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1
Realm
Forgotten Realms
Uncommon
Menzoberranzan can be played at any time. The realm is immune to flyers.
As with an event, Menzoberranzan can be played at any time, even if a realm has already been played in phase 1. This makes Menzoberranzan a "must have" card in all decks. Menzoberranzan cannot be played while Map of Life is in play.
Menzoberranzan is immune to flyers, and therefore cannot be attacked by flyers. However, the ally White Weird, which is a flyer, can be played as an event to remove a holding from Menzoberranzan.
Because of the phrasing on the card, Menzoberranzan may be attacked by flyers if Takhisis's Helmet of Power is in play.
Card Combo: If the holding Border Forts is attached to Menzoberranzan it becomes almost impossible to attack.
2
Realm
5
Forgotten Realms
Rare
The Ruins of Zhentil Keep can be attacked only by clerics. It can defend itself a s a level 5 monster.
3
Realm
Forgotten Realms
Uncommon
Attacking players must discard a card from their hand or pool for each champion sent forward.
4
Realm
Forgotten Realms
Uncommon
Any champion can use wizard spells when defending Myth Drannor. Increases this player's maximum hand size by one.
5
Realm
Forgotten Realms
Uncommon
The attacking champion must discard one magical item chosen by the defender.
The attacking champion must discard a magical item, if he has one. The power does not necessarily have to be used at the start of battle. The defender may hold this power in reserve and force the attacker to discard an item later in the battle. If the attacking champion does not have a magical item at the start of battle, the defender may choose to discard an item played later in the battle.
6
Realm
Forgotten Realms
Uncommon
Doubles the level of a defending Forgotten Realms champion as he is sent forward; cards subsequently played are not doubled.
7
Realm
Forgotten Realms
Uncommon
Allies cannot be used when attacking Daggerdale.
8
Realm
Forgotten Realms
Uncommon
Any champion can use wizard spells when defending Evermeet. Flyers, swimmers, and earthwalkers cannot attack this realm.
9
Realm
Forgotten Realms
Uncommon
The Trollmoors regenerate and must be defeated twice in one turn before being razed.
10
Realm
Forgotten Realms
Rare
The Coral Kingdom can be attacked only by swimmers.
This is an excellent realm to have in the first position, since only swimmers can attack. If the holding Border Forts is attached, the realm becomes even more difficult to attack. Only champions that are both flyers and swimmers, such as Mykell and Deathstream are able toattack. In addition to the attackers discussed above, the Coral Kingdom can be attacked by a champion with the Scroll of 7 Leagues.
Coral Kingdom is bluelined as a coastal realm.
11
Realm
Forgotten Realms
Uncommon
If Raurin is razed, the attacking champion must be discarded.
12
Realm
Forgotten Realms
Uncommon
If the Vilhon Reach is razed, this player can discard one razed realm from another player's formation.
13
Realm
Forgotten Realms
Rare
The Giant's Run Mountains can be attacked only by flyers or giants. Its defenders are immune to offensive unarmed combat cards.
14
Realm
Greyhawk
Uncommon
Any monster defending Sterich gains 5 levels.
15
Realm
Greyhawk
Uncommon
Elves, dwarves, gnomes, and halflings gain 3 levels when defending Nyrond.
16
Realm
Greyhawk
Rare
When first played, Furyondy can remove one wizard from play (the wizard is discarded).
17
Realm
Greyhawk
Uncommon
Draw three cards immediately when the Temple is played.
18
Realm
Greyhawk
Uncommon
All Greyhawk champions of this player gain 2 levels.
19
Realm
Greyhawk
Uncommon
Maximum hand size for all opposing players is reduced by one.
20
Realm
Greyhawk
Rare
If Menzoberranzan is played or razed while the Duchy of Tenh is in play, this player draws three cards.
21
Realm
Greyhawk
Uncommon
The level of any dragon defening the Hell Furnaces is doubled. Swimmers cannot attack this realm.
22
Realm
Greyhawk
Uncommon
This realm allows the player to trade up to 3 realms and/or champions from his hand for an equal number of cards from his draw pile during phase 0. The realm is then razed.
The cards are drawn from the top of the draw pile.
23
Realm
Greyhawk
Uncommon
The Spindrift Isles can be attacked only by flyers or swimmers. It can defend itself as a level 8 elf wizard.
24
Realm
Greyhawk
Uncommon
Any hero defending Stonefist Hold gains 4 levels. This realm may be rrazed to prevent anothe rlayer from gaining an extra turn.
25
Realm
Greyhawk
Uncommon
When other players draw extra cards through events, this player can examine the extra cards and discard one.
Ull's power applies to the new hand of five cards received after a Transformation! event.
26
Realm
9
Greyhawk
Rare
Monsters cannot attack the Valley of the Mage. This realm can defend itself as a level 9 wizard.
27
Realm
4
Dark Sun
Uncommon
Allies cannot attack Urik. This realm can defend itself as a level 4 hero.
28
Realm
Dark Sun
Uncommon
Tyr's player draws one extra card per turn. This realm can defend itself as a level 5 hero.
29
Realm
Dark Sun
Uncommon
The first ally to attack Gulg each battle is destroyed. Gulg can defend itself as a level 7 hero.
30
Realm
Dark Sun
Uncommon
Only champions able to cast spells can attack Euripis. Swimmers cannot attack this realm.
31
Realm
Dark Sun
Rare
New Giustenal cannot be attacked by flyers (except Dregoth). If razed, this realm can be rebuilt by discarded only one card.
32
Realm
Dark Sun
Uncommon
This player and his champions are immune to offensive psionic powers. Champions with attached artifacts or magical items cannot attack this realm, though they can be added later.
33
Realm
6
Dark Sun
Uncommon
Shault can be attacked only by monsters or flyers. The realm can defend itself as a level 6 champion of any type, chosen by this player when attacked.
34
Realm
Dark Sun
Rare
If the Forest Ridge is razed through combat, the attacking champion is consumed by feral halflings and is discarded.
35
Realm
Dark Sun
Uncommon
Champions attacking Celik must discard all attached magical items or artifacts (attacker's choice), and cannot add more of the type chosen during battle.
36
Realm
Dark Sun
Uncommon
Lake Island can be attacked only by flyers or earthwalkers. It can defend itself as a level 5 monster.
37
Realm
Dark Sun
Uncommon
Any halflings played in defense of the Jagged Cliffs are tripled in base level. The realm can defend itself as a level 3 halfling hero.
Because the realm champion is a halfling, it is tripled. Jagged Cliffs can therefore defend itself at level 9.
38
Realm
Dark Sun
Uncommon
The Last Sea can be razed to act as a modified spell turning spell, redirecting any offensive spell to a target of this player's choice.
The Last Sea's power is treated as a Re-target spell. The new target of the redirected spell must be a legal target for that spell. For example, if Disintegrate is redirected, the new target must be a realm.
39
Realm
Dark Sun
Rare
All dragon champions of this player are immune to offensive spells and offensive psionic power cards. The realm can defend itself as a level 7 monster (dragon).
40
Realm
Birthright
Uncommon
Monsters and wizards gain 3 levels when defending this realm. This player's champions are immune to the phase 0 special powers of realms.
41
Realm
Birthright
Rare
Spells and magical items cannot be used by a champion attacking the Battle-Fens. Spells and magical items used by defenders of this realm are doubled in level.
