Spellfire Reference Guide, Volume III
Part 2 - Night Stalkers (Ver. 1.0)

	Spellfire Booster set #11. There are 100 cards and 25 chase cards in this set. Named for the theme of the set, Night Stalkers will fill your decks with creatures out of nightmares. Here you will find that evil is good.
	Night Stalkers introduced a new champion type, the thief, and support cards to go with it, thief skills. The affect of these new cards is still being felt today as new combos and strategies using these cards are appearing with greater and greater frequency at tournaments around the world.
	The 25 chase cards in this set are considered among the very best as a group, rivaling the power of the Forgotten Realms and Artifacts chase cards. Many of the very best chase feature the Spellfire design team in their alter egos (the "Gib" cards).
	As one of the most sought after sets in Spellfire to date, Night Stalkers also features many powerful cards aimed at juicing up undead decks, by adding new allies and many unarmed combat cards useable only by undead. Players armed these cards have made undead theme decks a force to be reckoned with in pick-up games and lifted Ravenloft to contention in world war tournaments.

Inventory:

#	Name	Type	Level	World	Blueline	
1	The Vast Swamp	Realm	9	GH		
2	The Bandit Kingdoms	Realm		GH		
3	Mintarn	Realm		FR	Coast	
4	Nelanther	Realm		FR	Coast	
5	Falkovnia	Realm		RL		
6	Richemulot	Realm	7	RL		
7	Cromlin	Realm		DS		
8	UnderCerilia	Realm		BR		
9	The Vampire’s Realm	Realm		BR		
10	Thieves' Guild	Holding		GH		
11	Haunted Graveyard	Holding	+6	RL		
12	Guild Shop	Holding		GH		
13	Forgotten Crypt	Holding		FR		
14	Assassin’s Guild	Holding		GH		
15	The Pristine Tower	Holding		DS		
16	Guistenal Ruins	Holding		DS		
17	Hellgate Keep	Holding		FR		
18	Cavern of Ancient Knowledge	Holding		AD&D		
19	Paying Your Dues	Event				
20	Moonlight Madness	Event				
21	The Boss Wants a Cut	Event				
22	Dawn of the Dead	Event				
23	The Long Arm of the Law	Event				
24	Wail of the Banshee	Event				
25	Complete Surprise	Event				
26	Black Death, The	Event				
27	Three Card Monte	Event				
28	The Guildmaster	Thief	10	GH		
29	Artemis Entreri	Thief	8	FR		
30	Daryth of Calimshan	Thief	3	FR		
31	Storm Silverhand	Thief	9	FR		
32	Jacqueline Renier	Thief	7	RL		
33	Ratik Ubel	Thief	5	RL		
34	Julio, Master Thief of Haslic	Thief	2	RL		
35	Turin Deathstalker	Thief	8	GH		
36	Simpkin The Weasel Furzear	Thief	7	GH		
37	Phostrek	Thief	4	DS		
38	Jamlin	Thief	5	DS		
39	Donval	Thief	8	DS		
40	El-Hadid	Thief	4	BR		
41	Kelda Auslawsen	Thief	3	BR		
42	Moriad	Thief	3	BR		
43	Uldo Dracobane	Thief	7	AD&D		
44	Orcus	Monster	?	AD&D		
45	Mask	Thief	17	FR		
46	Dancing Sword	Magic Item	+7			
#	Name	Type	Level	World	Blueline	
47	Rod of Zombie Mastery	Magic Item	+3			
48	Whip of Disarming	Magic Item	+3			
49	Gauntlets of Dexterity	Magic Item	+3			
50	Wand of Bone	Magic Item	+4			
51	Book of the Dead	Artifact	+4	GH		
52	Heart of Darkness	Artifact	+5	AD&D		
53	Trumpet of Doom	Artifact		GH		
54	Herald of Mei Lung	Artifact		FR		
55	Back Stab	Thief Skill				
56	Pick Pockets	Thief Skill	+2			
57	Move Silently	Thief Skill	+2			
58	Set Traps	Thief Skill				
59	Hide in Shadows	Thief Skill				
60	Climb Walls	Thief Skill	+4			
61	Detect Noise	Thief Skill	+2			
62	Read Languages	Thief Skill	+2			
63	Use Poison	Thief Skill	+3			
64	Concealed Weapon	Thief Skill	+4			
65	Werebear	Monster	9	AD&D		
66	Crawling Claws	Monster	1	FR		
67	Nemon Hotep	Cleric	12	RL		
68	Shera the Wise	Wizard	6	RL		
69	Winslow the Lich	Wizard	9	GH		
70	Caller in Darkness	Psionicist	12	DS		
71	The Vampire	Regent	8	BR		
72	Wereshark	Monster	6	DL		
73	Negative Planar Energy	Rule Card				
74	A Sure Thing	Rule Card				
75	Kaisharga	Ally	+6			
76	Guild Master	Ally	+5			
77	Raaig	Ally	+4			
78	Cat Burglar	Ally	+3			
79	Zombie Horde	Ally	+5			
80	Beggar	Ally	+3			
81	Ancient Dracolich	Ally	+9			
82	Loric the Fence	Ally	+2			
83	Bigby’s Dexterous Digits	Wizard Spell	+3			
84	Guardian Mist	Wizard Spell				
85	Alarm	Wizard Spell	+2		Special (see text)	
86	Corruption of the Flesh	Wizard Spell	+4			
87	Power of Faith	Cleric Spell 	+3			
88	Find Traps	Cleric Spell				
89	Blessed Abundance	Cleric Spell			(Def/3/4)	
90	Monster Mount	Cleric Spell				

#	Name	Type	Level	World	Blueline	
91	Aging	Unarmed Combat	+4			
92	Cause Despair	Unarmed Combat	+2			
93	Cause Fear	Unarmed Combat	+3			
94	Cause Paralysis	Unarmed Combat	+1			
95	Constitution Drain	Unarmed Combat	+2			
96	Strength Drain	Unarmed Combat	+3			
97	Level Drain	Unarmed Combat	+5			
98	Magic Resistance	Unarmed Combat	+2			
99	Rapid Regeneration	Unarmed Combat	+4			
100	Cause Disease	Unarmed Combat	+6			

Chase Cards

#	Name	Type	Level	World	Blueline	
1	Good Truimphs in the End	Rule Card				
2	Crime Does Not Pay	Rule Card				
3	Busted	Event				
4	Confused Hunchback	Event				
5	Dark Prophesy	Event				
6	Dark Dreams	Event				
7	Celestial Lights	Event				
8	Mirror of Corruption	Artifact		AD&D		
9	Amulet of Undead Aura	Magic Item				
10	Arcane Formula for a Lich	Magic Item	+5			
11	Bag of Beans	Magic Item				
12	Shadowcloak	Magic Item	+5			
13	Pavlov’s Bell	Magic Item				
14	Ring of Lycanthropy	Magic Item	+4			
15	Zombie	Hero	2	AD&D		
16	Varney the Vampire	Wizard	7	RL		
17	Moonbeast	Monster	8	AD&D		
18	Gib Lhadsemlo	Monster	10	RL		
19	Gib Hcivonad	Hero	6	AD&D		
20	Gib Reltub	Thief	8	FR		
21	Gib Irod	Wizard	13	GH		
22	Gib Drawsemaj	Cleric	20	DL		
23	Gib Aklem	Psionicist	9	DS		
24	Den of Thieves	Realm		AD&D		
25	Mad Scientist’s Laboratory	Realm		RL		

[Realm]

The Vast Swamp

Can defend itself as a level 9 undead wizard. Nonflying attackers are at half their adjusted level (rounded down).
1/100

The realm champion of The Vast Swamp is both undead and a wizard and subject to cards that affect those types of champions in combat.
	The second power of this realm makes this a great realm to have out front where nonflying champions can attack it. This power remains in affect for the entire combat, so cards attached to the nonflying attacker after a battle has begun are also cut in half. The exception is if the opposing champion were to attach flying allies, which are not affected by the Swamp's power.
	This realm is a great addition to an undead theme deck. The level 9 undead wizard is powerful in both level and casting ability, about the only thing you can't do is attach magic items and artifacts to the realm champion.
	A great card to play with The Vast Swamp is the rule card Negative Planar Energy (73/NS). This combo gives the realm champion an almost instant win ability and any opposing champions not defeated instantly are further reduced if they do not fly. Also, any deck based on the dungeon card Spells from the Grave (19/DU) is a ready fit for the Vast Swamp.
	You might see The Vast Swamp in quite a few world war and theme decks, but it will appear infrequently in standard tournament decks. This realm's power is combat only and lacks the all purpose powers found in realms such as Tyr (28/4th) and Menzo (1/4th).

[Realm]

The Bandit Kingdoms

Thieves defending this realm gain 2 levels for every attached card.
2/100

This realm's use is very specific. It works well in a thief theme deck and is virtually powerless anywhere else.
	Defending thieves gain 2 levels for each card attached to them. This would include allies, magic items and artifacts as well as many spells, thief skills, blood abilities and psionic power cards. If a card used by the defending thief is not attached, such as Death Spell (377/4th), the defender does not gain 2 levels.

The names of the lords of the Bandit Kingdoms change as often as the borders separating them. The lords fight almost ceaselessly over their ill gotten booty. I say almost, they are quick to band together against any organized invasion and fight as one when needed.
- Flynn, Cleric of St. Cuthbert and sage of Furyondy.

[Realm]

Mintarn

Can only be attacked by flyers or swimmers. Whenever a thief in this player's pool is to be discarded outside of combat, it instead goes to Limbo, returning at the end of this player's next turn.
3/100

Coast

Mintarn has 2 great powers if you are playing a thief deck. If you are not playing with many thieves you will most likely pass this realm over.
	The first power is more general in nature, restricting attackers to only flyers and swimmers. If you are not playing with many thieves you may want to look elsewhere for realms with similar powers such as the Coral Kingdom (10/4th), which restricts attackers to only swimmers.
	The second power is much more conditional and powerful when those conditions are met. Whenever this player's thieves are discarded outside of combat they go to Limbo instead. This includes being sent to the discard pile, Abyss or Void. As you can see this card is a must for any thief theme deck.
	This power does not save a thief you discard yourself to activate another card's power, such as Runes of the Future (13/RR Chase). Since the payment to activate cards like Runes of the Future has to be paid to use them. A good rule of thumb here is if you are the one discarding your own thieves, then they may be discarded outside of combat.

[Realm]

Nelanther

Can only be attacked by flyers and swimmers. Nelanther has a powerful pirate navy. All champions and allies attacking any realm by swimming must discard a magical item from their hand or pool or return to their pool immediately.
4/100

Coast

A magic item must be discarded for every champion and ally who uses the swimming ability to attack a realm in this player's formation. If a swimmer attacks a realm without swimming (i.e. front rank) then the bribe need not be paid.
	If the attacker cannot pay the Nelanther pirate navy it's bribe, the attacking champion returns to his pool. Combat can continue with a different champion, but he must reach the defending realm by some means other then swimming or also pay the bribe.
	The attacking player chooses which magical item, if any, to discard in order to attack.
	Nelanther is a good realm to use if many of your realms can only be attacked by swimmers. Swimming, however, is the least used movement ability and you may find that Nelanther's special power is used infrequently. With popularity of Song of the Dragonlance (22/DU), which makes all of a player's champions swimmers, Nelanther might see more use.
	Another point in Nelanther's favor is that only flyers and swimmers can attack. This restriction applies to both champions and allies, giving you the chance to use it's special power in defense of itself.

[Realm]

Falkovnia

Because of the poisonous nature of this realm, if Falkovnia is razed, all the champions who attacked it that turn must be discarded.
5/100

Falkovnia is a great realm to have in the front rank. The power of this realm will often discourage an opposing player from attacking, especially knowing that he will need multiple champions to raze the realm.
	If an attacker does indeed raze the realm, all of the attacking player's champions who participated in the combat are placed in the discard pile when the realm is razed. If one or more of the attacking champions are already in the discard pile, Abyss or Void when Falkovnia is razed, they will remain there.
	This realm is a great edition to a revenge theme deck as well as a Ravenloft world deck. Some other revenge cards you might consider in a deck with Falkovnia are Assassins (221/4th), Lyr of the Mists (23/PO) and Iuz, the Evil (167/3rd). Since you plan to lose the combat anyway, the damage inflicted on your opponent will leave him with a hollow victory indeed.

[Realm]

Richemulot

Can defend itself as a level 7 werebeast (monster) that can use thief skills.
6/100

Richemulot's realm champion is considered a monster for cards that affect monsters and is also a werebeast for cards that affect werebeasts and shapeshifters. The realm champion can use thief skills, but is not an actual thief for cards that target thief champions.
	This realm is a good fit for decks themed around Ravenloft, werebeasts or thieves. Richemulot is also a good choice for the famous "championless" deck. The level 7 realm champion is moderately high and with the ability to use thief skills in combat gives the player a greater choice when defending.
	This realm is a poorer choice for standard deck construction as the special power affects only the realm champion, and therefore only activates when the realm defends itself. If you use this realm make sure to include many allies and some thief skills usable in phase 4. An interesting card to play with Richemulot is the thief skill Intimidation (89/DU) which may allow you to attach magical items and artifacts to the realm champion, or even spells.

[Realm]

Cromlin

While Cromlin is in play, this player may freely exchange magical items and artifacts between the champions in his pool and his hand in Phase 3.
7/100

Cromlin is one of the most useful realms in Spellfire. In phase 3 the player is free to rearrange all of the magical items and artifacts in his pool, attaching them to different champions or returning them to his hand for use later. However, artifacts can still only be attached to champions of the same world and any other resrtictions still apply. i.e. Shan the Karate Master (15/DU Chase) still may not use magical items or artifacts, even if you have Cromlin in play.
	Any deck that uses magical items and artifacts is a great choice to use Cromlin in. Tasslehoff Burrfoot (39/DL) is a solid combo with Cromlin, using Tas's power to retrieve magical items from the discard pile and then attaching them to any champion in your pool with Cromlin. Runes of the Future (13/RR Chase) added to the above combo gives you great draw deck manipulation.
	Quill Pen of the Planes (8/PO Chase) works well with Cromlin also. Once you have used the Quill's power bring it back to your hand with Cromlin and play it anew, resetting the Quill's power for another turn. Once the Quill (or any magic item or artifact) is brought to the hand Cromlin's power has been used and the Quill may not be returned to the hand again until your next phase 3.

[Realm]

UnderCerilia

Underdark. This realm extends under opponents' Birthright realms, allowing them to be attacked by this player's champions and allies, regardless of position or restrictions.
8/100

This realm allows the player to attack Birthright realms in other players' formations, even if the realm you wish to attack is not in the front rank of it's formation. This realm also lifts restrictions concerning movement ability, such as Mur-Kilad's (8/BR) restriction against flyers and swimmers.
	UnderCerilia does not lift restrictions against the type of champion that may attack. Awnsheghlien still would not be able to attack Tower of the Sword Mage (11/BR), even with UnderCerilia in play.
	This realm is a great addition to the other Underdark realms that have similar powers, giving the player many choices to attack. UnderCerilia is considered both Birthright and Underdark for world decks built using either world.
	In an attacking deck you can do much worse then the Under-realms. In this type of deck you may also wish to include Nature's Throne (461/4th), which has a power similar to the Under-realms. This gives you the ability to attack again just about anywhere you choose, and causes your opponents numerous headaches.

[Realm]

The Vampire's Realm

This realm is protected by a great swarm of bats that attack all nonearthwalking champions, reducing their adjusted levels by half (rounded down).
9/100

When a champion without the earthwalking ability attacks The Vampire's Realm his adjusted level is reduced by half. This includes cards played after the battle has begun, including allies played that have the earthwalking ability. This realms power target the champion, who must be the one with the earthwalking ablity.
	This is a good realm to have in the front rank of your formation, since few champions have the earthwalking ability.
	This realms somewhat limited power makes it a tough choice for most decks, even Birthright world decks. If you can cause your opponent to attack this realm via Dimension Door (100/PO) or similarly powered card, this realm becomes more useful. Even then there are better defensive realms to choose from.

[Holding]

Thieves' Guild

Draw a card whenever a thief skill card is played.
10/100

This card is a virtual cornerstone of the thief theme deck. When any player plays a thief skill card, this player draws a card and adds it to his hand. Thieves' Guild is a Greyhawk holding and must be attached to a Greyhawk realm, or a realm that allows any holding to be attached.
	An actual thief skill card must be played to activate the special power of Thieves' Guild. Thief champion abilities and other cards that act like thief skill cards will not activate the power of this holding.
	Thieves' Guild works well in any deck that uses many thief skills, allowing you to fill you hand with new cards to play while inflicting terrible damage on your opponent. If you play with this holding you should also consider using Hallucinatory Terrain (42/FR), which will double your card drawing power.

I was a member of the guild many years ago in Daggerdale. The skills that were taught there have saved my life and the lives of my companions many times since.
	- Athenea Firnwood, Halfling Mercenary and collector of many fine baubles.

[Holding]

Haunted Graveyard

Acts as a +6 ghost ally (undead). This ghost is so terrifying that only undead allies may be played to attack the attached realm after the attacking champion has been sent forward. Items attached before battle function normally.
11/100

Once a champion has been brought forward to attack the attached realm, only undead allies may be added to that champion. This restriction applies to magical items, artifacts, spells and any other card that could normally be attached to the attacking champion during the combat.
	Cards attached to the attacking champion before it was pushed forward to attack function normally, even if a living ally was somehow attached before combat began. This holding will not prevent the opposing player from using events and spells cast by champions outside of the combat, such as Wish (384/4th), Since these cards are not attached to the attacking champion and happen outside of battle, even though they may affect the combat.
	The +6 ghost ally is present for every battle that takes place over the attached realm, meaning that if the attacking player keeps attacking the +6 ally is there for each attack. Any card that would discard the ghost ally will function by removing the ghost ally and not the Haunted Graveyard card itself (such as the Living Wall (58/PO)), thereby negating the ally for that round of combat. If the attacking player pushes forward another champion a new +6 ghost ally will emerge to take part in the defense of the realm.

