Spellfire®
Tournament Rules
Version 2.0

What Are These Rules?
These rules for the SpellfireÆ card game are very similar to those for the latest edition of Spellfire (4th Edition). These rules make special modifications for specific types of tournaments and serves as a more expanded commentary on the game (since we weren’t limited to a certain number of panels like in the published game).

Rules
Spellfire is a collectible card game for two or more players. The idea is that each player builds his own unique deck of cards from all the cards he owns. Most cards have strange powers that break or change the general rules of the game. In all cases, the special power on the card takes precedence over the rules presented here.
	These rules are slightly different than those presented in 4th Edition. In all cases, these rules supersede any other published rules. The major changes include:

• When a player runs out of cards, he reshuffles his discard pile to form a new draw pile at the end of the current turn.

• Ancient Kalidnay, along with the Caravan event, cannot be used until the last player to go in the first “turn cycle” has started his turn (or has had his turn skipped).  The last player to go in the first “turn cycle” may use both of these freely after he has started his first turn.

• Everyone is allowed to include a “free” avatar in his deck; that is, its level doesn’t count. It still counts as a single card for purposes of deck construction, however.

• The blueline rules presented in the two Reference Guides are legal and in play in tournaments. The online version takes precedent and includes all of the blueline rules included in the reference guides.

• Rules clarifications now exist for running out of cards, champions who have the ability to play "all or any" of a particular card type, copying the special powers of other cards, the Removed from Game area, and borrowing cards. Refer to the specific rules section for more information.

• Events, when played, are sent to the Void (removed from game area). Events that are discarded before having been played are sent to the Abyss.

	In addition, your fellow Spellfire players have subjected these rules to intense scrutiny. Where possible, clarifications and examples have been provided to make the rules easier to understand. Since space isn't an issue in this version of the rules, we've spent more time discussing some of the more complicated rules.

Tournament Protocol
There’s no such thing as an ante or sideboard in sanctioned tournaments (refer to variants under the tournament structure for exceptions). Players are encouraged to build as challenging a deck as they can while at the same time being aware of strategies that may work against their creation. Players are not allowed to change decks or add cards once the tournament has begun unless special rules exist for a particular tournament. The only exception to this rule is that a player may replace a card destroyed by the Enter Darkness Together event at the end of the current round, unless the player replaces the destroyed card with the same card.  Then the player may do so at the end of the current game.
	Likewise, “touch rules” don’t exist in tournaments. If a champion casts an offensive spell at a champion who is immune to offensive spells, he’s allowed to re-target the spell in most circumstances (the exception being that if he casts into a pool at a hidden champion who happens to be immune, the spell is wasted). Likewise, if a player unknowingly sends his champion into an instant-defeat (like attacking with a monster when the Lovely Colleen is in the defender’s pool), he’s allowed to take back his attack, except in the case of a hidden pool. Remember that everyone’s supposed to be having fun.

What’s It All About?
The idea of the game is to build an empire. Players take turns drawing and laying down cards from their individual decks. In a collectible card game, each player has his own deck. Cards from one player’s deck are never mixed in with cards from another player’s deck.
	As each player builds his empire, other players try to destroy it. The players use fantasy champions (clerics, heroes, monsters, wizards, and others) to attack and defend their empires. Spells, magical items, artifacts, events, allies, and other special cards aid these champions. If the attack is successful, part of the defender’s empire is razed or a defending champion is defeated. “Razed realm” is a term that pops up continuously in these rules.
	In any game, the idea is to have fun. Don’t get hung up on rules technicalities or play “touch rules.” No one has fun in a game with a rules lawyer. Play fair and honestly. Be willing to replay a few cards if a player didn’t understand what was going on. Remember that it’s just a game.

The Cards
Each card has a similar look and layout. Take a moment to place down a few of the cards. The horizontal cards mostly have map pictures; they are the realms that make up an empire. The rest of the cards are laid out vertically. In the upper left-hand corner is an icon that identifies the type of card. The wizard champion icon and wizard spell icon have the same shape, but different colors. The same is true for the cleric champion icon and the cleric spell icon, the psionicist champion icon and the psionicist power icon, etc. Spell and power icons are pale yellow.
	Seven of these icons belong to a single card type: champion. Clerics, heroes, monsters, wizards, psionicists, thieves, and regents are all champions. Rules that discuss champions apply to all of these cards. There are some rules unique to individual types of champions.
	Some of the icons have a number. Most champions have a number for a level. The number is the level of the card. The higher the level, the more powerful the card. Most cards have levels ranging from 0 to 9, though a few cards, notably the avatars and select “Gib” champions, have much higher levels of power.
	Some champions and allies have a "?" for a level. This means that there base level won't be known until the conditions on the card have been performed that grant it a level or icon bonus.

Worlds
At the bottom of the card is a marble box that contains four elements, the most obvious of which is a world logo. The logos are Advanced Dungeons & DragonsÆ, BirthrightÆ, Dark SunÆ, DragonlanceÆ, Forgotten RealmsÆ, GreyhawkÆ, and RavenloftÆ. Only champions, artifacts, realms, and holdings have world-specific logos, and these logos typically dictate how cards work together. For example, an AD&DÆ champion can use only an AD&D artifact. AD&D realms can have only AD&D holdings attached to them.

Special Powers
The marble box at the bottom of a Spellfire card contains its special power. This power is an ability or function that falls outside the normal rules of the game.
	Racial and movement characteristics are not considered to be part of a card’s special powers. An elf always remains an elf, a flyer always remains a flyer, and an undead champion always remains an undead champion. Cards that strip away a card’s special powers never strip away these characteristics. Card powers that specifically strip away a champion’s ability (such as flying, being undead, or other characteristic) work normally.
	The Reference Guides also list clarifications that are not printed on the cards themselves. This grants characteristics to some champions, making them flyers, swimmers, undead, etc. These are called the blueline rules, and they are not optional in Spellfire tournaments—they are part of the rules.

The Deck
A standard Spellfire deck contains a mixture of realms, holdings, champions, allies, events, spells, magical items, artifacts, and other cards. The precise mix depends on the deck and the player. Each type of card has its own purpose and value in the game.
	No individual card can appear more than once in a deck, unless that card states that multiples are allowed in the same deck (such as the Shaqat Beetles (329/3rd) or War Party (54/3rd)). A card is considered the same if it has both the same icon and the same name. There are three different sizes of decks used in Spellfire tournaments, and each deck is limited by the number of specific cards it can include.

55-Card Deck (Standard)
Rule cards	0–3	Allies	any number
Realms	8–15	Blood abilities	any number
Holdings	0–6	Cleric spells	any number
Champions*	1–20	Psionic powers	any number
Artifacts	0–10	Thief abilities	any number
Magical items	0–12	Unarmed combat	any number
Events	0–10	Wizard spells	any number
Total cards	55
*The champions in a deck may not total more than 90 levels. Use the number appearing in the icon on the card to determine a champion’s level. If there is more than one number in the icon, use the first one. Note that each player can include one avatar in his deck for free; its levels don’t count toward the 90-level maximum (but it still counts as a single champion).

75-Card Deck
These decks are used frequently for tournaments offering rules variants like the Barbarian’s Game or where a 10-realm victory condition is set.

Rule cards	0–4	Allies	any number
Realms	10–20	Blood abilities	any number
Holdings	0–7	Cleric spells	any number
Champions*	3–27	Psionic powers	any number
Artifacts	0–12	Thief abilities	any number
Magical items	0–15	Unarmed combat	any number
Events	0–13	Wizard spells	any number
Total cards	75
*The champions in a deck may not total more than 125 levels. Use the number appearing in the icon on the card to determine a champion’s level. If there is more than one number in the icon, use the first one. Note that each player can include one avatar in his deck for free; its levels don’t count toward the 125-level maximum (but it still counts as a single champion).

110-Card Deck
This is the largest deck that is sanctioned in a Spellfire tournament. These massive decks are normally quite strategy-oriented, since the chance of specific cards being drawn is half that of a standard deck. The Campaign Classic tournament frequently uses 110-card decks.

Rule cards	0–5	Allies	any number
Realms	15–30	Blood abilities	any number
Holdings	0–10	Cleric spells	any number
Champions*	4–40	Psionic powers	any number
Artifacts	0–15	Thief abilities	any number
Magical items	0–20	Unarmed combat	any number
Events	0–17	Wizard spells	any number
Total cards	110
*The champions in a deck may not total more than 180 levels. Use the number appearing in the icon on the card to determine a champion’s level. If there is more than one number in the icon, use the first one. Note that each player can include two avatars in his deck; their levels don’t count toward the 180-level maximum (but they still counts as two champions—and each may have limitations that prevent both of them from being in play at the same time).

	Tournaments should always post what optional rules variants and victory conditions are being used so as to allow players to create decks that match the intent of the tournament. If no variants are listed, it assumes a standard, 6-realm game is being played. If a specific type of tournament is listed, players should refer to the rules under that tournament type before constructing their decks.
	Tournament players cannot choose what optional rules they’re going to use during their game, even if everyone at the table agrees to them. The tournament coordinator always decides optional rules.

Dungeon Cards
These special cards are considered a free card in deck construction; they don’t count as part of a deck, thereby creating actual deck sizes of 56, 76, or 111 cards. Originally introduced in the Dungeons! booster, dungeon cards grant a player special advantages. These advantages range anywhere from enacting normally optional rules to shielding your draw pile from inspection.
	Unless otherwise noted in the event description, all tournaments allow the use of dungeon cards. Note that some optional rules are already in use in tournaments, so make sure to build decks with that fact in mind.

How Dungeon Cards Work
Players don’t shuffle their dungeon card into the deck like they do a normal rule card. At the start of the game, each player gets to put his dungeon card into play. 
	There are only three ways to remove a dungeon card. The first is by casting a Wish spell. If the Wish is successfully cast, both the Wish spell and the caster are removed from the game. The dungeon card is also removed from the game. See the notes below about the "Removed From the Game" area of the game.
	Gib Kcir (16/RR Chase) has a special power that allows her to place another non-realm card in the Abyss. This also removes the dungeon card from the game, but Gib Kcir remains in the Abyss (so there is a possibility that she can be recovered later).
	The final way to remove a dungeon card is by attacking the Dungeon Card itself. This is performed in phase 4 in lieu of attacking an opponent’s realm. In order for a dungeon card to be attacked, however, the owner of the card must have a formation (at least one realm in play, razed or not). 
	If the attack is successful and the dungeon card is “razed,” the victorious champion is removed from the game. Cards that were attached to the champion are sent to the discard pile. The attacker then gets a dungeon spoils. If a defender defeats an attacker, the defender gets a dungeon spoils, and no further rounds of combat can be waged this turn over the dungeon card.
	A dungeon spoils is a special kind of spoils of victory. The victor draws a card, showing it to all the players. If the card drawn is a realm, the dungeon spoils is sent to the Abyss and the victor gets the opportunity to shuffle his discard pile into his draw pile. If the card drawn is any other type of card, he gets to play it like a normal spoils (or place it in his hand).
	Once a dungeon card is removed from the game, it can’t be put back into the game by any means. The only time you can play a dungeon card is at the beginning of the game.

Starting the Game
To find out who goes first in a game, each player randomly draws (or cuts to) one card, noting the last digit of the card number. The player with the highest number goes first. In case of a tie, the players who tied draw again until one of them draws a higher card. Each player then shuffles his deck thoroughly and places it face down on the table. The player to his right is entitled to cut the deck before the owning player can draw any cards. Each player has his own draw pile and never draws cards from any other draw pile.
	The size of deck being played determines the number of cards drawn and a player’s maximum hand size. These are detailed below. All players always draw the indicated cards during their first turn, regardless of any card that limits the number of cards an opponent can draw. For example, if Player A plays the Taxation rule card before his first turn, all players still draw three cards for their first turn. After the first turn, normal rules apply (so everyone would follow the rule card after their first turn).

55-Card Game Drawing & Hand Size
Each player draws five cards to form his starting hand. At the start of a player’s turn, he draws three cards. Play proceeds clockwise around the table.
	At the end of a player’s turn, he can have only eight cards in his hand; extras must be discarded. Events that are discarded are sent to the Abyss; all other cards go to the discard pile.

75-Card Game Drawing & Hand Size
Each player draws six cards to form his starting hand. At the start of a player’s turn, he draws four cards. Play proceeds clockwise around the table.
	At the end of a player’s turn, he can have only 10 cards in his hand; extras must be discarded. Events that are discarded are sent to the Abyss; all other cards go to the discard pile.

110-Card Game Drawing & Hand Size
Each player draws seven cards to form his starting hand. At the start of a player’s turn, he draws five cards. Play proceeds clockwise around the table.
	At the end of a player’s turn, he can have only 12 cards in his hand; extras must be discarded. Discarded events are sent to the Abyss; all other cards go to the discard pile.

Two-Draw Mulligan
If a player has not played a realm and does not have a realm in his hand that he could play by the end of his second turn, stop the game and start over. No one wins or loses. The player calling for a mulligan must have played any helpful event cards that might give him a chance to get a realm, such as Good Fortune, and he must reveal his hand to prove he has no realms. It is possible for a player to draw a realm, but then be forced to discard it through card play. If, however, the player chooses to discard a realm of his own volition, he may not call a mulligan. The player can call for a mulligan as long as he never got the chance to play a realm card onto the table. If a player has realms in his hand, but other players have them all in play, he can still declare a mulligan. 
	A mulligan can only be declared by the same player twice in a row. On the third game, that player is forced to continue play with the cards he draws. When starting a new game as a result of a mulligan, players need to determine again who goes first.

Victory
A Spellfire game ends when the victory conditions are met. The standard victory conditions for 55- and 75-card decks are when one player has six unrazed realms in his formation. The first player to do this wins.
	Decks composed of 110 cards end when one player has 10 unrazed realms in his formation. Certain 75-card variants also require 10 realms to win, but these are clearly stated in the tournament guidelines.

Game Play
Every player must follow this turn sequence. Phases 1, 5, and 6 must be performed. Phases 0, 2, 3, and 4 are optional.

Phase 0: Play a Rule Card
Perform any other actions that must happen at the beginning of a player’s turn. For example, Marco Volo allows a player to look at an opponent’s top card at the beginning of his turn (phase 0).
Phase 1: Draw three cards from the draw pile
Some cards allow a player to draw additional cards each turn. Unless another phase is specified, all cards that grant extra cards do so during this phase.
Phase 2: Play a realm and/or holding
Only one of each can be played in a turn, even if you have more in your hand. Steps A & B can be performed in any order.
a) Play, rebuild, or replace one realm
You may do only one of the three options. If a realm is played, the player cannot rebuild another realm in the same turn. For more details on rebuilding and replacing realms, see Razed Realms.
b) play one holding
Holdings must be attached to realms from the same world. Once attached they cannot be rearranged. 
Phase 3: Play cards into the pool and use spells, psionics, blood abilities, or thief skills
You are not required to perform steps A & B of this phase in a set order; you can bounce back and forth between them. Only the player whose turn it is can perform actions during this step.
a) Place any number of champions, artifacts, and magical items into the pool
Artifacts and magical items must be attached to champions. Once attached, they may not be rearranged. A single artifact can be placed on a champion from the same world; any number of magical items can be attached to any champion. You can continue placing magical items and artifacts on your champions during this phase.
b) Use any phase 3 spell, psionic power, blood ability, or thief skill
There must be a champion in the pool able to use the spell, power, ability, or skill. Other players may use cards to negate the cards you’re trying to play. You can only play Phase 3 cards during this time.
Phase 4: Attack one realm of another player
Once the realm is chosen, the attacker cannot switch the attack to a different realm, even if he uses different champions. Champions for the attack can come from the player’s hand or from his pool. For more details on attacking realms, see the Combat section.
Phase 5: use Phase 5 cards and adjust the hand size
At this point in the turn, it’s no longer possible to place champions in your pool, attach magical items, or perform other actions typically done during phase 3 unless obtained as a spoils of victory.
a) Use any card allowed to be played in phase 5
There must be a champion in the pool able to use the card. Only the player whose turn it is can play cards in phase 5.
b) Discard cards from the hand until you’ve reached your maximum hand size
Some card powers may allow you to keep more cards in your hand. Other cards may limit the number of cards you can keep in your hand.
Phase 6) Rap on the table to end your turn
The player to the left may now take his turn.

Rule of the Cosmos
Only one of each champion, artifact, realm, and holding card can be in play at once. While one player has a specific champion, artifact, realm, or holding in play, no other player can have that card in play. For example, if a player has Elminster in his pool or in combat, no other Elminster card can be brought into play. 
	If the card name and icon are identical, the Rule of the Cosmos prevents them from being played. Razed realms are considered to be in play and prevent another player from playing that same realm into his formation.
	Champions in Limbo are not considered to be in play. For the effects of playing champions into your pool while another player’s version is stuck in Limbo, refer to the Limbo section.

Realms
Realms represent places that are loyal to the player. They are the focus for attacks and defenses. Each realm is a kingdom, nation, city-state, or empire found in one of TSR’s AD&D role-playing worlds.
	During phase 2, a player can play one new realm. This new realm is played into the foremost empty space in the formation or on top of a razed realm; it can’t replace an active (face-up) realm. A razed realm is discarded if a new realm is played over the top of it.
	Empty places in the formation must be filled in a certain order. The tip of the pyramid (card A) must have a card, even if it is razed, before playing one in the middle (cards B and C) or last row (cards D, E, and F). The middle row must have cards in both of its positions before a card can be played in the last row. It doesn’t matter which card in a particular row is played first.
	If a player has no realms on the table, razed or unrazed, all champions in his pool are discarded at the end of the current turn. A player who has earned spoils of victory (see below) and draws a realm can save his champions from being discarded as long as he plays the realm into his formation.