42
Realm
Birthright
Uncommon
Giants defending this realm are doubled in base level. Monsters defending the Giantdowns gain 3 levels.
43
Realm
Birthright
Uncommon
This player may look at another player's hand once per turn.
44
Realm
Birthright
Uncommon
The fogs of the Mistmoor are particularly dense, allowing a defeated defender to escape back to his pool with attachments, rather than being discarded.
45
Realm
Birthright
Uncommon
This realm can be sent to the Abyss from the formation to transfer all nonevent and nonchampion cards in the Abyss to the discard pile.
46
Realm
Birthright
Rare
An attacking champion loses 1 level from his base level for each card attached to him and for each card he plays in battle. If his base level is reduced to 0, he is defeated and discarded.
47
Realm
7
Birthright
Uncommon
Thurazor can defend itself as a level 7 monster. If the realm champion is defending, it may play the first card in defense, regardless of whether winning or losing.
48
Realm
Birthright
Uncommon
All spells, allies, psionic power cards, unarmed combat cards, and blood abilities used in the attack and defense of this realm are sent to the Abyss.
49
Realm
Birthright
Uncommon
The Five Peaks can be attacked only by flyers or earthwalkers.
50
Realm
Birthright
Uncommon
Run by the guilds of the North to make a profit, Cariele increases this player's maximum hand size by three.
51
Realm
6
Birthright
Uncommon
Any champion defending Boeruine can cast wizard spells and use blood abilities. The realm can defend itself as a level 6 regent.
52
Realm
Birthright
Rare
When Rhuobhe is first played, this player can send any regent to the Abyss.
53
Realm
Dragonlance
Uncommon
The Reorxcrown Mountains can be attacked only by flyers or dwarves and is immune to offensive wizard spells.
54
Realm
Dragonlance
Rare
The Shining Lands can be attacked only by flyers or earthwalkers. The realm and its defenders are immune to offensive spells.
55
Realm
+5
Dragonlance
Rare
The Delving is home to a band of dwarves, who act as a +5 ally to any champion defending this realm. Because of the dwarves, the Delving is immune to attack via Underdard realms.
56
Realm
Dragonlance
Uncommon
Flyers, swimmers, and earthwalkers who defend this realm are immune to offensive spells.
57
Realm
Dragonlance
Uncommon
Only swimmers can attack this realm. Its whirlpool destroys all swimming allies. Champions attacking via Underdark realms are halved in base level.
58
Realm
Dragonlance
Rare
At the heart of Enstar is a sinkhole. Defeated champions (whether attacking or defending) are sent to the Abyss. If this realm ia razed, this player draws a card.
59
Realm
6
Ravenloft
Rare
Bluet Spur cannot be attacked by flyers. It can defend itself as a level 6 monster that can cast wizard spells and use psionic power cards.
60
Realm
+4
Ravenloft
Uncommon
All drow defending Arak are immune to offensive spells, psionic power cards, and blood abilities. A +4 drow ally aids each defending champion.
61
Realm
Ravenloft
Rare
A Ravenloft champion defending Borca may use any other Ravenloft champion as an ally. If the defense is successful, the ally-champion returns to his pool; otherwise, he is discarded.
62
Realm
Ravenloft
Uncommon
The ghost of Lord Gundar, assassinated dark lord of Gundarak, haunts this realm, acting as a level 5 undead hero. Any allies played with him are considered undead.
63
Realm
Ravenloft
Uncommon
Sithicus may be discarded from the formation during any combat where this realm is not involved to send all those currently in battle to the Abyss. This player then draws a card.
Card Combo (from Philip D. Cornett ): If Dark Prophesy is played while sithicus is in play, Sithicus can be discarded to force both combatants to the Abyss. Since the battle ends with no winner, the player can draw a total of four cards.
64
Realm
Ravenloft
Rare
Combat over the Nightmare Lands takes place in the Abyss, with each player using only the non-event cards contained there. The victor draws two spoils of victory, but must choose one to send to the Abyss.
Attacking and defending champions, along with their attached cards, come from the players' pools. All additional cards played in the round must come from the Abyss.
Cards played from the Abyss during battle go to the discard pile, so that they cannot be used repeatedly.
65
Realm
AD&D
Uncommon
Dragon champions can defend this realm twice per turn. Opponent's dragons cannot attack this realm. Council Aerie can defend it self as a level 9 monster (dragon).
Council Aerie is an excellent realm for decks that have a lot of dragon champions. If a dragon champion is defeated while defending Council Aerie, it may defend again. The dragon champion is discarded after the second defense, even if victorious.
Even though the realms champion is considered a dragon, if the realms champion is defeated once, the realm is razed.
66
Realm
AD&D
Rare
This sleepy village's defenders are immune to offensive spells, and swimming defenders are doubled in base level.
67
Realm
AD&D
Uncommon
Champions defending this realm can use any card types (spells, psionic power cards, unarmed combat cards, blood abilities, etc).
68
Realm
AD&D
Rare
This realm is defended by a beholder of monstrous size. The level 15 monster can cast wizard spells and is immune to offensive magical items. No other champion can defend this realm.
69
Realm
AD&D
Uncommon
At the beginning of this player's turn, he can exchange places between this realm and one other realm in his formation. Any holdings remain attached.
70
Realm
AD&D
Rare
All champions attacking this realm are "taxed." The player must take one spell from either his discard pile or his hand and place it in the Abyss. If he can't pay the tax, he cannot attack.
The "tax" must be paid 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.
71
Realm
AD&D
Uncommon
This player's undead champions and allies are immune to offensive spells and magical items and harmful events.
72
Realm
AD&D
Rare
Clerics refuse to attack this realm. Avatars who attack this realm are halved in base level.
73
Holding
Forgotten Realms
Uncommon
Draw a card every time a spell is played.
74
Holding
Forgotten Realms
Uncommon
This holding counts as a +3 ally. No offensive wizard spells may be played against champions defending the attached realm. Defending wizards gain 3 levels.
75
Holding
Forgotten Realms
Uncommon
Whenever an opponent plays an event, the owner of this holding may immediately examine that player's hand.
76
Holding
Forgotten Realms
Uncommon
Each time the attached realm is succesfully defended, search the draw pile for the first artifact or magical item and place it in pool or hand. Reshuffle the draw pile.
77
Holding
Forgotten Realms
Uncommon
The attached realm can cast cleric spells and is immune to offensive cleric spells and harmful events.
78
Holding
Forgotten Realms
Uncommon
The waters of this lake contain a vicious naga, which acts as a +4 ally to champions defending the attached realm. The naga instantly destroys all swimming allies.
79
Holding
Forgotten Realms
Uncommon
If this player has more than his maximum hand size at the end of his turn, he can place magical items underneath the holding instead of discarding them. They are attached to the first defending champion and are discarded if the realm is razed or the holding lost.
80
Holding
Forgotten Realms
Uncommon
This bog surrounds the attached realm, reducing all attacking champions and allies to half their base levels (rounded up).
81
Holding
Forgotten Realms
Uncommon
The swamp surrounding the attached realm contains deadly adders, which leech away 2 levels from attacking champions and allies; any reduced to 0 are discarded instantly.
82
Holding
Greyhawk
Uncommon
This player's allies, whether attacking or defending, cannot be forced to switch sides for any reason.