[Holding]

Guild Shop

This player's thieves can swim or earthwalk as needed. They ignore all wall spells.
12/100

The Guild Shop allows your thief champions to attack most realms in your opponents' formations. With many of the thief skill cards being combat orientated this becomes a useful ability. When you push your thief champion forward to attack you declare wiether he is earthwalking or swimming if needed.
	Thieves in your pool are not affected by this ability and cannot be targeted by cards that target swimmers or earthwalkers. You do not have to declare you are swimming or earthwalking if you could reach the defending by some other means, such as the realm being in the front rank.
	When you do attack and declare a movement ability your attacking thief becomes subject to cards that affect swimmers or earthwalkers, depending on the movement type you declare.
	This holding is a good choice for a thief deck aimed at fighting combat, especially if combined with the dungeon card The Guildhall (27/DU) which gives thieves in combat the ability to play with your opponents' cards.

[Holding]

Forgotten Crypt

Any champion attacking this realm is discarded at the end of combat, whether he wins or loses. Undead are immune to this holding.
13/100

Forgotten Crypt causes all attacking champions to be placed in the discard pile at the end of the round of battle, even if the attacker won the round. Undead are unaffected by this power, and battle ends normally.
	Attacking champions that are able to retreat to their pool to escape defeat, such as Erital Kaan-Ipzirel (81/AR), can avoid the power of the Forgotten Crypt by activating their power before the battle is over. This is possible because the Crypt's power does not activate until the battle is over.
	Sometimes battle is ended by a means that leaves no clear winner or looser, such as a Wall spell. In these cases the attacking champion is still discarded unless he has someway to escape.
	The Forgotten Crypt is usually best placed on your lead realm, since it is the most likely target of attack. This holding becomes even more crueling if you are able to combine it with a realm that is restrictive to attackers like Coral Kingdom (10/4th). This combo leaves your opponent with few attacking champions to start and can quickly bleed them to the discard pile leaving you free from attack on later turns.
	All in all, the Forgotten Crypt is a good holding for a Forgotten Realms theme deck, but is a weak choice in a standard tourney deck. If you are using many low level champions as cannon fodder and have several Forgotten Realms realms in your deck, you may consider this holding, especially if you are using a revenge theme.

[Holding]

Assassin's Guild

When the Guild is in play, each turn this player may discard a champion from his pool, forcing an opposing player to discard a champion from pool or hand to the Abyss.
14/100

This is one of the most under-rated cards in Spellfire. Once each turn you may send one of your champions from the pool to the discard pile to force one of your opponents to place one of his champions in the Abyss. You choose which opponent suffers the affect, but the opponent chooses which champion to place in the Abyss from among those in his hand and pool. The opponent must chooses a legal target.
	The Guild is activated during your phase 3 and your opponent must answer the power immediately.
	The Assassin's Guild really comes into it's own in 75 and 110 card tourneys. The longer lasting games give the player many more opportunities to bleed off enemy champions. It also works very well in Greyhawk theme decks, since the Greyhawk world has many good low level champions that can be discarded.
	Some cards to play with the Assassin's Guild are, Gib Kcir (16/RR Chase), Mind Killer (56/UD) and Takhisis's Abyssal Gateway (13/DL Chase). Follow these Abyss filling cards with a low level attack and play Bottomless Horror (54/DU) and your opponent will see many of his dearest champions sent to the Void. This is nearly a theme unto itself.
	If you decide to play the Assassin's Guild you may also wish to use a few cards that allow you to return champions from you r discard pile back to your hand or pool, thus lessening the heavy payment to activate the Guild. Cards such as Heal (45/RL), Resurrection (34/FR), or Create Minion (79/DU).

[Holding]

The Pristine Tower

Champions attacking the attached realm are considered monsters for each round of combat.
15/100

When an attacking champion is pushed forward to attack the realm with The Pristine Tower attached that champion becomes a monster champion. A non-monster champion looses the ability to play icon related support cards of its former type. i.e. regents can't use blood abilities, wizards can't use wizard spells, ect. monsters are unaffected by this, being monsters to start with.
	The Pristine Tower effectively changes the attacking champions icon to that a monster for the duration of the battle, making the champion subject to all cards that target monsters. The attacker returns to its normal icon type once the round of battle is ended.
	One of the best cards to use with the Pristine Tower is the artifact Heartwood Spear (318/3rd) if you are using a Dark Sun theme. The Pristine Tower works very well with another Dark Sun holding, Black Waters (98/4th). Which would end any battle at The Pristine Tower before it even began.
	On the whole, The Pristine Tower can cause many interesting card plays but really doesn't have the umpf to make the cut in most tournament decks. This card can be quite fun if you have designed your deck around killing monsters, but it won't win you a lot of games.

[Holding]

Giustenal Ruins

This player's realms cannot be attacked by psionicists or champions able to use psionic power cards.
16/100

Once Giustenal Ruins is placed in your formation opposing players may not attack any of your realms with psionicist champions, or champions that use psionic power cards. They may still defend their own realms with these champions.
	With the emergence of psionic champions in many tournament decks this realm is a good choice if you do not wish to engage in much combat. The instant kill and revenge powers of many psionic champions makes Giustenal well worth the slot in any deck.
	Giustenal Ruins does not confer any immunity to psionic powers. Lyr of the Mists (23/PO) may still discard one of your champions when in combat. Lyr could not be used however, to attack any realm in your formation. Giustenal can also be targeted and destroyed by Psionic Disintegration (73/DU).
	This holding is an excellent choice for any defensive/speed deck. Being a Dark Sun realm allows you to attach Arkhold (94/4th) or Black Waters (98/4th) for speed or defense. This realm also prevents the player from having to face such instant wins like Davron Parscall (9/PO) and a high level Bilago Lumen (17/PO). This tends to confound an opponent who relies on instant wins and the spoils that come with the instant win. Don't forget though, Giustenal only protects you from these champions attacking and not defending.
	With the heavy use of psionic champions in tournaments these days you could do a lot worse then this realm.

[Holding]

Hellgate Keep

The attached realm, this holding, and its defenders are immune to harmful events and offensive spells. If the Keep is discarded during battle but the realm isn't razed, the attacking champion may draw a card.
17/100

Harmful events and offensive spells cannot target any realm with Hellgate Keep attached. This includes any cards attached to the realm besides just this holding, such as an artifact or ally. The immunity provided by this holding also covers any champion defending the attached realm in combat and that champion's attachments. Thus a champion defending a realm that has Hellgate Keep attached could not have its allies destroyed by the event Airship (118/4th).
	The card provided by discarding Hellgate Keep is not considered spoils and may not be played unless the drawn card is one that may be played legally. If the attached realm is razed when Hellgate Keep is discarded the extra card for discarding it is lost.
	Hellgate Keep is a great choice for a world war deck or any immune heavy theme, since it is one of the few cards that provide a realm with immunity to both spells and events. Some other cards with similar powers include Geneva Conclave (Promo 2), Moonwell (77/4th), The Deep (5/UD Chase) and The Gorgon's Crown (4/BR).
	Despite the penalty of giving an opponent a possible extra card draw, this holding works very well in any deck with many Forgotten Realms realms.

[Holding]

Cavern of Ancient Knowledge

May be attached to any Underdark realm. While the Cavern is in play, all offensive spells cast at this player are reflected back at the casting player. This holding can be attached at any time to reflect a just-cast spell.
18/100

Cavern of Ancient Knowledge may be attached to any AD&D realm as well as any Underdark realm. Underdark realms are those realms from the Underdark booster set and any realm listed as Underdark either in the text box of the card or in the blueline rules.
	The Cavern may also be attached at any time to counter a just cast offensive spell that targets the player. This includes spells that target the owner's formation, pool and hand. But does not include rule cards and support cards outside of the pool or formation, such as the event Map of Life (413/3rd).
	A spell that is reflected back to the casting player affects that player as if he were the target. If the Cavern reflected Estate Transference (437/3rd), the casting player must choose one of his own realms to send to the Abyss. The choice must be a legal target (not immune). The Cavern is not a re-target and does not give the owner the ability to choose a new target for the just reflected spell, the original caster must choose a legal target from among his own cards. If there is no legal target then the reflected spell dissipates and is wasted.
	The Cavern may only reflect a given spell once, if the spell is again re-targeted by the original caster this player must now come up with a new way to stop the spell. Also, a reflected spell that is Spell Turned or reflected back is now targeting the Cavern. If the Cavern is not a legal target for the spell, the spell is lost.
	The reflecting power of the Cavern is not itself a spell and can not be dispelled or negated like a spell.
	Use of this holding can get complicated, especially if the spells are bounced back and forth many times. It is important to be willing to retrace any steps if someone becomes confused.
	This is one of the most powerful holdings in Spellfire and can be found in many tournament decks. If you are using a spell heavy deck you want to make sure you have some way of dealing with this card. Cataclysm! (119/4th) and Gib Kcir (16/RR Chase) are good solutions.

[Event]

Paying Your Dues

All players who have a thief in battle or in pools must discard one magical item from their hand. If they cannot, they must discard all thieves in their pool. (Harmful)
19/100

When this event is played all players, including the event player, who have any thieves in their pool or in battle must discard a magical item from their hand. If they do not have a magical item in their hand then they must discard all thieves in their pool.
	A thief in combat when Paying Your Dues is played is not discarded if the owner does not have a magical item to discard. Only thieves in the pool are affected by this power. Any magical items discarded must come from the hand not the pool or anywhere else. If a player has a magical item in the hand he must discard it, there is no choice given.
	Due to the fact that there are so few counter cards for thief skills this event is very useful when played correctly. Paying Your Dues is one of the few defenses against Con Game (82/DU) and Hijacking (86/DU). It is best played as soon as your opponent lays a thief to his pool, hopefully leaving him no one able to play thief skills against you, at least for the time being. Although it is hard to justify using an event slot for such an unlikely result, unless you know ahead of time that your opponent uses many thieves.

[Event]

Moonlight Madness

Until the end of this player's next turn, all undead and werebeasts gain 5 levels and can attack any realm, regardless of position or restrictions. (Helpful)
20/100

This event lasts from the time played until the end of the player's next turn. All undead and werebeasts in play have 5 levels added to their total adjusted level, both champions and allies. They may also be used to attack any unrazed realm on the table regardless of position in a formation or restrictions against attacking.
	Moonlight Madness is a great addition to an undead theme deck or a Ravenloft world deck. It is important to remember that opponents undead and werebeasts benefit from this event as well. It is usually best to play this event early in your turn, at least before phase 4, to get the longest benefit.

It was a full moon that night... you know the one I mean. They call it the Night of Madness in these parts. Every foul creature of hell came out then. We were just outside Irongate camping on a little knoll when a group of ghouls attacked. Never have I seen ghouls that strong. They stood up under Lord Bo's mightest blows and our cleric was at a loss to turn them. Many died before the Morning Lord cast his light that next morning. Yeah...It was a full moon that night, just like this one...
	- Athena Firnwood - Halfling Adventurer.

[Event]

The Boss Wants a Cut

Until the end of this player's next turn, all realms, holdings, and artifacts that give another player extra cards are instead given to the event player. (drawn from this player's draw pile) This event cannot be copied or negated. (Harmful)
21/100

From the time this event is played until the end of the player's next turn, all extra card draws given by realms, holdings and artifacts to any player are given instead to this player. This event cannot be copied or negated, but may be calmed by individual players.
	The Boss Wants a Cut is not a counter card, so cards that allow a onetime extra draw like Temple of Elemental Evil (17/4th) are not affected unless this event was already in play beforehand.
	Cards drawn for The Boss Wants a Cut are drawn at the time that the original drawer would have drawn them, usually that player's phase 2. Some popular cards affected by this event are Tyr (28/4th), Points East Trading Guild (101/4th) and the Medallion of Faith (25/DL Chase). This event does not affect extra card draws from events and rule cards or any source other then those stated above.
	The Boss Wants a Cut is a limited effect anti-speed card. It's short duration offsets any real speed stopping power, but can give you a much needed boost if your own deck has bogged down. All in all there are much better anti-speed cards and much better events then this one.

[Event]

Dawn of the Dead

Until the end of this player's next turn, undead champions and allies discarded for any reason are immediately shuffled back into their draw pile. (Helpful)
22/100

Dawn of the Dead lasts from the time played to the end of the player's next turn. Undead champions and allies that are discarded for any reason, including going to the Abyss or Void, are shuffled back into the draw pile immediately.
	This power activates when the undead champion or ally is actually discarded. Any cards that require a champion or ally to be discarded to activate will still function since Dawn of the Dead does not take affect until after the champion or ally is discarded.
	Dawn of the Dead is one of the most powerful events around for undead theme decks, and works well with most Ravenloft world decks as well. It is best to play this card at the beginning of your turn to get the longest possible use. You will also want to play this event at a time when you expect to be discarding a lot of champions or allies, like right before a major assault on your opponent's formation. Consider using Extension I (91/DU) with this event for a longer lasting effect.
	The short duration of Dawn of the Dead keeps it out of most standard tournament decks, but you could much worse in your undead theme deck.

[Event]

The Long Arm of the Law

All thieves in play are immediately sent to Limbo until their players post bail by discarding a card to the Abyss to retrieve each thief. (Harmful)
23/100

When this event is played all thieves in play, including this player's thieves, are sent to Limbo. During phase 3 of their turn players may discard a card from their hand to the Abyss to retrieve a thief from Limbo. If multiple thieves are in Limbo then that player must discard a card to the Abyss for each thief.
	The Long Arm of the Law is an excellent defense against a thief heavy deck. With few thief skill stoppers it also works to prevent normally unstoppable cards like Con Game (82/DU) by getting your opponent's thieves out of play before they can damage you with thief skills. This second use is not very efficient, but does offer an avenue of defense against thief skills.
	This card works well in a thief deck if you can Calm (400/3rd) it for yourself. By sending all other thieves to Limbo you should have little problem with the Rule of the Cosmos. If your are playing a thief deck you will also want to be on guard against this event, so be sure to include at least a couple of event stoppers.

Running afoul of the town guard is a real danger in the profession. If you find yourself on the wrong side of the Baron's moat you'd best have a full purse or you will have a lot of time on your hands!
	- Athenea Firnwood, Halfling Adventurer

[Event]

Wail of the Banshee

All players must discard a champion from their pool; undead are immune to this event. If a player has no champions in his pool, he must discard two cards from his hand. (Harmful)
24/100

When Wail of the Banshee is played all players select a legal target champion in their own pool and place it in the discard pile. Champions immune to events are not considered legal targets. If a player has no champions (legal or otherwise) in his pool then that player must discard 2 cards from his hand. If a player has only immune champions in his pool he completely escapes the effect of Wail of the Banshee.
	This event works well in any undead theme or Ravenloft world deck. Add some similar cards such as Slave Revolt! (126/4th), Death Spell (377/4th), Death Fog (376/4th), Mind Killer (56/UD) or Elemental Swarm (52/UD) and watch as your opponents scramble to keep champions on the table.

I have heard that the Banshee is the restless spirit of an elven maiden. I do not know the truth of this, but I have heard the greatest elven bards of Evermeet and there is no doubt in my mind that the wail of the Banshee has much in common with those minstrels. Both can break a man's heart, but only one will steal his life.
	-Lord Bo, Barbarian Knight of Icewind Dale.

[Event]

Complete Surprise

Played during combat, this player's champion is doubled in level and no cards other than events can be played by the opposing player. (Harmful)
25/100

Complete Surprise can only be played during a combat that this player is involved in, either attacking or defending. Once played, this event prevents the opposing player from playing any cards other then events from his hand into the combat. Complete Surprise has no affect on any cards already attached to the opposing champion, and a champion immune to events will also be unaffected. The player's champion is doubled in adjusted level. Complete Surprise does not double the level of other cards attached to the player's champion.
	A good card to combine with Complete Surprise is the ally Marilith, Tanar'ri (52/AR) which would deprive your opponent from playing events as well. A similar affect can be achieved with the cleric spell Stasis (48/PO), giving the player 2 quick victories in combat.
	With so many instant defeat combinations available Complete Surprise will not see a lot of use in tournament decks. This event has many uses in combat theme decks and can be quite fun to play, but I would pass on this one for any of my tournament decks.

[Event]

The Black Death

All players must draw and discard a card, noting its last digit. That many base levels or more of champions must be discarded from each pool. Players with an undead champion in their pool are immune to this event. (Harmful)
26/100

When played, each player draws a card from the top of their draw pile and notes the last digit of the first number. At least that many base levels of champions must be discarded from their own pool. Champions immune to events are not considered when discarding base levels.
	You may be forced to discard more then the minimum levels in order to get at least the number drawn. If there are not enough levels in a pool to satisfy the minimum level required the player must discard as many non-immune base levels as possible. A single undead champion in a pool confers immunity to the entire pool for The Black Death.
	This card fits well into any undead theme or Ravenloft world deck. The Black Death is also tailor made for the rule card A Sure Thing (74/NS), forcing the worst outcome on your opponents. The Black Death also can help out a combat theme deck by helping to clear out some of those low level 'canon fodder' champions that many players rely on to avoid giving up razed realms or fighting extended combat.

[Event]

Three Card Monte

All players draw three cards face up. Realms go to the Abyss. The icon level of all other cards are tallied for each player. The player with the highest number gets to keep his cards; all others are discarded. (Harmful)
27/100

The three cards are drawn face up with any realms going immediately to the Abyss. The remaining cards are checked for icon levels. Each player then adds the icon levels of the cards drawn and the player with the highest total places the cards in his hand, all other players discard the remaining cards. If there is a tie for highest total icon levels all players discard the cards drawn. Cards drawn form Three Card Monte may not be played until after they are added to the hand.
	One of the most fun cards to play in all of Spellfire, Three Card Monte can also be devastating to your opponents. Combined with the event Espionage! (18/BR) your opponent can quickly be dealt a near fatal blow by placing his 3 best realms on the top of his draw pile and then sending them to the Abyss. Be warned though, there are few ways to protect yourself from disaster too, your objective here is to do more damage to your opponent then yourself.
	Some cards that that can help protect you are Marco Volo (50/3rd) and Ren's Crystal Ball (451/4th) to help you time playing the event and Calm (400/3rd) to eliminate any risk at all. Of course, if you Calm the event you also negate the possibility of adding extra cards to your hand.