The Formation
As realms are played, they form a triangle with its base toward the player. The first realm played is the top point of the triangle. The second row must be filled before any realms may be played in the third row.
	If cardplay forces a realm to be discarded, it is possible to have an empty spot in the lead position when there are realms in the second row, or an empty spot in the second row when there are realms in the third row. In those cases, new realms must be played into the empty spots first.
	For example, if realms A through E are filled, but A and B have been discarded by events, the player must lay down his next realm into position A. He cannot lay it down into position B or F.
	Each realm protects the realms behind it by shielding them from attack. A realm cannot be attacked if it is behind another unrazed realm, unless the attacking champion possesses a special power to allow him to attack there. A razed realm offers no protection. Realms that are exposed by a razed realm can be attacked normally.

Razed Realms
A razed realm is turned face down. It is not removed from its position in the formation or discarded. If a holding is attached to that realm, it is discarded when the realm is razed. During phase 2, a player can replace a razed realm with a new one. The razed realm is then discarded.
	Once a realm has been razed, any special power the realm provided is eliminated. It is not considered to be a realm from any particular world, and it has no special powers (unless the special power activates as a result of the realm being razed). A razed realm can be rebuilt (flipped up) if the player discards three cards from his hand during phase 2. The player can only rebuild one realm each turn, and by doing so forfeits play of a new realm. When the rebuilt realm is flipped back over, its special power is reactivated.
	In the set-up diagram, realm A protects realms B and C. If A is razed; B and C can be attacked. If A and B are razed, C and D can be attacked. Realms E and F are still protected. A realm retains its position in the formation even if other realms are discarded. For example, if realms A, B, and C are all discarded, realms D, E, and F do not move up to fill the empty spots.

The Pool
The pool is just a place on the right side of the formation. In phase 3 of his turn, a player can put any number of champions into the pool from his hand. He can attach artifacts and magical items to these champions. These cards are considered to be in play but don’t count against the player’s hand size limit. The cards in the pool stay there until they are used in battle or until cardplay forces them to be discarded. If a champion is sent to the discard pile, Limbo, or the Abyss, all of his attached cards are placed in the discard pile.

In Play
A card is considered "in play" when the card is either in the pool, in the formation, or involved in a battle. Rule cards that are on the table, and events with a stated duration, are also cards considered to be "in play." A card that is removed from play is typically sent to the discard pile, unless a card's power specifically sends it somewhere else, such as to Limbo or to the Abyss. A card that is not  “in play”, no longer has any effect on the game. Recall that when an event is discarded, it is placed in the Abyss.

Limbo
Limbo is a special place that cards are sometimes sent to, either as a result of losing combat or through the power of some realms, events, and other cards. While a variety of cards can be sent to Limbo, only champions can typically emerge; all other attached cards are discarded. The exception to this is that if a champion is sent to Limbo outside of combat, all of his attachments return with him.
	Limbo is typically a place to the left of the player’s formation. All cards in Limbo are considered not in play. If another player brings an identical champion into his pool, the champion in Limbo is sent to the discard pile when he leaves Limbo. Players can never choose to leave their champions in Limbo to avoid being discarded.
	Unless otherwise specified, any champion sent to Limbo remains there until the end of his owner’s next turn. 
	If a player is allowed to draw cards from his discard pile, or shuffle cards back into his draw pile, cards in Limbo are not included.

The Abyss
The Abyss is a place where events are placed if they have been discarded without having been played. In addition, some spells, realms, holdings, and other cards can place a card in the Abyss. Once any card is sent to the Abyss, it cannot be brought back into the current game except by cards that state they can retrieve cards from the Abyss, such as the Gatekeeper or Karlott the Shaman.

Removed From The Game (The Void)
Some cards specify that a card is to be removed from the game. Commonly referred to as the Void, this is a special area outside the game from which cards can never return. It might be the box that you normally hold your Spellfire cards in; just make sure that they don’t get mixed up with your discard pile, Abyss, Limbo, or draw pile. Currently, there are very few means by which a card is permanently removed from the game. A dungeon card removed from play is permanently removed from the game. A champion who razes a dungeon card is removed from the game. If a champion casts Wish to remove a dungeon card, both the champion and the Wish spell are removed from the game. Finally, the ally Bottomless Horror (54/DU) has the ability to transfer cards out of the game from the Abyss. Once a card is sent to the Void, it can never be brought back into that game.

Combat
During phase 4 of a turn, the acting player can attack one realm of another player. All attacks against a single realm are known as a battle; each champion that comes forward during the battle constitutes a single round of combat. An attack follows this sequence:

a) The attacker indicates which realm is being attacked
It must be a realm he is able to attack, either because it is exposed (in position A, for example) or because he has some special movement power allowing him to attack it. A player can choose to attack any other player’s realm except his own.
b) The attacker selects a champion from his hand or pool and presents it as the attacking card
The player may not add any artifacts, magical items, or other cards to the champion at this time. However, if the attacking champion came from the player’s pool, he may already have some attached cards. If that champion is attacking a realm from the same world, he adds 3 to his adjusted level (see World Bonuses, below). An attacker may be involved in only one round of combat (unless her special power states otherwise), either as attacker, defender, or ally.
c) The defender selects a champion from his hand or pool and presents it as the defending card
The player may not add any cards to the defending champion at this time. However, if the defender came from the player’s pool, he may already have some attached cards. If there is no defense, the realm is razed. If the defending champion is from the same world as the attacked realm, he adds 3 to his adjusted level (see World Bonuses, below). A champion may be involved in only one round of battle (unless her special power states otherwise), either as attacker, defender, or ally.
d) The attacker’s special power and attached cards activate first, followed by the defender’s special power and attached cards
Refer to the Order of Activation section for the precise order that cards activate. If an attacker wins the round of battle through use of his special power (before the defender gets to activate his special power), the defender is discarded and that round is over.
e) Compare the total levels of each side
Take into account any realm, holding, magical items, artifacts, events, spells, etc. that affect the combat. The side with the largest total is winning. A tie means the defender is winning.
f) The player that is losing can play one card
Compare the total levels again. The losing player keeps playing cards one at a time until he is winning. The winning player can play only events or "play-at-any-time" cards. Cardplay goes back and forth like this until the player that is losing either cannot or refuses to play another card. This round of combat is over. The winner does not have the option to play any more cards, no matter how badly he may want to.
g) The player with the highest adjusted level wins that round
The defender always wins ties.
h) The winner places his champion, with all of its attached cards, into his pool
He discards all allies, spells, and other non-permanent cards used in the combat; magical items and artifacts are typically all that remain. The loser discards all the cards he used in the combat, including his champion and all its attached cards.
i) The players have now completed one round of battle
If the attacker won the round, but the realm he attacked was not razed, he may select another champion and attack again unless otherwise stated. He may not use the same champion to attack more than once in his turn. He must attack the same realm; he cannot switch the attack to a different realm. The defending player likewise must choose a new defender (but is never required to defend).
	If the attacker lost or the defending realm was razed or discarded, the battle is over. The attacker may not continue to attack new realms, even if he has champions left who have not participated in battle this turn.
j) After the battle is over, one of the players may be eligible to draw spoils of victory
Spoils of victory is one card from the player’s draw pile. The attacker draws spoils of victory if the realm he was attacking was razed or discarded. The defender draws spoils of victory if an attacking champion was defeated in combat and discarded (sent to Limbo, the Abyss, or the Void).

World Bonuses
When a champion attacks or defends a realm from the same world, that champion’s adjusted level is increased by 3.

Order of Activation
When the combat round begins, cards activate in a particular order. Most of the time, all of the attacker’s cards activating in the order that they are attached don’t cause any questions to arise. Sometimes, however, the precise order that cards activate can be important.
	The list below details the precise order that cards activate. Note that you should only use this listing to resolve disputes. Most of the time, the attacking champion and all attached cards activate first and there is no problem.

1) Rule Card
2) Dungeon card
3) Realm Power
4) Holding Power
5) Spells, psionic powers, and other cards in play before battle (in the order played)
6) Powers that activate “before combat”
7) Attacking champion’s special power and any attached:
a.) Artifacts*
b.) Allies*
c.) Magical items*
d.) Blood abilities*
e.) Thief skills*
f.) Unarmed combat cards*
g.) Psionic power cards*
h.) Spells*
8) Defending champion’s special power and:
Attached cards (same order as attacker)

	*Multiple same-type cards activate first by highest bonus modifier and then alphabetically (starting with the first letter of the card name). When determining bonus, use only the number in the card’s icon. In the case of same-name cards with no bonuses, lowest card number goes first.

	Champion powers (and attached cards) activate fully when moved into combat. This includes all cards that adjust the level of the attacking or defending champion (such as the Triumvirate realms or magical items like the Banner of the One-Eyed God (103/3rd)). Cards whose special powers actually bring another card to the battle (like Gib Aklem (23/NS Chase), who can use another champion as an ally), can only activate those powers when it is legal for the player to play a card into the battle.
	Some cards allow other cards to be played immediately outside of the realm of the Order of Activation.  These cards supercede this rule.

Ending the Battle
The battle ends if the defender’s realm is razed or discarded, or if one of the attacker’s champions is defeated or discarded. However, there are some special circumstances. All possible results for a round of combat are listed below (see also Wall Spells).
• If the defender defeats an attacking champion during a round of combat, the battle is over. The attacker may not put forward another champion to continue the attack. The defender earns spoils of victory if the attacking champion was discarded (not sent back to his pool).
• If the attacker wins a round by defeating the defending champion, he can continue the attack. The victorious champion returns to the attacker’s pool and the player can bring forth a different champion that has not already been used in this battle and start another round of combat against the same realm.
• If the defender ever declines to defend the realm, the realm is razed and the battle is over. The attacker earns spoils of victory.
• If the attacker ever declines to put forward a champion, the battle is over. Neither side has won, and neither player gets spoils of victory. The attacker is never required to continue an attack. 
• If cardplay causes the attacked realm to be razed or discarded (such as by a Cataclysm! event) during combat, the battle is over. The attacking player gets spoils of victory and both attacker and defender return to their respective pools. Both champions must be selected (and their special powers must have activated) before combat is considered to have started.
• If cardplay causes both champions to be discarded (both champions being monsters and treasure being played).  The battle ends without a winner or loser.
• If cardplay causes an attacking champion to be discarded, the battle is over. The defending player gets spoils of victory. An example would be playing the Treasure event while defending your realm against a monster champion.
	Note that some cards actually cause an opponent to be discarded after combat and have no effect on altering a successful attack or defense. Examples include Iuz the Evil (167/1st) and the Aurak Draconians (50/DL). Some cards even discard a successful attacking champion, but these effects occur outside of the battle and don't alter spoils of victory or the ability of the attacker to attack again with a new champion.

Icon Abilities
Most cards have some sort of special ability that is bestowed upon them by their particular icon. Wizards, for instance, gain the ability to cast wizard spells, psionicists gain the ability to use psionic power cards, regents can use blood abilities, and so on. Any card that removes a champion’s special power does not negate the champion’s icon ability.  Any card that changes the champion type of the champion, actually changes the icon ability of the champion, and they lose the power of their former class.

Casting Spells
All spells are either offensive (meaning that they directly affect the opposing card) or defensive (only affect the casting champion or other friendly cards). While some champions are immune to offensive spells, very few are immune to defensive spells.
	Spells can be cast only in the phases listed on the card during your turn, unless otherwise specified on the card. In addition, all spells must have a target. For example, you can’t have your champion cast Dispel Magic if there is no spell or effect he is negating by casting it.

Wall Spells
If cardplay prevents an attacking champion from continuing to fight, that champion is defeated but returns to its pool and the battle is over. Since the champion was not discarded, the defender does not get spoils of victory. Examples include the Wall of Fire, Wall of Iron, Wall of Stone, Wall of Force, and Wall of Thorns spells.
	It’s worth noting that a flying or earthwalking champion can be defeated by using any of the above spells, since he’s essentially trapped behind the wall where his nonflying allies can’t reach him. An attacking champion always has the opportunity to play a single card that will enable him to continue the battle (regardless of current combat totals), such as the Fly spell.
	If cardplay prevents a defending champion from continuing to fight, that round of combat is over. The defending champion returns to the player’s pool. The attacking player may select a different champion that has not already been used in this battle and start another round of combat against the same realm.

Dispel Magic, Spell Turning, and Reflection
These spells can be cast at any time in response to the casting of another spell. Spell Turning and Reflection works only on offensive spells; Dispel Magic is effective against offensive or defensive spells. The special power of Reflection, where it continues to reflect all spells back at the caster, works only if it is cast in phase 4 (otherwise it works exactly like a Spell Turning).

Wish Spell
The Wish spell is the most powerful spell in the game. It ignores all cards that state they are immune or otherwise unaffected by spells unless they state an immunity to the Wish spell. Regardless of a champion’s immunities or special powers, Wish can discard them.
	Once cast, the spellcaster is incapable of being used in any way, including the casting of further spells and use of any attachments (unless they are continuous effect items like ones that provide immunity). Thus, if the Wish spell is turned back on its caster, another champion capable of casting spells needs to cast another Spell Turning or Dispel Magic to save the original caster.

Instant-Defeat Cards
Certain cards in the Spellfire game instantly defeat other cards of a specific type. Examples include the Lovely Colleen’s ability to kill monsters, the Living Scroll’s ability to defeat heroes and clerics automatically, and others.
	Any time an instant-win due to champion powers is indicated during combat (phase 4), the player about to suffer the defeat gains the opportunity to play a single card in an effort to avoid defeat. It makes no difference who is winning or losing. Cards like the Chest of Many Things (which allows the player to change his champion into a different champion type) can thus turn the tide of battle.
	The card played must change the condition of defeat (such as changing a champion from a monster to a hero). Cards can’t be played to go after the cause of the defeat (like playing the Heartwood Spear to destroy the Living Scroll).
	The special powers of spells, holdings, psionics, unarmed combat cards, thief abilities, allies, artifacts, magical items etc don’t count for the instant-defeat rule. Thus, a level 8 champion who is facing an attacker with the Wand of Orcus is defeated, a champion of base level 5 or less is always discarded by an Intellect Devourer, and the Loup-Garou always defeats a champion who can’t play a magical item. Only cards like Whirling Dervish (99/MI), Aramil of Tusmit (IQ/019) & events that remove the source of the instant defeat can help in situations like these (such as Airship for ally-related powers, Fast Talking to remove magical items and artifacts).

Immunities
A champion whose special ability grants him immunity to any card is immune only to the offensive powers of that particular card unless a defensive immunity is noted. For most cards, this is a simple matter of glancing at the card’s notation (Off/Def) and making the necessary adjustment to the battle.
	Artifacts (and some magical items and other cards) complicate matters by granting their attached champion immunity or special movement power in addition to the card’s other special powers. In these instances, any level bonus gained from the item is lost, but the special movement power and immunity remains. In short, if the power or ability only affects the attached champion, it is not negated by an opposing champion’s immunity.
	A champion’s immunities are always active, regardless of the order in which cards activate (detailed above). This applies to all cards that are in play, but not to cards that are in Limbo, the Abyss, or the hand. A champion immune to offensive magical items is always immune to such items, regardless of whether attacking, defending, or sitting in his pool.

Borrowing Cards
Some champions (as well as other cards) have the special power to borrow cards from other players. Borrowed cards are always returned to the original source at the end of the round of combat that they are borrowed. The only exceptions to this are if the card specifically states what happens to the borrowed card, or if the borrowed card is discarded during the combat.

Copying Powers
When copying the special power of another card, the exact text on the card is copied. The special power of any card marked as an Avatar cannot be copied. If the blueline rules are in effect, blueline powers are gained as well, as are any racial & movement characteristics.  The ability to copy happens immediately after the card is played.
	Whenever a card states that it can copy another card's special power, the owner chooses a new card to copy each turn during phase 3, unless otherwise stated on the card. The copied card lasts for the stated duration of the card, or until phase 3 of the owning player's next turn, whichever is shorter.
Using "All" or "Any" Cards
Some champions and allies grant the ability to use cards of a particular type. The ability to use a particular card type permits the champion to use all types of cards, even those that have additional restrictions (such as "only useable by heroes"). For instance, a hero who has the ability to "cast any spell" can cast the Dragon's Calm spell, which normally can be cast only by dragons.

Order of Play
In intense games, it can sometimes feel like it's a race to play cards down first before someone else can play a card to stop you. Whenever you put a card into play, all players have a chance to respond to your action. This doesn't necessitate a "play-pause" but it does mean that playing cards quickly isn't the solution.
	If you've just put a card into play, all players get a chance to respond. After that, you can continue. For example, if you play Gib Kcir (16/RR Chase) into your pool, you must give other players a chance to respond. If no one does, then you can activate her power and send another card to the Abyss.
	A player who is activating a card already in play on his turn gets priority over other players. The card has been in play, so its activation should come as a surprise to no one. If there's any question as to who played a card first, then the acting player gets to resolve his card before other players.

Running Out of Cards
When a player's draw pile is depleted, the discard pile is reshuffled to form a new draw pile at the end of the current turn. Cards which are supposed to be drawn during a time when the player doesn't have any cards are lost.

Spoils of Victory
If the realm being attacked is razed or discarded during combat, the attacker gets to draw one card from his draw pile. This is true even if cardplay other than combat causes the realm to be razed or discarded. This card can then be played immediately, held in the hand, or returned to the top of the draw pile. The ability to play a spoils allows the player to play a card that normally can't be played (such as casting a Disintegrate spell as spoils, placing a champion into the pool, or playing a realm, for example). The only restriction with playing a spoils of victory applies to playing avatar into the pool. While the avatar can be played as spoils, the cost associated with bringing the card into play must be met.
	If the attacker is defeated and discarded during combat, the defender gets to draw one card from his draw pile. Once again, this is true even if the defense itself did not cause the champion to be discarded, but some other cardplay.
	In the event that rule cards, champion powers, or events allow more than one card to be drawn as a spoils of victory, only the first card drawn can be immediately put into play. The remaining cards must either be held in the hand or left on top of the draw pile.
	A spoils of victory card can be played, kept in the hand, or returned to the top of the draw pile as chosen by the player.

