased.
Falx's special power refers to removal of magical items against the player's will. Magical items whose power is triggered by voluntarily discarding the item, such as Blamblower and Well of Many Worlds can still be discarded and used normally.
Falx gains one to his adjusted level for each magical item.
Lord Robilar
32/RR
Hero
7
Greyhawk
Common
Robilar's mechanical steed grants him the ability to earthwalk. He is immune to offensive cleric spells and the special powers of avatars.
Phoebus the Lizard Man
33/RR
Monster
5
AD&D
Common
Swimmer. If defeated in battle, Phoebus's allies return to the player's hand. Opposing champions' magical items are discarded at the end of battle, win or lose.
The Spellfire Reference Guide Volume II incorrectly states that allies used with Phoebus return to the player's hand, win or lose. As the card states, allies only return to the player's hand if Phoebus is defeated.
Allies only return to the player’s hand if they are on the losing side of the battle.
Vecna the Arch Lich
34/RR
Wizard/Avatar
18
Greyhawk
Rare
Undead
Avatar. A Greyhawk champion with the Eye and hand of Vecna must be discarded to bring Vecna into play. Vecna is immune to offensive spells, psionics, and unarmed combat cards.
All allies played with the lich are considered undead; they return to the player's hand after a victorious battle.
Kas the Terrible
35/RR
Hero
9
Greyhawk
Uncommon
Undead. Immune tot the effects of harmful events while in combat. If opposing Vecna in battle with the Sword of Kas, Vecna's base level is 0.
Grimslade the Gray
36/RR
Hero
4
Greyhawk
Common
Can cast wizard spells. Whenever Grimslade attacks, his player draws and discards a card, noting the last digit. If it is 3 or less, the opponent can play no more cards during battle.
The card is draw immediately after the defending champion is selected.
Ren o' The Blade
37/RR
Hero
7
Forgotten Realms
Rare
Ren can be sent to the Abyss to retrieve a realm from the discard pile, placing it in the player's formation during phase 2 instead of playing a realm from his hand.
Acererack the Eternal
38/RR
Monster
8
AD&D
Rare
Undead. Can cast wizard spells and use psionic power cards. Can summon one undead ally from any discard pile to aid him in battle, which returns to its original discard pile afterward.
Wulfgar
39/RR
Hero
8
Forgotten
Realms
Common
Dwarves and halflings cannot stand against Wulfgar in battle. Because of his hammer, the Aegis-fang, Wulfgar's base level is doubled against giant and dragon champions.
Jarl the Frost Giant
40/RR
Monster
7
AD&D
Common
Earthwalker. Jarl ignores the special powers of all realms. He gains 6 levels when defending the Glacial Rift.
King Snurre the Fire Giant
41/RR
Monster
7
AD&D
Common
Earthwalker. If King Snurre doesn't attack on his turn, at the beginning of another player's turn he can order an opponent' champion not to attack that turn.
King Snurre's power can only be used against one other opponent until the player's next turn. The player announces his use of King Snurre's power at the start of the targeted opponent's turn. The opponent then cannot attack during his phase 4. After the player has taken another turn, and not attacked with King Snurre, the player may target the same or another opponent with King Snurre's special power.
King Snurre’s power to order a champion not to attack occurs when specified on the card, not in phase 3 of the owning player’s turn as is normal.
Queen Frumpy the Fire Giant
42/RR
Monster
5
AD&D
Common
Can cast cleric spells. Queen Frumpy gains 2 levels when defending a realm. She is so repulsive, allies of +4 or less cannot be played against her.
The Keeper
43/RR
Monster
5
AD&D
Uncommon
Giant. This deformed hill giant is immune to offensive psionics. One artifact of any world can be attached to him; it is never discarded, returning instead to the player's hand.
Nosnra the Hill Giant
44/RR
Monster
6
AD&D
Common
Nosnra can attack any AD&D realm, regardless of position or powers. Nosnra is level 10 if no allies are played with him.