[Thief]

The Guildmaster

Thieves cannot use thief skills without the Guildmaster's permission. He is immune to unarmed combat cards.
28/100

Player's wishing to have their thieves use thief skills must ask the permission of the Guildmaster to do so. If the Guildmaster refuses permission the opponent cannot play the thief skill card. Permission must be asked for each skill card played.
	Even if permission is given the Guildmaster's player may not be targeted by harmful thief skills unless he wishes to be. A non-thief champion able to use thief skill cards does not have to ask the Guildmaster's permission to play them, and that champion may target anyone he chooses.
	The Guildmaster is currently the most efficient defense against thief skill cards like Con Game (82/DU) and Hijacking (86/DU). This is still not very efficient, but it is the best defense so far. The high level (ten) and no casting ability keeps this champion out of many decks but the overwhelming power of thief skills is enough to make the Guildmaster a tournament deck regular. Being immune to Fighting Dirty! (3/DU Chase) also makes this card popular with combat decks.
	A relatively new theme deck built around permission has shown promise in many tournaments. Midnight (46/3rd), the Arch-Druid (285/4th), Sadira (277/4th), Icon of Magic (19/RR Chase), Nectar of the Gods (20/RR Chase) and the Guildmaster are staples of this theme, designed to deprive opponents of powerful phase 3 support cards. While still a couple cards away from being dominant, this theme may become prevalent in the future.

[Thief]

Artemis Entreri

Artemis can use unarmed combat cards usable by heroes, and he gains 5 levels if the opposing champion plays no allies.
29/100

Artemis can use any unarmed combat cards that are usable by heroes. If the unarmed combat card does not state what type of champion may use it, then it is usable by heroes. Artemis also gains a +5 to his adjusted level in combat (only) so long as the opposing champion has no allies attached. Once the opposing champion plays an ally the +5 is lost for the remainder of the combat, even if the ally played is some how removed.
	This champion's powers are very strait forward and work well in any thief or combat deck. Artemis is also a good choice for a Forgotten Realms world deck if you wish to use thief skills. A good combo for Artemis is the magical item Net of Entrapment (217/3rd) to help him keep his +5 in combat.
	In the over all picture of things Artemis is too weak to get into most decks. But with the low number of thieves in general and Forgotten Realms thieves in particular you may bump into this champion in a world war tournament.

[Thief]

Daryth of Calimshan

Daryth wears a pair of magical gloves that give a +2 bonus to any thief skills used by him.
30/100

The magical gloves special power of Daryth is treated as a defensive magical item for champions immune to such things. The +2 modifier only applies to thief skills used in combat by Daryth.
	This champion's low level (three) makes him an easy addition to many thief decks as well as Forgotten Realms world decks. Daryth can also find a place in many combat decks that use phase 4 thief skills. His weak special power will keep Daryth out of standard tournament decks though.
	Perhaps the best way to use this champion is as 'cannon fodder' against instant defeat champions, saving more powerful champions for use in later combats. With his low level Daryth is a good match for powerful allies like The Dreaded Ghost (246/4th) and avenging allies like The Starving Artist (239/3rd). Also due to his low level he is a good choice to use Use Poison (63/NS) with because very few champions are immune to thief skills.

Yes, I remember Daryth of Calimshan. He came along on the assault of Hellgate Keep with us. A useful fellow...or rather he was until we encountered Orcus. One swat from the demon's unholy wand and we had to bury the poor lad. As I recall he had a fondness for those magical gloves of his. At any rate, I am sure he was sorely missed!
	- Silvanos, High Elf Mage of Silvery Moon.

[Thief]

Storm Silverhand

Storm can be sent to Limbo at any time, allowing her player to look at an opponent's hand. She returns to the pool at the end of her player's next turn.
31/100

The special power of Storm Silverhand can be activated whenever the player chooses, even during an opponent's turn.
	The best time to use Storm's power is just before the beginning of your turn, this reduces the time she will spend in Limbo and deprives your opponents of playing their copy of the champion.
	Storm is a great addition to any attacking deck, allowing you check your opponent's every turn to be sure you can punch threw his defenses. This prevents you from sending your champions on a suicide attack and often your opponent will forego his defense knowing that he has no surprises to offer, giving you free spoils. Be careful of using this trick too often. Your opponents will learn quickly and add Handmine (16/DU Chase) to their decks.
	Storm also works well in a Forgotten Realms world deck. You can keep tabs on your opponent's hands while attacking his realms with judicious use of the Living Wall (58/PO) and blasting him from afar with realm destroying spells when he is unable to counter them.

[Thief]

Jacqueline Renier

Werebeast. Opposing champion is automatically defeated unless he can cast spells, or has or can play a magical item or artifact.
32/100

This champion is a werebeast and is affected by cards that target werebeasts or shape shifters. Any champion opposing Jacqueline in battle is instantly defeated unless that champion can cast spells or a magical item or artifact is attached. Once this power activates the opposing champion must react to this power to avoid being discarded. This means the opposing champion may play a magical item or artifact to satisfy Jacqueline's power, but it must be the next card played. If the opposing champion cannot satisfy the power it is defeated and discarded.
	Jacqueline has become popular in many Ravenloft decks due to her instant win ability and being one of the few Ravenloft champions able to play thief skills. When played in a deck with the Loup-Garou (236/4th) the player can quickly draw out magical items out of an opponent's hand. If the opponent has none, then instant defeats pave the way to victory. Also, Moonlight Madness (20/NS) both increases Jacqueline's level and allows her to attack any realm, a powerful effect for an instant win champion.
	Jacqueline's power is too easily avoided in standard tournament decks due to the fact that most other champions in those decks are able to cast spells. So you may want to save her for that Ravenloft world war deck where her power is much more likely to succeed, especially against Dark Sun and Birthright decks.

[Thief]

Ratik Ubel

Undead. Immune to offensive spells and harmful events. Ratik can ignore any one magical item played against him.
33/100

Ratik gets to ignore any magical item played from the hand against him in combat. Magic items already attached to the opposing champion before battle begins may not be ignored as they are not 'played' against him.
	Ratik's impressive immunities make him an easy choice for Undead and Ravenloft decks. He is a great champion to attach important magical items and artifacts to because he is much more difficult to discard outside of combat then most champions. This makes him a sure fire choice for holding such powerful cards as the Bell of Might (18/FR Chase), Dragon Font (20/AR Chase) or Amulet of Spell Protection (17/AR Chase). Ratik is rather weak in combat, so you will want to use him sparingly there, although his level (5) makes him a good choice to face the Living Wall (58/PO).
	You will want to pass on Ratik in your standard deck. There are other more useful champions who have the same immunities such as Necba the Wrathmaker (14/DU Chase) and the Gate Keeper (422/3rd). These are both good choices with Ratik though if you want to try out an all-immune theme deck.
	Again, You can expect to see Ratik in several Ravenloft world decks, but he will be hard to find in other formats.

[Thief]

Julio, Master Thief of Haslic

If victorious in battle, Julio can return one nonspell card from the discard pile to his player's hand.
34/100

When Julio wins a round of combat the player may search through his discard pile and place any one non-spell card found there into his hand.
	Julio is one of the strongest cards in the Night Stalkers set, although most players pass him over. His low level gives Julio the appearance of being weak when in actuality his low level is the reason he is so powerful.
	Being only a level two allows this player to be the first to play a card into combat nearly every time. Now combine this with powerful support cards like the Blamblower (56/DL) or The Dreaded Ghost (246/4th) for an instant defeat. Then use Julio's power to return the instant win card to your hand for further instant wins later. This one combo can completely shut down any attacking against your formation.
	Julio is nearly a standard addition to any Ravenloft world deck and he shows up in many winning standard tournament decks as well. His ability to recycle cards from the discard pile added to his low level will have your opponents looking elsewhere for their spoils.

[Thief]

Turin Deathstalker

Undead. Turin carries a dagger of venom that instantly discards allies of +4 or less. He is immune to unarmed combat cards and the special powers of all Forgotten Realms champions.
35/100

Allies of +4 or less icon level may be played against Turin, though they are immediately discarded without their powers ever activating. Turin's immunity to the special powers of Forgotten Realms champions applies even if that power is being copied by a non-Forgotten Realms champion and used against Turin. Thus if Rhoubhe Manslayer (14/BR Chase) attacks and copies the power of the Living Wall (58/PO), Turin Deathstalker can still defend and would be unaffected by the instant defeat power. Don't forget that immunities are always in effect, even when in the pool.
	Turin packs quite load of special powers aimed at combat. No allies under level 5 and immunity to powerful cards like Fighting Dirty! (3/DU Chase) and the Living Wall cause this champion to be a favorite in Greyhawk world decks. You can also find Turin in many standard tournament decks due to the added popularity of Con Game (82/DU) and Hijacking (86/DU). Undead combat decks are another good place to put Turin Deathstalker.
	Turin is a good choice to lead an attack with. His immunities negate many powerful combat cards and will often lead your opponent to just throw up a handy champion to die hoping you will attack again with a champion not so immune.

[Thief]

Simpkin "The Weasel" Furzear

Halfling. Any magical items attached to champions who oppose Simpkin become Simpkin's for that round of battle. Afterwards they are discarded.
36/100

Any magical items borrowed with Simpkin's special power are discarded after combat, regardless of who wins. Any magic items added to an opposing champion during combat become Simpkin's instantly, before they activate.
	Simpkin is a great champion to play the Loup-Garou (236/4th) with. Your opponent must play a magic item to avoid instant defeat only to have Simpkin snatch it away before it can be used.
	Simpkin is also one of very few champions who do not return borrowed magic items. This can be very useful in ridding your opponent of powerful magic items like the Blamblower (56/DL) or Bell of Might (18/FR Chase). For this reason Simpkin is an excellent choice for many combat decks and opponents who use many magic items will be going to extra lengths to avoid facing this champion in battle.
	There are few tournament formats where Simpkin is an easy fit, despite a relatively strong special power. You may encounter him from time to time, but not often enough to make special arrangements to deal with his thieving power.

[Thief]

Phostrek

Halfling; can use psionic power cards. Phostrek is a savage warrior - against nonmonster champions his base level rises to 8.
37/100

Phostrek's adjusted level rises to 8 when facing non-monster champions in battle.
	Phostrek is one of very few champions able to use both thief skills and psionic power cards, making him a popular choice in many different decks. Add to this the fact that thief skills and psionic power cards are among the most powerful support cards and you have a ready made killer champion.
	Phostrek's best use maybe in phase 3 where you can hurl crushing support cards at your opponents, such as Con Game (82/DU) and Psionic Disintegration (73/DU). Although Phostrek's combat power is not spectacular, it may be enough to ward off a couple of attacks.
	Any deck that uses both thief skills and psionic power cards will fit this champion in easily and you get his combat power as an added bonus.

Phostrek may be short and ugly, be he sure is handy in fight! Just don't ask what he is having for dinner, if you know what I mean.
	- Hutek the Mul Savage.

[Thief]

Jamlin

Elf. Jamlin must be beaten by 10 or more points in combat to be discarded; if not, he returns to his pool with attached cards.
38/100

Jamlin must be defeated by at least 10 levels in combat in order to be discarded. If Jamlin is defeated by less then 10 levels he returns to his pool with all attachments that would legally remain after combat. Allies and combat-only support cards would still be discarded.
	Jamlin is basically a free defender. Bring him forward to defend and then opt to lose as soon as you are within 10 levels of the attacker (usually right at the beginning of battle), then return Jamlin to your pool. This forces an attacking player to burn up one of his attacks for nothing.
	With the way Jamlin's power works and his low level he is a great champion to attach avenging allies to, like the Assassins (221/4th), or The Starving Artist (239/3rd). Any card that would punish the attacker is a good choice to attach to Jamlin.
	Jamlin is also a good choice to lead an attack with, causing your opponent possibly use instant defeat cards against him that will not work as well as they would against other champions.

Jamlin? Well all I have to say about him is that you haven't seen fast until you've seen him run away from a fight.
	- Hutek the Mul Savage.

[Thief]

Donval

Dwarf; earthwalker. Donval can have any number of attached artifacts from any world. However, he may not use magical items.
39/100

Donval may have an unlimited number of artifacts from any world attached. He may not have any magical items played to him. This includes magical items that your opponent may wish to attach to Donval as well, such as Cursed Idol (14/RR Chase).
	In decks with multiple artifacts from different game worlds this champion is worth some consideration. But with the large number of powerful magic items that are found in most decks Donval is unlikely to see much use.
	If you are interested in building decks with lots of artifacts there are some cards with powers similar to Donval's, The Keeper (43/RR) and Ego Coin (419/3rd) are but two of these.

[Thief]

El-Hadid

El-Hadid can use blood abilities. In combat his opponent must choose up to 4 cards he plans to use that round and place them face up in front of him. Only cards from this "minihand" may be used in the battle.
40/100

When El-Hadid enters battle with an opposing champion the opponent choose up to 4 cards from his hand and lay them on the table face up for all to see. Only these cards may be used by the opponent in the battle against El-Hadid, the rest of the opponent's hand is set off to the side and may not be used until the battle with El-Hadid is resolved. Any cards played with El-Hadid that effect the opponent's hand will effect only the minihand, such as the Athasian Sloth (230/4th) or Ninjas (239/4th). Any cards that affect the hand after battle is over, like the Starving Artist (439/3rd), will work as normal.
	El-Hadid is a potent Birthright champion as well as thief and works well in both types of decks. His low level will usually allow the player to lay the first card in battle. This makes El-Hadid especially powerful when combine with allies that discard cards from your opponent's minihand. El-Hadid can even be found in a small number of standard tournament decks and has been found to be very effective for players that enjoy attacking and use a combination of thief skills and blood abilities.

[Thief]

Kelda Auslawsen

Kelda gains 5 levels against heroes and/or 3 levels if defending a Birthright realm.
41/100

Kelda's adjusted level may increase up to 8 points if she is opposing a hero while defending a Birthright realm.
	Kelda has a straight forward if somewhat weak power. A Birthright world deck set up on the basis of lots of low level 'cannon fodder' type champions would suit this card well. Due to the fact that there are few Birthright thieves to date Kelda may find use in some decks using thief skills and Birthright champions.
	In a tournament setting you will most likely want to pass this champion over for more a more powerful one.

[Thief]

Moriad

Halfling. Moriad is immune to the special powers of undead champions.
42/100

Moriad is immune to the special powers of all champions that are undead. He is not immune to undead allies.
	Moriad's power is pretty simple and easy to follow. It is important to remember that there are many cards that return champions from the discard pile to the pool and make that champion undead, like Create Minion (79/DU). Moriad would then become immune to this champion.
	Unless you know ahead of time that your opponent(s) will be using undead there is not much call for this champion. If your opponent is using undead then Moriad will cause him fits to say the least.

[Thief]

Uldo Dracobane

Elf (drow); earthwalker. If not involved in battle at the end of his player's turn, Uldo may send all cards attached to a dragon champion to the bottom of that player's draw pile. He must attack his next turn or be discarded.
43/100

If Uldo has not been involved in battle during your turn you may activate his power in phase 5. The next turn after you have activated Uldo's power you must attack with him or he is discarded in phase 5. If some action of your opponent causes Uldo to lose his chance to attack, such as having Fear (372/4th) cast on him, he would still be discarded.
	Uldo's power can be devastating, but is so restricted that you will rarely get to use it. If you expect to face a deck loaded with dragon champions this card is a sure fire success, but in just about any tournament it falls short. When you do get to activate his power your first target might be the Dragon Font (20/AR Chase), thus depriving your opponent of the ability to pull cards from the bottom of his draw pile.

[Monster]

Orcus

Avatar. Undead. Two undead champions must be discarded to bring Orcus into play. This player's undead gain 5 levels to their base levels; they may attack at half adjusted level to discard a realm instead of razing it. Orcus's base level is equal to the sum of the base levels of the undead discarded to bring him into play. Limit one avatar per pool.
44/100

You must declare at the beginning of your phase 4 if you are attacking to raze or discard the defending realm. You may attack razed realms to discard them, but the realm must have already been razed before combat began. You cannot raze a realm and discard one in the same phase 4. Once you have razed or discarded a realm your turn moves to phase 5 as normal. You draw spoils for razing or discarding the defending realm as normal. Once Orcus is in play all of your undead add 5 to their base level. This is important when facing the Living Wall (58/PO). Orcus may not be played if you have one or more avatars already in your pool, and you may not play another avatar to your pool if you have Orcus already in play.
	Orcus can turn a good undead deck into a living nightmare for your opponents. The ability to attack realms to discard them is very powerful. For this reason Orcus must be given some consideration when building any undead deck, especially if you have some combat in mind. Outside of an undead deck Orcus is severly less powerful and should most likely be passed over in favor of another avatar.
	As a virtual cornerstone of many successful undead decks, Orcus has several cards that work well in combination with him. The Timepiece of Klorr (57/RL), Headless Horseman (88/RL), Negative Planar Energy (73/NS) and Undead Regeneration (7/RR Chase) will have your opponent in tears in short order when Orcus is around.