Bringing Avatars into Play
A player may only bring an Avatar into play during phase 3 of his own turn.  As of this writing, only two exceptions to this exist because the cards indicate such: Great Mother (479/4th) and Gib Drawesmaj (22/NS Chase).  Furthermore, all conditions that are required to bring out an avatar (as written on each individual card) must be followed each and every time the avatar is brought into play.  The only exceptions to this are the event Titans Walk the Earth (158/4th), the rule card Avatar's Edict (20/PO Chase), and the cleric Nenioc (284/4th).

Flyers, Swimmers, and Earthwalkers
A flying champion can attack any realm, regardless of its position. If it attacks a protected realm (such as a realm in position B when the realm in position A is still unrazed), all allies of that champion must be flyers, swimmers, or earthwalkers in order to reach it. A champion’s ability to fly, swim, or earthwalk is not automatically conferred to its allies.
	A swimming champion is able to attack any realm that shows a coastline, even if it is protected. Realms that do not show coastlines can only be attacked by swimmers if they are exposed (such as in the A position or behind razed realms). Rivers and ponds don’t count for coastline; a complete list of realms with coastlines is in the Spellfire Reference Guides.
	An earthwalking champion can move underground to reach realms that are otherwise protected. Earthwalking is a special power that allows that champion to attack any realm that doesn’t have special movement requirements or is limited by champion type (such as a power that “only clerics can attack” or “only swimmers/flyers/monsters can attack”).
	A flyer cannot choose to not fly. A swimmer cannot choose to not swim. An earthwalker cannot choose to not earthwalk. If a realm cannot be attacked by a flyer, a champion designated as a flyer cannot attack it, even if the realm is exposed and he need not fly to get to it. The same is true for swimmers, earthwalkers, or any other champion of this type. Any type of champion and ally can defend against flyers, swimmers, and earthwalkers.

Events
Most event cards can be played at any time, even during another player’s turn. Those that cannot state specifically when they can be played. In general, events take effect in the order they are played. If another player is drawing a card from his hand to play, it is considered rude to quickly whip out an event before he can finish playing his card.
	Event cards are either harmful or helpful. A harmful event can be ignored by a player if he plays the Calm event or discards Delsenora from his pool. An ignored event still works against other players, however. Any event can be negated completely by casting a Limited Wish or Intercession, by casting Dragon’s Calm, or by discarding Helm from his pool. A Wish can only negate an event that has a duration stated on the card (such as cards that state “Until the end of this player’s next turn”).
	Helpful events only affect the player who played them and can only be negated by other players through use of Limited Wish, Intercession, or by discarding Helm from the pool. While allowing another player to have an extra turn through use of the Caravan event might be undesirable, it’s not considered harmful. 
	Event cards are placed in the Removed from Game area after being played; they can never be returned to a player’s hand. Events that are discarded from the hand before having a chance to be played (such as from a Transformation event) are sent to the Abyss, where cards like Karlott the Shaman have a chance to recover them. Some cards, such as Myrmidons, allow a player to reshuffle his discard pile into his draw pile. Since event cards are in the Abyss or the Removed from Game area, the Myrmidons have no effect on them.
No player can play the Caravan event or activate the special power of the realm Ancient Kalidnay, until the end of the first “turn cycle”. Once this has happened, the Caravan event can be played normally and Ancient Kalidnay can be razed to gain an extra turn.

The “Event Pause”
The moment an event is played, the event-player gives other players a chance to do one of the following actions:

• Negate the Event* (Limited Wish, Helm, Enter Darkness Together etc)
• Duplicate the Event** (Bell of Might, Onad    the Weasel etc)
• Calm the Event* (Calm, Delsenora etc)
• Deflect the Event (Deflection; Hijacking etc)

*The decision to Calm or negate an event begins clockwise from the event-player. Once the player has been passed, he can’t choose later to Calm or negate an event.
**An event that has been negated cannot be duplicated by use of Onad the Weasel, the Bell of Might, or similar cards.

	Once an event has been played, the first action a player does must apply to the event or the event occurs normally. For example, a player with the Bell of Might in his pool is the subject of a Cataclysm! event. The player can either choose to Calm or negate the event, thereby nullifying it, or choose to duplicate the event against someone else. He can’t do both; he’s only entitled to a single action.
	A player who attempts to negate an event can still choose to Calm the event if his method for negation fails. Likewise, a player who has both a Limited Wish and an Intercession in his hand can make two attempts to negate the event (since if another player dispels his Limited Wish, he still hasn’t performed his action against the event; his spell never occurred). Even if all methods for negation fail, the player is still allowed to Calm or duplicate an event (actions performed by a player to stop an event that are themselves stopped don’t count as an action against events).

Events and Calm
An event that is Calmed still exists for other players. For example, if player A Calms the Bronze Dragons event, then the Bronze Dragons have no effect on him. The Bronze Dragons still prevent other players from attacking, though.

The Wish Spell
The Wish spell is not a counter-effect spell like Limited Wish; it can’t be used to negate most events. It can only be used to negate an event with a stated duration (like events that last “until the player’s next turn”). It can’t be used to stop events like Caravan or Cataclysm! since those cards’ effects are instantaneous.

Special Powers & Conflicts
Many realms, champions, and allies have special combat powers. These take effect only when that card is involved in a round of battle, unless the card states otherwise. Realm and holding powers take effect when that realm is the target of attack.
	Occasionally there is a direct conflict of powers, where one ability completely contradicts the other. In most cases, careful thought by the players can figure out what the results should be. If no solution presents itself, the first card played gets to use the power first. In the case of champions in combat, the attacker gets first use, since he is pushed forward into combat first. The same is true of the attached magical items and artifacts that are brought into combat from the player’s pool.
	For example, a player attacks a realm with the Lovely Colleen. The defender puts forward the Living Scroll. Colleen’s power immediately destroys any monster champion. The Living Scroll’s power immediately defeats any hero. However, since Colleen was put into play first, the attacking player gets first use of his power. In this case, Colleen would defeat the Living Scroll and return to her pool victorious. For more information, refer to the Order of Activation section.
	Some cards have special powers that work only if a certain condition is fulfilled.  For example, the Raze spell (BR/59) requires the caster to be discarded for the spell to work, and The Blamblower (DL/56) requires that it be discarded if its power is used.  In all cases these conditions must be followed, otherwise the power will not work.  For example, Falx the Silver Dragon (31/RR) has a power such that magical items attached to him can not be removed by any means.  However, If Falx wants an attached Blamblower to function, the Blamblower must be discarded.  In this case the magic item can be used properly.
	Any champion, magical item, or artifact that is voluntarily taken out of play, then brought back into play during the same turn, loses its "voluntary" special power until the end of the current turn. Immunities, race classifications, and other special abilities remain in effect.

Counter-Effect Cards
The standard rule for the Spellfire game is that the effects of cards played take place in the order they are played. In other words, when a card is played all of its powers and effects are dealt with before the next card can be played.
	There is one notable exception to this rule. Some cards, such as Calm, are specifically designed to be counter-effect cards. When a counter-effect card is played, it negates the effects of a card that was played before it. In all cases, it must be the next card played by the affected player. For example, if a player lays down a Cataclysm! event, the realm he chooses is discarded. However, the Calm event negates the Cataclysm! If the player plays any other card before he reacts with a Calm or similar card, the Cataclysm! is not negated.

Once-per-Turn Items
Certain cards have abilities that can be used “once per turn.” In most cases, this means that a player can use that particular power once during phase 3 of his turn. He can then use the power again during phase 3 of his next turn.
	Some cards have to wait for another action before their powers can activate. For example, the Bell of Might can be used “once per turn” to duplicate the effects of an event. In instances like these, the item can be used once between phase 3 of your turn and phase 3 of your next turn. Remember that turns gained from playing the Caravan event or by razing Ancient Kalidnay don’t count.
	Items that duplicate the powers or abilities of another champion or card must be selected during phase 3 of the current turn or immediately when played (such as during phase 4 of a battle when the item is played from the hand). A player can’t wait for a battle to begin, push a champion forward, and then decide on whose power/ability to use.

Duplicated Events and Spells
Spells and events that are duplicates of just-played cards are treated like normal spells and events and carry the full benefits and drawbacks of the original spell or event. They can be dispelled, spell-turned, Calmed, and negated as usual. Treat each effect as a separate card for the purposes of counter-effect cards.

Clarifications
A few cards and rulings have caused some confusion in determining how they work. While the 4th Edition decks don’t include these cards, long-time players may still be using them in their decks. These rulings supersede the text written on the card.

Cards No Longer “In Play”
Cards that have been taken out of the “in play” area no longer have any effect (long or short term) on the game.

Alarm (85/NS)
This spell is now castable at any time to negate a just-played thief skill (Defensive). It can be cast in phase 4 on an opposing champion to prevent that champion from playing any more thief skills during this round of combat
(Offensive/4).

Ancient Kalidnay (92/Artifacts)
This card allows a player to take another turn by razing this realm during phase 5 of his turn. When first played, Ancient Kalidnay is placed vertically in the formation. Once its special power to grant an extra turn has been activated, it is placed horizontally in the formation, just like other razed realms. If rebuilt, it is played horizontally and retains only its special power of being considered a Ravenloft realm. Ancient Kalidnay can provide only one additional turn per player per game.

Avanil (5/BR)
When Avanil is discarded to get five extra cards, it is sent to the Abyss instead of the discard pile. This special rule applies only to tournaments.

Control Wind (74/Powers)
This psionic power card makes the player and his champions immune to the effects of defensive spells, helpful events, and beneficial champion powers in addition to shielding him from such cards from other players. So, while the player of the Control Wind power has nothing to fear from a harmful event, he is likewise prevented from playing such helpful events as Good Fortune and Caravan for the duration of the power. A Wish spell can go through the protection of Control Wind, however.

Poor Oriental Lord (20/DU Chase)
The Poor Oriental Lord’s power applies to cards labeled “First Edition” on the back of the card. Cards without an edition label are not affected by the Poor Oriental Lord's power.

Glossary of Terms
It can sometimes be a bit confusing when you try and determine what a particular phrase really means. The following glossary of terms is designed to help eliminate the confusion. Bold-faced entries indicate that the term used is defined elsewhere in the glossary.

Abyss: This is a place where cards are sent when they are struck by spells such as Estate Transference (437/3rd), Takhisis’ Abyssal Gateway (13/DL Chase), or Mindkiller (56/UD). Events that were discarded but never used are sent to the Abyss as well. Cards can be recovered from the Abyss through cards like the Gatekeeper (422/3rd) or Karlott the Shaman (63/3rd). A champion with a once-per-turn power recovered from the Abyss still must wait a full turn before using his power (unless he's already been out of play for more than a full turn since he was sent to the Abyss).

Adjusted Level: This is the current level of a champion (his or her base (printed) level plus bonuses for attached cards). If a card does not specify a card's base or adjusted level, it is considered to be referring to adjusted level.

Adventurers: This is a card type that gains powers based on other adventurers being in the pool. An adventurer who enters combat retains powers as if he was in the pool.

Allies: These cards are added to a champion (normally during phase 4; combat) to increase it’s adjusted level. They are not considered to be a specific type of champion (hero, wizard, monster, etc.) even if the picture looks like they should be. Some allies are considered to be undead, dragons, flyers, earthwalkers, or to possess some other classification related to movement or race.

Artifacts: These powerful items can be attached only to a champion from the same world as the artifact. Each champion can have only one artifact attached to him at a time, though the Ego Coin (419/2nd) can allow a single champion to own artifacts from any world. A few artifacts can also be attached to realms of the same world (during phase 3; or during phase 4 if the realm is defending itself). Artifacts are not considered to be magical items.

Attached Cards: Magical items and artifacts are typically attached to champions (and rarely realms) during phase 3 or 4 of a player's turn. Other cards (such as spells, blood abilities, thief abilities, unarmed combat cards, and others) can also be attached to a champion (normally during phase 4; combat). Magical items and artifacts normally return from battle with the victorious champion; other attached cards are normally discarded at the end of a round of battle.  During combat, an attached card is one that normally stays in the combat until the end.  It does not include cards that just “happen” and go away.

Attachments: Sometimes, a card's power will refer to an opposing card's "attachments." Most of the time, this means all of the cards currently attached to the opposing champion. It can sometimes mean only magical items and artifacts.

Avatars: These cards represent the gods of the Spellfire card game. Each normally requires other cards to be sacrificed (discarded) in order to bring them into play. Nenioc (187/3rd) can be sacrificed to bring any avatar into play.

Base Level: This is the level printed on the card. In some cases, a card's base level can change due to time of day or other circumstances. Raistlin Majere (31/DL) is one example of a card whose base level can change. 
	It's also possible that another card can affect a champion's base level, such as Orcus (44/NS). Such adjustments are always applied to a champion's base level on a permanent basis (outside of Order of Activation). In other words, the champion's adjusted base level becomes his new permanent base level as long as the cards granting the adjustment remain in play.

Battle: This term refers to an attack upon a single realm during phase 4 of the current player's turn. A battle may last several rounds, with each new round having a new attacker and defender. A battle ends when the attacking player razes or discards the realm, when the defender discards (defeats) an attacker, or when the attacking champion doesn't win a round of battle. The battle can also be ended voluntarily between rounds by the attacking player. Most of the time, when a card mentions "battle," it is referring to the round of battle in which it is involved.

Blood Abilities: This card type can be used by regent champions as a part of their icon abilities. All blood abilities are either offensive or defensive in nature, just like spells.

Bluelines: This is a rules addendum that fixes card classifications, such as making a particular champion undead or granting flying to a champion because the picture on the card shows wings. Bluelines are always legal in tournament play, and are used by most playing groups.

Calm: This term refers to ignoring the effects of a harmful event for a particular player. The event still effects other players in the game, but the player who Calms the event continues to play as if the event wasn't there.

Cancel: This term refers to a method for removing a particular type of card from play or canceling its special power. For example, Limited Wish cancels an event card, removing it from play and sending it to the Void before its effects occur. Some cards are immune to cancellation, such as the Genie Bottle.

Caster: The champion responsible for casting a given wizard or cleric spell. Sometimes referred to as a spellcaster.

Champion: A card with a wizard, hero, cleric, psionicist, regent, thief, or monster icon in the upper left-hand corner of the card.

Clerics: These champions can cast cleric spells as a part of their icon abilities. Clerics are immune to the Fear of Undead rule.

Coast: This is a designation for realms that have an ocean or sea somewhere in the illustration. Coastal realms can be attacked by swimming champions and allies, regardless of the realm's position in the formation. Some realms (like Doc's Island (5/RR)) have pictures that depict water, but are still considered to be coastal realms.

Combat: See Battle.

Combat Round: This is one round of a battle, the time at which an attacker faces a defender.

Defeated: A champion is considered to be defeated if he is forced to be discarded from battle through cardplay, or his adjusted level is lower than his opponent's and the owner either cannot or will not play cards to increase his level. Unless a champion's power states otherwise, defeated champions are normally sent to the discard pile. If a card states that the defeated champion is discarded, then the champion goes to the discard pile regardless of special powers.

Defensive: This designator means that the card has a power that effects only itself (not an opposing champion). For example, the Mirror Image spell (386/4th) doubles the casting champion's level. Unless specifically noted, a champion is never immune to defensive cards.

Discarded: Spellfire cards are discarded as a result of being defeated in battle, or by another card's special powers during other phases of the game, such as spells cast into an opponent's pool.  Unless otherwise stated, cards that are discarded go to a player's discard pile. Discarded cards are always sent to their owner's discard pile even if they were being used by another player via a card's special powers. Other phrases in the game that mean the same as discarded are killed, swallowed, devoured, or slain.  Remember that being discarded causes a defeat, but being defeated doesn’t always cause a discard.

Discard Pile: When a card is discarded as a result of combat or another card's special powers, it is placed in that player's discard pile. Several cards in the game can cause a discard pile to be reshuffled into a player's draw pile, or allow a card to be drawn from here during the course of the game. Discard piles are always kept separated from other areas (the Abyss, Limbo, the Void, and the draw pile).

Dispel: This normally means casting Dispel Magic or Dispel on a spell card. Champions whose spells cannot be affected by the Dispel Magic spell can't have their spells dispelled in this manner.

Dragons: Champions and allies designated as dragons gain bonuses or penalties based on other card's special powers. Many dragons are monster champions, though they can be of any type.

Draw Pile: This is the stack of cards from which a player draws his three cards at the beginning of his turn. When a player picks the last card from his draw deck, he is not entitled to any more cards until he creates a new draw pile. At the end of the turn in which he runs out of cards, he reshuffles his discard pile and that becomes his new draw pile.

Dungeon Cards: These special cards are considered a free card in deck construction; they don't count as part of a deck, thereby creating actual deck sizes of 56, 76, or 111 cards. Dungeon cards grant a player special advantages. These advantages range anywhere from enacting normally optional rules to shielding your draw pile from inspection.

Dwarf: Champions and allies designated as dwarves gain bonuses or penalties based on other card's special powers. Cards designated as being duergar are also dwarves.

Earthwalking: A champion with the earthwalking ability can travel under the ground to attack any realm in a player's formation. Earthwalkers cannot attack realms that specifically state that they are immune to earthwalkers, or that earthwalkers cannot attack. Earthwalkers cannot attack realms that specify that only other types of champions may attack (such as "Can only be attacked by clerics" or "Can only be attacked by flyers or swimmers"). The ability to earthwalk is not granted to allies unless it specifically states so in the earthwalker's card.