83
Holding
Greyhawk Uncommon
This player's Greyhawk champions are immune to spells cast in phase 3.
84
Holding
Greyhawk
Uncommon
This player's Greyhawk realms are immune to offensive spells.
85
Holding
Greyhawk
Uncommon
This holding may be discarded from either hand or formation to cancel a wish or limited wish spell.
86
Holding
Greyhawk
Uncommon
Only flyers can attack the attached realm.
87
Holding
Greyhawk
Uncommon
Only earthwalkers can attack the attached realm.
88
Holding
Greyhawk
Uncommon
Allies defending any Greyhawk realm held by this player each gain 3 levels.
89
Holding
Greyhawk
Uncommon
The base level of all champions and allies attacking the attached realm is halved (rounded down).
90
Holding
Greyhawk
Uncommon
Draw a card every time you play an event.
91
Holding
Dark Sun
Uncommon
The Mud Palace increases maximum hand size by two cards.
92
Holding
Dark Sun
Uncommon
The attached realm can use any ally to defend as a hero champion. The ally is discarded after battle.
93
Holding
Dark Sun
Uncommon
All champions and allies who attack the attached realm lose 3 levels - any reduced to 0 are discarded immediately.
94
Holding
Dark Sun
Uncommon
All champions and allies who attack the attached realm lose 3 levels - any reduced to 0 are discarded immediately.
95
Holding
Dark Sun
Uncommon
This player can draw one card and play it immediatly whenever this realm is attacked.
96
Holding
Dark Sun
Uncommon
The pool acts as a +5 ally to any champion defending the attached realm.
97
Holding
Dark Sun
Uncommon
If the attached realm is razed, one opponent's realm of this player's choice is also razed.
98
Holding
Dark Sun
Uncommon
No werecreature or monster can attack any realm in this player's formation.
99
Holding
Dark Sun
Uncommon
All champions (if defeated) and allies who attack this realm are sent to the Abyss at the end of battle.
100
Holding
Birthright
Uncommon
Draw a card every time a cleric spell is cast. Negates any Mulmaster holding in play.
101
Holding
Birthright
Uncommon
This players draws one extra card per turn. Negates any Arkhold holding in play.
102
Holding
Birthright
Uncommon
Elf champions defending the attached realm may cast wizard spells and use blood abilities.
103
Holding
Birthright
Uncommon
Swimming champions in this player's pool are protected from all harmful events.
104
Holding
Birthright
Uncommon
If one of this player's champions or realms is the target of a phase 3 spell, all players draw a card, noting its last digit. The player with the lowest number becomes the recipient instead, and the caster selects a new target if necessary. (If a tie, those players redraw until one is the lowest.)
105
Holding
Birthright
Uncommon
If the attached realm is attacked, this player may ask for help from a player outside the combat. If that player accepts, he must play one or more allies or magical items on this player's side of the battle. He is then entitled to a free draw from his card pile. Win or lose, the card(s) played is discarded.
106
Holding
Birthright
Uncommon
During phaes 3, this player may rearrange magical items and artifacts between champions in his pool.
Artifacts must still be legally attached to champions after use of the Taeghan Outfitters power.
107
Holding
Birthright
Uncommon
During a battle he is not involved in, this player can make an attacking player's champions and allies swimmers. In return, this player gets to draw a card from his draw pile if the attack results in a razed or discarded realm. The attacker receives no spoils.
When this holding is in play, all attackers become swimmers and the card's owner draws a card whenever an attacker wins a battle and razes or discards the realm. However, the card drawn is not spoils of victory, and therefore cannot be played immediately.
108
Holding
Birthright
Uncommon
Any elf defending the attached realm gains 3 levels. Heroes, wizards, and clerics who are not elves cannot attack the attached realm.
109
Holding
Dragonlance
Uncommon
Healing waters contained in the springs aid champions defending the attached realm. Once each battle, the player can retrieve one ally from his discard pile to play immediately.
110
Holding
Dragonlance
Uncommon
The attached realm must show water or coastline. Hungry sharks guard the waters; at this player's option, they can devour (discard) swimming allies played in any battle.
111
Holding
Dragonlance
Uncommon
If the attached realm is attacked, this player can barter with a player outside the combat. Players swap hands for the battle, and both draw spoils if victorious in the realm's defense.
112
Holding
Ravenloft
Uncommon
If the attached realm is razed through combat, the victorious champion is stricken with the plague. That player must draw a card for each champion in his pool, comparing the card's last digit against each champion's base level. Any whose level is higher than the digit are discarded.
113
Holding
Ravenloft
Uncommon
This player's Ravenloft chamions all gain a +2 werecreature as an ally, whether attacking or defending.
114
Holding
Ravenloft
Uncommon
The Red Tide is a +6 undead (vampire) ally to all champions defending the attached realm. It can be discarded from the formation to kill a realm champion of base level 6 or less being used anywhere in combat.
115
Holding
AD&D
Uncommon
An artifact from any world can be attached to this holding, and any champion defending the attached realm can use the artifact.
116
Holding
AD&D
Uncommon
This player's champions and allies each gain 1 level when defending any realm in this player's formation. This holding stays attached and in play even if the attached realm is razed.
117
Holding
AD&D
Uncommon
If something forces the attached realm to be discarded, this holding is discarded instead, and the realm remains in play.
118
Event
Uncommon
Destroys any two allies chosen by this card's player; choice does not have to be immediate. (Harmful)
Airship's power to destroy two allies need not be used all at once. It can destroy one ally, and then later destroy a second ally. Because of the additional wording on the 4th edition card, Airship remains in play until the second ally is destroyed, even if the current battle is over.
Airship can be used as a counter-effect card against allies. For example, if Loup-Garou is played, Airship can be immediately played to discard the Loup-Garou without having to play a magical item.
Because Airship is an event, it may be played at any time. This includes players not involved in the current combat.
119
Event
Uncommon
Destroys one realm of the player's choice; that realm is discarded. (Harmful)
A "must have" card for all decks. This is a very powerful event, since it forces an opponent's realm to be discarded. If a player's last realm is discarded, he must discard his pool at the end of the current turn. Immediately playing Menzoberranzan or Caer Allison will prevent loss of the pool.
If Cataclysm! is played by the attacking player during a battle (known as Ward's Cataclysm!), the battle is over and the attacker is entitled to Spoils of Victory. Each champion returns to its pool.
120
Event
Uncommon
The player of this event draws five cards immediately. (Helpful)
121
Event
Uncommon
This player' champion and allies are doubled in levels for one round of battle. (Helpful)
122
Event
Uncommon
One razed realm is rebuilt by a champion from the player's pool; the champion is discarded. (Helpful)
Any champion in the pool can be discarded, including a Trapped! champion.
123
Event
Uncommon
Razes the first realm of every player, regardless of special powers; if a player's first realm is already razed, he ignores the event. (Harmful)
Siege! functions on realms that are immune to events, due to the wording "regardless of special powers."