[Thief]

Mask

Avatar. A thief must be discarded to bring Mask into play. This player's thieves gain 3 to their base levels. Mask may be sent to the Abyss at any time to force all magical items, artifacts, spells, and allies in one player's discard pile to be sent to the Abyss. Limit one avatar per pool.
45/100

Once you have Mask in play you may not play another avatar to your pool. If you already have another avatar in your pool you may not play Mask there. At any time during the game you may opt to discard Mask to the Abyss to send all of the magic items, artifacts, spells and allies in one player's discard pile to the Abyss, you select the player whose discard pile is affected. You may even select your own discard pile, although this would be counter-productive to say the least! Once Mask is in play all of your thief champions gain 3 levels to their base level. This is important to remember when opposing the Living Wall (58/PO).
	Mask has one of the most powerful special powers in Spellfire, but the price is a costly one. Sending all of one opponent's spells, magic items, artifacts and allies from his discard pile or his Abyss can cripple most standard tournament decks. Losing Mask to the Abyss is very expensive though. If you intend to use Mask make sure to include the Gate Keeper (322/3rd) and at least 2 thieves to give you the ability to get him back and replay him.
	You will want wait to activate Mask's power until one of your opponents has filled his discard pile with a few of his more powerful support cards. Once this has happened you don't want to waste any time in sending them to the Abyss though, as most players will try to recycle their powerful cards as quickly as possible.
	Mask is on the short list of avatars you can expect to see in a standard tournament deck, and he will be the avatar of choice in most thief decks.

[Magic Item]

Dancing Sword

May also be used as a level 7 hero for one round of combat. If so used, only allies may be played with it. If victorious, it returns to this player's hand or pool. The dancing sword can be involved in two rounds of battle, once as a magical item, once as a champion. (Def)
46/100

The Dancing Sword may be brought forward as a champion in combat from either the hand or pool. The Sword returns to the place it came from after combat if victorious. If defeated, it is discarded as a normal champion would be. The Sword may be involved in 2 rounds of battle, once as a magic item attached to a champion and once as a champion itself. The order of these appearances is up to the player. Note however that the Sword must be on the winning side in the first combat to not be discarded in order to come back for a second combat later. The Sword is considered a hero when fighting as a champion, and is affected by cards that target heroes at that time.
	Dancing Sword is a great addition to any combat deck, giving the player a free champion. When using the Dancing Sword it is usually better to defend with the Sword as a champion first, forcing your opponent to use up his instant defeat and support cards against your free champion. When attacking you may wish to hold the Dancing Sword back for use a magic item to boost an attacking champion to victory then bring the Sword up the Sword on it's own in a latter round. This gives you a better chance of draining off your opponent's defenders and leaving the way clear to raze the realm.
	Cards to strongly consider when playing with the Dancing Sword are Tasslehoff Burrfoot (39/DL), Pelath the Bronze Dragon (28/DR), Moraster (339/4th) and Drawmij's Instant Summons (63/BR), and of course lots of allies.

[Magic Item]

Rod of Zombie Mastery

A champion defeated by the rod wielder is not discarded. Instead it is used as an undead ally in this champion's next battle and is discarded afterward. (Off)
47/100

When a champion is defeated in battle by an opposing champion with this magic item attached, the losing champion is then attached to the victor as an undead ally with a level bonus equal to the adjusted level of the losing champion. Items attached to the losing champion remain with the new zombie ally to assist the winning champion in it's next combat. The special powers of the losing champion and it's attached cards will now function for the holder of the Rod of Zombie Mastery. If the Rod is somehow discarded before the holder is able to use the undead ally in combat, the ally and it's attachments are returned to their owner and placed in his discard pile immediately.
	Many powerful combinations can be made using the Rod of Zombie Mastery. One of the best is to attach the Rod to and instant win champion such as the Living Wall (58/PO) and then use the event Blood Challenge (20/BR Chase). Then attack one of your opponent's more powerful champions. The instant defeat will then attach the losing champion to your Rod holder. You may want to keep the Rod holder out of further battle to deprive your opponent of his champion and attachments from recycling back into play from the discard pile. With this in mind you may wish to target opposing champions that have powerful support cards attached like the Bell of Might (18/FR Chase) or Dragon Font (20/AR Chase), then keep those support cards out of your opponent's reach for as long as possible.
	Be warned however, that many champions are immune to offensive magical items and your opponent will quickly work to return any powerful support cards you are keeping from him. This makes the holder of the Rod of Zombie Mastery a major target for cards like Wish (384/4th) and Gib Kcir (16/RR Chase).

[Magic Item]

Whip of Disarming

All magical items and artifacts attached to the opposing champion are instantly discarded; no more may be added. (Off)
48/100

All magic items held by the opposing champion when the Whip of Disarming enters combat are placed in their owner's discard pile. After the Whip of Disarming enters the combat the opposing champion cannot have any new magic items attached.
	With so many powerful magical items that affect combat, the Whip of Disarming can win a lot of combats for the player. This item works well in any combat deck and especially one with a denial theme. Include cards like Net of Entrapment (217/3rd), Clay Golem (247/4th), Midnight (46/3rd) and Marilith, Tanar'ri (52/AR) to drive your opponents nuts in battle. The combination of Whip of Disarming and Loup-Garou (236/4th) is an easy instant defeat. The Whip also works well when attached to any champion immune to allies such as Gib Irod (21/NS Chase) or champions that allies cannot be used against like Cistern Fiend (282/3rd).
	Nearly any combat deck will benefit from the inclusion of the Whip of Disarming, but the true forte' of this card comes when facing other combat decks as your opponents scramble for support cards that will work against you.

[Magic Item]

Gauntlets of Dexterity

The attached champion can use thief skills. If attached to a thief, anytime there are three or more thief skills in his discard pile, the player may shuffle his discards back into his draw pile. (Def)
49/100

Note that if this card is attached to a non-thief champion able to use thief skills it becomes redundant. When attached to a thief, the Gauntlets of Dexterity allows the player to shuffle his discard pile back into his draw pile at any time when there are at least 3 thief skills in the discard pile, even during an opponent's turn. The player may opt to activate this power whenever he desires, it need not be immediate.
	Gauntlets of Dexterity is one of the cornerstones of many thief decks. When playing with the Gauntlets it is best to wait to reshuffle your discard pile until you have one or more cards that are 'key cards' for your deck.
	When the Gauntlets are in play you may wish to try to get 3 thief skills into the discard pile as soon as you are able. This will allow you to instantly reshuffle powerful cards like counter-affect cards back into your draw pile before drawing from the pile again. As with most cards that manipulate the draw deck, timing is crucial to the success of Gauntlets of Dexterity.
	Due to the powerful reshuffling ability of this card you will wish to attach it to a thief as often as possible, although if you have no thieves in play and a hand filled with thief skills it may be a tough choice of weather to wait or not. To utilize both powers of this card you should consider including the realm Cromlin (7/NS) and possibly Tasslehoff Burrfoot (39/DL).
	Any deck that uses at least 3 thief skills and 3 thieves is a viable deck for this card.

[Magic Item]

Wand of Bone

Usable only by undead. The attached champion gains 1 level for every undead champion in play. His undead allies cannot be discarded or forced to switch sides for any reason. (Def)
50/100

The Wand of Bone grants a +1 to the adjusted level of the attached champion for every undead champion currently in play, including undead champions in opponents' pools. Any undead allies attached to the champion holding the Wand of Bone cannot be discarded or forced to switch sides by another card such as the Net of Entrapment (217/3rd) or Master Illithid (53/DU). However allies are still discarded at the conclusion of battle normally.
	Wand of Bone is a decent combat card for undead theme decks. If your undead deck is not designed to engage in a lot of combat, you may wish to pass this card over.
	Azalin (82/RL) is a good champion to attach the Wand of Bone to. When Azalin is victorious in battle one ally remains with Azalin in the pool. The Wand of Bone makes it nearly impossible to separate this ally from Azalin outside of combat.

[Artifact]

Book of the Dead

All undead (and any attached cards) in this player's pool are immune to harmful events and the Wish spell.
51/100

This artifact is a must for most undead decks. Being a Greyhawk artifact, it can be attached to many of the best undead champions and has a nice +4 bonus for any champion you attach it to. The best feature of the artifact though, is its protection of all of your undead champions from cards of mass destruction such as the events Treasure (130/4th), Water Hunters (276/3rd), and Avatar (20/1st Chase), all of which play havoc with your average undead deck. This card also protects your undead champions and their attachments from the most powerful card in the game - Wish (384/4th).
	Note that these protections only work for cards in the pool. If you have your best undead champion involved in a battle with a little level 3 adventurer who wants to wish you to the discard pile, you're out of luck. Attaching this to a low level undead champion you don't necessarily want to involve in battle is a good strategy. For example, if you attach the book to the Lich Conclave (265/4th), you bring the champion's level up to 8. This puts him out of Death Spell (377/4th) range and gives you a champion who can just sit in your pool and toss wizard spells around while he protects your other undead.

The Book of the Dead was last in the possession of Iuz the Evil during the height of the Greyhawk Wars. Rumor says it was stolen from him by a band of thieves and is now hidden in the Bandit Kingdoms.
	- Tenser the Arch Mage.

[Artifact]

Heart of Darkness

If attached to an undead champion, the bonus becomes +10. This champion can cast wizard spells, and undead champions and allies cannot be used to defend against him.
52/100

This artifact is a good one for decks that have undead champions, but are not "undead decks" since the artifact works with any AD&D champion. While it confers a much larger icon bonus to undead champions, a +5 is still a good boost since artifacts are harder to ignore or dispose of than many other things that increase levels.
	The best feature of this artifact, though, (and it works for both undead and non-undead) is its offensive special power. When attacking, the champion with this artifact cannot be defended against with any type of undead champions and/or allies. For example, if you attack with the Heart and your opponent has one champion and it is undead, you've raised the realm. Or, when you attack with the Heart, your opponent cannot use many of the best allies such as Undead Dragonrider (81/DR), the Dreaded Ghost (246/4th), or Ancient Dracolich (81/NS).

[Artifact]

Trumpet of Doom

Each turn, draw and discard a card, noting its last digit. Corresponding to the digit, discard all of the following in play: 1 - magical items; 2 - artifacts; 3 - razed realms; 4 - holdings; 5 - rule cards; 6 - flyers, swimmers, earthwalkers; 7 - elves, dwarves, halflings; 8 - dragons, awnshegh; 9 - undead, werebeasts; 0 - events.
53/100

This card is not for everybody. If you're building a fun chaos deck to be used to induce headaches in multi-player games, though, you can't pick a better one. Note that the trumpet's power affects everyone on play including yourself - it is entirely possible for the trumpet to discard itself. Another disadvantage is that you have to discard a card out of your draw pile to use the trumpet. For example, you could draw and discard your Caravan (131/4th) and wind up discarding all of your own magic items in play to boot.
	The trumpet must be used each phase three. It is not an optional use - you must blow it each turn. There are several strategies you can use to minimize the damage to yourself. First, and most obvious, do not load up your deck with the types of cards that the trumpet discards. Second, when you first put the trumpet into play, use it at the start of phase three, before you lay down any more cards into your pool that the trumpet might affect. Last, use it in conjunction with the rule card A Sure Thing (74/NS). You don't have to discard a card out of your draw pile to use it, you would instead choose the desired result. The result still applies to all players, including yourself. This allows you to inflict maximum damage on your opponent if you are willing to suffer the same affect.
	You won't win many games with the Trumpet of Doom, but you will get many games worth remembering.

[Artifact]

Herald of Mei Lung

This player is immune to all cards that force cards to be discarded from his hand and to all cards that examine his draw pile and discard or rearrange cards found there.
54/100

This card should be included in the initial deck building stages of about any deck you're constructing. There are too many cards in Spellfire that can devastatingly pluck a Caravan (131/4th), Good Fortune (120/4th) or any other must have card out of your hand or draw pile.
	Note that the Herald makes you immune to the entire card when it protects you. A good example is when you're staring at a card like Vorpal Blade (56/FR). Not only do you not have to draw and discard a card to keep your head, but your opponent does not get the +3.
	The Herald is probably more useful outside of battle though, where you don't have to waste precious resources like casting Wish (384/4th) on a little weasel champion like Hettman Tsurin (257/4th) or Marco Volo (50/3rd). A good strategy for the Herald is to load up your hand with events that make everyone draw a card and suffer the consequences. You can throw down Black Bess (135/4th) and then Bess's Revenge (159/4th) with complete impunity.
	A popular deck seen at some tournaments uses the combination of the Herald, Black Hand Thieves Guild (5/DU Chase) and What Goes Around Comes Around (100/DU). This combination has been known to makes opponents cry!

[Thief Skill]

Backstab

Doubles the attached thief's base level for one round. (Def/4)
55/100

Thieves can be effective in battle and thief skills are hard to counter, but this card is not the best battle card you could put in your deck. Thief skills in battle are better used to accomplish tricky unexpected defeats, not winning by piling up high numbers.
	Doubling your champion's base level can be a good strategy if you have a low level champion and you know your opponent has an Intellect Devourer (213/4th) or some other card that affects your base level, but in most instances you don't know it's coming. Unless you play with several thieves of high level such as the Guildmaster (28/NS) or Mask (45/NS) there are better cards than Backstab to play with.

The backstap is one of the first lessons taught in the profession. It may not be entirely honorable, but against an adversary twice your size and thirsty for your blood, it may be the difference between seeing the next dawn and seeing the outer planes, if you know what I mean.
	- Athenea Firnwood, Halfling Adventurer.

[Thief Skill]

Pick Pockets

Use another player's magical item for this round of combat. At the end of combat, the item's owner draws and discards a card, noting its last digit. If it is higher than the thief's base level, the item is returned; if not, it is discarded. (Off/4)
56/100

This thief skill is a pretty good one. It gives you a plus two in battle, you can borrow a magic item that the owner may or may not get back, and it forces the owner to lose a card. Pick Pockets probably won't outright win lots of battles for you, but it could turn the tide of the game if an opponent was killing you with one or two powerful magic items such as Bell of Might (18/FR Chase) or Tarokka Deck (56/RL).
	There are two strategies for this thief skill. If your opponent has a good battle-oriented magic item such as Rod of Seven Parts, Part 7 (27/AR), and you have a high level thief and a hand full of powerful support cards, go win the battle. Or, you can play to lose, with your only objective being the loss of an opponent's good magic item. You would want to use a high level champion to maximize the chances of the offending magic item being discarded. You might also want to attach the Winged Boots (186/4th) to your champion to reduce your losses.
	Note that though this card has an after-battle effect, it does not work if Pick Pockets was nullified or discarded in battle by a card such as Rod of Seven Parts, Part 7 (27/AR).

[Thief Skill]

Move Silently

Attached champion ignores realm champions, instantly defeating them. This skill lasts until this champion is discarded. (Off/3/4)
57/100

This is not a bad thief skill. It adds a small plus in battle, but it stays with the champion until the champion is discarded. Thus it is useful if you have too many cards and need to play something to avoid discarding due to hand size, plus it can work again and again.
	Although this thief skill can be played in phase three, it is probably better used as a surprise when attacking - wear a defender down until he has to defend with his realm champion and then lay it down with a big grin on your face.
	You should consider this skill in any thief deck. The +2 bonus applies at all times, not just when attacking a realm champion. The long term affect of this card makes it very easy to eventually force a combat with against a realm champion.

While many in the profession will neglect certain skills in favor of others, none will neglect this one. The secret to remember is that an opponent unaware of your presence is not really an opponent at all.
	- Athenea Firnwood, Halfling Adventurer.

[Thief Skill]

Set Traps

Draw a card and place it face down under the lead realm. When that realm is attacked, discard the card, noting its last digit. Attackers with a base level equal or less than this number are discarded immediately. (Def/3)
58/100

Put this card in your deck only if you are a gambler. Any card that requires you to blindly throw away one of your own cards to give you a plus in battle is a dubious one at best. Set Traps might act as a deterrent to keep opponents away from your lead realm if you are playing a deck that is not battle oriented, though.
	Set Traps works before a defender is chosen. Therefore, if the trap discards the attacker, the player does not get a spoils of victory since he did not defend his realm.
	Note that attacking champions use only their base level when determining the result of Set Traps. For example, if Azalin (82/RL) attacks with the Loup-Garou (236/4th) ally already attached and the trap card has a last digit of 5, it affects only those attackers with a base level (champion only). Azalin survives the trap and the defender has to answer to the Loup-Garou.
	You may be interested in building a deck using many similar cards, such as the Glyphs (68-70/AR), Fire Trap (420/4th), and Leomund's Trap (391/4th). All those face down cards hidden under your realms will have many opponents looking elsewhere for their spoils.

[Thief Skill]

Hide in Shadows

This champion can retreat from a battle back to his pool. He is defeated but not discarded. (Def/4)
59/100

This is a fair card to play with, but not a great card since it goes away after you use it. There are plenty of champions and at least one magic item that do the same thing and don't waste a card, such as Winged Boots (186/4th) and Erital Kaan-Ipzirel (81/AR).
	When Hide in Shadows is used while attacking, the victorious defender does not get a spoils of victory, but the combat has ended and the player's turn advances to phase 5. Note that this card does not work as a counter in an instant defeat situation. It does not change the condition of defeat in the case of a champion (the champion is still defeated, there was no change) and it is not a card that can be played at any time in the instance of an instant defeat involving an ally, magic item, etc. Your champion can avoid being discarded so long as Hide in Shadows was in play before the instant defeat occurred.
	Hide in Shadows is a good card to play after Use Poison (63/NS) if the poison didn't work. You've made the opponent throw away a card and hiding will give you the opportunity to do it again.

[Thief Skill]

Climb Walls

Until the end of this player's next turn, this champion ignores all walls and can attack realms normally attacked only by flyers or swimmers. (Def/3/4)
60/100

Once again, this is a fair card to put in your deck, but not a great one. Although it has a nice +4, it only lasts for one turn (as opposed to other mobility cards such as Nature's Throne (461/4th), Dori's Obsidian Steed of Wondrous Power (31/UD) or the Scroll of Seven Leagues (412/2nd)). Climb Walls does allow a champion to ignore the Living Wall (58/PO) so long as Climb Walls was in play before the champion is defeated by the Living Wall.
	Note that in all instances this card's power works for the attached champion only, not other champions and not any allies attached to the champion.
	As noted above, there are many cards that allow an attacker to reach realms normally unreachable. However, there are few cards that allow a champion to bypass Wall spells. This makes Climb Walls a neat choice if you want to build a deck theme around mobility.