Elf	: Champions and allies designated as elves gain bonuses or penalties on other card's special powers. Elves can be of any champion type. Any cards designated as half-elves are considered to be elves.

Elf (Drow): Elf (Drow) champions and allies are considered to be both elf and elf (drow) for the purposes of cardplay. Champions and allies designated as elf (drow) gain bonuses or penalties on other card's special powers.

Events: These cards can be played at any time, unless a specific time to play is stated on the card. Each has a special power that takes effect immediately. Once played, an event is placed in the Void and cannot be played again. If it is somehow discarded and not used, it is placed in the Abyss.

Exposed Realm: The foremost realm is the only one a champion can attack if he's not a flyer, swimmer, or earthwalker, or possesses some other special power. As a player's realms get razed and flipped over, the ones behind them become exposed and can be attacked. In the pyramid shape of the formation, each realm in the middle row protects two realms in the last row. The center realm in the last row is protected by both realms in the middle row.

Flyers: Champions or allies with the ability to fly can attack any realm, regardless of its position, by flying over intervening realms. If a card does not specify that it's a flyer, it is not, even if the picture shows wings or the name of the card implies the ability to fly. Flyers cannot attack realms that specifically state that they are immune to flyers or that flyers cannot attack. The ability to fly is not automatically granted to allies unless it specifically states so on the flyer's card.

Formation: The pattern of realm cards on the table is called the formation. The standard formation is a six-card pyramid with the base facing the owner.

Gnome: Champions and allies designated as gnomes gain bonuses or penalties based on other cards' special powers.

Halfling: Champions and allies designated as halflings gain bonuses or penalties based on other card's special powers. Cards designated as Kender are considered halfling.

Hand: This refers to the cards held (but not yet in play) by the player. 

Harmful: Harmful is a designation for event cards that have detrimental effects to one or more players in the game. These types of events can be negated through the use of Calm (400/3rd), or any other card whose special power negates harmful events.

Helpful: Helpful is a designation for event cards that have beneficial effects for one or more players in the game.  These types of events cannot be negated through the use of Calm, though they can be negated by other cards whose special powers negate helpful events. Helm (255/4th), Intercession (48/RR), and Limited Wish (382/4th) can all stop helpful events.

Heroes: This is a type of champion whose icon gives them the ability to use unarmed combat cards.

Holdings: A holding is attached to a realm during phase 2 of a player's turn. A holding must be from the same world as the realm, unless otherwise stated by a special power. For example, a DARK SUN holding can only be placed on a DARK SUN realm. It could not be placed on a realm with any other world logo. In most cases, the power of the holding can only by used when the realm it's attached to is being attacked.

Icon: The icon is the symbol in the upper left-hand corner of a card, designating the type of card. Within the icon is the level or level bonus the card possesses, if any.

Ignore: See immune.

Immunity: Spellfire cards with an immunity cannot be affected by a specific type of card or card effect.  This includes levels and powers of such cards. Cards immune to offensive spells are immune to both wizard and cleric spells; cards immune to psionics are immune to offensive psionic power cards, and the offensive psionic special powers of champions, etc. Unless otherwise specified on the card, an immunity never applies to defensive cards. 

In Play: This term refers to cards that are on the table, but not those in the players hand, discard pile, limbo, or the Abyss. Cards in the pool, realms, and holdings in formation, and any card being used in a battle are considered in play.  Even razed realms are considered in play.  Cards with a stated duration of effect are placed on the table and are considered in play.

Kender: See halfling.

Limbo: Cards temporarily removed from play by another card's special powers, but not discarded or sent to the Abyss or Void, are instead sent to Limbo. Cards in Limbo return to play at the end of their player's next turn. If an opponent puts a realm or champion into play that is currently in Limbo, the Rule of the Cosmos discards the card in Limbo when it returns to play. A champion sent to Limbo during combat loses all of his attachments. A champion sent to Limbo outside of combat retains his attachments.

Magical Items: These devices have inherent magical powers and are attached to a champion during phase 3 or phase 4 (combat). A champion can carry any number of magical items. Each magical item lists whether it is defensive (only affects the wielder's side) or offensive (affects opposing side). All of a champion's magical items can be used when attacking or defending a realm (unless otherwise indicated).

Monsters: Monsters can use magical items and artifacts normally, in addition to whatever other special powers they posses. The red monster icon does not possess an icon power.

Negate: This term refers to a method for removing a particular type of card from play or stripping a card of its special power. Some cards might be immune to negation-related powers. For example, "negating a just-cast spell" would refer to dispelling a spell. Thus, a champion who can't have his spell dispelled would be immune to the power.

Offensive: This designator means that the card has a power that directly effects another card. For example, the Vorpal Blade (56/FR) instantly defeats an opposing champion if the player draws a "3" or less, making that an offensive item.

Opponent: This normally means the player or champion you are facing in battle. Some special powers can be used against any opponent, while some can be used against only the opposing player or champion.

Phase: The Spellfire game is divided up into phases that divide out the order of play. Phase 1 is when you draw cards, phase 2 is when you play realms, etc. Refer to the Game Play section of the rules for a complete listing.

Player: This refers to the person playing the game; the one who controls the actions for a particular group of champions and other cards. When a card states that it targets the player, it normally refers to his hand of cards.

Played against in combat: This refers to cards played into a combat; cards currently attached don't count toward activating a special power with this stipulation. For example, the Rod of 7 Parts, Part 7 (27/AR) allows the wielder to ignore one card played against him in combat. Any card entering the combat after the special powers of attacker and defender (and their attached items) have activated can thus be ignored.

Pool: Champions, magical items, and artifacts that have been put in play are kept in the pool. When a champion attacks or defends, it is not considered to be in the pool. Cards in the pool cannot be returned to the player's hand, except as a result of a cards special power. The cards in the pool do not count against the players hand size limit. A player can place any number of champions in his pool.  A player with no realms (including razed ones) must discard his entire pool at the end of the current player's turn. Cards are typically played into a players pool during phase 3 of their turn or as a result of spoils of victory.

Psionic Attack: This refers to any offensive psionic power or ability. For example, Agis (261/1st) can psionically destroy an opposing monster. Cards with an immunity to offensive psionics (or psionic attack) would be immune to his power.

Psionic Power Cards: These cards are usable by psionicist champions as part of their icon ability (the same way a wizard is able to use wizard spells). Like spells, psionic power cards are either offensive or defensive and can be canceled by other cards' special powers.

Psionicist: This champion type is able to use psionic power cards as part of their icon ability. Psionicists may also have a special power that is either offensive or defensive (see individual card entries) that can be negated by the special powers of other cards. Psionicists can also use allies, magical items, artifacts of the same world, and other cards (such as spells) depending on their special powers.

Rarity: This is the frequency of the cards in distribution. The four types of rarity are Common, Uncommon, Rare, and Chase. Chase cards are the rarest of all Spellfire cards.  If a card's rarity is referred to as Realm, this indicates that it's a common card.

Razed Realm: When a champion attacks a realm and the defending player does not put forward a champion to defend it, the realm is razed. The realm card is turned upside down, but remains in the formation (preventing other players from playing the same realm into their formations). The powers of the realm no longer function. Any holdings attached to the realm are discarded. Razed realms are discarded when a new realm is played in that portion of the formation. During phase 2 of a player's turn he can discard 3 cards from his hand to rebuild a razed realm instead of playing one from his hand.

Realms	Typically a kingdom, nation, or empire, realms are placed in the player's formation. Unless otherwise stated in the card's special powers, the powers of a realm can only be used when the realm is being attacked. Realms are placed into the formation facing the opponent so he can read the realm's special powers.

Regents: This type of champion is able to use blood ability cards as part of the champions icon ability (the same way that a cleric is able to cast cleric spells). Regents can also use magical items, artifacts of the same world, and any other cards allowable by their special powers.

Removed from Game: See Void.

Round: A round is a single combat of champion vs. champion, one the attacker, and one the defender. It may include any number of spells, allies, and magical items. A battle frequently lasts multiple rounds.

Rule Cards: Rule cards are played at the beginning of a player's turn (phase 0), before he draws his three cards. These cards change the rules of the game in a very specific manner. This change affects all players for as long as the rule card is in play. If another player puts a rule card into play, the previous one is discarded and the power no longer has any effect on play.

Special Powers: Most cards in the Spellfire game have special powers, which can be found in the card's text box. ' Special powers take effect whenever a card is used during the game or is the target of another card's special powers.  When a card's special powers take effect is based on the cards type (see Order of Activation). Another term for special powers is special abilities.

Spells: Wizards and clerics can cast spells as part of their champion's icon ability. Wizards cast only wizard spells and clerics cast only cleric spells. Each spell lists whether it is defensive or offensive. It has nothing to do with who is attacking or defending. Offensive spells can be used when attacking or defending a realm, as can defensive spells. Each spell also lists what phase of a player's turn it can be cast (for example, Off/4). Only the current player can cast spells in phase 3 or 5. The attacker and defender can both cast spells in step 4. There are also spells that can be cast at any time as long as there is a champion in the pool able to cast the spell. Some spells can be cast at any time to counter another spell or event (like Dispel Magic or Limited Wish).

Sword: Certain magical items are designated as being a sword in the cards special power box.  Such magical items gain bonuses based on other cards special powers, such as a champion who gets additional levels when using a sword. Magical items that are swords are also weapons.

Swimmers: A swimming champion or ally can attack any realm in an opponent's formation that shows a coastline in its picture. For example, Raven's Bluff (11/3rd) shows a coastline in the picture, and thus is vulnerable to swimmers.  This also includes realms with pictures instead of maps that depict coasts, such as Doc's Island (5/RR). The ability to swim is not automatically conferred to other cards, so a champion attacking a protected coastal realm must have a means to get his allies there if he intends to use allies in the round of battle.

Thieves: This type of champion can use thief skills as part of the champion's icon ability (the same way a cleric can cast cleric spells). Thieves can also use allies, magical items, artifacts of the same world, and any other cards allowable by their special powers.

Thief Skills: These cards can be used by thief champions as part of the champion's icon ability. Thief skills are either offensive or defensive and are usable only during a certain phase of a player's turn (for example Def/4). These cards can also be used by other champions whose special powers designate they can use thief skills.

Trademark: See World.

Unarmed Combat Cards: The champion type that can use this kind of card is designated in the card's special powers, but are generally heroes, dragons, or undead. These cards are either offensive or defensive and are generally used during phase 4.

Undead: Undead are a special kind of champion or ally, designated in a card's text box. Unless the card says "undead", it is not undead, even if the picture or name of the card seems to indicate otherwise.

User: This is the champion (not the player) who uses a psionic power, unarmed combat, thief skill, or blood ability card.  Unless otherwise specified, such cards that are turned are sent back to the using champion.

Void: The Void is the name for the 'out of game' area. All events played from the hand go here once used (regardless of successful use or failure). Cards can never be retrieved from the Void by another card.

Weapon: Certain magical items are designated as being a weapon in either the card's special powers or in the blueline corrections. Such magical items gain additional bonuses based on other cards' special powers, such as a champion who gains additional levels when using a weapon.

When Attacking: This activates as soon as the attacker pushed forward to attack.  No defender is needed for this to activate.  It takes place before the Order of Activation begins.

When Defending: This activates as soon as the defender is pushed forward to defend a realm.  It takes place before the Order of Activation begins.

Wizards: These champions can cast wizard spells as part of their icon abilities.

World: This refers to the origin of a realm, holding, champion, or artifact. It is noted by a logo on the card, right beside the card's name. A logo at the bottom of the card by the card number refers to the publishing set, not the world, and has no affect on determining which cards can be attached. The AD&D logo is a world all its own; it is not a generic world whose artifacts are usable by all other world champions.

What Do I Need?
To run a Spellfire tournament, all you need are:

• At least 9 players (for a scored tournament)
• A copy of both Spellfire Reference Guides
• A coordinator, who is in charge of interpreting rules during the tournament. Large tournaments might require more than one judge.

Tournament Types
There are a variety of different tournaments to choose from that are considered standard. Standard tournaments are detailed below. Most of the tournaments are intermediate-level events, though there are a few advanced tournaments to challenge experienced players.
	Additional tournament types are legal as long as the rules for the tournament are clear. If you create a new tournament, please send us your rules and we’ll consider making it a standard tournament. Ways to contact the Design Team are at the end of this document.
	Most of these tournaments work well at any deck size, though the Shattered Land tournament takes a lot longer with larger deck sizes. Every tournament is comprised of three players. The first player to win two games advances.

Championship (Intermediate)
This is the standard Spellfire tournament game. Each player constructs a deck based on the number of cards (55, 75, or 110) and players battle toward the established victory conditions (6 or 10 realms). Note that dungeon cards are not considered part of these deck totals.

Conqueror’s Game (Advanced)
The first player to raze four realms in combat and have three unrazed realms of his own wins the game. Each player brings his own unique markers to identify the realms he has razed.
	Realms razed outside of combat (through “vengeful” ally or champion powers or through events) don’t count. A realm is only considered razed if the attacking player’s champion wins the round of combat and causes the realm to be razed.
	Each time a realm is razed, the victorious player pushes one of his markers forward. Once a realm is razed, it makes no difference whether the realm is rebuilt or discarded (the player always keeps his marker). Likewise, multiple players can get a marker by razing the same realm (through rebuilding by the owning player), and a player can get an additional marker by razing the same realm in combat at a later time. Any realm that is discarded as a result of combat does not earn a marker, however.

King’s Decree (Intermediate)
All champions get to attack any realm of an opponent, regardless of its position or special powers. Each time a realm is razed in combat, the victorious player gets to draw one card at random from each of his opponents and discard it.

Sealed Deck (Beginner)
This is the best type of tournament to introduce new players to Spellfire. Each player gets one sealed deck of 4th Edition cards to use. Each sealed deck is considered to be tournament legal, allowing the player to use any card in the deck. 

Master’s Strategy (Intermediate)
This is a typical sealed deck tournament with a twist. After the first game, players get to take the Draconomicon booster from the other side of their sealed deck and fine-tune their decks by removing up to 12 cards and replacing them from those in the booster.

No-Xs (Intermediate)
Under this variant, legal decks can't have cards that have the number X in them (0-9). For example, a No-9s tournament would prevent decks from using cards that have the number 9 anywhere in the card number (cards #9, 39, 192, 95, etc.).

The Grind (Intermediate)
Each player constructs a deck based on the number of cards (55, 75, or 110) and players battle toward the established victory conditions (6 or 10 realms). Note that dungeon cards are not considered part of these deck totals.
	However, realms, except those playable at any time (like Menzoberranzan), may not be played during phase 2 of turns granted by cards such as Caravan and Ancient Kalidnay. Realms may be unrazed normally, by discarding three cards during phase 2 or through the powers of another card, on all turns.

Rule Lawyer's Delight
Every game begins with the rule card Rule Lawyer's Delight (491/4th) being in play. This rule card can be removed from play by the normal means to remove rule cards, but it effects all players. All other rule cards brought into play are applicable only for the owning player.

Shattered Land (Advanced)
All players create decks that use realms, holdings, artifacts, and champions from the Dark SunÆ world. The Rule of the Cosmos is doubled, allowing two of any card to be in play at the same time (though decks still must be constructed with one of any card). A player who brings a third realm, holding, artifact, or champion into the game gets to choose which existing card is discarded. That player then gets to play his card normally.

Team Spirit (Intermediate)
This tournament requires three teams of two players each to compete against one another. The first team to have 10 unrazed realms at the start of one of the team member’s turns wins. Normal deck construction rules apply.
	Teams are not allowed to sit side-by-side. Seating starts with whoever wins the draw to see who goes first followed by opposing team members. Players always sit: A1, B1, C1, A2, B2, C2. Thus, the second member of the team always goes fourth in turn rotation.
	Rule cards, events, and other cards that affect an “opponent” have no effect on a player on the same team. Opponents who play cards that affect a single opponent still affect only a single opponent, not the entire team.

Warrior's Rule (Intermediate)
A champion victorious in a round of battle against a realm automatically razes that realm, regardless of its special powers or those of the defending champion (if any). Attacking champions who lose a round of combat are sent to the discard pile, regardless of special powers. Defending champions who lose a round of combat are sent to the discard pile, regardless of special powers.

Wizard’s Challenge (Advanced)
All players create decks composed of champions of any world and spells that can be cast in phase 4. Spells that can be cast only in phase 3 are not allowed, though spells able to be cast at any time are legal. Allies, unarmed combat cards, blood abilities, thief skills, and psionic power cards cannot be used.

World War! (Intermediate)
This tournament forces all decks to be constructed using realms, holdings, artifacts, and champions from one specific world (player’s choice). Items that are “generic,” such as an artifact that’s usable by any champion, are not permitted. The world logos must be the same. 
The different worlds are: AD&DÆ, BirthrightÆ, Dark SunÆ, DragonlanceÆ, Forgotten RealmsÆ, GreyhawkÆ, and RavenloftÆ.

Variants
These rules add a different twist to the tournament. Make sure that any tournament that is using these optional variants is clearly marked as such.

Allies
This variant allows other players to add cards into battles they’re not involved in. Both the attacker and the defender can request aid from other players, but players outside the battle can never force their aid on an unwilling attacker or defender. In addition, a player can aid only one side or the other, never both.
	Contributed allies and spells are discarded at the end of the combat; magical items and artifacts are discarded only if the champion they are attached to is defeated. If the allied champion is victorious, the contributed magical items and artifacts are returned to the original player’s hand. Magical items and artifacts can only appear in a single round of battle (they can’t be contributed in each round).
	If the winner of the battle is entitled to a spoils of victory, the allies of that player are likewise entitled to a card. This card is not treated as a spoils of victory, however.

Destroyed Worlds
Any realms that are sent to the discard pile or the Abyss are instead permanently removed from the game; they can’t be brought back by any means. This only applies to realms that were in play; realms discarded from the hand or draw pile are placed in the discard pile.