The Spellfire Reference Guide Volume II incorrectly states that Nosra gains 4 to his adjusted level if no allies are played with him in battle. However, it is Nosra's base level that is increased to 10 when no allies are played.
Nosnra gains his base level increase whether he is attacking or defending and not using allies.
Ombi the Renegade Dwarf
45/RR
Hero
4
AD&D
Common
Ombi gains earthwalking if any player has a giant in play. He can be used as an ally for any giant in battle, returning to his pool afterward unless discarded during battle.
Mordenkainen's Disjunction
46/RR
Wizard
Spell
Rare
Destroys all magical items and artifacts in one pool unless the affected player can draw a card with a last digit of 2 or less. (Drawn card is discarded). (Off/3)
This spell affects all magical items and artifacts in a pool, unless the champion to whom the magical item or artifact is attached is immune to offensive wizard spells.
Slay Living
47/RR
Cleric
Spell
Common
Kills any opposing champion or ally of base level 5 or less. Undead are immune to this spell. (Off/3/4)
Intercession
48/RR
Cleric
Spell
Uncommon
Can be cast at any time. This spell cancels the effects of any just-played event card. (Off)
Intercession is the cleric version of Limited Wish (43/FR), being able to cancel an opposing event, helpful or harmful. Only events that actually disallow spellcasting prevent the casting of this spell, such as Dead Magic Zone (7/FR)and Nullification (35/PO), unless Intercession is played immediately to negate that even!.
Playing Intercession negates the effects of an event for all players, removing it entirely from the game, unlike the event Calm (400/3rd) which negates the event only for that player. An event canceled by this spell cannot be duplicated by cards such as Onad the Weasel (6/AR Chase) or the Bell of Might (18/FR Chase}. Intercession can be cast at any time, even during another player's turn . Remember that clerics in play must still have the permission of the Arch-Druid (189/3rd) to cast this spell.
Despite the wording of the card, it can be used to cancel an event that remains in play, such as Bronze Dragons.
Conjure Earth Elemental
49/RR
Cleric
Spell
6
Uncommon
The +6 ally summoned with this spell stays with the casting champion until the beginning of this player's next turn. Opposing earthwalking allies are immediately discarded. (Off/4)
The Spellfire Reference Guide Volume II incorrectly states that this spell cannot be turned or reflected. However, because the spell is labeled offensive (it probably should have been labeled defensive), it has been ruled that this spell can be turned or reflected. If it is turned or reflected, the champion casting the Spell Turning or Reflection gains the benefit of the conjured ally.
These spells can be Spell Turned or Reflected normally.
Conjure Fire Elemental
50/RR
Cleric Spell
5
Common
The +5 ally summoned with this spell stays with the casting champion until the beginning of this player's next turn. Opposing allies of +2 or less are incinerated (discarded). (Off/4)
The Spellfire Reference Guide Volume II incorrectly states that this spell cannot be turned or reflected. However, because the spell is labeled offensive (it probably should have been labeled defensive), it has been ruled that this spell can be turned or reflected. If it is turned or reflected, the champion casting the Spell Turning or Reflection gains the benefit of the conjured ally.
These spells can be Spell Turned or Reflected normally.
Conjure Air Elemental
51/RR
Cleric Spell
4
Uncommon
The +4 ally summoned with this spell stays with the casting champion until the beginning of this player's next turn. Opposing flying allies are immediately discarded. (Off/4)
The Spellfire Reference Guide Volume II incorrectly states that this spell cannot be turned or reflected. However, because the spell is labeled offensive (it probably should have been labeled defensive), it has been ruled that this spell can be turned or reflected. If it is turned or reflected, the champion casting the Spell Turning or Reflection gains the benefit of the conjured ally.
These spells can be Spell Turned or Reflected normally.
Conjure Water Elemental
52/RR
Cleric Spell
3
Common
The +3 ally summoned with this spell stays with the casting champion until the beginning of this player's next turn. Opposing swimming allies are immediately discarded. (Off/4)
The Spellfire Reference Guide Volume II incorrectly states that this spell cannot be turned or reflected. However, because the spell is labeled offensive (it probably should have been labeled defensive), it has been ruled that this spell can be turned or reflected. If it is turned or reflected, the champion casting the Spell Turning or Reflection gains the benefit of the conjured ally.