124
Event
Uncommon
No battles can be fought until the player's next turn. A battle in progress stops immediately with no victor; allies are discarded. (Harmful)
125
Event
Uncommon
All players must discard their hands immediately and draw five new cards. (Harmful)
126
Event
Uncommon
All opposing players must discard one champion from their pool (chosen by this player). (Harmful)
127
Event
Uncommon
This player can swap two of an opponent's realms with each other in their formation; any attached holdings are discarded. (Harmful)
128
Event
Uncommon
Everyone is convincd all artifacts and magical items in play no longer work. All players discard all magical items and artifacts. (Harmful)
129
Event
Uncommon
All players who have four or more unrazed realms in play must discard a realm from their formation or two realms from their hand. This event is immune to limited wish. (Harmful)
130
Event
Uncommon
All monster are bribed to desert; discard all monsters in battle or pools. (Harmful)
If used in battle, this event causes both sides to end the battle with no winner. The spells, allies, and other cards are discarded with the monsters. The battle is ended and another battle cannot be started. That attacker's combat options are finished.
131
Event
Uncommon
Play only between two player's turns. The player of this event can take a turn immediately. Afterward, play continues where it left off. (Helpful)
Caravan cannot be played until every player has had their first turn.
132
Event
Uncommon
Destroys all champions and allies of base level 4 or less in play anywhere. (Harmful)
133
Event
Uncommon
Unearthly fog prevents all attacks against all players until this player's next turn. (Harmful)
134
Event
Uncommon
Play on a realm. The victim may discard his pool to banish the tarrasque. If he discards nothing, however, the realm is razed and he sends the tarrasque to another player's realm, continuing the cycle. (Discard the tarraque if no realms remain.) (Harmful)
135
Event
Uncommon
Each player must draw and discard a card, noting the last digit of the card number. Discard all champions in play whose base level is greater than this number. (Harmful)
136
Event
Uncommon
Until the end of this player's next turn, no spells may be cast, and all artifacts and magical items are ignored. (Harmful)
Dead Magic Zone is not a counter-effect card, and cannot be used to dispel an already-cast spell.
137
Event
Uncommon
This player can deflect a harmful event affecting only him onto any other player. (Helpful)
Events that affect everyone cannot be deflected.
138
Event
Uncommon
In a multiplayer game, this event can be played to prevent one player's turn. In two player games, this event can prevent an extra turn gained from another card such as the Caravan. (Harmful)
Temporal Stasis is played between players' turns &emdash; like Caravan &emdash; and before the turn to be skipped.
139
Event
Uncommon
Until the end of this player's next turn, all dragons can cast wizard spells, stealing this power from wizards, who now cannot cast spells. (Harmful)
140
Event
Uncommon
This player draws three cards. All other players must discard one card. (Harmful)
Deflection cannot be used against Hurricane, since it does not target a single player.
141
Event
Uncommon
Until the end of this player's next turn, his heroes may all use psionic power cards and blood abilities. (Helpful)
142
Event
Uncommon
Until the end of this player's next turn, only allies may be used to attack or defend. Any magical items or artifacts may be attached to the allies, but all cards must be discarded when the event is over. (Harmful)
143
Event
Uncommon
Until the end of this player's next turn, all players may play a realm currently in play, causing the original realm to be discarded. (Harmful)
This event allows a realm to be played despite the Rule of the Cosmos. The realm already in play is discarded.
144
Event
Uncommon
Any one player (including the event player) is forced to reshuffle his discards into his draw pile. (Harmful)
145
Event
Uncommon
Until the end of this player's next turn, only his allies retain their special abilities. All other allies have only their level bonus. (Harmful)
146
Event
Uncommon
Until the end of this player's next turn, all spells cast by his champions are doubled in level. (Helpful)
147
Event
Uncommon
Until the end of this player's next turn, no psionic pwer cards can be used, and champions' psionic powers don't work. (Harmful)
148
Event
Uncommon
Until the end of this player's next turn, only monsters can attack. (Harmful)
149
Event
Uncommon
The event player can rearrange all realms in each player's formation, including his own. All holdings remain attached. (Harmful)
150
Event
Uncommon
All elves in all discard piles are brought back to life! They are added back to their draw pile, which is reshuffled. (Helpful)
151
Event
Uncommon
One hero (chosen by this player) is killed and discarded. In homage, all other players (including the event player) must discard a card. (Harmful)
152
Event
Uncommon
If on the losing side of a battle, this event allows this player to lay down enough cards to defeat the opposing champion. That champion is automatically defeated and is discarded. (Harmful)
When Ambush is used to end and win the battle, opposing champions that can escape back to the pool, such as with Winged Boots, cannot use their powers and are discarded.
153
Event
Uncommon
Buoyed by dreams of freedom, this player's champions are immune to offensive spells and magical items until the end of this player's next turn. (Helpful)
154
Event
Uncommon
Played during combat, the champions involved must discard all attached cards. Combat begins again between the same champions. (Harmful)
155
Event
Uncommon
This player's champions are turned face down and are revealed only during combat. Once turned over, they remain face up, as are any new champions added to the pool. (Helpful)
156
Event
Uncommon
Place any number of allies face down beneath a champion in battle. These secret allies remain face down in battle until the champion's opponent decides not to play any more cards. The allies are then revealed and a winner is determined. (Helpful)
157
Event
Uncommon
Played on a champion, its base level is reduced to 1, and it loses any special powers it has. This champion must be used first to attack or defend, and the event lasts until negated or the champion is discarded. (Harmful)
When Wrath of the Immortals is played on a champion, that champion must be used first to attack or defend, if it is able. If some other card play will not allow the affected champion to attack or defend, for example if Phantasmal Wolf has been played, another champion (or ally in the case of Phantasmal Wolf) can be used.
Avenging powers of a champion (powers triggered upon defeat) do not function if Wrath of the Immortals has been played on the champion, since Wrath stays with the champion until discarded.
158
Event
Uncommon
Until the end of this player's next turn, one avatar may be freely played into each player's pool, ignoring the requirements for bringing out avatars. (Helpful)
159
Event
Uncommon
Each player must draw and discard a card, noting the last digit of its card number. Discard all champions in play whose base level is lower than this number. (Harmful)
Each player discards his own champions with base level less than the last digit of the card he has drawn.
160
Event
Uncommon
All heroes in pools are placed in Limbo until the end of their owner's next turn. (Harmful)
161
Event
Uncommon
All swimmers in combat are swept away to the Abyss. All other swimmers are sent to Limbo until the end of their owner's next turn.
162
Event
Uncommon
This event can be played during phase 3 to allow a chmpion in the Abyss to make an attack against a chosen champion. The losing chamnpion is placed in the Abyss, and the winner returns to his pool. (Harmful)
When this event is played, one of the event-player's champions from the Abyss can attack another champion. This is played as a phase 4 within phase 3. Phase 4 spells can be used, phase 3 spells cannot be used during the combat.
During the true phase 4, the event player can attack a realm normally.
163
Magical Item
Common
The attached champion's allies each gain 2 levels and are immune to offensive spells. (Def)
164
Magical Item
Common
The bonus becomes +8 if attached to a cleric. (Off)
165
Magical Item
Common
The attached champion can retrieve an ally from the discard pile during each battle it is in. If defeated, the staff is broken and sent to the Abyss. (Def)
The retrieved ally may be placed in the hand. Whether or not the retrieved ally is taken to the hand, the ally cannot be brought into play until the player is losing the round of battle, just as cards cannot be played unless a player is losing the round.