Fear of Undead
Undead can be a powerful source of champions and allies in the Spellfire game. Any undead champion or ally of base level 4 or higher automatically frightens away opposing allies of levels 1 or 2 (undead allies are immune to this effect). Clerics and their allies are immune to this effect, and some cards (such as the magical item Banner of the One-Eyed God) can increase the level bonus of allies to allow them to oppose undead champions.

The Dungeon Discard
This rule allows ones Dungeon card to do more than just sit on the table.  At any time during the players turn, the player can choose to remove their dungeon card from the game, causing any card of their choice in any players discard pile to the removed from the game also.  

Melon Rule
Any player who brings a ripe melon to the table causes all other players to draw one card less at the start of each turn. The Melon Rule is not cumulative; only one card can be lost each turn as the result of this rule. The person who brings the melon is not affected, but if two players bring melons, all players (including the two who brought the melons) draw one fewer cards each turn. A minimum of one card is drawn each turn, without exception.

Questing
During phase 2 of your turn, you may turn face down a champion in your pool. It must be a champion that is able to attack or defend on that turn, not one impaired by an event or spell. This champion has gone questing and cannot be used to attack or defend until your next turn. Remember that turns gained through Caravan or Ancient Kalidnay don’t count as a real turn.
	During phase 2 of your next turn, discard the top card from an opponent’s draw deck. If the card is anything but a champion, the card is discarded and the questing champion returns to his pool. If the card is a champion, the questing champion must face it in one-on-one combat. Neither champion can have cards added to them—including events. Judge the victor strictly by the levels and powers of both cards. Consider the questing champion the attacker and the drawn card the defender (the defender automatically wins ties). The victor of the battle returns to his pool. Note that avatars can be brought into play like this without the required cards being discarded.
	Each player can send only one champion questing on his turn, and questing can’t be performed through turns gained by Caravan or Ancient Kalidnay.

Sideboard
This variant grants players a limited pool of cards from which they can change their deck between games. Decks that do not contain 55 cards plus a dungeon card (optional), or sideboards that contain more or fewer than seven cards are not tournament legal. Use of illegal decks and/or sideboards can result in the player being ejected from the tournament. Players who opt not to have a sideboard must inform their opponents before a match begins.
	The tournament organizer may require players to register their decks and sideboards upon arrival at a tournament. Registration records the original composition of each deck and sideboard. Once a player's deck list is received by a tournament official, it may only be altered at the judge's discretion. The deck and sideboard must each be returned to their original composition before the beginning of a new match. Thus, cards transferred from a player's deck to his or her sideboard, and vice versa, must be returned before the player begins a new match. Failure to properly register a deck and/or sideboard or return a deck and/or sideboard to its original composition can result in ejection from the tournament.

Sideboard Use
Before a the first game of the match begins, each player must allow his or her opponent(s) to count the number of cards in the sideboard (face down), if requested. Before the beginning of the second or third game in a match, players may change the composition of their decks by swapping cards from their decks with cards in their sideboards. Any card exchanges between decks and sideboards must be one-for-one to ensure that the sideboard remains at exactly seven cards at all times. There are no restrictions on the number of cards a player may exchange as long as one card from the deck is traded for one in the sideboard. Attempts to alter a deck other than through a legal sideboard exchange can result in the player being ejected from the tournament.

Victory Conditions
There are three different types of victory conditions for a tournament game. Unless otherwise specified, all tournaments are considered to use the Standard conditions.

Standard Conditions
The first player to have six unrazed realms wins.

Enhanced Conditions
The first player to have 10 unrazed realms wins.

Barbaric Conditions
A game ends only when a player has six unrazed realms in his formation at the beginning of his turn. Again, a turn gained through Caravan or Ancient Kalidnay doesn’t count; it has to be a “real” turn.

Shorthand Specifications
Since space in many convention booklets is rather limited, it’s a good idea to get into the habit of using shorthand forms to identify tournaments using optional rules. The shorthand form is always: SpellfireÆ: <Tournament Name> (Variants used in parentheses)—<Victory conditions> [deck size].

SpellfireÆ Regional Championship—Barbaric [55]
This indicates that the regional championship is a 55-card game using Barbaric victory conditions to determine the winner.

SpellfireÆ: King’s Decree (Questing)—Enhanced [75]
This indicates a 75-card King’s Decree tournament using the Questing variant and the enhanced victory condition to achieve victory.

If space is available, try to detail the specific tournament rules used and other relevant information. For example, a typical entry at the Gen ConÆ Game Fair might read:

SpellfireÆ World Championship—Standard [55]
Tournament rules are the Law of the Land! Join the battle to discover who is the best of the best. Tournament scoring system; double points.

Running a Tournament
There are two types of tournaments you can establish for a convention, scored and unscored. Unscored tournaments are normally small gatherings of players who get together for a day or two of challenging play. To run an unscored tournament, there’s nothing you need to do other than decide what kind of tournament you’re going to run (detailed above).
	Scored tournaments are another matter entirely. To run a tournament whose points count toward international rankings, you must:

1.) Have at least 9 players.

2.) Advertise the tournament. A sign at your local Spellfire supplier is sufficient for smaller tournaments, but a half-page ad (or more) should be set aside for advertising a tournament for conventions. If a tournament has a pre-registration book, make sure to include Spellfire events in it.

3.) Run the tournament using the latest rules. This allows all players to know what to expect at the tournament. Also, the only legal tournaments are those using three-player (or more) games of nine people or more. Two-player games or those tournaments with less than 9 participants are not eligible for scoring.

Advertising
Don’t forget to include advertising as part of your overall plan to promote your tournament. It’s the little things—like making sure you’re involved in a convention early enough in the process so that Spellfire events get included in the pre-registration booklet—that turn small gatherings of Spellfire players into major tournaments. Major tournaments serve to promote the game and give participants more scoring potential.

Making It Official
Once the tournament has been completed, mail copies of the Tournament Scoring forms within 30 days. Make sure to keep a copy for your own records in case your originals are lost in the mail. Send everything to:

		Spellfire Tournament Program
		ATTN: Greg Kilberger
		3214 E Court St
		Iowa City, IA  52245

If you prefer to e-mail the results to Greg, you can send them directly to: gregberg@inav.net. 

	We also encourage you to post your results on-line; in the Spellfire forum on the TSR Homepage; in the alt.cardgame.spellfire newsgroup; and on the Spellfire Mailing List. Make sure to post the results at your local supplier of Spellfire cards as well!

Note: Tournament scores not postmarked within 30 days are subject to disqualification. Please submit scoring information as soon as possible.

Tournament Tracking
One of the hardest—and most important—aspects of running a tournament is keeping track of the players and making sure that everyone is advancing at an even pace. Tournament grids are included at the end of this file for a variety of three-player tournaments.
	If you’re running an official tournament where points are going to be recorded, make sure that everyone fills out the appropriate lines on the advancement grid. Incomplete or illegible forms will not be accepted. Complete instructions for scoring a tournament are included in the next section.
	Since each round of a tournament requires at least three players, it will be necessary at times to have four-player games to balance things out. Players should never be turned away from a tournament because they would create a four-player game by their presence.
	If at the end of bracket there are only two players for the next round, the player who has scored the highest ranking thus far in the tournament (excluding those that have already advanced in the round, of course) gets another chance at winning. Normally this will be one of the players who were eliminated in the previous round.

Tournament Scoring System
Since the goal of the Spellfire game is to create realms, the point system is geared toward rewarding players who have successfully constructed realms. Of course, players who win receive more points than those who lose, but everyone who plays receives at least one point.
	At the end of the game, each player counts up his unrazed realms in play, recording them on the advancement grid. Once a single player has won two games, that bracket is finished. The victorious player receives 4 points for winning the bracket. The player with the highest number of unrazed realms (excluding the victor) receives 3 points, the next highest 2 points, and if it’s a four-person game that player receives 1 point.
	In addition to earning points for winning a bracket, players who advance receive round multipliers. This multiplier is equal to the round number in which that player receives points. Thus, in round 2 the victor receives 8 points for winning, while those who are eliminated from Round 2 receive 6, 4, and 2 points respectively. This serves to reward those players who perform well at the larger tournaments.
	The coordinator of a tournament receives one point for every player that participates in the tournament. Additional judges receive one point for every two players. A coordinator or judge who participates in a tournament receives only the number of points he earned by playing the tournament and forfeits any points that he might have earned as coordinator or judge.

Spellfire Scoring System
Winner of bracket	4 points
Second place in bracket	3 points
Third place in bracket	2 points
Fourth place in bracket	1 point
Tournament winner	5 points
Semifinalist	3 points
Tournament coordinator	1 point/player
Judge assistants	1 point/2 players

Example: Mike, Jim, and John are in the championship round  (5th bracket) of a tournament. Mike wins the first game, with Jim and John each having four realms. John wins the second game, with Mike having five realms and Jim having three. Jim wins the third game, with Mike and John each having four realms. Mike wins the final game, and Jim and John each have five realms. The scoring would be:

Jim: 4+3+6+5 = 18 unrazed realms
	For finishing third, Jim receives 2 points (times the round multiplier—5) = 10 points.
John: 4+6+4+5 = 19 unrazed realms
	As runner-up for the tournament, John receives 3 points (times the round multiplier—5) = 15 points
Mike: 5 points (times the round multiplier—5) = 25 points

Special Tournament Rules

Timed Events
In some cases where a tournament is held at a large convention, there is a premium on space and time.  In these unusual cases, there need to be time limits on matches, so that an event can finish within an allotted time period.  So as to make things fair for everyone, when “Time” is called on a round (or match) the current player finishes their turn and then 5 more turns total are played.  These can be normal turns, or “fake” turns.  But there is a limit to a total of 5 more turns only to be played.

Deck Lists
In certain cases, deck lists might be required before you play in a tournament.  A deck list is a list of all the cards in your deck by name (and in some cases edition also).  It is usually best to list them by groups of card types (events, realms, champions, etc.) to make it easier on a judge to check to see if your deck matches your list.

How Can I Find My Rank?
To learn your latest point totals and ranking, send a SASE (Self-Addressed Stamped Envelope) to the same address as scoring materials. If you live in a country other than the United States, make sure to send International Reply Coupons (IRCs) in lieu of stamps. These coupons are available at any post office, regardless of the country in which you reside.
	We’ll also post the complete rankings at TSR’s web page (www.wizards.com). Just check under the Spellfire area to learn your current ranking. Tournament coordinators are responsible for posting their results to the Internet and other areas (if they so desire). We won’t publish the results of individual tournaments on the web page, only current rankings.

Getting Us There
If you’re running a convention and want a member of the Design Team to attend, please contact us at the address below (or via e-mail) as far in advance as possible. While we’d love to attend every Spellfire gathering, sometimes the fates are not kind. Giving us advance warning will only improve the chances of getting us to your convention.
	The most important requirement for a member of the Design Team appearing at your convention is advertising. We want to make sure that the events we are participating in are the very best that they can be—and advertising is an important part of that formula. Publicity photos (or card photos) are available for advertisements promoting our presence at your tournament.
	Members of the Design Team will gladly judge tournaments, hold special seminars, and generally perform other duties to promote the game. Since we’re all associated with other TSR product lines, we’ll gladly talk about those products as well.
	If your convention is within a few hours’ drive of Seattle, a simple request is all it takes. If your convention is much farther away than that, you’ll need to provide transportation and housing to get us to the convention. We don’t require first-class transportation, but we won’t travel by bus either!
	Former members of the Design Team reside in southeastern Wisconsin, Iowa and Northern Virginia, so it’s possible that they might be lured to attend as well. No promises.
	Even if your convention is a long way away and you don’t have a budget to bring us there, still let us know in advance. We might be in the area for other TSR duties; we might have family in the area; TSR might decide to pay our way. Anything can happen!

Looking for Players? Hints? Strategies?
The TSR Homepage contains a message board for posting questions, answers, strategies, or pleas to find players in your area. Just log on to www.tsr.com and type to your heart’s content. There are also links to Spellfire web pages created by the fans that contain tons of useful information about the game. You can find those in the Games section.
	Another good source for players, rulings, and general knowledge about the game is the Spellfire Mailing List. To join, just send an e-mail to: listserv@oracle.wizards.com with "subscribe SPELLFIRE-L" in the body and subject line of the message. If you experience difficulties with getting subscribed, send a plea for help to webmaster@wizards.com. 
	Finally, you can post questions and such to the alt.cardgame.spellfire newsgroup.

Comments?
If you have any questions, comments, or suggestions about the Spellfire game, feel free to send us a letter. We’d love to hear from you! Address your letters (and include a SASE if you’d like a written response) to:

		The Spellfire Answer OGRE
		7053 Skyles Way  Apt. T-4
		Springfield, VA  22151

You can also send messages to us via e-mail by sending them to: lordogre@aol.com. If you have rules questions, you can contact the Answer OGRE at the above e-mail address or send them to the WotC Customer Service Team at: custserv@wizards.com.  In dire extreme circumstances, you can contact Jim Butler, the Spellfire ORACLE at: tsrjim@aol.com or oracle@wizards.com.

Æ indicates registered trademarks of TSR, Inc. ô indicates trademarks of TSR, Inc. All TSR characters, character names, and the distinctive likenesses thereof are trademarks owned by TSR, Inc. © 1996 TSR, Inc. All rights reserved.

TSR grants permission to photocopy this information package for personal and tournament use.

Spellfire® Reference Guide
Volume II Errata
Version 1.1

The vast number of cards in the Spellfire game can sometimes cause even the most dedicated game designer to make an error when detailing a card’s powers. This document serves to correct such oversights, and it will be used in conjunction with the two Reference Guides at sanctioned tournaments.

I’d like to thank John Danovich, Dori Hein, Kevin Melka, Brian Mikula, Bruce Nesmith, Bill Olmesdahl, and Jim Ward for all of their work on helping make the Spellfire game even more enjoyable!

If you see errors in this document (or even those that we’ve missed from the Reference Guide Volume II), please drop me an e-mail at oracle@wizards.com so I can include them in any future errata release.

General Rules Notes
Don’t forget that the Tournament Rules (available on TSR’s web page at www.tsr.com) supersede the rules published in the Reference Guide Volume II. Those rules are more comprehensive, since we didn’t have to worry about page counts and such for the electronic release. Here is some other helpful advice on determining a card’s special power.
	Base Level vs. Adjusted Level: Some cards have special powers that activate based on the level of the opposing champion. If a card’s special power refers to a “champion’s level,” it normally means the champion’s adjusted level. If a card’s power refers to a champion’s base level, it normally states so on the card, though there are exceptions.
	For example, the Living Wall’s power doesn’t state base level, so some players take that to mean that his power works against the adjusted level of the champion. But his power is base level, because he couldn’t be defeated in combat otherwise. A good rule to follow in all cases is that if a card’s power seems unstoppable, you’re probably looking at it in the wrong way.
	Some champions and allies can change their “base” levels as well. Any time a card states that it can “become” a larger level, consider that its base level (the number printed in the icon) has increased.
	Spells and powers before Combat: A spell, blood ability, thief skill, psionic power card, or unarmed combat card played in phase 3 that has a stated duration retains that bonus when it enters combat. 
	Spells in Combat: Most phase 4 spells can only be cast against the champion opposing your champion in that round of combat. Some spells, however, can be cast from combat into the pool of another player. Examples include cards like the Death Spell, Slay Living, and Cone of Cold.
	When determining whether a spell can be cast from combat into the pool, look at the wording on the card. If the wording refers to “the opposing champion,” then that spell can’t be cast into the pool. If the card states things like “any champion” or “a champion,” then allow the spell to affect a pool champion.
	Note that a phase 4 spell cast at a target outside of the current round of battle doesn’t grant the casting champion any bonuses whatsoever.
	Reflecting and Spell Turning: Spells that effect all players cannot be Spell Turned or Reflected, just like events that effect all players cannot be Deflected.
	Defeated versus Discarded: An attacking champion who is defeated is normally sent to the discard pile, but there are certain times when a card’s special powers defeat a champion and send him back to his pool. Examples include cards like Rand the Bowyer and the Storm Giant.
	If an attacking champion is defeated but not discarded, that player’s turn moves into phase 5. He can no longer bring forward attacking champions since he didn’t win the round of combat. Some cards, like Word of Recall (FR/37), allow the battle to continue, but in most cases the battle is ended in a draw.
	Phase 3 Cards With Lasting Effects: Cards played during phase 3 that grant a numerical bonus stay with that champion until the spell effect or power ends. If no duration is stated, assume that the power ends at the end of the current turn.
	Card Powers: A card only has its special powers when it is in play. A card in the hand or in Limbo has no power whatsoever (unless its power specifically applies to being in Limbo or being in the hand). This means that Delsenora cannot be discarded from the hand to negate an event; she must be in play first. Onad the Weasel can’t duplicate an event unless he is in play.
Underdark Booster
Note: Allies gained from the Triumvirate realms are considered to be separate allies

TSR grants permission to distribute this errata in paper and electronic form as long as it remains unchanged.

COUNTERS

Counter Card Database [Last Update 2/12/05] 
What is a Counter Card?: A counter card is defined as any card played or discarded from hand that cancels/negates one or more effects of a just played card or that cancels/negates a just played card itself. In addition, counter cards ignore printed phase requirements for being played/discarded from hand provided that the appropriate effect that they would counter has occured. Note that allies must still be played into battle unless otherwise stated. 
What about cards that are in play?: Any card that is already in play is subject to the "I'm in play first so I get to use my power first" rule and is not considered a counter card, though its abilities may have one or more effects that are "counter card-like." 
What about cards that redirect, replace, retarget or prevent an effect? Cards that redirect, replace, retarget or prevent the effect of another card are normally not counter cards because they do not cancel/negate a card that is granting the effect. In these cases, the card granting the effect is considered to have been played and resolved successfully, though the outcome of its effect is modified from what the card intends. 