These spells can be Spell Turned or Reflected normally.
Crystalbrittle
53/RR
Wizard
Spell
Common
Destroys one magical item anywhere in play. (Off/3/4)
Energy Drain
54/RR
Wizard Spell
Uncommon
Draw and discard a card when this spell is cast, noting the last digit. Subtract that number from the target champion's level. If the level reaches 0, the champion is discarded. Undead are immune to this spell. (Off/3/4)
Tyranthraxus, The Possessing Spirit
55/RR
Event
Rare
Play on an opponent's champion, who then becomes a monster able to cast wizard spells. The champion remains under control of the event player until canceled. (Harmful)
The target of this event becomes a monster able to cast wizard spells. It also loses any special powers. Powers associated with the type of champion (e.g. psionicist's ability to use psionic powers, clerics ability to cast cleric spells) are lost.
Any cards attached to the champion when Tyranthraxus is played remain attached. Similarly, if the event is removed (such as with Limited Wish, or Wish), the champion returns to its original pool with all attached cards, whether they were attached before or after Tyranthraxus was played.
If Tyranthraxus is played on a champion with the Bell of Might, the Bell may duplicate the event so that the champion stays in his player's pool.
If a player plays Tyranthraxus on an opponent's champion, and the opponent plays Deflection, directing the Tyranthraxus event to one of the original player's champions, that champion remains in the player's pool, but loses its special powers and becomes a monster that can cast wizard spells.
When an opponent attacks, Tyranthraxus can be played on the opposing champion. If played before a defender is chosen, the opponent may attack with another champion. If played after the defender is chosen, the battle is over.
Cúpula BSW 2013 - Cartas que encerram automaticamente uma batalha, porém que não sejam expressas em seu texto que são cartas de vitória automática (Wish, MindKiller, Tyranthraxus, etc...), devem ser consideradas cartas de vitória automática, quando usadas em batalha.
Coming of the Phoenix
56/RR
Event
Common
Retrieve one champion (excluding avatars) from the discard pile and put into play. (Helpful)
The Forgotten King
57/RR
Event
Rare
If the first attack is successful, all heroes can make an additional attack until the end of this player's next turn. All heroes are considered earthwalkers during this event.
Elixir of Life
58/RR
Event
Common
Play on a champion who is about to be defeated. He returns to his pool instead of being discarded. If the player was attacking, he can continue with another champion. No spoils of victory are drawn for the champion's defeat. (Helpful)
Giant Raid!
59/RR
Event
Uncommon
All giants in play double their total levels when attacking until their player's next turn. (Helpful)
The Vampire Attacks
60/RR
Event
Uncommon
All attacking undead are immune to opposing champions' special powers until this player's next turn. (Helpful)
Undead Guardian
61/RR
Event
Rare
Creates an undead level 5 monster until the beginning of this player's next turn. It is the first to defend this player's realms during attacks by all other players. Any spoils obtained by it are doubled. (Helpful)
Barbarian Charge!
62/RR
Event
Common
Attacking champions who do not use spells or psionic power cards are doubled in base level until the beginning of this player's next turn. (Helpful)
Psionic Shield
63/RR
Event
Uncommon
This player's realms, champions, and allies are immune to offensive psionic power cards
This event cannot be played as a counter effect card for psionic powers. The event provides immunity only to future psionic power cards.
Volcanic Eruption
64/RR
Event
Uncommon
This event razes all realms that can only be attacked by swimmers or earthwalkers. (Harmful)
All realms that can only be attacked by swimmers, only be attacked by earthwalkers, and only be attacked by swimmers or earthwalkers, are razed. The specific realms that are affected are Coral Kingdom and Blood Sea of Istar, as well as a realm with the holding Fortification: Inner Wall or the magical item Triton's Throne attached.