166
Magical Item
Common
Each champion and ally of this player gains 1 level. (Def)
167
Magical Item
Common
Confers the ability to teleport; the attached champion and its allies can attack any realm, regardless of position or powers. (Def)
168
Magical Item
Common
During phase 3 the attached champion can retrieve one undead ally from the discard pile to the player's hand. (Def)
169
Magical Item
Common
This champion's opponent cannot play allies. Any already in play are discarded. (Off)
170
Magical Item
Common
Offensive spells, offensive magical items, and harmful events have no effect against the attached champion. (Def)
The Orb of Power negates offensive spells, offensive magical items, and harmful events played against the champion with the Orb. Spells and items are negated even if they were played before the Orb was played, although their effects may continue. For example, a Lightning Bolt that was cast before the Orb of Power was brought into play would no longer count as +5, but any magical item or ally it may have discarded does not return.
171
Magical Item
Common
At the beginning of his turn, this player can look at one player's hand and discard a card. (Off)
172
Magical Item
Common
Absorbs the effects of one offensive spell on this player's choice played against the attached champion in combat. (Def)
173
Magical Item
Common
Instantly annihilates one opposing enemy ally of this player's choice played against the attached campion in combat. (Off)
174
Magical Item
Common
Negates the power of one offensive magical item of this player's choice used against the attached champion in combat. (Off)
175
Magical Item
Common
One enemy ally chosen by the shield's owner is forced to switch sides and fight for the attached champion for one round of battle. (Off)
If the Shield of Wickedness is used in combat to steal an ally, and is then destroyed, the ally returns to its original owner.
176
Magical Item
Common
The attached champion can cast wizard spells and is immune to offensive psionic power cards. (Def)
177
Magical Item
Common
Cancels the powers of any dragon champion or ally opposing the attached champion in battle. (Off)
Dragonslayer cancels the powers of any dragon champion or dragon ally that is opposing the attached champion in battle.
178
Magical Item
Common
The attached champion and its allies become swimmers that can attack any realm with a coastline, regardless of its position. (Def)
179
Magical Item
Common
The holding of any realm the attached champion attacks is immediately discarded. (Off)
180
Magical Item
Common
Draw and discard a card each time the wand is used in combat, noting the last digit of the card's number. The wand's level bonus is equal to that digit.
181
Magical Item
Common
The attached champion is considered a drow and all allies played with him are also considered drow. (Def)
182
Magical Item
Common
The attached champion can be put into play with this magical item, even if that champion is already in play somewhere. The champions powers are unchanged. (Def)
183
Magical Item
Common
Attached champion is considered a giant. (Def)
184
Magical Item
Common
Usable only by clerics, the attached champion is immune to offensive cleric spells. (Def)
185
Magical Item
Common
If the attached champion is victorious in an attack, all holdings in that player's formation are discarded. (Off)
186
Magical Item
Common
The attached champion becomes a flyer. If he is defeated in battle by a nonflying champion, he can retreat from combat to his pool instead of being discarded. (Def)
187
Magical Item
Common
All cards used by this player that contain the word "wolf" are doubled in level. (Def)
188
Magical Item
Common
The attached champion is protected from all offensive spells, magical items, psionics, unarmed combat cards, and blood abilities. But his base level is halved (rounded down). (Def)
189
Magical Item
Common
The spellcaster with this item can retain up to two spells after winning a round of combat to use in another battle. Only phase 4 spells can be saved. (Def)
Only phase 4 spells can be saved with the Spellbook. Spells that can be cast at any time, such as Wish, cannot be saved.
Card Combo (from bendiks@IFI.UIO.NO): If a champion with the Spellbook retains Unnerving Aura, the champion wins future battles instantly, although the opposing champion is sent back to the pool, not discarded.
190
Magical Item
Common
Usable only by monsters, the attached champion is immune to cards that instantly kill monsters, flyers, or swimmers. (Def)
191
Magical Item
Common
Usable only by wizards, the attached champion is immune to cards that instantly kill wizards. (Def)
The Bagpipes protect the attached wizard from all cards that instantly kill wizards, including the realm Furyondy.
192
Magical Item
Common
Usable only by heroes, the attached champion is immune to cards that instantly kill heroes. (Def)
193
Magical Item
Common
Usable only by elves (including drows), the attached champion is immune to cards that instantly kill elves or drows. (Def)
194
Magical Item
Common
Usable only by regents, the attached champion is immune to cards that instantly kill regents. (Def)
195
Magical Item
Common
Usable only by giants, the attached champion is immune to cards that instantly kill giants. (Def)
196
Magical Item
Common
Usable only by clerics, the attached champion is immune to cards that instantly kill clerics. (Def)
197
Magical Item
Common
Usable only by psionicists, the attached champion is immune to cards that instantly kill psionicists. (Def)
198
Magical Item
Common
Usable only by dragons, the attached champion is immune to cards that instantly kill dragons. (Def)
199
Magical Item
Common
The attached champion is immune to the special powers of realms and undead champions. (Def)
This magical item porvides 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.
200
Magical Item
Common
This item can be used during combat to discard a champion in the pool of a player other than the opponent's. The arrow is then placed in the Abyss. (Off)
201
Magical Item
Common
Once per turn, the attached champion may add 4 levels to any combat he is not involved in. (Def)
202
Magical Item
Common
Win or lose, the opposing champion is discarded at the end of a round of combat with the attached champion. Undead champions are immune to this power. (Off)
The champion with the Dagger is only discarded if defeated.
203
Magical Item
Common
This javelin can create a +7 offensive wizard spell (in addition to its normal +2) for one round of combat. If so used, the item is the discarded. (Off)
204
Magical Item
Common
+8 vs undead. Undead champions and allies killed by the mace are placed in the Abyss instead of the discard pile. (Off)
205
Magical Item
Common
If defending a realm, the item's level rises to 6, and the attached champion must be defeated twice in one battle before he is discarded. (Def)
206
Magical Item
Common
The attached champion becomes a swimmer, and swimming allies cannot be played against him. (Def)
207
Magical Item
Common
This sword is +10 vs. any champion with a base level of 8 or higher. (Off)
208
Ally
Common
The ally can "save" a champion - the player can withdraw his champion from combat and continue with a new one (allies and spells are discarded). The "rescued" champion cannot attack or defend until this player's next turn.
209
Ally
Common
This ally instills fear in all opposing heroes, reducing their base level to 0 during that round of combat.
210
Ally
Common
When the Myrmidons are discarded, their player shuffles all discards back into his draw pile.
After being used in battle, the Myrmidons are discarded like any other ally. The entire discard pile, including the Myrmidons, is then shuffled back into the draw pile.
The Myrmidons' power is not triggered if the card is sent ot Limbo or the Abyss.
211
Ally
Common
The attached champion and his allies are immune to offensive magical items of +3 or less.
212
Ally
Common
When played, the mind flayer can immediately shift one opposing ally to its own side for that round of battle. The ally loses 1 level.
213
Ally
Common
Immediately destroys an opposing champion of base level 5 or less.
214
Ally
Common
Flyer. Swimmer. All allies played after the elf galleon in this battle are also flyers and swimmers.
215
Ally
Common
Tyrol can be played at any time to negate an offensive unarmed combat card. He gains 2 levels if played with a regent.
216
Ally
Common
The hell hound and all cards in this player's force are immune to offensive spells.
217
Ally
Common
Undead. This ally strikes fear in all opposing champions (except clerics), reducing their base level to 0.
218
Ally
Common
Undead. This ally and any other undead allies played with it cannot be forced to switch sides.