CARD # / NAME 	TARGET OF COUNTER	CARD TEXT	
NS/085 Alarm	Thief Skills	Cancels a just-played thief skill and prevents the opposing champion from using any more skills for this round of combat. (Off/4) Bluelined useable at any time	
RR/099 Block	Unarmed Combat	Unarmed combat card; usable only by heroes. This maneuver counters any just-played offensive unarmed combat card, negating its effect and sending it to the discard pile. (Def/4) 	
RRc/02 Brain Drain	Psionics	Play this event to cancel a just-used psionic card or psionic ability or play on an opponent's pool to prevent the use of psionics by champions until the end of this player's next turn. (Harmful) 	
NSc/03 Busted!	Thief Skills	Play any time to prevent a thief skill from taking effect. The champion using the skill is immediately discarded. (Harmful) 	
3rd/400 Calm	Harmful Events	This magical calm undoes the harmful effect of an event, but only for the player of this card. (Helpful) 	
PO/038 Caravan Raiders	Caravan	Play to cancel the Caravan event card just after it is played. This player may also randomly draw and discard one card from each opponent's hand.	
4th/437 Counter	Unarmed Combat	Usable by all champions. This unarmed combat card negates a just-played unarmed combat card. (Def/4)	
4th/400 Dispel	All Spells, Blood Abilities, Psionic Power Cards	Can be cast at any time to cancel the effects of an existing or just-cast spell, blood ability, or psionic power card. (Def) 	
IQ/083 Dispel Illusion	All Events and Spells	This spell may be cast at any time.  This spell prevents a card from being played (return it to the players hand).  The card is considered to have been "not played", and cannot be played again until that players next turn.  (off) 	
4th/370 Dispel Magic	All Spells	Can be cast at any time to cancel the effects of a just-cast spell or to cancel an existing spell. (Def)	
RRc/17 Dispel Psionics	Psionics	This spell can be cast at any time to negate the effects of a psionic power card or a psionicist's special power. Negated special powers cannot be used again until the end of that player's next turn. (Def) 	
RRc/12 Dodge	Unarmed Combat	Play to instantly counter one unarmed combat card or ignore one opposing ally's special power. If played to counter an unarmed combat card, this player draws two cards. (Helpful) 	
DR/047 Dragon's Calm	Harmful Events	Castable only by dragon champions. Can be cast at any time to cancel the effects of a harmful event. (Def) 	
DUc/10 Enter Darkness Together	All events and spells	Play this card to cancel the effects of any just-played event or spell. This event cannot be calmed, and it may only be negated by tearing up the card which this event was played on. If this happens, the original event or spell works normally. (Harmful)	
IQ/096 Entrapment	Thief Skills	Play at any time to cancel a just played thief skill and send its user to the discard pile. (def)  Can be played during phase 3 or 5 to send one thief champion to Limbo. (Off)	
4th/085 Fortification: Bailey	Wish, Limited Wish	This holding may be discarded from either hand or formation to cancel a wish or limited wish spell.	
MI/093 Heaven & Earth	Any Card Played by a Champion of Lower Base Level.	Usable also by any adventurer.  Roll 1d6 for the bonus of this card. (Off 4)  May also be played at any time in response to any card played by a champion of lower base level.  That card is negated and this player draws a card. 	
MI/047 Insanely Good Fortune	Helpful Events & Unusually Good Fortune	Play on another player's event card.  If played on a helpful event, negate the event.  If played on "Unusually Good Fortune", negate the event, both players then draw 6 cards, and the other player then randomly discards his hand down to 2 cards.	
RR/048 Intercession	All Events	Can be cast at any time. This spell cancels the effects of any just-played event card. (Off) (bluelined Def)	
MI/033 Law & Order	Thief Skills	Playable at any time to cancel a just played thief skill.  The player of the thief skill must discard one card from hand, pool, or formation for each thief in his pool.  (Def) 	
FR/043 Limited Wish	All Events	Cancel the effects of one event card. This spell can be cast any time. (Off) (Bluelined Def) 	
CQ/027 Mace of Blood Drain	Blood Abilities	+8 if used by any undead. May be attached at any time to a champion to cancel any blood ability as it is played.  The blood ability is then put under this card and its bonus is added to the mace. (Off) 	
DU/074 Magic Draining Field	All Spells	Can be played at any time to negate all spells in play, including a just cast spell. No more spells may be cast until the end of this player's next turn. (Def) 	
IQ/014 Mij Reltub, the Spellfire Oracle	Events or Spells that Raze or Discard Realms	This champion may be sent to the Void from pool or hand to stop any event or spell that razes or discards realms.  The card stopped is also put into the Void. 	
CH/072 Not So Fast	Opponent's attempt to draw extra cards (other than spoils), rebuild a realm, or attempts to take an extra turn. 	This card cannont be included in a deck that includes The Caravan or Good Fortune.  May be discarded from hand or formation when an opponent attempts to draw extra cards (other than spoils), rebuild a realm, or attempts to take an extra turn.  If discarded in this manner, counter that action.	
IQ/067 Ogre's Horned Helm	Counter Effect Cards	This magic item may be discarded from the hand or pool to cancel a just played counter effect card.  This power even works on Enter Darkness Together, but then it goes to the abyss.  (def) 	
3rd/388 Passwall	Wall Spells	Negates any wall spell. (Def/4) 	
FRc/20 Phase Door	Wall Spells	Negates any wall spell.	
IQ/075 Repentance	Thief Skills	Can be cast at any time to negate a thief skill.  If used on a just played thief skill, the thief attempting to use the skill is discarded.  (def) 	
IQ/078 Slap!	Spells, Blood Abilities, Psionic Powers, or Thief Skills	Usable by non-spell casting champions.  This maneuver disrupts the concentration of any champion, canceling the effects of a just played spell, blood ability, psionic power, or thief skill. 	
MI/018 Solrac	Thief skills or blood abilities	Can be discarded from combat or hand to cancel a just played thief skill or blood ability. 	
IQ/071 Stoneskin	Unarmed Combat	May be cast at any time to counter any just played unarmed combat card, and makes the champion immune to unarmed combat cards for the duration of that combat round. 	
DR/071 Synaptic Static	Psionics	Use this power at any time to cancel an offensive psionic power card when it is first played. (Off) 	
UDc/07 The Dispossessed	Spell or Psionic Power	If an Underdark realm is played adjacent to this realm in the player's formation, he may discard an ally from his hand at any time to cancel any spell or psionic power card.	
1st/436 The Genie Bottle	Only if used to Counter a Spell	All spells in play are dispelled, including a just-cast spell, and all holdings and rule cards are removed from play. Can be Calmed by individual players but cannot be canceled. (Harmful) 	
MI/097 Trip	Opposing Champion's Allies	Usable by any champion.  Sends one of the opposing champion's allies to the discard pile, regardless of immunities and before its powers activate.  (Off 4)	
BR/042 Unreadable Thoughts	Psionic Powers	Blood ability. This champion is immune to the effects of offensive psionic power cards and the special powers of psionicists. Play anytime to negate the effects of any just played psionic power card. (Off/3/4) (Bluelined Def) 	
FRc/11 Unusually Good Fortune	Good Fortune	Played on another player's event card, this player draws 3 cards. If played upon 'Good Fortune,' this player draws 5 cards and the other player draws none.	
MI/099 Whirling Dervish	Instant Defeat in Combat by any Reason	The using champion ignores any instant defeat conditions and must be defeated by level alone.  May be played as a counter to an instant defeat. (Def 4) 	

PROMO
The Legendary Artifact
This artifact can be attached to any champion, and increases his level to 10. Limit one per deck.
PR/001

Geneva Conclave
This holding can be attached to any realm. The realm can cast any spell and is never affected by events. Limit one per deck. 
PR/002

The Wardmeister Strategy
When played at the start of another player's turn, this event eliminates either phase 3 or phase 4 (chosen by the event player) of the current player's turn. Limit one per deck.
PR/003 
1st and 2nd Editions