This event's effect is not limited to opponents' realms. A player's own realms fitting the card's descriptive language are also razed.
This event razes any realm that can only be attacked by swimmers and any realm that can only be attacked by earthwalkers. The realm doesn’t have to have both of these qualifications on it to get razed. If it has either one, it is subject to the power (even if additional requirements, like “only flyers and swimmers,” exist on the card).
The Midas Orb
65/RR
Artifact
2
AD&D
Common
Champions of base level 3 or less cannot defend against a champion with the Midas Orb. The Orb changes one opposing ally to gold, sending it to the Abyss.
Invulnerable Coat of Arnd
66/RR
Artifact
AD&D
Uncommon
Can only be attached to heroes of any world. Heroes wearing this artifact ignore the levels and powers of all magical items, and opposing allies' levels are halved (rounded down).
Ipsissimo's Black Goose
67/RR
Artifact
2
AD&D
Common
Can only be attached to clerics of any world. When the attached cleric is in this player's pool, it an all other clerics in the pool are immune to harmful events.
Tenser's Crystal Ball
68/RR
Artifact
AD&D
Common
Can only be attached to wizards of any world. At the beginning of this player's turn, inspect the draw deck of an opposing player. At any time, the player can discard the Crystal Ball to shuffle an opponent's draw pile.
Albruin
69/RR
Artifact
5
Forgotten
Realms
Common
Cannot be attached to clerics or wizards. Any monster opposing the attached champion is at half its base level (rounded down). Opponents cannot use psionic power cards.
Blackrazor
70/RR
Artifact
4
AD&D
Rare
The attached champion must attack during his turn or discard one champion from his pool. Allies attached to this champion during battle are immune to offensive spells, psionics, and the special powers of champions and allies.
Wave
71/RR
Artifact
5
Uncommon
Can only be attached to swimming champions of any world. Nonswimming allies played with the attached champion are considered swimmers. Allies who are already swimmers are doubled in level.
Whelm
72/RR
Artifact
6
Rare
Can only be attached to dwarf champions of any world. This weapon automatically defeats giants. Whelm returns to the player's hand if the attached champion is discarded.
Girdle of Dwarvenkind
73/RR
Magical Item
Rare
The attached champion is considered a dwarf for the purposes of card play, gaining earthwalking ability.
Star Gem of Martek: Opal
74/RR
Magical Item
2
Common
The attached champion can use psionic power cards. If joined with another Star Gem, the attached champion is immune to offensive psionics. (Def)
Star Gem of Martek: Sapphire
75/RR
Magical
Item
3
Uncommon
Allies played with the attached champion cannot be removed by any means. If joined with another Star Gem, the attached champion gains an additional 5 levels. (Def)
Star Gem of Martek: Ruby
76/RR
Magical
Item
2
Common
Undead cannot use their special powers when opposing the attached champion. If joined with another Star Gem, the attached champion is immune to harmful events. (Def)
Star Gem of Martek: Clear Crystal
77/RR
Magical
Item
1
Rare
Spells cast by the attached champion cannot be dispelled. If all five Star Gems are joined, the attached champion can choose to win any battle, automatically razing the realm. If this power is used, the Star Gems are discarded. (Def)
This magical item is one of five Star Gems, and when some or all are brought together they gain additional special power.
This Star Gem is an excellent choice for any SPELLFIRE deck containing spellcasting champions. Any spell cast by the attached champion cannot be dispelled. This includes the use of Dispel Magic (346/358/3rd) and Genie Bottle (436/3rd), but not the effects of the Amulet of Spell Protection (AR Chase/17). This doesn't allow a champion to cast spells when they normally cannot, like under Nullification (35/PO).
If all five of the Star Gems are joined together, the champion can win any one battle and automatically raze the realm. If this special power is used, discard all five of the attached Star Gems. Since this special power is defensive, realms and champions immune to offensive magical items are not exempt from this effect.