Walls are the most common obstacles that practitioners of the profession will encounter. Many members make a respectable living practicing this skill in the service of various military groups and local militias.
	- Athenea Firnwood, Halfling Adventurer.

[Thief Skill]

Detect Noise

This skill may be played any time and lasts until the beginning of this player's next turn. This champion can use his special power first when defending. (Def)
61/100

If a thief could use this skill on another champion, it would be a hugely valuable card. However, there just aren't enough Thieves with powers that lend themselves to this skill. Here is a short list of thief champions (in order of usefulness) who would benefit from this skill, but in most instances, under very specific circumstances. Skulker (40/DU), Simpkin "The Weasel" Furzear (36/NS), Jacqueline Renier (12/NS), and Phostrek (37/NS).
	A good strategy for this card is to put Isle of Beacon Point (67/4th) realm in your deck, which allows a defending champion to use any type of card. Also, put in Gauntlets of Dexterity (49/NS) which allow any champion to use thief skills. Now your non-thief champions who steal or destroy magic items, etc. can use their powers first.
	Note that the skill affects only the champion's powers (not the ability to play a card first) and any champion power that activates at a specific time still activates at that time. For example, Julio, Master Thief of Haslic (34/NS) has a power that activates if he is victorious. He still has to win the battle to use the power. Another example involves Donval (39/NS). His power is that he can have two artifacts attached to him. If he plays Detect Noise, that does not mean he can lay down an artifact into the battle if he is ahead in numbers.

[Thief Skill]

Read Languages

This champion can cast wizard spells. This skill may be played any time and lasts until the champion is discarded. (Def)
62/100

This is a nice skill that allows a player building a thief deck to add some wizard spells. There are not too many attachments in Spellfire that grant this ability, so this is a welcome addition.
	Note that although the skill may be played at any time, it cannot be used as part of a counter effect combination. For example, someone casts Disintegrate (393/2nd) at your lead realm and you have no spell casters in your pool. You cannot throw down Read Languages, then Dispel Magic (370/4th). Counter effect cards must be the next card played.
	The long lasting effect of this card makes it a wise choice in any thief deck that uses wizard spells. Since it lasts until the champion is discarded you will most likely try to place this card in play as soon as possible.

[Thief Skill]

Use Poison

The opposing champion must draw and discard a card, noting its last digit. If that digit is 3 or less, that champion is defeated. Lasts until a champion has been defeated by the poison. (Off/4)
63/100

This is probably the best thief skill out of the Night Stalkers booster set. Not only does the skill last until it kills a champion in battle, it adds 3 levels to your champion in and out of the pool and there are not many counters to thief skills. The best feature of Use Poison however, is that your opponent has to blindly throw away his own card and may to do so over and over again (assuming your champion is winning battles without the poison discarding opponents).
	This thief skill gets nasty if used in conjunction with either the Winged Boots (186/4th), the rule card A Sure Thing (74/NS), or Jamlin (38/NS). You may also consider adding the magic item Vorpal Blade (56/FR) which has a similar power, to double the card draining power of your pool.

[Thief Skill]

Concealed Weapon

Negates all unarmed combat cards played during this round of combat. No further unarmed combat cards can be played. (Off/4)
64/100

With the expansion of unarmed combat cards to heroes, dragons and undead, this is pretty handy card in battle. It adds 4 levels to your champion and can keep you from getting Kidney Punched (95/RR), Swallow Whole (97/DR) or Level Drained (97/NS). If you have an idea your opponent may play unarmed combat cards into battle, you will want to lay this card down early. If it is played on unarmed combat cards already in battle, it will negate their plusses, but not any effects that have already taken effect, such has discarding cards from your hand for Fighting Dirty! (3/DU Chase).
	Note that this card lasts for one ROUND of battle only and is not a counter effect card. So try to lay Concealed Weapon out as soon as you are able.
	Even in a thief deck this card is rather weak. The protection offered is small and lasts only a short period of time. If you are trying to avoid opposing unarmed combat cards you may wish to include a couple of unarmed combat cards yourself; Evade (98/DR), Reversal (435/4th) and Counter (437/4th) will all offer similar protection.

[Monster]

Werebear

Werebeast. The Werebear is immune to the special powers of champions base level 6 or less and their attached cards.
65/100

Any card that has the word "immune" on it is worth considering for your deck. The Werebear ranks right up there with the best of the immune champions. There are plenty of annoying low level champions like Bilago Lumen (17/PO) or Sparkle, Crystal Dragon (35/DR) that make this a very worthwhile card to play with.
	Not only is the Werebear immune to champions, but he is also immune to any and all cards attached to them including spells, unarmed combat cards, allies, psionic powers, blood abilities, magic items, etc! The Wearbear does not protect against events played into battle, though, because they are not "attached" to the champion. Even an event such as Complete Surprise (25/NS) would still affect the Wearbear. This immunity is not just a battle immunity - it works in the pool also to protect against things like Lyr of the Mists (23/PO) and Agis (261/3rd).
	As with nearly all cards, the Werebear must be in play for his immunity to activate. This means that the Werebear card is not immune if it is in the hand, discard pile, Abyss, Void or Limbo. Hettman Tsurin (257/4th) can still pluck the Werebear from an opponent's hand with his special power since cards are considered to have no special power until played.

[Monster]

Crawling Claws

Undead. Immune to offensive spells and psionic power cards. Crawling Claws gain 1 base level for every champion in this player's pool.
66/100

This champion isn't all that bad, it's just not that great. If you play with decks that wind up with pools that look like the Mongol horde, this might not be a bad card for you to add. You also have the advantage of it only taking up one level out of your total. Being immune to offensive spells and psionic power cards is an okay immunity, but not a great one unless you transform this champion into a 300 pound Gorilla everyone is trying to get rid of.
	Note that dreaded Claws gain base levels if you get them out into combat. This is important when you face cards like the Intellect Devourer (213/4th) which kills any champion base level 5 or less or the Living Wall (58/PO) that kills any champion over base level 5.
	Crawling Claws is a decent addition to an undead deck, as those decks tend recycle champions easily and always seem to have a large pool that the Claws would benefit from. Don't expect to encounter this champion very often in any tournament format, but it does regularly appear in the many pick-up games found whenever 2 Spellfire players meet for fun.

[Cleric]

Nemon Hotep

Undead. Immune to offensive spells except those with the name "flame" or "fire" in the title. Opposing champions base level 5 or less are discarded after combat, win or lose.
67/100

Nemon Hotep is a pretty good Spellfire champion and his photo on the card is a pretty cool one. Undead champions who aren't monsters allow necromancer players who build undead decks a variety that makes their decks less vulnerable to the very commonly used event Treasure (130/4th).
	Nemon's immunity is a good one too, because there are a couple of things your can do with Nemon that will have people throwing cards like Wish (384/4th) at him. Because of his very high base level, if you have Negative Planar Energy (73/NS) in play, he will be almost unstoppable in combat (this is almost cheating it's so unfair). If you put the artifact Crystal of Ebon Flame (13/AR) on Nemon, you're not going to win any friends at the table either. With the Crystal, if you already have it attached and you're attacking, all of your attached cards go first so your opponent's champion will end up being discarded after combat, win or lose, no matter what level he is.
	The several killer combos that can be made with Nemon make him a popular champion in Ravenloft world decks as well as the more general undead theme decks. His high level and weak immunity keeps him from serious consideration in standard tournament decks though.

[Wizard]

Shera the Wise

Werebeast; flyer. Shera is such a masterful flyer that she is immune to harmful events and allies that affect flyers.
68/100

Shera is an okay champion in most any deck, but is a must have in a werebeast deck.
	Between her two immunities, Shera has all of the advantages of being a werebeast and a flyer but with few of the liabilities. Note that Shera's ability to fly is not conferred to her allies, although her immunities are.
	Shera's immunities apply only to events and allies that specifically target flyers, such as the Noble Djinni (84/3rd) and Wind Dancers (275/3rd), not just events and allies in general.
	If you play a Ravenloft deck, seriously consider this champion in conjunction with the dungeon card Under Castle Strahd (7/DU) which makes all of your Ravenloft undead. Shera can then use undead unarmed combat cards and gain other undead advantages.

[Wizard]

Winslow the Lich

Undead. All cards with icon bonuses played against Winslow lose 2 levels because of his freezing cold touch.
69/100

From the endless hordes of really good undead champions comes Winslow, with his high level and great battle power.
	Note that this card reads icon bonuses. A card in most cases has to have a plus sign in the card icon for Winslow to drain two levels and champions don't have the plus sign. The exception to this is when a champion borrows another champion to use as an ally in battle. When something is used as an ally, it has an invisible plus sign before the icon number. For example, you are facing Winslow in battle with a champion who wears the Helmet of Selnor (33/UD) which allows you borrow Helm (255/4th) from a pool. Helm is now a level 6 ally who then loses 2 levels to Winslow to become a level 4 ally.
	Combine Winslow's power with that of Negative Planar Energy (73/NS) and watch the opposing champion's adjusted level really drop. Winslow also works well in a deck using the dungeon card Spells from the Grave (19/DU), giving a combat option to an otherwise spell heavy deck.

[Psionicist]

Caller in Darkness

Undead. Immune to offensive psionic power cards and offensive spells. Psionicists defeated by the Caller are sent to the Abyss.
70/100

The Caller in Darkness is a pretty good champion. His power is not great, but his high level makes him a good champion to play with the rule card Negative Planar Energy (73/NS).
	Unless you are building an undead psionicist deck, the best use for Caller in the Darkness is in a deck themed around the Abyss. Add him to a deck loaded with cards that send people to the Abyss like Mindkiller (56/UD) and Takhisis's Abyssal Gateway (13/DL Chase), then use the Bottomless Horror (54/DU) to remove them from the game.
	The Caller in Darkness is an excellent choice for any undead deck using psionic power cards, since so few undead are able to use psionic power cards. You may also encounter this champion in a Dark Sun world deck based on just its immunities and high level.

[Regent]

The Vampire

Awnshegh; undead; earthwalker. Can use blood abilities and thief skills. All allies played with this champion are considered undead.
71/100

The Vampire is a pretty good all around champion because of the number of attachments he can use. Besides the normal ones like magic items and allies, he can use blood abilities, thief skills, and undead unarmed combat cards and he earthwalks. The fear of the undead rule makes his ally affecting power a good one also.
	This champion is loaded with special powers! Although his best advantage comes from being a non-thief able to use thief skills. This allows him to circumvent the Guildmaster's (28/NS) permission power as well as cards aimed at stopping thieves from playing thief skills, such as Alarm (85/NS), Crime Does Not Pay (2/NS Chase) and The Long Arm of the Law (23/NS).
	There are also many powerful decks built using thief skills and blood abilities, these being the 2 most difficult to stop support cards. The Vampire is a central figure in these decks.
	It is important to note that the allies played with him are considered undead and are affected by cards that target undead allies.

[Monster]

Wereshark

Werebeast; swimmer. The Wereshark is immune to swimming allies and discards any played against him.
72/100

If you have found a way to make this card an indispensable part of your deck, pat yourself on the back. This is another card that adds depth to the game of Spellfire, but not power.
	If you're making a lycanthrope deck, you'll have to add this champion, but his power and level probably make him ineffective in any other kind of deck - there just aren't enough swimming allies that you need to have protection specifically against them.
	Only swimming allies played from the hand are discarded against the Wereshark, any that were somehow already in play before battle are simply ignored but do remain play.

[Rule Card]

Negative Planar Energy

Played at the beginning of the player's turn, this card is not discarded. It affects all players and remains in effect until any other rule card is played.
Undead champions subtract their base levels from the base levels of opposing champions. If the opposing champion is reduced to 0 or less, it is immediately discarded. Clerics and avatars are immune to this rule.
73/100

This card is a must for any undead deck, but if you play with it, you'll probably experience some feelings of guilt because this rule card is almost unfair. Since base level is subtracted from base level, your opponent cannot load up his champions in the pool with artifacts and magic items to help them survive clashes with your undead. Even low level undead are to be feared with this card in play since even if they don't outright kill an opponent by reducing his level below zero, they still probably have at least halved the level of their opponent.
	Negative Planar Energy does not activate until after a defender is brought forward. If an attacking champion, such as the Living Wall (58/PO), would instantly defeat the defender before the defender's power activates then this rule card doesn't activate.
	Strategy then should be to use high level undead champions like Nemon Hotep (67/NS), Winslow the Lich (69/NS), or Caller in Darkness (70/NS). This can eat up your champion level total when building your deck, though, so look for champions who gain levels (before combat, not during) like the Undead Htimsen (425/1st).
	Another good strategy is to play with cards that create undead like Corruption of the Flesh (86/NS) which even adds four levels (although it is adjusted level, not base level for the rule card), Black Sail of Schnai (35/UD), or the dungeon card Under Castle Strahd (7/DU). Imagine champions like the Living Wall (58/PO) draining levels. Also, cards played before battle that affect base levels can add interesting twists to this rule card - playing Bad Omens (91/3rd) when your undead are immune to harmful events, for instance.

[Rule Card]

A Sure Thing

Played at the beginning of the player's turn, this card is not discarded. It affects all players and remains in affect until any other rule card is played.
Instructions to draw and discard a card, noting it's last digit, are ignored. All opponents receive the worst possible outcome (0 if high is good, 9 if low is best). This player receives the opposite.
74/100

This is a very interesting rule card that is powerful enough to build an entire deck around. There are plenty of cards of all types in the game of Spellfire that require you to draw and discard a card, noting its last digit, and they tend to affect everyone at the table, not just one person. One weakness of this rule card is that your opponents no longer have to throw away their cards, but it's a trade-off that is in your favor.
	Here is a list of some good cards to put into a deck with this rule card: Lady Luck (9/FR) - this is like a free spoils of victory!, Black Bess (135/4th), Bess's Revenge (159/4th) (play these two back to back if possible), Vorpal Blade (56/FR), Great Shout (41/FR), Wand of Wonder (180/4th), Werewolf (83/FR), Wine of Eternity (21/FR Chase), Smoke Powder Pistol (19/AR Chase), Grimslade the Gray (36/RR), Mordenkainen's Disjunction (46/RR), Mount Nevermind (7/DR), The Black Death (26/NS), Trumpet of Doom (53/NS), Boot to the Head (434/4th), and Extension I (91/DU) (this could be a nasty one).
	Note that there are several cards in the Dungeons booster set that read something like: "cut the owner's draw pile & check the last digit." These cards are unaffected by A Sure Thing because they are not discarded, merely looked at.
	Possibly the most powerful combination in Spellfire is A Sure Thing and The Fates (23/BR Chase). Games are won and lost on this combination and entire decks have been set up around it and won with great success. If you see an opponent play out A Sure Thing, be assured that The Fates are right behind it.

[Ally]

Kaisharga

Undead. Immune to offensive magical items. Attached champion may cast wizard spells.
75/100

This is an ally worth consideration when building a deck. It is of moderately high level, confers the ability to cast spells on your champion, and it is immune to that bane of battle decks, Net of Entrapment (169/4th).
	Remember that although champions pass along their immunities to their attachments, attachment's immunities are not given to their champions. For example, if you have a champion in battle with Kaisharga attached to him and your opponent plays the Vorpal Blade (56/FR), your champion is still affected.
	Kaisharga would be an ideal card to put in a deck themed around winning battles with allies and phase four wizard spells. The draw back of this card is that allies are played only in battle and both of this ally's powers affect the battle only indirectly.

[Ally]

Guild Master

Halfling. The attached champion may use thief skills. He may also use one magical item from any pool for this round of combat.
76/100

The special power of this ally makes it a good one to have in a deck that has lots of thief skills in it.
	It has the main benefit of allowing a champion who normally couldn't use thief skills, to use them and at the same time, also borrowing a potentially powerful magic item for use in the battle.
	You can borrow a magic item from any pool, including your own. The borrowed item is returned to its owner after combat is over, regardless of whether you win or lose.
	It is important to note that the ally is not the one using the thief skills, the champion is. Therefore, if the opposing player plays a counter card like the event Busted! (3/NS Chase), it affects the champion and not the ally.
	A good item to use is the Staff of Conjuring (105/3rd). This allows you to bring this ally back over and over again.

[Ally]

Raaig

Undead. Immune to harmful events and offensive magical items. The attached champion may use cleric spells.
77/100

This resilient ally is a good choice for a spellcasting or undead deck. Its special power of being immune to harmful events and offensive magical items makes it very difficult to get rid of this ally in a battle. At the same time it confers the ability to cast cleric spells to the champion it is attached to.
	It does not pass its immunities on to the attached champion in any way.
	The fact that this ally is undead can be a huge advantage. Cards such as the Skeleton (193/3rd), the Shovel of Gravedigging (36/UD), provided that the attached champion is already undead, and/or the holding Ancient Arms of the Great Kingdom (14/3rd) can be utilized to greatly increase this ally's level in battle.
	You can use the Ghost Crystal (168/4th) or the Staff of Conjuring (105/3rd) to retrieve this ally for later use.

[Ally]

Cat Burglar

Elf. When played in combat, discard a card at random from all other players' hands.
78/100

The Cat Burglar is a must have for any discard deck. Its power allows you to randomly discard a card from all your opponents' hands when it is played in combat.
	This might seem comparatively harmless to most people at first, but used with such cards as Athasian Sloth (230/4th), the Ninjas (70/FR), Lady of Fate, Avatar of Istus (42/PO), Fighting Dirty (3/DU Chase), or Beggar (80/NS), it becomes quite significant.
	Other non-combat cards that complement this one are Hettman Tsurin (172/3rd), Marco Volo (50/3rd), and Ren's Crystal Ball (199/3rd).
	These cards are all very effective at forcing opponents to discard their cards before they can use them.