219
Ally
Common
The Treants and all cards in this player's force are immune to all offensive wizard spells except fireball.
220
Ally
Common
If this card is on the losing side of a battle, all holdings of every player are discarded.
221
Ally
Common
If this card is on the losing side of the battle, it destroys one champion anywhere in play, chosen by this player.
One of the best of the "avenging allies" cards that exact vengeance after a loss in battle. This card allows the player to choose one champion to be destroyed. Note that the champion is destroyed, not defeated in battle.Therefore special powers such as those of Iuz the Evil, Strahd Von Zarovich, and Drizzt Do'Urden are not triggered.
The power of the Assassins is triggered when the battle is over, and the player has lost.
222
Ally
Common
This ally strips any existing artifact and magical items from an opponent but has no effect on those played after them.
223
Ally
Common
If played with a Dark Sun champion, the gladiators remain with that champion until he is defeated or discarded.
224
Ally
Common
Elf. Rowan can send one opposing ally or magical item to the Abyss.
225
Ally
Common
This ally can be discarded at any time to discard one ally in play anywhere.
226
Ally
Common
Elf. If on the losing side of a battle, Stug can rob a victorious player of his spoils of victory by allowing a player not involved in the battle to draw spoils instead.
Stug is an "avenging ally," which means his special power is triggered upon defeat in battle to punish a victorious opponent. Stug's power allows the player, if defeated, to select another player not involved in the battle to receive the spoils of victory, if any. Stug's power is useless if there are no spoils of victory as a result of the current round of battle, so Stug is best used by an attacking player who expects to lose the round.
The special power of this ally can be used only if Stug is present at the end of the battle; i.e. has not been discarded as a result of card-play during the round of combat.
The special power of Stug is written specifically for a multi-player game; however, if Stug is used in a two-player game it prevents any drawing of spoils.
Stug appeared in 1st edition, but lacked a special power. In the 3rd edition, he gained the power shown above.
227
Ally
Common
This ally can draw a card from the opposing player's draw pile, playing it on this player's side if applicable or discarding it otherwise.
When this ally is played during a round of combat, the player using Galek draws a card from the opposing player's draw pile and plays it on his side of the battle, if applicable. If the card is not one that can be played during a round of combat (such as realm or a spell that cannot be cast in phase 4) or cannot be used by the champion (such as an unarmed combat card with a wizard), the drawn card is discarded. If an event is drawn it may be played.
Galek appeared in 1st edition, but lacked a special power. In the 3rd edition, the card gained the power shown above, although it was worded slightly differently.
Galek is a half-elf and is not affected by cards whose effects target elves.
228
Ally
Common
Elves. If on the losing side of a battle, all magical items in play are shuffled back into their respective draw piles.
An "avenging ally" with a twist, Silt Stalkers also affects the card's player. Because of this power, Silt Stalkers is best used in a deck with few magical items.
The special power of this ally can be used only if Silt Stalkers is present at the end of the round of battle; i.e. has not been discarded as a result of card-play during the round of combat.
Silt Stalkers appeared in 1st edition, but without a special power. In the 3rd edition, the card gained the power shown above. Only the 4th edition card indicates that the Silt Stalkers are elves. Previous editions of the card are considered blueline elves.
229
Ally
Common
Elves. If on the winning side of a battle, this player can choose one magical item, artifact, or rule card in play anywhere to be discarded.
The special power of this ally can be used only if Night Runners is present at the end of the battle; i.e. has not been discarded as a result of card-play during the round of combat.
Night Runners appeared in 1st edition, but without a special power. In the 3rd edition, the card gained the power shown above. Only the 3rd and 4th edition cards indicate that the Night Runners are elves. Previous editions of the card are considered blueline elves.
230
Ally
Common
When played in battle, the opposing player must immediately discard two cards from his hand.
Athasian Sloth is an excellent ally, with a high level bonus and nasty special power. when played, Athasian Sloth forces the opponent to discard two cards. the opponent decides which cards to discard.
This card appeared in 1st edition and was titled "Sloth." The 1st and 2nd edition Sloth is a +1 ally with no special power. The 3rd edition Sloth has a power similar to 4th edition, but the opposing player only discards one card. The card was renamed "Athasian Sloth" in the 4th edition, its level bonus became +8, and its power was increased to force the opposing player to discard two cards.
231
Ally
Common
Dwarf. Wijon can double the level of one ally played after him (choice need not be immediate).
Wijon's power to double the level of one ally played into battle after him makes the card a good choice for decks that feature many allies. Allies with high level bonuses, such as The Dream Team, Gladiators, Flaming Fist, and Giant Troll, benefit most when used with Wijon.
Wijon appeared in 1st edition, but without a special power. In the 3rd edition, the card gained the power shown above. Only the 4th edition card indicates that Wijon is a dwarf. Previous editions of the card are blueline dwarf.
232
Ally
Common
The elven archer's skill is such that it can instantly kill one enemy ally of its choice.
While Elven Archer's level bonus (+3) is relatively low, its ability to destroy an opposing ally makes it a valuable card in combat.
Elven Archer's power may be used at any time during the round of combat. Because the power is lost if Elven Archer is discarded before the power is used, it is best to utilize the card's power immediately. Airship can be played against Elven Archer as a counter-effect, discarding Elven Archer before its power can be used.
Elven Archer appeared in 1st edition, but lacked a special power. In the 3rd edition, the card gained the power shown above, although it was worded slightly differently.
233
Ally
Common
This ally can be discarded at any time to negate a secondary event (one that is played immediately after another event), such as a Calm following Cataclysm.
Marauder can be discarded at any time, including from the hand, to negate a secondary event. Negating an event cancels the event for all players.
A secondary event is either a duplicated event, as might arise through the power of Bell of Might or Onad the Weasel, or an event whose play is dependent on a previous event, such as Caravan Raiders following Caravan, Unusually Good Fortune following Good Fortune, or Calm following Cataclysm.
Marauder appeared in 1st edition and 2nd edition, but lacked a special power. In the 3rd edition, the card gained the power to negate an event, but only those created by using the Bell of Might. The 4th edition expanded the cards power to negate all secondary events.
234
Ally
Common
If defeated in battle, this ally attaches itself to the victorious champion, reducing his base level by 1 for each beetle attached. No limit per deck.
The Shaqat Beetles is an "avenging ally," meaning its power is triggered upon defeat in combat. Once Shaqat Beetles is defeated, the card is difficult to remove from the attached champion. Among the limited ways to remove the card are Wish, Airship (118/4th), and Gib Kcir.
The Shaqat Beetles' special power can be used only if it is present at the end of the battle; i.e. has not been discarded as a result of card-play during the round of combat.
Shaqat Beetles appeared in 1st edition and 2nd edition without a special power. The 3rd edition of Shaqat Beetles is the most powerful. Like the 4th edition, it attaches itself to a victorious opposing champion, but reduces the champion's base level to 1.
235
Ally
Common
The flesh golem rips away magical items from the opposing champion, who must discard all attached magical items. The ally continues to rip away any more played.
236
Ally
Common
Werebeast. The 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.
Loup-Garou first appeared in the Ravenloft booster set.
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.
237
Ally
Common
Swimmer. One enemy ally already played is swallowed by the brine dragon (this player's choice), instantly defeated.