Star Gem of Martek: Amethyst
78/RR
Magical
Item
4 Uncommon
If the attached champion is discarded as a result of combat, the opposing champion is sent to the Abyss. If joined with another Star Gem, the attached champion gains an additional 5 levels. (Def)
Being discarded as a result of combat means being defeated. For example, if the Headless Horseman uses its power to automatically win a battle, it is then discarded. However, if the Horseman has the Star Gem of Martek: Amethyst attached, the opposing champion does not go to the Abyss. The Horseman was discarded due to the use of its special power, not as a result of combat.
Big Giant's Rock
79/RR
Magical Item
3
Common
Usable only by giants. Opposing champions must discard one ally of level 4 or less if this item is played during a battle. (Off)
Huge Giant's Rock
80/RR
Magical
Item
6
Common
Usable only by giants. Opposing champions must discard one ally of level 7 or less if this item is played during battle. Opponents cannot add magical items in battle. (Off)
The Spellfire Reference Guide Volume II incorrectly states that the opponent selects the ally to be discarded. The ally is selected by the player, not the opponent.
This magical item works just like its lesser cousins, in that the owner of the Huge Giant’s Rock gets to choose which ally is discarded.
Enormous Giant's Rock
81/RR
Magical
Item
9
Rare
Usable only by giants. Destroys one opposing ally and artifact when played in battle, and no further allies can be played by the opponent. (Off)
Hypnosnake
82/RR
Ally
3
Common
This ally hypnotizes one opposing ally chosen at any time during the battle,causing that ally to switch sides.
The Rahaisa
83/RR
Ally
2
Rare
If the attached champion is defeated in battle, the opposing player must discard all champions and events in his hand.
Remorhaz
84/RR
Ally
6
Uncommon
This ally is +8 if played with a giant. Any additional allies played by this player are immune to offensive psionics for this round of battle.
The Incantrix
85/RR
Ally
3
Rare
Immune to offensive spells. When this ally is played, all spells in play are dispelled.
Winter Wolf Pack
86/RR
Ally
4
Common
Increases to +8 when allied with giants. Doubles the base level of any champion defending the Glacier Rift.
Hydra
87/RR
Ally
4
Common
Gains 2 levels for reach additional ally played by this player during a round of battle. Immune to the powers of opposing allies.
Red Dragon
88/RR
Ally
5
Uncommon
Flyer. This ally's level increase to +7 if played with a dragon champion. All allies played after the red dragon may be considered flyers (player's choice).
If Red Dragon is played with a dragon champion, its special power is activated and its level bonus becomes +7. If the ally is later forced to switch sides, its level bonus remains +7, even if the new champion is not a dragon, since its special power had already been activated.
Rampaging Oni
89/RR
Ally
4
Common
When played, all psionic power cards in play are canceled and no more can be played during this round of battle. Oni becomes +7 if played with a Forgotten Realms champion.
Spellfire Reference Guide Volume II incorrectly indicates that Oni is +11 if played with a Forgotten Realms champion. As the card indicates, Oni is +7 with a Forgotten Realms champion.
The Live Ones
90/RR
Ally
4
Rare
Playing this ally cancels the special powers of any opposing wizard for one round of combat. This ally returns to the player's hand at the conclusion of a victorious battle.
Flying Kick
91/RR
Unarmed
Combat
5
Common
Unarmed combat card; usable only by heroes. This maneuver can either count as +5 in any battle or it can destroy (discard) an ally or magical item of +5 or less (this player's choice). (Off/4)
Haymaker
92/RR
Unarmed
Combat
7
Rare
Unarmed combat card; usable only by heroes. Opponent must draw and discard a card, noting the last digit. If the opposing champion's base level is equal to or less than the digit, the opponent is defeated. Undead are immune to this maneuver. (Off/4)
The example given in the text is incorrect, since only a card that affects the base level of the opposing champion will help the champion who plays the Haymaker card.