[Ally]

Zombie Horde

Undead. Gains an additional 2 levels for each ally or spell played against it.
79/100

This mid-level undead ally has the very effective power of gaining 2 levels for each ally or spell played with it. This makes it a good choice for either a spellcasting or undead deck (or a combination thereof). It is important to exploit this ally's special ability to its fullest, either by casting lots of spells during combat, or playing allies.
	Good allies to play with this card are Skeleton (193/3rd), and Ancient Dracolich (81/NS).
	Really, any ally works well here, but with the Skeleton's ability to gain +4 levels with each additional undead ally, it is a good idea to concentrate on playing undead allies, thereby gaining +6 for each one.
	Other cards similar to this one include Gauntlets of Dexterity (49/NS), Bigby's Dexterous Digits (83/NS) and Shadowcloak (8/NS Chase).

[Ally]

Beggar

Ask each player not involved in combat for a card playable in the battle. Play any given immediately. If they refuse and you win the round, look at their hand and discard one card of your choice.
80/100

This ally more than makes up for its low level with its very powerful ability. Forcing every other player (except the opposing player) to contribute a card to your side in combat can be very beneficial. It can also backfire on you.
	Its all too easy for other players to either give you a card that proves harmful to your champion or just directly aid your opponent through the use of spells and/or events.
	Most players as a rule, refuse to give you a card, therefore it is a good idea to have some sort of instant win capability in your hand, before you play the Beggar.
	That way, when you win the battle, you can utilize the even more powerful second ability of this ally, which allows you to look at the hand of whoever didn't help you and discard a card of your choice.
	This is comparable to having and playing one of the rarest cards in the game, the Discovery of Spellfire (401/1st).
	If you happen to have the Discovery and can play it, it makes the taste of victory all the sweeter, being able to discard 2 cards instead.

[Ally]

Ancient Dracolich

Undead; flyer; dragon. One opposing ally of this player's choice is instantly discarded.
81/100

The Ancient Dracolich is one of the most powerful allies around. Possessing both an extremely high level (the 2nd highest there is for an ally) and a very effective power. It is a must have for nearly any deck that utilizes allies.
	This ally's flying ability allows it to attack the vast majority of realms in the game and being able to discard an opposing ally instantly makes it a very effective battle card.
	It is especially powerful in discarding those pesky "playing to lose" allies, like the Starving Artist (439/1st) or to discard an opposing high level ally, thereby dramatically impacting the score of the combat.
	It is important to remember that if you are going to destroy an opposing ally, it has to be done instantly. In other words, as soon as the Ancient Dracolich is played. You may not wait until later in the round to declare the Dracolich's power. If the opposing champion has no allies in play when the Dracolich enters the battle, it's power is wasted.
	Other cards with similar powers include the Brine Dragon (45/DL), and the Ankheg (80/BR).

[Ally]

Loric the Fence

When this ally is used in battle, you may discard up to 3 magical items or artifacts from your pool or hand and draw two cards for each.
82/100

The choice must be made when Loric is first played as to how many (0-3) magic items and artifacts the player wishes to discard. No cards are drawn until all the chosen magic items and/or artifacts are placed in the discard pile.
	This ally's relatively low level is more than made up for by its special power. At first, discarding any magic items or artifacts seems a high price to pay for drawing extra cards.
	However, if you have cards like Tasslehoff Burrfoot (39/DL) or Pelath the Bronze Dragon (28/DR) in your pool, you can retrieve discarded magic items with their special powers.
	This makes Loric a good choice for any deck with many magic items in it. The ability to draw extra cards in Spellfire is a huge advantage and can definitely turn the tide during combat.
	This ability works especially well with a thief deck, where it is important to draw lots of thief skills. It also works well with spellcasting decks, which count on many spells being available to cast.

[Wizard Spell]

Bigby's Dexterous Digits

Until dispelled, this champion can use thief skills. (Def/3/4)
83/100

This spell is highly specialized, and is a good choice only for decks with a large number of thief skills.
	In most decks, there will usually be one or two (or more) champions, without the ability to utilize certain card types (i.e. spells, psionic powers, blood abilities). This spell allows greater access to your thief skills.
	There are bound to be times when you have a champion (Helm (89/FR) for instance) ready for combat and only thief cards in your hand for support in combat. Using this spell provides greater flexibility to your deck.
	Other cards similar to this one include Gaunlets of Dexterity (49/NS), the Guild Master (76/NS) and Shadowcloak (8/NS Chase).

[Wizard Spell]

Guardian Mist

Prevents either flyers, swimmers, or earthwalkers from attacking this players formation (caster's choice) until the end of his next turn. (Off/3/4/5)
84/100

Guardian Mist is an excellent defender spell designed to protect your realms from attack.
	When it is cast you must choose which type of champion that is unable to attack your realms from earthwalkers, swimmers or flyers.
	Unfortunately, choosing one of these types leaves you open for attack by champions possessing one or both of the other two movement abilities.
	In order to form a complete barrier against attack, you have to utilize another card in conjunction with this one. A good choice would be Rand the Bowyer (13/PO) and the dungeon card Song of the Dragonlance (22/DU).
	You can cast Guardian Mist and say that flyers cannot attack your realms, then you can use Rand in defense.
	This spell has a duration that lasts only until the end of your next turn. This means that it is best to wait to use it when you are near to completing your formation and winning the game.
	If you don't want to wait for this condition, a way of lengthening this is to cast Extension I (91/DU). This will prolong your defense structure.
	Other cards with similar functions include, Solid Fog (133/4th), Festival (21/BR Chase) and Wall of Fog (371/4th).

[Wizard Spell]

Alarm

Cancels a just-played thief skill and prevents the opposing champion from using any more skills for this round of combat. (Off/4)
85/100

Alarm is now considered to read:

Can be cast at any time to cancel a just played thief skill. (Def) May also be used in battle to prevent an opposing champion from using thief skills. (Off/4)

If Alarm is used in combat both of its powers function. That is, Alarm will both, cancel a just played thief skill and prevent the opposing champion from playing any further thief skills. When used to cancel a thief skill the spell is considered defensive, when used to deprive an opposing champion from playing thief skills it is offensive.
	Alarm is also now considered a counter affect card for thief skills. To work as such, it must be the very next card played. (see the Dispel Magic rule in the tournament rules for further details on counter affect cards in general.)
	With the wide use of such powerful thief skills as Con Game (82/DU) and Hijacking (86/DU) it was clear that a counter affect card was needed.
	Nearly every deck should have a place for this card, as nearly every opponent's deck will contain the high powered thief skills listed above.

[Wizard Spell]

Corruption of the Flesh

The affected champion becomes undead; this spell lasts until negated or dispelled. (Def/3/4/5)
86/100

This spell causes a champion to become undead. It can have a number of uses, both offensive and defensive.
	This card would be primarily in a deck which has an undead theme, however, it has uses in any deck.
	An excellent combination for this card is to cast it upon a powerful high level champion like the Living Wall (58/PO) and use the rule card Negative Planar Energy (73/NS) for an unstoppable champion in battle.
	An effective offensive combination is to use this spell in conjunction with the ally, Takhisis Mirror of Underworld Minions (15/DL Chase) or the event Water Hunters (276/3rd) in battle against an non-undead champion.
	You can cast this spell on the opposing champion, turning them undead and then play your anti-undead card, instantly winning the battle. This spell becomes offensive when cast at a champion you don't own, thus champions immune to offensive spells would be immune to Corruption.

[Cleric Spell]

Power of Faith

Negates the effect of all unarmed combat cards playable only by dragons or undead and prevents any more from being played in this round. (Off/3/4)
87/100

The Power of Faith is a defense spell, useful when playing against either an undead or dragon theme deck.
	With the many unarmed combat cards available exclusively to dragons and undead champions, this is an effective counter card. Especially powerful, is the ability to prevent the opposing champion from using any more unarmed combat cards.
	Other cards with similar functions are Reversal (435/4th), Counter (437/4th) and Dodge (12/RR Chase).
	It is important to note that Power of Faith will work as an effective counter affect card, but still may only be cast during phase 3 or by a champion in battle. Since nearly all unarmed combat cards are useable only in combat Power is still very effective. If your opponent is cruel enough however, to play an undead or dragon unarmed combat card outside of the casting times for Power of Faith you will need to search elsewhere for a stopper.

[Cleric Spell]

Find Traps

The affected champion and his allies can attack a realm, regardless of its special powers. The champion also ignores the power of attached holdings, spells, or thief skills. (Def/3/4)
88/100

Find Traps is a very useful spell, which provides powerful offensive and defensive abilities to an attacking champion.
	When cast, the affected champion and any allies can attack any realm, ignoring the realm's power and placement.
	This power alone, makes this spell quite useful as many players like to build their formation using hard to attack realms (i.e. movement restrictions).
	However, this spell also protects the champion against any holdings, spells, or thief skills that happen to be attached to the realm in question.
	With the benefits that this spell provides, it is a good choice for any deck and a virtual must have, for an attacking theme deck.
	A good combination would be to cast this spell on the Living Wall (58/PO), allowing this relentless champion to attack anywhere.
	Similar cards include, Scroll of 7 Leagues (412/2nd), Dori's Obsidian Steed of Wondrous Power (31/UD) and the Wyrm of Earthwalking (17/FR Chase).

[Cleric Spell]

Blessed Abundance

For this round of combat, all cards attached to the affected champion are doubled in level bonus. (Def/3)
89/100

(Def/3/4)

This powerful cleric spell doubles the level of all cards attached to the affected champion.
	It is important to note that the champion's base level remains unaffected. Only attached cards are doubled in level.
	That said, this spell is an absolute must have for a cleric deck and is a good choice for any deck with a large number of champions able to cast cleric spells.
	An interesting combination for this card, is to cast it upon Tako (59/PO) and then play a single high level ally with him in battle.
	Other cards that have similar powers include, Surprise Raid (101/3rd), Complete Surprise (25/NS) and The Crystal Dome (515/4th).

[Cleric Spell]

Monster Mount

Any monster in an opposing pool may be used as an ally for this round of battle. Win or lose, that champion returns to his pool at the end of combat. (Off/4)
90/100

Monster Mount allows you to use any monster from an opposing pool as an ally for the current round of combat.
	There are three important items of note with this card. One is that you gain only the level and the power of the monster in question, along with any attachments the monster has. The second is, you must use an opponent's monster. You cannot take one from your own pool.
	The third important point about this card, is that while the monster is returned at the end of combat, it can be discarded during combat like any other ally (i.e. by any card that destroys allies).
	This spell is a good choice for a deck that has either few or no allies in it. In this way, you can "manufacture" allies on the fly.
	It is also a good choice for a deck with a large number of ally support cards, like Intensify (89/PO) or Surprise Raid (121/4th).
	A popular tactic to use with Monster Mount, is to use it early in the combat to get one of the defending player's monsters before he chooses to bring it forward. Since a champion can only be involved in a single round of combat on any one turn, even when the monster returns to its owner it will not be able to come forward as a defender in a later round of the same combat.

[Unarmed Combat Card]

Aging

Usable only by any undead. Opponent's base level is halved (rounded down). (Off/4)
91/100

Aging is an unarmed combat card playable by undead champions or champions with the special power allowing them to play undead unarmed combat cards.
	In addition to the respectable +4 level of this card, it causes the base level of an opponent to be halved.
	This is an extremely powerful card when used against a high level champion as you are in effect taking half their level and using it against them.
	If this card is used in conjunction with a card like The Dreaded Ghost (246/4th) or Negative Planar Energy (73/NS) it can provide an instant win in battle.
	Cards similar to this one include, the Sword of Kas (7/AR), Targoth the Unclean (13/BR Chase), The White Weird (51/DU) and Takhisis Mirror and Sword (12/DL Chase). Maybe the best combination with Aging is the artifact Wand of Orcus (456/4th). This combo will instantly defeat nearly every champion in the game.

[Unarmed Combat Card]

Cause Despair

Usable only by any undead. Opposing allies of +3 or less are immediately removed from combat. (Off/4)
92/100

Cause Despair is an unarmed combat card playable by undead champions or champions with the special power allowing them to play undead unarmed combat cards.
	When this card is played in battle, opposing allies of +3 or less are immediately removed from combat and placed in the discard pile.
	It is important to note that this card is very similar to Cause Fear (93/NS), however, while this card seems less powerful, it is a good choice for any undead theme deck. It can be utilized just as effectively as Cause Fear on the many low level allies available in Spellfire, like Loup Garou (236/4th), the Assassins (221/4th) or Vistani (78/RL).
	This saves the other cards' power for allies of higher level.

[Unarmed Combat Card]

Cause Fear

Usable only by any undead. All opposing allies are discarded. No more may be played this round. (Off/4)
93/100

Cause Fear is an unarmed combat card playable by undead champions or champions with the special power allowing them to play undead unarmed combat cards.
	This is an extremely powerful anti-ally card, comparable to a Net of Entrapment (169/4th). When played, this card discards all opposing allies and prevents any more from being played.
	Like Cause Despair (92/NS), this card is also useful to get rid of revenge allies.
	This card is a very good choice for any undead theme deck.
	Other cards with similar abilities include Airship (118/4th), Tembo (330/3rd), Fireball (363/4th) and Ren's Bell of Death (409/3rd).

[Unarmed Combat Card]

Cause Paralysis

Usable only by any undead. An opposing champion of base level 5 or less immediately returns to his pool, defeated. (Off/4)
94/100

Cause Paralysis is an unarmed combat card playable by undead champions or champions with the special power allowing them to play undead unarmed combat cards.
	When played in combat, this card forces any opposing champion of level 5 or less to immediately return to his pool defeated.
	This card is an excellent choice for an undead deck. The fact that it affects a large number of champions in the game, coupled with the fact that few decks have adequate defense against unarmed combat cards, make this one particularly powerful.
	It is important to note that the opposing champions' base level as opposed to his adjusted level is the number used to determine whether he or she is defeated.
	Cards similar to this one include the Sword of Sharpness (64/DU), Broad Jump (85/DU), the Intellect Devourer (213/4th) and Invisibility (339/1st).

The mere touch of certain undead will cause all but the strongest of heart to become paralyzed. Leaving a tasty meal for the foul creature to eat at its leisure. Send only your strongest warriors against these creatures or you will find your lands defenseless, filled with the frozen meals of the undead.
	- Lord Bo, Barbarian Knight of Icewind Dale.

[Unarmed Combat Card]

Constitution Drain

Usable only by any undead. An opposing champion is discarded at the end of this round of combat, win or lose. (Off/4)
95/100

Constitution Drain is an unarmed combat card playable by undead champions or champions with the special power allowing them to play undead unarmed combat cards.
	A good revenge card, Constitution Drain causes the opposing champion to be discarded at the end of battle, win or lose. It is important to note that if the opposing champion is attacking and manages to win, even though he is discarded, that player may continue the battle.
	This card is one of many in the game that punish the opposing champion with powers that activate after the round of combat ends.
	Constitution Drain is particularly effective against champions with the ability to attack multiple times, like Zaknafein the Weapons Master (94/UD), or Rikus (259/4th).
	Other cards with similar powers include Aurak, Draconian Lord (418/3nd), Aurak Draconians (50/DL), Castle Draw (37/3rd), Magic Jar (386/3rd), Yondalla the Provider (475/4th) and Barab's Goblet of Dissolution (5/AR Chase).

[Unarmed Combat Card]

Strength Drain

Usable only by any undead. Discard a card from your draw pile, noting its last digit. Subtract this number from the opposing champion's level. If reduced to 0 or less, that champion is discarded. (Off/4)
96/100

Strength Drain is an unarmed combat card playable by undead champions or champions with the special power allowing them to play undead unarmed combat cards.
	This card is a good choice for any undead deck. When played you draw and discard a card, noting the last digit. The opposing champion then loses that number from his adjusted level. If the opposing champion is reduced to 0 or less, he is discarded.
	A good combination for this card is to have the rule card A Sure Thing (74/NS) in play before combat.
	Another approach is to cast Rengarth Oracle (503/4th) before battle, ensuring you have a high level card available to be discarded.
	Using this card in conjunction with Negative Planar Energy (73/NS), the Dreaded Ghost (246/4th), the Skeletal Lord (217/4th), or Level Drain (97/NS) also makes it very effective indeed.

[Unarmed Combat Card]

Level Drain

Usable only by any undead. Subtract the base level of the attached champion from the base level of the opposing champion. If reduced to 0 or less, that champion is discarded. (Off/4)
97/100

Level Drain is an unarmed combat card playable by undead champions or champions with the special power allowing them to play undead unarmed combat cards.
	Level Drain is an excellent choice for any undead deck. Its power is similar in nature to Strength Drain (96/NS), however it does not require you to draw and discard a potential realm in order to play it in battle. It uses your champions' base level instead of the last digit of the card, as well as adding 5 to the adjusted level of the attached champion.
	When used with a high level undead champion in conjunction with Negative Planar Energy (73/NS), this card can provide an instant win for a player. Another card which is good to play with Level Drain is Crystal of Ebon Flame (13/AR).
	A card with similar abilities is Amulet of Undead Aura (9/NS Chase).

[Unarmed Combat Card]

Magic Resistance

Usable only by any undead. Attached champion is immune to offensive spell, magical items, artifacts and blood abilities until the end of this player's next turn. (Def/3/4)
98/100

Magic Resistance is an unarmed combat card playable by undead champions or champions with the special power allowing them to play undead unarmed combat cards.
	This card makes the attached champion immune to all offensive spells, magic items, artifacts and blood abilities until the end of this players' next turn.
	With the multi-purpose defense that this card provides, it is a virtual must have for any undead deck. It is especially effective against a Birthright deck as there are limited cards that impart immunity to blood abilities in the game.
	Cards with similar powers include Arak (60/4th), Dark Haven (188/4th) and the Throne of Bones (462/4th).