Brine Dragon's ability to discard an opposing ally, combined with its fairly high level bonus and ability to swim, makes it a good edition to any deck. Brine Dragon's special power takes effect upon being played, immediately discarding an opposing ally of the player's choice.
Brine Dragon'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 Ankheg, provided that the card is in play before the Brine Dragon 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 Brine Dragon's power.
Brine Dragon first appeared in the Dragonlance booster set (45/DL) with slightly different wording, allowing the Brine Dragon's power to be used at any time during the round of combat. By deferring use of the 1st edition Brine Dragon's power, it can be used against an ally played after the Brine Dragon. The 4th edition Brine Dragon's power can only be used against an ally already in play.
238
Ally
Common
After a round of combat is resolved when using this ally, the losing player must immediately discard one magical item or artifact from his pool or hand, or raze one of his realms.
Flaming Fist is a powerful ally &emdash; but a risky one. Flaming Fist has a high level bonus and a strong special power. However, if the player does not win the round, Flaming Fist's power works against the player.
The special power of this ally can be used only if Flaming Fist is present at the end of the battle; i.e. has not been discarded as a result of card-play during the round of combat.
Flaming Fist first appeared in the Forgotten Realms booster set.
239
Ally
Common
When used in combat, this player can draw one card at random from his opponent's hand, playing it against the opponent if possible, discarding it otherwise.
Ninjas have a low level bonus, but they make up for it with their special power. When played, a card is drawn at random from the opponent's hand.
Ninjas first appeared in the Forgotten Realms booster set.
240
Ally
Common
If played with a wizard, the pseudodragon becomes a familiar, remaining with the champion until he is defeated. No event, magical item, spell, or ally's ability can cause it to switch sides or be discarded.
Though Pseudodragon has a relatively low level bonus, it remains with a victorious wizard champion until that wizard is discarded. Pseudodragon cannot be discarded or forced to switch sides by an event, magical item, spell, or ally power. However, it can be discarded through other cards, including realms such as Urik.
Pseudodragon first appeared in the Forgotten Realms booster set.
241
Ally
Common
Flyer. Flying allies cannot be played agianst the roc, and any already in play must be discarded.
The Roc is a powerful ally, with a high level bonus and an excellent special power. Roc's ability to discard any flying allies played before or after the Roc, gives the player protection against many powerful allies, such as
Roc is a good addition to a deck that features hard to attack realms, such as Kozakura, Spine of Taladas, Isle of Selasia, Doc's Island, The Barrier Peaks, and Isle of Dread, that encourage an opponent to play flying allies.
242
Ally
Common
243
Ally
Common
244
Ally
Common
Giant. This ally can cast wizard spells.
Ogre Mage is a good ally for inclusion in a deck featuring wizard spells, since this ally can cast wizard spells, even if the attached champion cannot. Because the Ogre Mage is not a wizard, it is not affected by 1st edition Midnight, Goddess of Magic. Furthermore, the Ogre Mage need not ask permission to cast spells if the 4th edition Midnight, Goddess of Magic is in play, since it is not the champion that is using the wizard spell, but the Ogre Mage, an ally.
Because the Ogre Mage is a giant, it is well matched with the cleric Tyvorg the Frost Giant. Since Tyvorg's special power increases his base level by 10 for each giant ally played with him, Tyvorg's total level is 26 after the Ogre Mage is played.
Ogre Mage first appeared in 4th edition.
245
Ally
Common
Swimmer. This ally's level is doubled when defending a realm showing a coastline.
The Mermaid's special power is activated whenever this ally is defending a coastal realm, resulting in level bonus of +8. Mermaid is a great addition to a deck with many coastal realms, such as Kozakura, Spine of Taladas, Isle of Selasia, and The Lendore Isles.
Mermaid first appeared in 4th edition.
246
Ally
Common
Undead. This ally drains the adjusted level of an opposing champion (except clerics) by 9; any that drop below 0 are instantly defeated.
The Dreaded Ghost is one of the most powerful allies in the game. Its special power results in an instant win if the opposing champion's adjusted level is 9 or less. Even if an instant win is not achieved, the Dreaded Ghost's effective level bonus is +18, since it increases its champion's adjusted level by 9 and simultaneously reduces the opposing champion's adjusted level by 9.
The Dreaded Ghost's special power does not work if the opposing champion is a cleric, but the ally retains its +9 level bonus. If after being played and having the opponent's level reduced, the Ghost is discarded or otherwise removed from the battle, the opponent's level remains at the reduced level.
The Dreaded Ghost first appeared in 4th edition.
Card Combo: If the ally Dreaded Ghost is brought into play as a champion using Gib Hcivonad's power, and then the Wand of Orcus is attached, opposing champions up to level 17 are instantly defeated.
247
Ally
Common
The clay golem rips away allies from the opposing champion, who must discard any already played. The ally continues to rip away any more played.
Clay Golem is particularly effective if used in combination with Ki-Rin. Clay Golem is played first to remove any opposing allies in play. Then Ki-Rin is played. If the opponent has no more allies to play, the player is victorious. If the opponent can play an another ally, he avoids immediate defeat, but the ally played is immediately discarded.
Clay Golem first appeared in 4th edition.
248
Ally
Common
The opposing champion is automatically defeated unless he has or can play an ally.
Ki-Rin is particularly effective if used in combination with Clay Golem. Clay Golem is played first to remove any opposing allies in play. Then Ki-Rin is played. If the opponent has no more allies to play, the player is victorious. If the opponent can play an another ally, he avoids immediate defeat, but the ally played is immediately discarded.
A good combination is to use Ki-Rin with the magical item Net of Entrapment. The Net prohibits the play of allies, resulting in an instant win. Similarly, if Ki-Rin is used to defend Urik, the opponent is automatically defeated, since the attacker cannot play allies.
Ki-Rin first appeared in 4th edition.
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.
249
Ally
Common
All attacks targeting a specific ally in a player's force must first target the Troll. This ally regenerates, however, and it cannot be discarded by any means unless its champion is defeated.
During combat, any opposing cards that target a specific ally must first target the Troll. This includes cards such as Airship and Shield of Wickedness. The Troll's power to act as a lightning rod for all allies in a player's force makes the card a good choice for decks that feature many allies.
Any cards that target allies must first target the Troll. It is essentially imune to all attacks, since it can regenerate. Wish has no effect on the Troll or any other allies in the force with the Troll, but Wish would be effective against the Troll's champion. similarly, Blamblower discards the Troll, but it regenerates, satisfying the Blamblower but remaining in play.
Cards that prevent allies from being played, such as Net of Entrapment and Clay Golem, are not affected by the Troll's power and continue to function normally. Because these cards prevent allies from being played, the Troll cannot regenerate and is discarded.
The Troll first appeared in the 4th edition.
250
Ally
Common
Swimmer. The selkie can charm the opposing champion into discarding one card in its force (chosen by that player).
Selkie has a relatively low level bonus, but an interesting special power. Selkie forces the opponent to discard one card in its force. The wording on the card indicates that it is the champion that does the discarding, therefore Selkie's power cannot be used to discard the opposing champion, just an attached card. The opposing player selects which card is discarded.
Because the opponent chooses which card is discarded, Selkie is best used early in the combat round, when the opposing player has few choices as to which card to discard. If Selkie is played before the opposing champion has any attached cards, its power is activated once the opponent adds a card to his force.