Uppercut
93/RR
Unarmed Combat
4
Uncommon
Unarmed combat card; usable only by heroes. Victims of this maneuver cannot cast spells or use psionic power cards during this round of battle. (Off/4)
Disarm
94/RR
Unarmed
Combat
2
Common
Unarmed combat card; usable only by heroes. This maneuver strips away (discards) one magical item or artifact of an opposing champion (this player's choice). (Off/4)
Kidney Punch
95/RR
Unarmed
Combat
3
Rare
Unarmed combat card; usable only by heroes. The opposing player must discard a card from his hand before he can play any more cards in battle. Undead are immune to this maneuver. (Off/4)
Bear Hug
96/RR
Unarmed
Combat
5
Common
Unarmed combat card; usable only by heroes. This maneuver halves the levels (rounded down) of an opposing champion and one ally chosen by this player. Undead are immune to this effect. (Off/4)
Knockdown
97/RR
Unarmed
Combat
3
Common
Unarmed combat card; usable only by heroes.
When this card is played, the opposing champion must draw and discard a card, noting the last digit. If the number is 4 or less, the opponent returns to his pool defeated. (Off/4)
Headlock
98/RR
Unarmed
Combat
3
Uncommon
Unarmed combat card; usable only by heroes. Any unarmed combat cards played by this champion after this one are doubled in level. (Def/4)
Block
99/RR
Unarmed
Combat
Common
Unarmed combat card; usable only by heroes. This maneuver counters any just-played offensive unarmed combat card, negating its effect and sending it to the discard pile. (Def/4)
The Monty Haul Campaign
100/RR
Rule
Card
AD&D
Rare
All champions in play can cast any type of spell, use psionic power cards, andattach artifacts from any world. Only legally allowable artifacts remain if this rule card is removed from play.
The Dream Team
1/RR
Chase
Ally
10
Playing this ally during a round of battle discards all other allies in play. Further allies played by opponents cannot use their special powers.
Allies played after the Dream Team cannot use their special powers, including special powers that are triggered upon defeat, such as Assassins.
Brain Drain
2/RR
Chase
Event
Play
this event to cancel a just-used psionic power card or psionic
ability or play on an opponent's pool to prevent the use of psionics
by champions until the end of this player's next turn. (Harmful)
The Spellfire Reference Guide Volume II incorrectly states that when played on an opponent's pool, Brain Drain only prevents psionic power cards and offensive psionic abilities form being used. As the card states, Brain Drain prevents all psionics from being used.
The event stops defensive psionic powers as well as those of an offensive nature, as stated in the card text.
The Toad
3/RR
Chase
Magical
Item
2
Play
this magical item during a round of battle to reduce an opposing
wizard's or cleric's base level to 0. If attached to a monster, the
champion gains an additional 4 levels. (Off)
Lost Treasure
4/RR
Chase
Event
Play
this event to retrieve a magical item or artifact from the discard
pile or to send a magical item or artifact to the Abyss.
(Helpful/Harmful)
Holy Sword Chrysomer
5/RR
Chase
Artifact
6
AD&D
Can
only be attached to heroes of any world (excluding undead). Destroys
up to 10 levels of opposing undead allies. Undead champions of level
8 or less cannot enter battle against the attached champion
If the Holy Sword is played after battle begins with an undead champion of level 8 or less, it functions like a wall spell. The opponent returns to its pool but is considered defeated.
Manshoon of the Zhentarim
6/RR
Chase
Wizard
8
Forgotten
Realms
If Manshoon is about to be discarded for any reason (including through combat but excluding being sent to the Abyss), his player can discard a card from his hand instead. Manshoon returns to his pool; he cannot be used again until his player's next turn.
If Manshoon has recently cast Wish, he may not be saved by discarding a card, since he cannot use his special power.
If Manshoon is defeated in battle while the Libram of Ineffable Damnation is attached, he is sent to the Abyss.
Manshoon's power can be used to keep him from going to Limbo or the Void.
Card Combo (from Shadowlord's Spellfire Page): Use Manshoon of the Zhentarim to cast Raze, then discard a card from the hand to keep Manshoon from being discarded. If cast on a realm Manshoon is attacking, the player draws Spoils of Victory.