[Unarmed Combat Card]

Rapid Regeneration

Usable only by any undead. Attached champion gains 2 levels for every card attached to an opposing champion for this round of combat. (Def/3/4)
99/100

Rapid Regeneration is an unarmed combat card playable by undead champions or champions with the special power allowing them to play undead unarmed combat cards.
	The attached champion gains 2 levels for every card attached to the opposing champion. This ability is unusual in that you are counting on your opponent to play many attachments in order to boost your score.
	Your opponent will definitely think twice before playing cards that aren't at least level 3 or higher. By limiting your opponent's choice of playable cards, you can gain a big advantage.
	Rapid Regeneration is a good choice for an undead deck that has an attack theme.

[Unarmed Combat Card]

Cause Disease

Usable only by any undead. If this champion is defeated in combat, attach this card to the opposing champion. His base level is reduced to 1 until negated. (Off/4)
100/100

Cause Disease is an unarmed combat card playable by undead champions or champions with the special power allowing them to play undead unarmed combat cards.
	Another form of "revenge" card, in addition to adding a formidable 6 levels to your champion, it also guarantees an unpleasant fate to the opposing champion, should you lose the round of combat.
	Due to the fact that many decks in the game tend to be short on defense against unarmed combat cards, this card can be quite effective in curbing an opposing champion's level.
	A champion with this card affecting them becomes extremely vulnerable to cards like Negative Planar Energy (73/NS) and the Dreaded Ghost (246/4th).

[Rule Card]

Good Triumphs in the End

Played at the beginning of the player's turn, this card is not discarded. It affects all players and remains in effect until any other rule card is played.
Players without undead or werebeast champions in play gain 2 to the base levels of their champions and are immune to harmful events played by players who have undead champions in their pools.
1/25

When another rule card is put into play, this card must be discarded. Rule cards can only be played before cards are drawn at the beginning of a player's turn, or as a spoils of victory.
	This rule card is designed to work against decks that rely on undead and werebeasts. Any player who does not have any werebeast or undead champions in play gain 2 levels to the base levels of all their champions. Since rule cards activate first, any additional adjustments to a champion's base level takes place after this adjustment. If a player brings an undead or werebeast champion into play, all of that player's champions lose the bonus levels until the offending champion in out of play.
	In addition to the level increase, all players eligible for the level bonus also is granted immunity to all harmful events played by players who have undead champions in their pools. This part is a little more tricky. If a player has a werebeast in his pool, he does not get any level bonuses, but his events will affect those who do. Also if a player has an undead champion in battle, but not in his pool, this rule card grants no immunity. These restrictions only apply to champions classified as undead or werebeasts, not allies; unless the ally is being a champion through something like the Magical Champion (402/3rd). One final clarification; this event immunity is bestowed only upon the champions and their attachments, it does not extend to a player's realm formation, hand or draw pile.

[Rule Card]

Crime Does Not Pay

Played at the beginning of the player's turn, this card is not discarded. It affects all players and remains in effect until any other rule card is played.
Players who have thieves in play must discard a card at the beginning of their turn in order to use thief skills or thief champions' special powers that turn.
2/25

When another rule card is put into play, this card must be discarded. Rule cards can only be played before cards are drawn at the beginning of a player's turn, or as a spoils of victory.
	This is a very specialized rule card created to hinder the powerful potential of the thief champion. Any player who has thieves in play and wishes to use either their special powers or any thief skill cards must discard a card from their pool or hand. This must be done in phase 0 (before any cards are drawn for that turn) and if not done or forgotten, that player cannot use any thief skill or thief special power for the entire turn. Once this rule card is in place, the only way around this power, aside from removing the rule card, is to not have any thief champions in play at the beginning of your turn. Then you are free to make use of thief skills and powers until the beginning of your next turn, where you'll have to make a discard to be able to use those cards.
	Since this rule card only affects one type of champion, it could prove to be useless in many games. Although having this rule card still enables you to get rid of another unwanted rule card, and if you hate being suckered by the Con Game (82/DU), put this rule card in your deck.

[Event]

Busted!

Play any time to prevent a thief skill from taking effect. The champion using the thief skill is immediately discarded. (Harmful)
3/25

This event must be played after a thief skill card is played, otherwise it will have no effect. When Busted! is played, it cancels the effect of the targeted thief skill, and it also forces the champion using the thief skill to be immediately discarded. This event is very nice when you need to stop those pesky thief skills, and being able to get rid of the champion is a nice added bonus. Be careful about using this event in a deck where you also have thief skills, because if your opponent gets a hold of it via something like the Ninjas (239/4th), you could face being Busted! yourself.
	Busted! has an added use in a particular situation. If you are attacking a realm whose realm champion is or can be a thief champion, and the realm champion uses a thief skill, you could use Busted! to cancel the skill card and discard the champion. As a realm champion, once it's discarded, you've had a successful attack. As long as Busted! isn't canceled, you'd be eligible for a spoils of victory.
	A thief champion immune to harmful events will escape being sent to the discard pile, but that immunity does not extend to the just played thief skill, unless the thief skill is attached to the champion. Thus Gib Reltub (20/NS Chase) would not be discarded Busted!, but the thief skill Con Game (82/DU) that was played by Reltub would be.

[Event]

Confused Hunchback

Play on any monster to force it to attack another champion, player's choice. The opposing player lays down his own hand face up and you both play cards from it until one side wins and draws a card, it may be played immediately. (Harmful)
4/25

This is an excellent event, and it's downright nasty. The Confused Hunchback must be directed at a monster champion in any pool. That monster comes under the control of the event player, who can now attack any other champion in the same pool as the affected monster. Once the monster's target has been selected, the affected player must lay down his hand, face up. Combat is conducted normally, with both sides using cards from the open hand. The loser is discarded and the winner gets to draw a card, which can be played immediately, like a spoils. Once the battle is over, the Confused Hunchback is sent to the Void, and if the monster champion was victorious, it remains in it's own pool, now back in control of it's owner.
	Remember that since Confused Hunchback is a harmful event, it cannot be played on champions who are immune to them. However, a champion who is immune to events could still be attacked by a monster under the influence of the Confused Hunchback, as the event is not directly affecting the champion under attack.
	One of the best ways to use this card is to attach it to a champion whose level is lower than the one you want it to attack. That way you can get first pick from your opponent's hand. Go ahead and use the card you wouldn't want coming at you, like that Cataclysm! (119/4th). Another good reason to choose the lower level is because your opponent can choose to lose right away without playing a card otherwise, and you're guaranteed to use at least one of his cards. Note that even if the affected player can declare a loss right away, he still must lay his entire hand face up.

[Event]

Dark Prophesy

Play before any combat you're not involved in, just after a defender comes forward. Write down who you think will win. If you're correct or the battle ends with no winner, draw three cards or discard the top three cards from any draw pile. If you're wrong, raze or discard a realm in your formation. (Helpful)
5/25

Dark Prophesy is a helpful event that can end up being harmful to the player of the event. This card is only useful in multi-player games, as you cannot be involved in the impending combat. As combat is being initiated by the defender, play this event and write down (or somehow secretly indicate) which side will win this particular battle. If you are right or it ends without a victor, you can either draw three cards from your draw pile, or discard the top three cards from any draw pile. If your Prophesy was wrong, you must raze or discard a realm from your formation immediately.
	This card may seem like a potentially double-edged sword, but it can be used quite effectively. Try to use it when the outcome of the battle is obvious; when a champion has the Thrice Hearty Cup of Balder the Red (1/FR Chase) cast on him, or when Lovely Colleen (22/1st Chase) is facing a monster. This strategy takes a lot of the guesswork out, and basically gives you three extra cards, or a chance to mess with your opponents draw pile.
	Since this is a helpful event, it cannot be deflected or calmed, but can still be canceled by the likes of Helm (255/4th) or Limited Wish (382/4th).

[Event]

Dark Dreams

Play at the end of a round of combat you've lost. Replay the round of combat with the same champions, except that the winner's attachments are discarded; you get to keep yours. The previous round of battle never happened and this one is decisive. (Harmful)
6/25

This event is great, especially if you seem to lose combat because you run out of cards just one card too soon. This card must be played immediately after you've lost a round of combat. At that point, you re-conduct the previous combat. Your defeated champion gets to keep all the cards he had attached to him during the last round, including allies, spells, and spell-like support cards. The winning champion must face you, but all of his current attachments are discarded. Combat then continues as normal. The winner of this round is the winner, and the previous round is simply forgotten.
	This event is very powerful, because it can stop a lot of actions that took place. For example, if you were defending and the attacker used Cataclysm! (119/4th) to win the battle, you could play Dark Dreams and effectively ignore the Cataclysm!, because all cards played by the opponent (besides the champion itself) is simply discarded and never really happened. This also works great to get rid of those nasty attachments, like Kevin's Blade of Doom (206/3rd) or the North Wind (14/UD).
	This is a harmful event, and can be affected by Calm (400/3rd) or any other card that can cancel an event.

[Event]

Celestial Lights

Destroys all undead champions in one player's pool and prevents any undead champions from being involved in combat until the end of this player's next turn. (Harmful)
7/25

Celestial Lights is one of the many events that are able to wipe out undead champions. However, this event is a little more selective than something like The Avatar (20/1st Chase). This single event has two separate powers that come into effect. The first is that it destroys (discards) all undead champions in one player's pool, chosen by the event player. Secondly, no undead champions anywhere can be involved in combat until the event player's next turn is over.
	Normally when an event affects everyone it cannot be deflected, but Celestial Lights is a little different. A person can play Deflection (137/4th) on this event only if his pool is the target of the first effect. This effect can be re-directed as per the Deflection card. The rest of the event's power, prohibiting undead in combat, continues to function for all players, including the Deflection player. Calm (400/3rd) could still be used to ignore this event as normal.
	One excellent use for this event is to play it right before you bring out/attack with a champion that has a weakness to undead, like the King of the Elves (440/3rd). It can also give you a fighting chance to attack when cards that favor undead, like Negative Planar Energy (73/NS) are in effect.

[Artifact]

Mirror of Corruption

Offensive spells, psionic power cards, blood abilities, and harmful events are reflected away from the attached champion and affect the champion of this player's choice, regardless of immunities.
8/25

The Mirror of Corruption is an AD&D artifact, and can only be attached to AD&D champions, or through special powers, like using the Ego Coin (419/3rd) or the Gelatinous Cube (421/3rd).
	Here is an artifact that can really do some damage. Although this artifact grants no icon bonus to its attached champion, it can reflect all offensive spells, offensive psionic power cards, offensive blood abilities and harmful events that are directed at this champion. The reflected effects are directed at any other champion, chosen by the owner of the Mirror. This artifact also has the ability to overcome any immunity that a target may have, so that all cards reflected by the Mirror affect the new target as if it has no immunities at all. This will even affect champions that have immunities to artifacts, so champions like Gib Htimsen (13/1st Chase) have reason to fear the Mirror of Corruption. Being able to harm those champions with immunities without having to rely on something like Mishakal's Insistence (80/DL) makes this a must for any deck, as long as you have a few AD&D champions.
	If the attached champion is not the only card affected by a particular card, (for example, a pool containing the Mirror was subject to an Elemental Swarm (52/UD)) all other cards would be affected normally, while the champion with the Mirror could transfer his effect to any other champion, as if that champion were in his place.
	As long as this card is legally able to be played (phase 3 on your turn or phase 4 when in combat, attached to a proper champion) this card could be used as a counter-effect to a just played card.

The Mirror of Corruption is not an evil artifact, although it has been described as one. This magical mirror of neutral alignment shows in it's reflection the true essence and nature of whomever looks into it. It is only harmful to the onlooker when that person is not truthful to himself. Many a "good" man has been "corrupted" by gazing into this mirror.

[Magic Item]

Amulet of Undead Aura

Subtract the base level of the attached champion from the adjusted level of the opposing champion. (Off)
9/25

This magical item has all the benefits of some of the powerful undead without the drawbacks. The attached champion is able to subtract his base level from any opposing champion's adjusted level. This is accomplished, and the attached champion is not even considered undead, unless it already was designated as such.
	If the opposing champion's level goes below 0, he continues to fight at the negative number, although probably not for long.
	This card works exceptionally well with other cards that subtract from the opposing champion's level. Good champion choices include the Lesser Mummy (356/4th) and Winslow the Lich (69/NS), not to mention any avatars, as their levels tend to be much higher. Lady of Fate, Avatar of Istus (42/PO) wearing this Amulet can be devastating to all opponents. Also effective is to use the Amulet of Undead Aura in conjunction with cards that increase the attached champion's base level. One nasty example of this is attack or defend with Tiamat, God of Evil Dragons (44/DR), and play Cult of the Dragon (80/DR). Now attach the Amulet of Undead Aura and you can subtract your base level 40 from your opponent's adjusted level.

These amulets were first created by a mage named Malador the Black in order to help a force infiltrate an evil necromancer's keep. This amulet effectively shielded the wearers from attack by mindless undead, because they were no longer viewed as any type of threat. As an unexpected side effect, the wearers of these amulets would have a chilling touch for up to ten days after taking off this item.

[Magic Item]

Arcane Formula for a Lich

Can only be attached to a wizard. The attached champion becomes undead and gains 5 levels to his base level. This item remains attached to him until he's discarded; it cannot be discarded in any other way. (Def)
10/25

This +5 magical item is only effective with champions designated as wizards. All other champions, even those capable of casting wizard spells, cannot use this card at all. The +5 granted by the Arcane Formula for a Lich is added directly to the champion's base level, and that champion is now considered undead. Once attached, this magical item cannot be removed by any means except through causing the champion to be discarded. Not only does this mean that it is not affected by cards like Crystalbrittle (53/RR), but it also cannot be borrowed by Drawmij (276/4th) and the like.
	Since this magical item will have a limited number of potential champions in a deck with many champion types, it's recommended that you have several wizards in a deck with this item. Combining it with other magical items, like the Amulet of Undead Aura (9/NS Chase) can make for a deadly combination. Especially if they are attached to a high level wizard like Kanchelsis (483/4th).

Many high-level mages have tried to perform the ritual that will lead to lichdom, but few have any real success. The process is long and expensive, and if done incorrectly, usually results in irreversible death. Some wizards, however, still feel this is a chance they're willing to take to continue their quest for power and knowledge.

[Magic Item]

Bag of Beans

During phase 3 you may cut your draw pile and take the card you cut to. If it is a realm, discard it immediately. Any other type of card may be held, put in the pool, or played as desired. (Def)
11/25

This magical item grants no bonus and is of no use during combat. Instead, it allows the player to cut his draw pile during phase 3 of his turn. He then takes the card cut to and replaces the top half of the deck as normal. If the card cut is a realm, it is discarded. All other cards can be put into the player's hand, pool, or, if playable during phase 3, played. All cards not normally playable during phase 3 must go into the player's hand.
	The Bag of Beans has the potential of hurting a player, through discarding a realm, but the odds are against that. An average 55 card deck during the third round of play has only a 22% chance of cutting to a realm, although that rate changes as the draw pile dwindles. The benefit of this card, of course, is that you get one extra card per turn, as long as you use it every turn.
	Because of the nature of this item, it is probably best attached to a champion that you don't plan on using in battle. Hettman Tsurin (257/4th) comes to mind. If a player also has the Dragon Font (20/AR Chase) in his pool, he can use the knowledge of the last few cards to his advantage when cutting his deck for the Bag of Beans. Using these two cards in conjunction will almost guarantee an extra card each turn without fear of discarding a realm.

[Magic Item]

Shadowcloak

Attached champion can use thief skills. If attached to a thief the shadowcloak becomes +8 and allows the thief to bypass a defending cleric or wizard and automatically raze a realm. The defending champion returns to his pool. (Def)
12/25

The Shadowcloak is a +5 magical item that grants its wearer the ability to use thief skills as if he were a thief champion. If this is attached to a champion that is already a thief, the bonus raises to +8. In addition to the +8, a thief wearing the Shadowcloak can bypass a defending cleric or wizard in battle and raze the realm. This player would draw spoils of victory, and the defending champion would return to his pool.
	Because the Shadowcloak allows the thief to bypass the defender, any special powers activated upon defeat would not take effect. The defending champion returns to his pool as if the battle just ended, or was stopped by a wall. Allies whose vindictive powers work when on the losing side of battle would still function, since the realm was razed. The defending champion just wasn't defeated, that's all.

[Magic Item]

Pavlov's Bell

Each turn, select any realm in any formation. If players attack that realm on their turn, every one of their champions and allies receives a +1 bonus. If not, each champion and ally is at -1. This player is not affected. (Off)
13/25

This is another magical item that has no bonus and is of no use during combat. In fact, this magical item does not affect the player with it at all, but that's a good thing. Each turn, the owner of Pavlov's Bell selects any realm in play. All other players that attack the chosen realm gain +1 to all of their champions and allies during the attack. If they chose to attack any other realm, all of their champions and allies receive a -1 to their levels during their attacks.
	The player who has Pavlov's Bell gets neither the bonus nor penalty, no matter where her champions attack. When this magical item is first brought into play, the player should decide on a targeted realm. After this selection, the player can change the targeted realm only during phase 3 of her turn. If no new realm is selected, the original realm is still considered the target, unless it has been discarded; in which case, no realm is targeted until the owner declares a new one.
	This magic item can be used in many different ways. The owner could target a realm that she wanted to get rid of, so that she could bring her own into play. The player with the most realms could become the recipient, so as to keep that person from winning. It can also be used to help protect other realms in your formation. Perhaps your Tyr (28/4th) has lately been under attack. Designate a stronger realm in your formation, like the Spiderfell (3/BR). Now if anyone wishes to attach Tyr, you can benefit from the -1 to their levels, and if they choose to attack the Spiderfell, the bonus will not help them unless they can get by the realm's special power.