Waterdeep
1/1st
Realm
Forgotten Realms
Special Realm
Coast
Any champions can use wizard spells when defending Waterdeep.
Menzoberranzan
2/1st
Realm
Forgotten Realms
Special Realm
Underdark
Can be played at any time. Immune to flyers.
As with an event, Menzoberranzan can be played at any time, even if a realm has already been played in phase 1. This makes Menzoberranzan a "must have" card in all decks. Menzoberranzan cannot be played while Map of Life is in play. 
Menzoberranzan is immune to flyers, and therefore cannot be attacked by flyers. However, the ally White Weird, which is a flyer, can be played as an event to remove a holding from Menzoberranzan. 
Because of the phrasing on the card, Menzoberranzan may be attacked by flyers if Takhisis's Helmet of Power is in play.
Card Combo: If the holding Border Forts is attached to Menzoberranzan it becomes almost impossible to attack.
Menzoberranzan Although Menzo may be played at any time, the player with priority must be allowed to play first during this "Menzo pause".
Zhentil Keep
3/1st
Realm
5
Forgotten Realms
Rare
Coast
Zhentil Keep can defend itself as a level 5 cleric.
Shadowdale
4/1st
Realm
Forgotten Realms
Special Realm
Any champion can cast cleric and wizard spells when defending Shadowdale.
Cormyr
5/1st
Realm
Forgotten Realms
Special Realm
Coast
Sembia
6/1st
Realm
Forgotten Realms
Special Realm
Coast
Moonshae Isles
7/1st
Realm
2
Forgotten Realms
Special Realm
Coast
The Moonshaes can defend themselves as a level 2 hero. All defending allies
gain 3 levels.
Thay
8/1st
Realm
Forgotten Realms
Special Realm
Any champion can use wizard spells when defending Thay. 
Calimshan
9/1st
Realm
Forgotten Realms
Special Realm
Coast
Pirate Isles
10/1st
Realm
Forgotten Realms
Special Realm
Coast
Flyers cannot attack this realm.
Ravens Bluff
11/1st
Realm
Forgotten Realms
Special Realm
Coast
Any champions can use wizard spells when defending Ravens Bluff.
The Great Rift
12/1st
Realm
Forgotten Realms
Special Realm
Flyers cannot attack this realm.
Myth Drannor
13/1st
Realm
Forgotten Realms
Uncommon
Any champion can use wizard spells when defending Myth Drannor.
Increases player's maximum hand by one.
Vaasa
14/1st
Realm
Forgotten Realms
Special Realm
Coast
Jungles of Chult
15/1st
Realm
5
Forgotten Realms
Special Realm
Coast
Chult can defend itself as a level 5 monster.
The High Forest
16/1st
Realm
Forgotten Realms
Special Realm
Sword Coast
17/1st
Realm Forgotten Realms
Special Realm
Coast
The defending player can return one ally to his hand after each round of
battle.
Anauroch
18/1st
Realm
Forgotten Realms
Special Realm
All attackers lose one level.
Each champion and ally loses 1 level when attacking Anauroch.
Impiltur
19/1st
Realm
1
Forgotten Realms
Special Realm
Coast
All champions and allies who defend Impiltur gain 1 level. 
Icewind Dale
20/1st
Realm
Forgotten Realms
Special Realm
Coast
The attacking champion must discard one magical item chosen by the defender.
The attacking champion must discard a magical item, if he has one. The power does not necessarily have to be used at the start of battle. The defender may hold this power in reserve and force the attacker to discard an item later in the battle. If the attacking champion does not have a magical item at the start of battle, the defender may choose to discard an item played later in the battle. 
The High Moor
21/1st
Realm
Forgotten Realms
Special Realm
Coast
Any defending monster gains 4 levels.
Rashemen
22/1st
Realm
Forgotten Realms
Special Realm
Coast
Damara
23/1st
Realm
Forgotten Realms
Special Realm
Double the level of a defending Forgotten Realms champion. 
Narfell
24/1st
Realm
Forgotten Realms
Special Realm
Coast
Dragonspear Castle
25/1st
Realm
Forgotten Realms
Special Realm
All allies of a defending monster gain 2 levels.
Daggerdale
26/1st
Realm
Forgotten Realms
Special Realm
Allies cannot be used when attacking this realm.
Darkhold
27/1st
Realm
Forgotten Realms
Special Realm
All defenders of Darkhold gain 2 levels if Zhentil Keep is in play anywhere.
Haunted Hall of Eveningstar
28/1st
Realm
Forgotten Realms
Rare
Coast
Draw one card and place it in your hand when this realm is played or rebuilt.
This card was replaced with 421 in the 3rd edition.
Evermeet
29/1st
Realm
Forgotten Realms
Special Realm
Any champion can use wizard spells when defending Evermeet. Flyers
cannot attack.
The Trollmoors
30/1st
Realm
Forgotten Realms
Special Realm
Berdusk
31/1st
Holding
Forgotten Realms
Uncommon
A wizard or cleric gains 3 levels when defending the attached realm.
Tantras
32/1st
Holding
Forgotten Realms
Uncommon
No spells can be cast when attacking or defending Tantras. 
Mulmaster
33/1st Holding
Forgotten Realms
Uncommon
Draw another card every time a spell card is played.
This is a very powerful card, and should be included in any deck that can use
it (i.e. has realms from Forgotten Realms world). If a Disintegrate
spell is used to destroy a realm with Mulmaster attached, the player may still
draw a card. If the card drawn is Dispel Magic (wizard spell), Dispel Magic (cleric spell), Spell Turning, etc., he may play the card to save the realm.
If a spell is dispelled, the player with Mulmaster still draws a card for the original spell, and also for the Dispel Magic.
Hillsfar
34/1st
Holding
Forgotten Realms
Uncommon
Any champion gains 3 levels when defending the attached realm.
Suzail
35/1st
Holding
Forgotten Realms
Uncommon
Any champion can cast wizard spells when defending the attached realm. If
attached to Cormyr all defenders also gain 4 levels.
Arabel
36/1st
Holding
Forgotten Realms
Uncommon
The attached realm can defend itself as a level 4 monster. 
If attached to Damara, the level is doubled to 8.
Fortifications
37/1st
Holding
Forgotten Realms
Uncommon Each defender of the attached realm gains 2 levels. 
Fortifications
38/1st
Holding
Forgotten Realms
Uncommon
Each defender of the attached realm gains 3 levels.
Selune
39/1st
Holding
Forgotten Realms
Uncommon
Undead cannot attack the attached realm.
Peasant Militia
40/1st
Holding
Forgotten Realms
Uncommon
Each champion and ally attacking the attached realm loses 1 level.
Alias the Sell-Sword
41/1st
Hero
6
Forgotten Realms
Uncommon
Immune to offensive spells.
King Azoun IV
42/1st
Hero
7
Forgotten Realms
Rare
All allies of King Azoun IV gain 1 level.
Maligor the Red
43/1st
Wizard
3
Forgotten Realms
Rare
Once per battle Maligor can shift one opposing ally to his own side.
Elminster the Mage
44/1st
Wizard
9
Forgotten Realms
Uncommon
Immune to offensive spells.
Drizzt Do'Urden
45/1st
Hero
8
Forgotten Realms
Common
Elf (drow)
When defending Drizzt must be defeated twice in one battle before he is discarded.
Drizzt's special power makes him a very effective defender. Because this power activates upon defeat in battle, the power is negated by the Ring of Reversion and Thought Eater.
Midnight, Goddess of Magic
46/1st
Wizard
7
Forgotten Realms
Rare
If only one Midnight is in play, wizards cannot cast spells without her permission. She also destroys all magical items held by the opposing champion.
Wizards must ask Midnight's permission to cast spells, even cleric spells. Once a wizard receives Midnight's permission, that permission cannot be revoked until the start of the next player's turn. Wizards may ask permission before playing a spell card. Only Wizards need to ask permission. Other champions capable of casting wizard spells do not need Midnight's permission.
 Midnight Copying Midnight's permission power actually copies the text as it is written. So, by copying her power Drawmij merely duplicates the command that wizards must ask the original Midnight for permission to cast spells. The copying is therefore redundant.
Torg Mac Cei, the Ironlord
47/1st
Hero
6
Forgotten Realms
Uncommon
Dwarf
Torg's level is doubled when defending or attacking the Great Rift.
The Pereghost
48/1st
Monster
7
Forgotten Realms
Rare
Flyer
All the pereghost's allies gain 2 levels.
Bruenor Battlehammer
49/1st
Hero
5
Forgotten Realms
Rare
Dwarf
Bruenor gains 2 levels when fighting a monster.
This card was replaced with 422 in the 3rd edition.
Marco Volo
50/1st
Hero
3
Forgotten Realms
Uncommon
At the start of the players turn, he can look at the top card of any draw pile
and discard it if he wants.
The Harpers
51/1st
Hero
6
Forgotten Realms
Common
The harpers can cast wizard and cleric spells, but the player must choose one
type (wizard of cleric) in each battle when this card is used. 
The Harpers may cast any type of spell (wizard or cleric) except during battle, at which time the player must select only one type of spell to cast.
Gnomes of Samek
52/1st
Hero
4
Forgotten Realms
Uncommon
Adventurers!
53/1st
Hero
3
Forgotten Realms
Common
Can use cleric and wizard spells.
War Party
54/1st
Ally
4
Common
Orc
Crime Lord
55/1st
Hero
7
Forgotten Realms
Uncommon
Harmful
The Crime Lord can also be played as an event to destroy one holding. The destroyed holding and the Crime Lord are discarded. 
When played as an event, Crime Lord is considered a harmful event. 
Adventurers
56/1st
Hero
4
Forgotten Realms
Common
All allies of these adventurers gain 1 level.
The Jotunslayers
57/1st
Hero
4
Forgotten Realms
Common
Dwarf
The Jotunslayers are level 8 if the opposing champion is a monster.
Armies of Bloodstone
58/1st
Ally
4
Uncommon
The Iron Legion
59/1st
Ally
3
Common
Tergoz Tenhammer
60/1st
Hero
5
Greyhawk
Common
Myrmidons
61/1st
Ally 4
Rare
When the Myrmidons are discarded, the player shuffles all discards back into the draw deck.
After being used in battle, the Myrmidons are discarded like any other ally. The entire discard pile, including the Myrmidons, is then shuffled back into the draw pile.
The Myrmidons' power is not triggered if the card is sent to Limbo or the Abyss.
The Magister
62/1st
Wizard
4
Forgotten Realms
Rare
Karlott the Shaman
63/1st
Cleric
4
Forgotten Realms
Uncommon
King Halvor II
64/1st
Hero
5
Forgotten Realms
Uncommon
Pteranadon
65/1st
Ally
2
Common
Flyer
The pteranadon gains 3 levels when defending Chult.
Gorgosaurus
66/1st
Ally
3
Rare
The Gorgosaurus gains 3 levels when defending Chult.
Greater Feyr
67/1st
Monster
5
Forgotten Realms
Rare
The first enemy ally played against the feyr in each battle is discarded immediately.
Cleric of Gond
68/1st
Cleric
4
Forgotten Realms
Rare
This card was replaced with 402 in the 2nd edition.
Cleric of Torm
69/1st
Cleric
5
Forgotten Realms
Rare
Cleric of Mask
70/1st
Cleric
4
Forgotten Realms
Rare
This card and attached magical items and artifact are kept face down, and revealed only in battle.
Only the champion, attached magical items, and an attached artifact are kept face down. Any other attached cards remain face up. Face down cards are revealed once an opposing champion is selected. 
Drow Matron
71/1st
Wizard 5
Forgotten Realms
Uncommon
Elf (drow)
The drow matron gains 3 levels when defending Menzoberranzan.
Dracolich
72/1st
Monster
6
Forgotten Realms
Rare
Dragon
Can use wizard spells. Undead. Flyer.
Vasos Flameslayer
73/1st
Hero
5
Forgotten Realms
Rare
Dwarf
Vasos gains 3 levels when fighting monsters.
Allisa of the Mist
74/1st
Hero
5
Forgotten Realms
Common
Allisa gains 3 levels when fighting monsters.
Grypht the Saurial
75/1st
Wizard
4
Forgotten Realms
Uncommon
Worden Ironfist
76/1st
Hero 5
Forgotten Realms
Rare
Dwarf
Worden gains 3 levels when fighting monsters.
Amarill
77/1st
Cleric
3
Forgotten Realms
Uncommon
If Amarill is defeated, the player can pull one other champion from his
discards and return it to his hand.
Joliet the Rash
78/1st
Hero
4
Forgotten Realms
Common
Once in play, must attack on the player's turn, every turn, or be discarded.
Dwarf of Earthfast
79/1st
Hero
2
Forgotten Realms
Common
Gains 4 levels if the opposing champion is a monster.
The Black Courser
80/1st
Monster
4
Forgotten Realms
Rare
The Black Courser's level is 8 when fighting dragons or undead.
Hornhead Saurial
81/1st
Ally
3
Common
Dagrande
82/1st
Hero
4
Forgotten Realms
Uncommon
Dwarf
Mind Flayer
83/1st
Ally
3
Rare
When played, the mind flayer can immediately shift one opposing ally to its
own side for that round of battle. The ally loses 1 level.
Noble Djinni
84/1st
Ally
4
Rare
The opponent cannot play flyers this round and all opposing flyers already in
the battle are discarded.
Hubadai
85/1st
Hero
4
Forgotten Realms
Rare
Flyer.
This card was replaced with 405 in the 2nd edition.
Intellect Devourer
86/1st
Ally
1
Uncommon
Immediately destroys an opposing champion of level 5 or less.
Shandrill
87/1st
Hero
3
Forgotten Realms
Common
Immune to offensive spells.
Triceratops
88/1st
Ally
3
Rare
Triceratops gains 6 levels when defending Chult.
This card was replaced with 423 in the 3rd edition.
Cleric of Malar
89/1st
Cleric
4
Forgotten Realms
Common
This cleric gains 2 levels when attacking realms from outside the Forgotten
Realms.
Airship
90/1st
Event
Uncommon
Harmful
Destroys any two allies, chosen by this card's player.
Airship's power to destroy two allies need not be used all at once. It can destroy one ally, and then later in the same round of battle, destroy a second ally. Airship can be used as a counter-effect card against allies. For example, if Loup-Garou is played, Airship can be immediately played to discard the Loup-Garou without having to play a magical item.
Because Airship is an event, it may be played at any time. This includes players not involved in the current combat.
Bad Omens
91/1st
Event
Common
Harmful
All allies and champions lose one level until the player's next turn.
Fortunate Omens
92/1st
Event
Common
Helpful
All allies gain 3 levels until the player's next turn.
This is not a particularly powerful card, since all allies, not just the player’s allies, are increased 3 levels.
Rod of Shapechange
93/1st
Artifact
Forgotten Realms
Uncommon
Select any champion from the discard pile and use it in battle in place of this champion. After winning the battle, this champion and artifact return to the pool: the substitute is discarded. 
The Rod of Shape Change conveys all the powers of the imitated champion, including powers that are invoked after battle, such as Iuz the Evil's ability to raze a realm. The champion from the discard pile may not use any items attached to the champion with the Rod.
If the substitute champion is defeated, the champion with the Rod is discarded. If the champion with the Rod is discarded, powers invoked after battle may not be used, since the champion with the Rod never participated in the battle.
Dwarven Hammer
94/1st
Magical Item
3
Rare
Weapon
Staff of Striking
95/1st
Magical Item
3
Rare
Weapon
The bonus becomes +5 if attached to a cleric.
Horrors of the Abyss
96/1st
Wizard Spell
5
Uncommon
Flameblade
97/1st
Magical Item
2
Rare
Sword
This card was replaced with 408 in the 2nd edition.
Figurine of Wondrous Power
98/1st
Magical Item
3
Common
Cataclysm!
99/1st
Event
Uncommon
Harmful
Destroys one realm of the player's choice; that realm is discarded.
A "must have" card for all decks. This is a very powerful event, since it forces an opponent's realm to be discarded. If a player's last realm is discarded, he must discard his pool at the end of the current turn. Immediately playing Menzoberranzan or Caer Allison will prevent loss of the pool.
If Cataclysm! is played by the attacking player during a battle (known as Ward's Cataclysm!), the battle is over and the attacker is entitled to Spoils of Victory. Each champion returns to its pool.
Good Fortune
100/1st
Event
Uncommon
Helpful
The player of this card draws five cards immediately.
Surprise Raid
101/1st
Event
Common
Helpful
The player's champion and allies are doubled in level for one round of battle.
The champion's modified level at the time the event is played is doubled. Cards that modify the champion’s level (e.g. artifacts, magical items, spells, etc.) that are played subsequent to the event are not doubled. Allies are doubled regardless of when played.
Banner of the One-Eyed God
102/1st
Magical Item
1
Common
All of this champion's allies gain 1 level.
Viperhand
103/1st
Magical Item
Uncommon
Any champion with the Viperhand can cast wizard spells. 
Orb of Doom
104/1st
Magical Item
2
Common
Staff of Conjuring
105/1st
Magical Item
5
Common
Spell of Formless Horror
106/1st
Wizard Spell
3
Uncommon
Cast on opposing champion to reduce its level by 3. Spell remains until dispelled.
Safe Harbor!
107/1st
Event
Rare
Helpful
Every player can immediately rebuild one razed realm.
Labor of Legend
108/1st
Event
Common
Helpful
One razed realm is rebuilt by a champion from the pool: the champion is discarded.
Any champion in the pool can be discarded, including a Trapped! champion.
Wand of Light
109/1st
Magical Item
3
Uncommon
Elf Galleon
110/1st
Ally
3
Rare
The Free City of Greyhawk
111/1st
Realm
Greyhawk
Rare
Coast
Any champion defending Greyhawk can cast cleric and wizard spells.
The Lands of Iuz
112/1st
Realm
Greyhawk
Uncommon
Coast
Any champion defending the Lands of Iuz can cast wizard spells. All defenders gain 3 levels if anyone has Iuz in play.
The Pomarj
113/1st
Realm
Greyhawk
Special Realm
Coast
A monster defending the Pomarj gains 3 levels.
Hold of the Sea Princes
114/1st
Realm
1
Greyhawk
Special Realm
Coast
The realm can defend itself as a level 1 champion.
The Yeomanry
115/1st
Realm
Greyhawk
Special Realm
Blackmoor
116/1st
Realm
Greyhawk
Uncommon
Coast
All magical items and artifacts defending Blackmoor gain 2 levels.
The Horned Society
117/1st
Realm
Greyhawk
Special Realm
Coast
The Wolf Nomads
118/1st
Realm
Greyhawk
Special Realm
Coast
Sterich
119/1st
Realm
Greyhawk
Special Realm
Any monster defending Sterich gains 5 levels.
Nyrond
120/1st
Realm
Greyhawk
Special Realm
Veluna
121/1st
Realm
Greyhawk
Special Realm
Any champion defending Veluna can use cleric spells.
Furyondy
122/1st
Realm
Greyhawk
Special Realm
Coast
The Great Kingdom
123/1st
Realm
Greyhawk
Rare
No undead can attack the Great Kingdom. The player's maximum hand increases by two.
Temple of Elemental Evil
124/1st
Realm
Greyhawk
Uncommon Draw three cards immediately when the temple is played.
Greyhawk Ruins
125/1st
Realm
Greyhawk
Uncommon
All Greyhawk champions of this player gain 2 levels.
Perrenland
126/1st
Realm
Greyhawk
Special Realm
Coast
Keoland
127/1st
Realm
Greyhawk
Special Realm
Celene
128/1st
Realm
Greyhawk
Special Realm
The Bright Desert
129/1st
Realm
Greyhawk
Special Realm
Coast
Cannot be attacked by heroes.
Theocracy of the Pale
130/1st
Realm
Greyhawk
Special Realm
The Bone March
131/1st
Realm
Greyhawk
Special Realm
Coast
Heroes cannot be played in defense of this realm.
The Duchy of Urnst
132/1st
Realm
Greyhawk
Special Realm
The Sea Barons
133/1st
Realm
Greyhawk
Special Realm
Coast
Any holding attached to the Great Kingdom also applies to this realm.
Any holding affecting Great Kingdom also affects the Sea Barons. This includes the Shield Lands if used to rebuild the Great Kingdom.
Bissel
134/1st
Realm
Greyhawk
Common
Any champion can use cleric spells while defending Bissel. 
The Scarlet Brotherhood
135/1st
Realm
Greyhawk
Uncommon
Coast
Player can eliminate one champion from any pool at the start of his turn. This realm is then razed.
The Scarlet Brotherhood's power can be used by a player using the dungeon card Labyrinth of Castle Greyhawk, but the player must still raze the Scarlet Brotherhood, voluntarily ignoring the power of the dungeon card.
Irongate
136/1st
Realm Greyhawk
Special Realm
Coast
Any defending hero gains 4 levels.
Principality of Ulek
137/1st
Realm
Greyhawk
Common
Coast
County of Sunndi
138/1st
Realm
Greyhawk
Common
Duchy of Tenh
139/1st
Realm
Greyhawk
Common
Burneal Forest
140/1st
Realm
Greyhawk
Common
Any champion and allies who attack Burneal Forest lose 2 levels.
Castle Hart
141/1st
Holding
Greyhawk
Common
Any champion and allies defending Castle Hart gain 2 levels.
Arms of the Horned Society
142/1st
Holding
5 Greyhawk
Rare
The attached realm can defend itself as a level 5 hero. 
Arms of Iuz
143/1st
Holding
Greyhawk
Rare
Any champion defending the attached realm can cast cleric spells.
This card was replaced with 401 in the 2nd edition.
Arms of Greyhawk
144/1st
Holding
Greyhawk
Rare
No Greyhawk realms with holdings of any player can be attacked by monsters
or flyers.
Arms of the Great Kingdom
145/1st
Holding
Greyhawk
Rare
All undead allies of this player are doubled in level, whether attacking or
defending.
Arms of Furyondy
146/1st
Holding
Greyhawk
Common
The attached realm is unaffected by all harmful event cards.
Arms of Nyrond
147/1st
Holding Greyhawk
Common
Monsters cannot attack the attached realm.
Skull Keep
148/1st
Holding
4
Greyhawk
Common
Any champion defending the attached realm gains 4 levels. 
Fortification
149/1st
Holding
Greyhawk
Common
The attached realm and all its defenders are immune to offensive wizard and cleric spells.
Siege!
150/1st
Event
Uncommon
Harmful
Razes the first realm of every player, regardless of special powers. If a player's first realm is already razed, he ignores this event.
Siege! functions on realms that are immune to events, due to the wording "regardless of special powers."
War Banner
151/1st
Magical Item
1
Common
Every champion and ally of this player gains 1 level. (Def) 
Adding this magical item to a champion immediately adds 2 levels, one for the magical item's level (icon) and one for its special power (text).
Codex of the Infinite Planes
152/1st Artifact
Greyhawk
Common
All of this player's champions are immune to offensive magical items and spells. (Def)
Crystal of the Ebon Flame
153/1st
Magical Item
6
Uncommon
The champion who holds this crystal must attack on his turn or be discarded. (Off)
If the rules prohibit this champion from attacking, he is still discarded.
Hordes of Castle Greyhawk
154/1st
Ally
5
Rare
Skeletal Horde
155/1st
Monster
5
Greyhawk
Common
Undead.
Eye and Hand of Vecna
156/1st
Artifact
5/2
Greyhawk
Uncommon
The attached champion gains 5 levels when attacking, 2 when defending.
For purposes of determining a champion's level while in the pool, the Eye and Hand of Vecna adds 2 levels.
Orb of Dragonkind
157/1st
Artifact
4
Greyhawk
Uncommon
This player's GREYHAWK realms and their defenders cannot be attacked by dragons or monsters
Baba Yaga's Hut
158/1st
Artifact
Greyhawk
Uncommon
The attached champion and its allies are all considered flyers.
Chariot of Lyrx
159/1st
Artifact
3
Greyhawk
Rare
The attached champion gains 3 levels and becomes a flyer; all allies can also fly.
Cup of Al'Akbar
160/1st
Artifact
Greyhawk
Uncommon
If the player discards three cards from his hand at the end of his turn he can return any one card from the discard pile to his hand.
Rary the Traitor
161/1st
Wizard
4
Greyhawk
Common 
Rary gains 3 levels when fighting a wizard and/or 3 levels when defending a realm with an attached holding.
Mordenkainen
162/1st
Wizard
7
Greyhawk
Rare
Tysiln San
163/1st
Wizard
5
Greyhawk
Uncommon
Elf (drow)
Otto
164/1st
Wizard
6
Greyhawk
Rare
Otto can cast both wizard and cleric spells.
Mika the Wolf-Nomad
165/1st
Wizard
7
Greyhawk
Rare
Mika gains 3 levels when the opponent uses allies against him.
Lolth, the Spider Queen
166/1st
Monster
9
Greyhawk
Rare 
Lolth can cast both wizard and cleric spells. If Lolth is defeated, shuffle her back into the draw deck.
Iuz the Evil
167/1st
Monster
8
Greyhawk
Uncommon
Iuz can cast wizard spells. If defeated, Iuz forces one razed enemy realm to be discarded, or razes one realm.
When defeated in battle, Iuz gets to raze any realm (player's choice) or discard any razed realm. Iuz can choose to affect a realm of a player not involved in the battle. Once Iuz enters battle, his power can be triggered. Thus if an opponent plays Treasure or Wish to remove Iuz before putting forth a defender, Iuz can still raze a realm. Because Iuz's power activates upon defeat in battle, the power is negated by the Ring of Reversion and Thought Eater.
Iuz never gets spoils of victory when losing, even if he razes the realm he was attacking.
If Iuz is attacking a Greyhawk realm whose player is using the dungeon card Labyrinth of Castle Greyhawk, Iuz may choose to raze that realm, but no other Greyhawk realms of the player with the Labyrinth.
Card Combo (from Spellfire Reference Guide Volume II): If the Winged Boots is attached to Iuz, he can attack, lose the round, use his special power to raze a realm or discard a razed realm, and then return to the pool to attack again on the next turn. Note, however, that this strategy will not work if Iuz's opponent is a flyer.
Card Combo (from Spellfire Reference Guide ): Known as Butler's Blinking Iuz, when Iuz is losing a battle, he can cast Blink, which causes the caster (Iuz) to lose the battle (and therefore raze a realm) but the caster returns to the pool. This allows Iuz to use his power again in another battle.
Similar to the above combo, the Ring of Regeneration can be attached to Iuz. When Iuz is defeated, he razes a realm, but thanks to the Ring, he goes to Limbo instead of the discard pile. Iuz can then return to the pool to again enter battle, lose, and raze another realm. This combo works only once, since the Ring of Regeneration is discarded at the first defeat.
Mutiny!
168/1st
Event
Rare
Harmful
No battles can be fought until the player's next turn. A battle in progress
stops immediately with no victor; allies are discarded.
This card was replaced with 407 in the 2nd edition.
Swordwraith
169/1st
Ally
4
Rare
Undead.
Sysania
170/1st
Cleric
4
Greyhawk Uncommon
Flyer.
Kiara
171/1st
Hero
2
Greyhawk
Uncommon
Elf
Kiara can destroy one magical item being used against her. The affected item is discarded.