Undead Regeneration
7/RR
Chase
Event
Retrieve
all undead from the event player's discard pile. Champions go
directly to the pool, and allies to his hand. (Helpful)
Undead avatars retrieved from the pool must still have the normal conditions met for bringing the avatar into play.
The Dark Lens
8/RR
Chase
Artifact
Dark Sun
Can only be attached to psionicists. Adds 3 levels to any psionic power card bonus. Can be discarded to use a psionic power card that cannot be canceled or countered by any means. Opposing champions cannot use psionic power cards.
Book of the Damned
9/RR
Chase
Magical
Item
Can only be attached to wizards. If successful during a round of combat, one friendly ally remains with the wizard, becoming undead; its level and powers are unchanged. (Def)
Horn of Change
10/RR
Chase
Magical
Item
Can only be attached to monsters. Once per round of battle this item forces an opponent to discard a just-played card and replace it with another. If he cannot legally play another card, he automatically loses the battle. (Off)
The Spellfire Reference Guide Volume II incorrectly states that cards affected by the Horn return to the player's hand, in exchange for another card. As the card states, a card targeted by the Horn is discarded.
Cards attached to the champion before combat or before the Horn is played are immune to the power of the Horn.
The explanatory text is incorrect. A just-played card is discarded, not returned to the hand.
Kuroth's Quill
11/RR
Chase
Artifact
Greyhawk
Once
per round of combat the attached champion can choose to ignore the
level bonus or power of any card.
Like the Rod of 7 Parts, Part 7, this artifact can ignore the level of an opposing champion, making it level 0 for the round.
Dodge
12/RR
Chase
Event
Play
to instantly counter one unarmed combat card or ignore one opposing
ally's special power. If played to counter an unarmed combat card
this player draws two cards. (Helpful)
While this event's nature is actually harmful (countering a card played by an opponent) it is considered helpful, and therefore is not affected by Calm.
Runes of the Future
13/RR
Chase
Magical
Item
2
The
attached champion can be discarded at the end of his player's turn to
search his draw deck for any one card. Place this card so it is the
first or second card drawn on the next turn. (Def)
Unfortunately, to do this the player must discard the champion carrying the Runes of the Future.
When discarding a champion to use this card's special powers, it must be done at the end of a player's turn (after phase 5). One card is moved in the draw pile to be the first or second card in the pile. This action is last in phase 5, done Just before knocking and passing the turn along.
A good combination for this magical item is to piny cards like Good Fortune (100/3rd) or Treasure Fleet (214/2nd) to immediately gain the card that was just placed at the top.
Placing the chosen card second from the top is also a good tactic, as it protects it from being discarded by special powers such as those of Marco Volo .
Pesquisa Brasil 2010: Deverá ir para o abismo após seu uso.
Cursed Idol
14/RR
Chase
Magical
Item
1
If
the attached champion is discarded as a result of combat, the idol
transfers to the opposing champion and inflicts a terrible curse. The
cursed champion must attack every round. If he cannot, his player
must raze his foremost realm. (Off)
A champion cursed with the Idol must attack or the player must raze his foremost realm. If for any reason the champion cannot attack, including realm restrictions or another player casting Fear, the player must raze a realm.
If a cursed champion is subsequently defeated in battle, the Cursed Idol would transfer to the next winning champion – and so on.
Tower of Spirits
15/RR
Chase
Holding
Ravenloft
Only undead may attack the attached realm.
The strategy described in the text is incorrect, since any champion selected to attack must be legal in all respects (you can’t choose a champion unable to attack in an effort to end the battle).
Gib Kcir
16/RR
Chase
Hero
5
AD&D
Immune to harmful events. Discard this champion from her pool to the Abyss to send any nonrealm card in play to the Abyss as well.
Gib Kcir's power can be used in phase 3 to remove a nonrealm card from play.
If Gib Kcir is used to remove a Dungeon card from play, she goes to the Abyss. The Dungeon card goes to the Void.