Pavlov Lodestonn was a sage and wizard famous for his research with hellhounds, death dogs, and blink dogs. Many of his experiments involved illusions and mind control spells, and their effects on the magically-enhanced canine species. Through his research, many spells were speculated upon and created. It is this mage's work that was the foundation of the wizard spell Blink in its original manifestation. This can be recognized because when the mage blinks, a small ringing of a bell can be heard.

[Magic Item]

Ring of Lycanthropy

The attached champion becomes a werebeast and is immune to offensive magical items of +4 or less enchantment. (Def)
14/25

This ring grants the wearer a +4 level bonus, and bestows immunity to all offensive magical items whose bonus is +4 or less. Offensive magical items with no icon bonus whatsoever are included in this immunity, while items of +5 or higher function normally. In addition to this power, the champion is now considered a werebeast for as long as the Ring of Lycanthropy is attached.
	Being considered a werebeast is a two-edged sword. while the champion can now benefit from such cards as Moonlight Madness (20/NS) and Harvest Moon (24/RL), it can also be affected by cards that specifically target lycanthropes, like Summon Lycanthrope (43/UD) and Good Triumphs in the End (1/NS Chase).
	One important point to consider: offensive magical items that have a icon bonus of less than +5 with powers that increase their level may or may not work against the champion wearing this ring. Items like Javelin of Lightning (203/4th) would not work, because the +7 increase is a separate power and not an addition to its original icon bonus, so neither would work. A card like Staff of Striking (164/4th), however, would work against a champion wearing the Ring of Lycanthropy so long as the opposing champion was a cleric, thereby making the Staff's level +8 instead of the +3.

[Hero]

Zombie

Undead. The Zombie is immune to offensive psionic powers and the special powers of psionicists. It negates the level bonus of magical items and spells used by opposing champions.
15/25

The Zombie is a level 2 AD&D hero that is considered undead. It can use unarmed combat cards, including those only usable by undead. This champion has immunity to all offensive psionic powers and the special powers of all psionicist champions. This immunity works whether the Zombie is in battle, or in a player's pool.
	When in combat, this champion also negates the level (icon) bonus of all magical items and spells used by the opposing champion. This includes both offensive and defensive items, but it does not include any special powers that the item might have. For example, if a champion cast Fireball (363/4th) against the Zombie, it would not grant the +4 bonus, but all of the Zombie's allies of level 4 or less would still be destroyed.
	Although quite strong in power, the Zombie can still be overtaken on sheer power, so it is useful to attach items that will greatly increase this champion's level. Cards like Legendary Artifact (Promo 1), Girdle of Storm Giant Strength (183/4th), and the Heart of Darkness (52/NS) are all good choices to use with the Zombie.
	This is a good champion to add to any undead theme deck, and since it's level is low, will still allow you room to add some of the higher level ones without going over the level limit for your deck.

[Wizard]

Varney the Vampire

Undead; flyer. Can use his charm gaze to force one ally to his side during combat. If defeated in battle, he can change to mist and escape to Limbo, returning at the end of his player's next turn.
16/25

Varney is a level 7 wizard champion from Ravenloft. He is considered both undead and a flyer; and is affected by all cards that help or hinder both of these types. When in battle, he can force one ally to switch sides. The ally is chosen by this player, and can be chosen at any time, even before the ally's special power, if any, has a chance to take effect, unless that special power includes the fact that it cannot be forced to switch sides, like Dimock the Sprite (48/AR).
	If Varney the Vampire is defeated in battle, he can go to Limbo instead of being discarded. At the end of this player's next turn, Varney returns to his pool. If another player has put their own Varney into play while the first one is in Limbo, the original Varney is discarded instead of returning to the pool.
	Even though Varney can go to Limbo, he does not have to. If this champion has the Winged Boots (186/4th) and was defeated by a non-flying champion, he could return to his pool immediately instead of going to Limbo. Also, if the player would just rather have him discarded for one reason or another (like when the Throne of the Mountain God (510/4th) is in play), he is free to do so.

[Monster]

Moonbeast

Werebeast. All allies played with this champion become werebeasts and are immune to offensive magical items.
17/25

The Moonbeast is an AD&D monster champion who is classified as a werebeast. He is a high level champion, with a base level of 8, and works best when played with allies. All allies played with the Moonbeast are immune to offensive magical items, and become werebeasts also.
	It is important to note that even though the Moonbeast's allies are immune to offensive magical items, the Moonbeast himself is not. Here are a few examples to help illustrate this point. If the Moonbeast was attacking a champion who had the Horn of Change (10/RR Chase) attached, the defending champion could use the Horn to force Moonbeast to switch any card but an ally, since the ally is immune. If the opponent tries to use the horn when Moonbeast only has allies attached, the power is wasted. If a champion with the Net of Entrapment (169/4th) is combating Moonbeast, he can still play allies, since the allies are immune to the item. Any magical item that does not target the allies in any way will work normally against this champion.
	Cards that help all lycanthropes at the same time are good cards to play with the Moonbeast, as they'll also benefit his allies. Good examples are Moonlight Madness (20/NS), Night of the Blue Moon (32/PO), and Harvest Moon (24/RL). When using events like these, it's a good idea to include a Dungeon card to protect them. The Azure Tower of Onad the Fallen (24/DU) or Purveyor of Events (16/DU) would both be effective.

The Moonbeast is a common name for one particular type of lycanthrope. The characteristics of this type of werecreature focus on the fact that the afflicted person has no control over his shape-shifting abilities. Instead, it is driven by the phases of the moon. Whenever the moon is full, and in many cases a few days before and after, the afflicted Moonbeast will change into it's animal form and hunt throughout the night. While in this form, it has only an animal intelligence, and possesses a voracious appetite. When the moon sets, the Moonbeast reverts back into it's original shape, retaining no memory of the night's feeding frenzy. Persons who have this type of lycanthropy tend to develop a fear of whatever animal type they turn into during the full moon.

[Monster]

Gib Lhadsemlo

This fearsome flesh golem is immune to offensive spells (including Wish), magical items, psionic powers, blood abilities, unarmed combat cards, thief skills, and harmful events.
18/25

This Gib champion is a great addition to any deck. Not only does this Ravenloft monster possess a base level of 10, it also has the largest range of immunities to date. Gib Lhadsemlo and his attachments are immune to spells, magical items, psionic powers, blood abilities, unarmed combat cards, and thief skills. This immunity only applies to the offensive varieties of these cards, not the defensive. Gib Lhadsemlo is also immune to all harmful events and the wish spell. Basically, this means that this Gib champion can only be affected by allies, champions, artifacts, rule cards, and the special powers of realms and holdings.
	It is with this thought in mind that you should consider what to include in a deck with this Gib. Any cards that will allow Gib extra abilities (spell use, psionic power cards, etc.) will greatly increase his effectiveness. Other good choices are those that focus on his few weaknesses. Examples include: Amulet of Plane Walking (33/BR), Amelior's Restraint (18/AR Chase), and Breath Charm (69/DU). And of course, if you attach the Net of Entrapment (169/4th) to this champion, your opponent will only be able to play artifacts against you.
	This card is not without it's weaknesses. Champions like Lovely Colleen (22/1st C)ase, Young Strahd (8/ARch), and the Living Wall (58/PO) all can still put Gib Lhadsemlo in his place. Being so powerful when in combat, he becomes an obvious target for the special powers of cards such as the Assassins (221/4th) and The Scarlet Brotherhood (135/3rd).

[Hero]

Gib Hcivonad

While this champion is in a player's pool, any ally can be played as an undead monster champion (base level equal to its level bonus). It retains any special powers. If Gib Hcivonad is discarded, no more ally champions can be played, but those in pool remain.
19/25

If you are the type of player who has enjoyed using the Phantasmal Wolf (142/4th) in their deck, this champion is a must have. Gib Hcivonad is a level 6 AD&D hero. While he is in a player's pool, that player can bring any ally into his pool as if it was a champion. The ally retains its special powers, and its icon bonus becomes its base level. Once in the pool, these allies are considered undead AD&D monster champions. If Gib Hcivonad is discarded for any reason, no more allies can become champions for the player, but all those already in the pool retain their champion status.
	Because these allies become undead AD&D monsters, cards that are geared to help these types should be a focus. Good choices include Wand of Orcus (456/4th), Negative Planar Energy (73/NS) and many of the unarmed combat cards from the Night Stalkers booster. Consider the Belly of the Beast (10/DU) when looking for a good dungeon card.
	A deck containing this champion should rely pretty heavily on allies. That way you can make full use out of this card. There are many good choices, but some to consider right away are the Dreaded Ghost (246/4th), Loup-Garou (236/4th) and the Athasian Sloth (230/4th). You'll want to consider other attachments based on which allies you choose. Imagine what you can do with the Assassins (221/4th) wearing the Winged Boots (186/4th).
	Once these allies have entered this player's pool as champions, they are now vulnerable to cards that target monsters and/or undead; and this should be considered when choosing cards for the defensive.

[Thief]

Gib Reltub

Elf; earthwalker. Can cast wizard spells. Gib Reltub is immune to the effects of all events and may choose to ignore rule cards. Any Wish spells cast by him cannot be spell turned.
20/25

Here's a champion to help boost those thief or elf theme decks. Gib Reltub is a level 8 Forgotten Realms thief champion. He can therefore use all thief ability cards. He is also considered an earthwalker, and can attack any realm, regardless of position; unless it specifically states some restriction to attackers. As an elf, he gains any bonus or hindrance brought on by that distinction.
	Gib Reltub can cast wizard spells, and any Wish spells (384/4th) cast by him cannot be spell turned, although they can be dispelled. He is immune to all events (harmful and helpful) and can choose to ignore any rule cards in play. The ability to ignore a rule card is not the same as immunity to rule cards. Reltub can decide when the rule card is played to ignore it or not.
	A deck containing this champion must have a Wish (384/4th) spell, just because you can cast it without repercussions. Thief abilities and other wizard spells would also extend his usefulness. Good dungeon card choices include Dungeon of the King (2/DU), and the Guildhall (27/DU).
	Cards like Spellbook (189/4th), Time Stop (383/4th), and the All-Knowing Eye of Yasmin Sira (10/AR) are all good choices to use with Reltub. Another great card to use is Phantasmal Wolf (142/4th), because Gib Reltub isn't affected, and can attack normally. Just make sure your opponent doesn't have Gib Hcivonad (19/NS Chase) already in play.

[Wizard]

Gib Irod

Undead. Can cast cleric spells. This reanimated horror is immune to harmful events, the Wish spell, and the special powers of allies. In combat, her player may discard up to 3 cards from his hand and draw replacements.
21/25

This undead wizard is a level 13 Greyhawk champion. In addition to wizard spells, Gib Irod can also cast cleric spells. She possesses immunity to all harmful events, the wish spell, and the special powers of all allies. These allies still retain their icon bonus.
	When in combat, Gib Irod allows her player the chance to discard up to 3 cards from her hand and draw a replacement card for each one discarded. This can be very useful in combat when a player has no more useful cards, either because they aren't usable by Irod, or they're restricted by the opponent. This way, the player has a chance on getting something useful. This power to trade a discard for a new card has to be used all at once. If Gib Irod wanted one right after attacking, she could not draw 2 more later in the combat. The number of cards traded cannot exceed 3.
	Cards that recycle the discard pile are helpful with this Gib. Myrmidons (210/4th) and Recall (74/DL) are two good examples. Because of her high level and undead status, Negative Planar Energy (73/NS) and Orcus (44/NS) are great cards to have in play with Gib Irod. With these two cards in play, this champion would automatically defeat all non-cleric or non-avatar champions of base level 18 or less.
	An excellent artifact to attach to Irod is the Book of the Dead (51/NS), because she can extend most of her immunities to the rest of this player's undead.

[Cleric]

Gib Drawsemaj

Avatar. Can be brought into play just after this player causes an opponent's realm to be discarded. When he appears, his player chooses the special powers of any two non-avatar champions to be his for that game. Limit one avatar per pool.
22/25

This Dragonlance champion is a level 20 cleric avatar. To bring Gib Drawsemaj into play, the player must cause an opponent's realm to be discarded. This does not mean razed, the realm has to be discarded to allow this avatar to come into play. Any method to cause a realm to be discarded will work, including things like Invisibility (339/1st), Cataclysm (119/4th) and the Barbarian's Revenge (129/4th). This is one of the few champions that can be brought into play at any time, during anyone's turn, as long as the requirements are met.
	When Gib Drawsemaj is first brought into play, the owner of this Gib must choose the special powers of two non-avatar champions in play. These special powers become the special power of Gib Drawsemaj for the rest of the game, even if he is discarded and brought back later. If there is only one champion available for this Gib to emulate, then he will lose the chance to copy a second champion. You may only have one avatar at a time in your pool.
	Because the special powers of Gib Drawsemaj must already be in play, it's a good idea to have several champions that you'd like to imitate already in your deck. Don't rely on copying just your opponent's champions. Many great combinations can exist for this champion. One set of powers worth copying would be Gib Lhadsemlo (18/NS Chase) and the Living Wall (58/PO).
	This champion is perfect for using items like Goibhniu's Warhammer (32/UD), because his level is already above the minimum. Drawsemaj is also a great cleric to have cast Elemental Swarm (52/UD), since even without any attachments, the swarm would be attacking all icons of level 10 or less in the targeted pool.
	It is important to note that avatars may not have their special power copied by any other champion, including another avatar.

[Psionicist]

Gib Aklem

Elf. This powerful mentalist can invoke his Telekinesis power during combat, causing any champion to become his ally during that round. If he loses the round, the ally is discarded instead of him. (Off/4)
23/25

This Dark Sun Psionicist has a base level of 9. He is considered an elf, and can be affected by cards that specifically target elves. Although this champion has a high level, and can use all psionic power cards, his real power is displayed when he is involved in combat.
	When in combat, he can use his Telekinesis power to force any champion in play (that is not immune to offensive psionic powers) to become his ally for the current round of combat. Any attachments come with the new "ally". If Gib Aklem is victorious in battle, the ally returns with his attachments to his original pool. If Gib Aklem is defeated, however, the ally (including attachments) is discarded in his place, and Aklem returns to his own pool. Aklem has still been defeated, and cannot attack or defend again that round unless granted by some other card, like the Scimitar of Speed (205/4th).
	One of the nastiest tricks you can do with Gib Aklem is to use your opponent's special powers against themselves. For example, keep Gib Aklem in your hand, and when you're attacked, defend with Gib Aklem and force someone like Iuz the Evil (167/3rd) to be your ally. Now lose. You get rid of Iuz, you can raze an opponent's realm, and you still have your champion for next time. You still must wait until you can legally play an ally (i.e. you are on the losing side) before activating Aklem's power.

[Realm]

Den of Thieves

When attacking any realm in this player's formation, the attacking player must discard a card from his hand or pool for each champion and ally sent forward.
24/25

This is an AD&D realm, and can only have holdings that are AD&D or that can be attached to any realm.
	The Den of Thieves is a very powerful realm when you plan on defending a lot. Because its power affects all the realms in a formation, it may be wise to place it in the second rank or farther back, so it isn't easily attacked. Also, any holding that can protect it from events and/or spells would help keep this realm safe.
	When the Den is in play and unrazed, any player that attacks this player's formation must discard one card from either his hand or pool for each and every champion and ally that is used on his side of the battle. Because this affects the entire formation, realms that can defend twice, like The Trollmoors (9/4th) and Nibenay (226/3rd) are excellent choices to include in a deck containing the Den of Thieves. The same thing goes for champions that can defend twice.
	In order to get the most use out of this realm, attach a holding like Geneva Conclave (Promo 2) and use Beneath Castle Drawmij (25/DU) dungeon card to protect the holding. This basically protects the realm from any non-combat effects. Now combine these cards with any other cards that force your opponent to discard cards. Examples include the Athasian Sloth (230/4th), the Cat Burglar (78/NS), and Lady of Fate, Avatar of Istus (42/PO). Add the Ring of Winter (455/4th) to one of your champions, and you can keep your opponents' hands down to almost nothing.
	This realm's power applies to any allies sent forward. Thus allies gained through the use of other cards, like the Axe of the Dwarvish Lords (457/4th), are still required to pay the fee when used.

[Realm]

Mad Scientist's Laboratory

This player can reanimate champions and allies from any discard pile. Each acts as a +1 undead ally. At the end of the battle, all cards used in this manner are placed in the Abyss.
25/25

This is a Ravenloft realm, and can only have holdings that are designated as Ravenloft, or that can be attached to any realm.
	The Mad Scientist's Laboratory can arguably be considered the best realm in the Spellfire game to date. When in play and unrazed, this realm grants the player the ability to reanimate any discarded champions and allies. He can do this whether he is attacking or defending, but only when he is involved in combat.
	When this player reanimates a champion or ally, it becomes a +1 undead ally for this player's champion in combat. They retain none of their original powers or levels. If the opponent has some restriction that prohibits the playing of undead or allies, this player cannot use this power. When the battle is over, all cards reanimated by the Mad Scientist's Laboratory are sent to the Abyss.
	There is no limit to the number of cards that can be affected in this manner, and through the use of this realm, this player can effectively force all champions and allies in everyone's discard piles into the Abyss. Since there are very few cards that can retrieve champions and allies from the Abyss, the player possessing the Mad Scientist's Laboratory will soon be at a great advantage. This player can reanimate cards from his own discard pile, but they, too, will be sent to the Abyss.
	Since this realm itself has no immunities, it will probably become the target for Cataclysm (119/4th), Disintegrate (393/2nd), Estate Transference (437/3rd), and the like. Having Limited Wish (382/4th), Calm (400/3rd), or Helm (255/4th) would help contain this threat.
	The best defense against this realm is to keep your champions out of the discard pile, either through cards like the Winged Boots (186/4th), or by not losing. Otherwise, expect to have a really full Abyss by the end of the game.
	The player of the Laboratory chooses which discard pile he will draw on for the realm's power at the beginning of combat. During that combat, the chosen discard pile is the only one he is allowed to drain of champions and allies.