The Selkie first appeared in the 4th edition.
251
Ally
Common
Underdark. This ally devours all magical items of +3 or less. The items are discarded instantly, and any more such played are also devoured.
252 Ally
Common
This ally can use its displacement power once during a battle, sending both champions back to their respective pools. Only the displacer beast remains. Combat can continue with each player selecting new champions.
253
Hero
Forgotten Realms
Common
Elf (drow). If defending a realm, Drizzt must be defeated twice in one battle before he is discarded.
Drizzt's special power makes him a very effective defender. Because this power activates upon defeat in battle, the power is negated by the Ring of Reversion and Thought Eater.
The Sphere of Annihilation's power works on Drizzt, sending him immediately to the Abyss.
254
Hero
Forgotten Realms
Common
The Harpers can cast either wizard or cleric spells, but at the beginning of each battle this champion is in, their player must choose which type will be cast.
The Harpers may cast any type of spell (wizard or cleric) except during battle, at which time the player must select only one type of spell to cast.
255
Hero
Forgotten Realms
Rare
Helm can cast wizard and cleric spells. He can be discarded from his pool to cancel one event, whether helpful or harmful.
256
Hero
Greyhawk
Common
Thorvid gains 3 levels when fighting monsters, undead, or flyers.
257
Hero
Greyhawk
Common
At the end of this player's turn, if Hettman hasn't attacked, this player can randomly draw one card from another player's hand and discard it.
258
Hero
Greyhawk
Common
Flyer. Tyrinon's allies all become flyers. They are strengthened by his presence, and each gains 2 levels.
259
Hero Dark Sun
Common
Rikus can attack twice per turn, provided he wins his first round of combat.
260
Hero
Dark Sun
Common
The Captain destroys one magical item held by the opposing champion at any time during the battle.
261
Hero
Dark Sun
Common
Flyer. If defending a Dark Sun realm, Neeva's base level is doubled.
262
Monster
Forgotten Realms
Common
Flyer. Allies played with this champion each gain 2 levels. The pereghost can use unarmed combat cards usable by dragons.
263
Monster
Forgotten Realms
Common
Dragon; undead; flyer. The dracolich can cast wizard spells and use unarmed combat cards usable by dragons.
264
Monster
Forgotten Realms
Common
If in a player's pool, the stone giant may destroy one enemy ally of level 4 of less during each round of combat.
265
Monster
Greyhawk
Common
Undead. The Conclave can cast wizard spells, and all allies played with it become undead.
266
Monster Greyhawk
Common
Dragon; undead; flyer. Any magical item weapons attached to the Horror are doubled in level. This monster can use unarmed combat cards usable by dragons.
267
Monster
Greyhawk
Common
Flyer. Goldie can cast wizard spells and use unarmed combat cards usable only by dragons. She gains 4 levels if her younger self is in play anywhere.
268
Monster
Dark Sun
Common
Flyer. Borys can cast wizard and cleric spells and use psionic power cards. He is immune to psionic attack.
269
Monster
Dark Sun
Common
This hideous monster devours points' worth of allies up to its base level, and it is immune to offensive psionic power cards.
270
Monster
Dark Sun
Common
Flyers. Korgunard can cast wizard spells and is immune to psionic attack. He can be discarded from his pool to rebuild a razed realm.
271
Wizard
Forgotten Realms
Common
The renowned wizards is immune to offensive spells and offensive psionic power cards.
272
Wizard
Forgotten Realms
Common
When Vangie is played in defense of a realm, his player may immediately look at the attacker's hand.
273
Wizard Forgotten Realms
Common
The Ambassador can only defend, never attack. When he needs a card, draw a card and play it, if appropriate, discarding it if not. Once three cards have been discarded, no more can be draw for that battle.
274
Wizard
Greyhawk
Common
Mika gains 3 levels when the opponent uses allies against him. He can also use hero unarmed combat cards.
275
Wizard
Greyhawk
Common
Any magical item attached to Mordenkainen cannot be removed by any means.
Mordenkainen'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 are still discarded and used normally.
276
Wizard
Greyhawk
Common
Swimmer. In battle, Drawmij can borrow any magical item in play, returning it when the round ends. He can also imitate the power of any wizard in play.
277
Wizard
Dark Sun
Common
Sadira can use psionic power cards. Psionicists must ask her permission to use psionic power cards.
278
Wizard
Dark Sun
Common
Each time the Defiler casts a spell during combat, her player discards one card from his hand and draws a replacement card from his draw pile.
279
Wizard
Dark Sun
Rare
The ancient sorcerer-king can use psionic powers cards and is immune to psionic attack. While he is in play, the realm Ancient Kalidnay may not be played.
While Kalid-na is in play, Ancient Kalidnay may not be played. If Tyranthraxus (which removes Kalid-na's speical power) is played on Kalid-na, Ancient Kalidnay may be played. Ancient Kalidnay remains in play if Tyranthraxus is later negated.
280
Cleric
Forgotten Realms
Common
If Amarill is defeated in combat, his player can retrieve one champion from his discard pile and return it to his hand.
281
Cleric
Forgotten Realms
Common
This champion gains 2 levels when attacking realms outside the Forgotten Realms. They can use unarmed combat cards usable by heroes.
282
Cleric
Forgotten Realms
Common
Adon is immune to offensive spells, offensive magical items, and artifacts. If Midnight is in play, Adon gains 5 levels.
283
Cleric
Greyhawk
Common
Flyer. Sysania confers the ability to fly on all allies played with her. She can use unarmed combat cards usable by dragons.
284
Cleric
Greyhawk
Common
Nenioc may be sacrificed to bring out an avatar, but she is shuffled back into her player's draw pile rather than discarded.
Nenioc can be used to bring any avatar into play, regardless of the avatar's requirements.
285
Cleric
Greyhawk
Rare
All other clerics must ask the Arch-Druid for permission to cast spells. While the Arch-druid is in play, no avatars may be played.
286
Cleric
Dark Sun
Common
This champion negates the special powers (but not the level) of all cards played against her.
287
Cleric
Dark Sun
Common
Immune to offensive wizard spells, the elemental cleric can also cast any wizard spells containing the words earth, air, fire, or water.
288
Cleric
Dark Sun
Common
When Klik enters combat as a defender, he can destroy one magical item in play anywhere. He can use hero unarmed combat cards.
289
Hero
AD&D
Common
Orc; adventurer. When Photed is in a pool with one or more other adventurers, each adventurer gains 1 to his base level.
290
Wizard
AD&D
Common
Elf; adventurer. When Sharla is in a pool with three or more other adventurers, each adventurer becomes immune to offensive wizard spells.
291
Cleric
AD&D
Common
Elf; adventurer. When Migrane is in a pool with three or more other adventurers, each adventurer becomes immune to offensive cleric spells.
292
Hero
AD&D
Common
Adventurer. When Vitralis is in a pool with two or more other adventurers, each adventurer gains a +3 ally whether attacking or defending.
293
Wizard
AD&D
Common
Elf; adventurer. When Larn is in a pool with three or more other adventurers, all phase 4 spells cast by an adventurer are doubled in level.
294
Monster AD&D
Common
Dragon; flyer; adventurer. Livekor can cast cleric spells. When he is in a pool with five or more other adventurers, all monsters in that pool can become heroes at the start of this player's turn.
295
He