Liga BSW: a título de esclarecimento, Gib Kcir é um campeão fêmea.
Card Combo (from Desafio aos Corajosos 2013): Jerome Kasinskaia (8/IQBR)’s special powers can be used to retrieve Ward of Freedom (411/4th ed) and Divine Intervention (81/DL) from the discard pile to this player’s hand, allowing him to use Gib Kcir’s special powers many times during a match!
Dispel Psionics
17/RR
Chase
Cleric
Spell
This spell can be cast at any time to negate the effects of a psionic power card or a psionicist's special power. Negated special powers cannot be used again until the end of that player's next turn. (Def)
This is a counter-effect card, usable to negate psionics.
Psionic Reflection
18/RR
Chase
Cleric
Spell
This spell can be cast at any time to reflect back the effects of a just-played offensive psionic power card upon the original user. (Def)
This is a counter-effect card, able to reflect psionic power cards.
This spell can only be used to reflect back an offensive psionic power card that has been cast at the player of this spell. Just like with Spell Turning and Reflection, a player cannot “turn back” a spell that is not aimed at him. A champion outside the battle can aid a fellow champion, just like Dispel Magic and similar spells.
Icon of Magic
19/RR
Chase
Artifact
AD&D
All champions in play must ask this player's permission to use offensive wizard spells.
All champions must ask permission of the holder of the Icon before casting offensive wizard spells. Realms and holdings capable of casting spells do not have to ask permission. Similarly, items such as the Quill Pen of the Planes that can duplicate spells do not have to ask permission to duplicate a spell, as long as the original spell was allowed.
Nectar of the Gods
20/RR
Chase
Artifact
AD&D
All champions in play must ask this player's permission to use offensive cleric spells.
Boots of Fharlanghn
21/RR
Chase
Magical Item
Defensive
The champion wearing these boots gains earthwalking and swimming abilities as needed. A cleric wearing these boots can make unlimited attacks upon an opponent's realm until it is razed or the cleric is defeated. (Off)
The Boots of Fharlanghn is incorrectly identified as an offensive magical item. It has no effect on the opponent, so is actually a defensive magical item.
Card Combo (from Spellfire Reference Guide Volume II): Halcyon can enter battle, cast Mindkiller on the opposing champion to win the battle, and then retrieve Mindkiller from the discard pile. If the Boots of Fharlaghn is attached, Halcyon can continue attacking, repeating the cycle.
Card Combo: Attach the Chest of Many Things to Joliet the Rash and choose for Joliet to become a cleric. Then attach the Boots of Fharlanghn. Now Joliet may make unlimited attacks on an opponent's realm and draw a spoils after each victory.
The Crystal Cave
22/RR
Chase
Realm
AD&D
Only
spells can be used when attacking this realm by combat. Allies
magical items, and artifacts have no effect.
The Fair Princess
23/RR
Chase
Hero
AD&D
In
combat, this champion banishes opposing dragons to Limbo until the
end of their owner's next turn. Dragon allies cannot be played
against her.
The Phylactery
24/RR
Chase
Magical
Item
(Def)
Can only be attached to a spellcasting undead champion. If this champion is defeated as a result of combat, send this item to the Abyss to return him to his pool instead.
Though not marked on the card, this magical item is considered defensive.
If this item is attached to Strahd Von Zarovich, he immediately returns to his pool upon defeat, rather than going to Limbo.
Any undead capable of casting spells can use the Phylactery; they do not have to be a wizard or cleric.
Portal to Limbo
25/RR
Chase
Event
Play
this event on an opponent's champion, who must draw and discard a
card noting the last digit. The affected champion is sent to Limbo
for a number of turns equal to the digit. (Harmful)
This event may be negated by any player, but may only be calmed by the attacker, not the defender, since it is only harmful to the attacker.
Broken Arrow is played during combat, which means that the special powers of the attacker and defender have already activated. Therefore Broken Arrow will prevent an instant defeat caused by one of the champion's special powers.
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