Hettman Tsurin
172/1st
Hero
2
Greyhawk
Rare
If Hettman does not attack, at the end of his turn the player can randomly draw one card from another player's hand and discard it.
Griffon
173/1st
Magical Item
2
Rare
The attached champion becomes a flyer.
This card was replaced with 424 in the 3rd edition.
Sea Zombie
174/1st
Ally
4
Rare
Undead.
This card was replaced with 425 in the 3rd edition.
Mist Wolf
175/1st
Event
Rare
Harmful
No allies can be played until this player's next turn. Allies in play are discarded immediately.
Tyrinon
176/1st
Hero
5
Greyhawk
Uncommon
Flyer.
Quagmiela the Dragon
177/1st
Monster
5
Greyhawk
Uncommon
Flyer.
Seragrimm the Just
178/1st
Hero
5
Greyhawk
Rare
Undead. Seragrimm can only defend, but never attack.
This card was replaced with 410 in the 2nd edition.
Skulk
179/1st
Ally
1
Rare 
This player can now play allies face down; their value is not revealed until both players pass and the winner is determined. 
This card was replaced with 403 in the 2nd edition.
Berserk Fury!
180/1st
Event
Rare
All heroes gain 5 levels until the current player's next turn.
Wolf Nomads
181/1st
Hero
4
Greyhawk
Common
The nomads gain 2 levels if Mika is in the player's pool. 
Zadoc
182/1st
Ally
2
Rare
This card was replaced with 406 in the 2nd edition.
Miles
183/1st
Ally
2
Uncommon
Trystan
184/1st
Ally
2
Common
Thorvid
185/1st Hero
5
Greyhawk
Rare
Thorvid gains 3 levels when fighting monsters, undead, or flyers.
Fairy Madness
186/1st
Event
Rare
Fairy madness affects one champion (not currently in battle). That champion is turned face down and cannot be used until after its next turn.
This card was replaced with 426 in the 3rd edition.
Nenioc
187/1st
Cleric
5
Greyhawk
Uncommon
Young Gold Dragon
188/1st
Monster
4
Greyhawk
Common
Flyer. The Dragon can use wizard spell.
Arch-Druid
189/1st
Cleric
4
Greyhawk
Rare
If only one arch-druid is in play, clerics cannot cast spells without his permission.
Hell Hound
190/1st
Ally
5
Uncommon
All cards friendly to the hell hound are immune to fireball spells.
Griffon
191/1st
Monster
4
Greyhawk
Rare
Flyer.
This card was replaced with 412 in the 2nd edition.
Giant Skeleton
192/1st
Ally
3
Rare
Undead. Any magic sword or spear used by the opposing champion must be discarded immediately.
Skeleton
193/1st
Ally
1
Common
Undead.
Winged Horror
194/1st
Monster
7
Greyhawk
Uncommon
Flyer.
Treants of the Grandwood
195/1st
Ally
5
Uncommon
The treants and all cards in the player's force are immune to all offensive wizard spells except fireball.
Rangers of Hornwood
196/1st
Hero
4
Greyhawk
Common
Magical Barding
197/1st
Magical Item
2
Rare
(Def)
This card was replaced with 411 in the 2nd edition.
Border Forts
198/1st
Holding
Greyhawk
Common
Only flyers can attack the attached realm.
Card Combo: With Border Forts attached, Menzoberranzan becomes almost impossible to attack.
Ren's Crystal Ball
199/1st
Artifact
Greyhawk
Common
At the beginning of his turn, the owner of Ren's crystal ball can inspect the top three cards of any deck and discard one.
Falcon Figurine
200/1st
Magical Item
2
Uncommon
(Off)
Transformation!
201/1st
Event
Common
Harmful
All players must discard their hands and immediately draw five cards.
Enslaved!
202/1st
Event
Uncommon
Harmful
All players must discard one champion from their pool.
Siege
203/1st
Event
Common
Harmful
All players must discard one realm from their front rank. The next realm played must go into the front position.
Players discard their frontmost realm, either razed or unrazed. 
Bribery!
204/1st
Event
Rare
Harmful
Play immediately after champions are selected. The bribed champion returns to the owner's pool and that player must select another champion or lose the battle.
Charge!
205/1st
Event
Uncommon 
Helpful
All of this player's champions gain 3 levels until the end of the player's next turn.
Magic Sword
206/1st
Magical Item
2
Common
+5 vs. undead. (Off)
Enlarge
207/1st
Wizard Spell
3
Rare
Champion can attack flyers with an additional +3. (Def/4) 
This card was replaced with 427 in the 3rd edition.
Ring of Shooting Stars
208/1st
Magical Item
4
Rare
Hero can "lend" +1 to a champion in a combat where he is not involved. (Off)
The power of the Ring can be used in each round of battle. This card was replaced with 428 in the 3rd edition.
Arms of Veluna
209/1st
Holding
Greyhawk
Common
Resurrect one ally which just participated in successful defense of the realm. Resurrected card returns to hand.
Fast Talking!
210/1st
Event
Uncommon
Harmful
Everyone is convinced all artifacts and magical items in play no longer work.
All players discard all magical items and artifacts.
Only magical items and artifacts in play are discarded.
Flight
211/1st
Wizard Spell
Common
Champion and all allies become flyers for this battle. (Def/4)
Shapechange
212/1st
Wizard Spell
6
Rare
(Def/4)
Barbarian Raiders!
213/1st
Event
Rare
Harmful
All players must discard one realm, from their hand or from the table.
Treasure Fleet
214/1st
Event
Rare
Helpful
All players draw three cards.
Potion of Fire-Breathing
215/1st
Magical Item
6
Rare
Discard after one use. (Off)
This card was replaced with 429 in the 3rd edition.
Arms of the Shield Lands
216/1st
Holding
Greyhawk
Common
Attach this holding to a razed Greyhawk realm to rebuild it instantly.
Net of Entrapment
217/1st
Magical Item
Uncommon
This champion's opponent cannot play allies. (Off)
The Net prohibits an opponent from playing allies. Any allies played before the Net is played are discarded.
Johydee's Mask
218/1st
Artifact
Greyhawk
Rare
The wearer assumes the level or gains the special power (but not both) of any
champion in play.
A player using Johydee's Mask may choose each turn, during phase 3, to imitate the power or level of any other champion in play. The Mask imitates the power of a particular champion, but the holder of the Mask does not become that champion. For example, if a player uses the Mask to imitate the power of Midnight there is still only one Midnight in play. The holder of the Mask can destroy magical items, but cannot stop wizards from casting spells.
If the champion being imitated is discarded, the champion with Joydee's Mask continues to assume that champion's powers until phase 3 of the player's next turn. At that time a champion currently in play must be selected to be imitated.
If the Mask is discarded but then brought back into play, a new champion must be selected to be imitated.
This card was replaced with 413 in the 2nd edition.
Helm of Teleportation
219/1st
Magical Item
Rare
One other champion (belonging to the same player) can join this champion as an ally. That champion returns to the pool after this round, but cannot be used again this battle.
This magical item allows a player to use a champion from his hand or pool to aid the champion with the Helm in a round of battle. The champion being used as an ally cannot have previously participated as a champion in a round during this battle. Similarly, it cannot participate as a champion in a later round of the current battle. If the player is victorious, the champion used as an ally returns to the pool. If defeated, the champion used as an ally is discarded.
When a champion is drawn into battle as an ally through use of the Helm, that champion retains all its powers and attached cards. For example, if Colleen is brought into battle as an ally, an opposing monster would be automatically defeated. These powers are not affected by an opponent's Ring of Reversion since that card only affects opponent's champions (not allies). Because the Champion drawn into battle is functioning as an ally, it is susceptible to cards affecting allies, such as Airship and Brine Dragon. The Helm can only be used once in a round, so if a champion/ally is destroyed, another champion cannot be brought into battle in its place.
This card was replaced with 415 in the 2nd edition.
Rod of Dispel Magic
220/1st
Artifact
Greyhawk
Uncommon
A champion with this rod can cancel one magical spell when attacking or defending.
Draj
221/1st
Realm
Dark Sun
Special Realm
Nonflying attackers lose 2 levels.
Raam
222/1st
Realm
1
Dark Sun
Special Realm
All defenders of this realm gain 1 level.
Urik
223/1st
Realm
4
Dark Sun
Special Realm
Allies cannot be played to attack Urik. Urik can defend itself as a level 4 champion.
Urik defends itself as a hero, since no particular type of champion is specified on the card.
Tyr
224/1st
Realm
5
Dark Sun
Special Realm
Owner draws one extra card per turn. Tyr can defend itself as a level 5 hero.
The extra card is drawn during phase 1, so no extra card is drawn on the turn in which Tyr is first played.
Gulg
225/1st
Realm
7
Dark Sun
Uncommon
The first ally to attack Gulg itself each battle is destroyed. Gulg can defend
itself as a level 7 hero.
Nibenay
226/1st
Realm
Dark Sun
Uncommon
This card is not flipped face down unless Nibenay is razed twice in a row.
This card would more properly have been worded "In order to be razed, Nibenay must be defeated twice in one battle". The defeats do not have to come in successive rounds. The attacker does not receive spoils of victory until the realm is defeated twice and flipped over. 
Nibenay's power is combat - related. Razings from spells, such as Creeping Doom, or champion powers, such as Iuz the Evil are not affected by Nibenay's power.
Balic
227/1st
Realm
4
Dark Sun
Special Realm
All attacking allies are halved (rounded up). Balic can defend itself as a level 4 hero.
The Mud Palace
228/1st
Holding
Dark Sun
Uncommon
The Mud Palace increases hand size by two cards.
North Ledopolus
229/1st
Holding
Dark Sun
Uncommon
One card can be drawn and played immediately in defense of the attached realm.
When the realm to which North Ledopolus is attached is attacked, the defender draws a card. He may play it immediately or put it in his hand.
South Ledopolus
230/1st
Holding
Dark Sun
Uncommon
The attached realm can use an ally as a champion. The ally is still discarded after the battle.
Any ally can be used as a champion to defend the realm with South Ledopolus attached. The ally is considered a hero. The ally retains any special powers.
Altaruk
231/1st
Holding
Dark Sun
Common
Any champion defending the attached realm can cast cleric spells.
Salt View
232/1st
Holding
Dark Sun
Common
Monsters cannot attack the attached realm.
Ogo
233/1st
Holding
Dark Sun
Uncommon
Any champion and allies attacking the attached realm lose one level for fear of Ogo's cannibal halflings.
Makla
234/1st
Holding
Dark Sun
Uncommon
Makla adds 1 level to all defenders of the attached realm. 
Kalidnay
235/1st
Holding
Dark Sun
Common
Any monster defending the attached realm gains 4 levels. 
Arkhold
236/1st
Holding
Dark Sun
Common
Allows owner to draw one extra card per turn.
Salt View
237/1st
Holding
2
Dark Sun
Common
Defending champion gains 2 levels
Waverly
238/1st
Holding
Dark Sun
Rare
The attached realm cannot be attacked by flyers and spells cannot be used against its defenders.
This card was replaced with 404 in the 2nd edition.
Bodach
239/1st
Holding
Dark Sun
Rare
A champion attacking the attached realm can have only one ally.
This card was replaced with 414 in the 2nd edition.
Giustenal
240/1st
Holding
Dark Sun
Uncommon 
A champion attacking the attached realm cannot play more than three allies per round.
Yaramuke
241/1st
Holding
Dark Sun
Common
Poisoned water destroys one of the attackers allies as it is played (defender's choice).
Lost Oasis
242/1st
Holding
Dark Sun
Common
The owner can draw one card and play it immediately when the attached realm is attacked.
Any card drawn can be played, including a realm or a spell normally castable only in another phase.
Grak's Pool
243/1st
Holding
5
Dark Sun
Common
The oasis acts as a permanent +5 ally to any champion who defends the attached realm.
Silver Spring
244/1st
Holding
Dark Sun
Common
If the attached realm is razed, one other opponent's realm of the defender's choice is razed also.
Card Combo (from Scavenger's Spellfire Corner ): If the Silver Spring holding is attached to Ancient Kalidnay, razing Ancient Kalidnay to gain another turn also razes another realm.
Bitter Well
245/1st
Holding
Dark Sun Common
This oasis destroys any flyers that attack the attached realm.
Black Waters
246/1st
Holding
Dark Sun
Common
No were-creature or monsters can attack any realm held by this player.
Fort Melidor
247/1st
Holding
Dark Sun
Common
Allies defending every Dark Sun realm held by this player gain 1 level.
Dungeon of Gulg
248/1st
Holding
Dark Sun
Common
Any champion and allies attacking the attached realm lose 1 level.
Ziggurat
249/1st
Holding
Dark Sun
Uncommon
The level bonus (number in icon) of any wizard spell cast in defense of the attached realm is doubled.
Temple
250/1st
Holding
Dark Sun
Common
The attached realm can cast cleric spells.
Mogadisho's Horde
251/1st
Ally
1
Common
If this card is on the losing side of a battle, all holdings of the opponent are discarded.
All holdings in play are discarded, not holdings in the opponent's hand.
Assassins
252/1st
Ally
2
Uncommon
Halfling
If this card is on the losing side of the battle, it destroys one champion anywhere in play chosen by the losing player.
One of the best of the "avenging allies" cards that exact vengeance after a loss in battle. This card allows the player to choose one champion to be destroyed. Note that the champion is destroyed, not defeated in battle. Therefore special powers such as those of Iuz the Evil, Strahd Von Zarovich, and Drizzt Do'Urden are not triggered.
The power of the Assassins is triggered when the battle is over, and the player has lost.
Halfling Mercenaries
253/1st
Ally
1
Common
War Band
254/1st
Ally
3
Common
orc
Kank Lancers
255/1st
Ally
6
Uncommon
Nomad Mercenaries
256/1st
Ally
2
Common
Dwarf
Gladiators
257/1st
Ally
9
Uncommon
Rikus
258/1st
Hero
6
Dark Sun
Uncommon
Rikus can attack twice; if he wins his first round, he can attack again with new allies.
Neeva
259/1st
Hero
7
Dark Sun
Rare
Flyer
Sadira
260/1st
Wizard
4
Dark Sun
Common
Agis
261/1st
Hero
5
Dark Sun
Uncommon 
When attacking, can psionically destroy one monster in the defender's pool before battle begins.
Agis' power is considered an offensive psionic power. Agis can use his power as soon as a defending champion is chosen. If an opponent chooses not to defend the realm being attacked, Agis cannot use his power.
Anavias
262/1st
Hero
2
Dark Sun
Rare
When attacking, psionically negates the power of all enemy holdings for the duration of battle.
Anavias negates the power of holdings for the entire battle, not just the round in which she participates.
Anavias' power is considered a defensive psionic power.
Vaerhirmana
263/1st
Wizard
4
Dark Sun
Rare
Half-elf
Herminard
264/1st
Hero
4
Dark Sun
Common
T'kkyl
265/1st
Hero
3
Dark Sun
Common
Azhul
266/1st
Hero
4
Dark Sun
Uncommon
Chividal
267/1st
Hero
2
Dark Sun
Rare
Halfling
Chividal can psionically destroy one opposing ally at any point during the round.
This card was replaced with 416 in the 2nd edition.
Bagual
268/1st
Cleric
2
Dark Sun
Common
Rowan
269/1st
Ally
1
Uncommon
Elf
Shayira
270/1st
Cleric
3
Dark Sun
Common
Ashathra
271/1st
Ally
2
Common
Stug
272/1st
Ally
2 Common
Ka'Cha
273/1st
Ally
3
Uncommon
Galek
274/1st
Ally
2
Common
Half-elf
Wind Dancers
275/1st
Event
Uncommon
Harmful
All flyers in play are destroyed immediately.
Water Hunters
276/1st
Event
Common
Harmful
All undead in play are destroyed immediately.
Silver Hands
277/1st
Event
Uncommon
All champions killed in the last battle are restored to the players' pools. Play only after a battle is completely resolved. 
Only the champions are restored to the pool. Allies, spells, and any attached items are discarded.
Sky Singers
278/1st
Event
Common
Harmful
Destroys all magical items in play.
Silt Stalkers
279/1st
Ally
3
Common
Elf
Night Runners
280/1st
Ally
2
Uncommon
Elf
So-ut
281/1st
Ally
3
Rare
This card was replaced with 430 in the 3rd edition.
Cistern Fiend
282/1st
Monster
2
Dark Sun
Common
Enemy allies cannot be used against this fiend.
Sloth
283/1st
Ally
1
Common
Mul Savage
284/1st
Monster
6
Dark Sun
Rare
Inhuman
285/1st
Ally
2
Uncommon
Pyreen
286/1st
Ally
3
Rare
This card was replaced with 431 in the 3rd edition.
Cha'thrang
287/1st
Ally
1
Uncommon
Spirit of the Land
288/1st
Event
Rare
Prevents one Dark Sun realm or holding from being razed or discarded or restores one razed realm from any world. An attacker gets no spoils of victory and the battle is over.
The attacker does not receive spoils if attacking a Dark Sun realm, on which Spirit of the Land is played to avoid the razing. Spirit of the Land can be played on any other realm to rebuild it, but the attacker would receive spoils.
Spirit of the Land can also prevent a Dark Sun realm from going to the Abyss, such as with Estate Transference.
Thri-kreen
289/1st
Ally
3
Rare
Wijon
290/1st
Ally
2
Common
Mikor
291/1st
Ally 3
Uncommon
Salicia
292/1st
Ally
3
Rare
This card was replaced with 432 in the 3rd edition.
Zurn
293/1st
Ally
1
Uncommon
Powell
294/1st
Ally
1
Common
Barber
295/1st
Ally
3
Rare
This card was replaced with 433 in the 3rd edition.
Wachter
296/1st
Ally
2
Common
Foucault
297/1st
Ally
3
Uncommon
Stef'fa Naf'ski
298/1st
Monster
5
Dark Sun
Rare
Captain Kazhal
299/1st
Hero
9
Dark Sun
Rare
Destroys one magical item held by the opposing champion at any time during the battle round.
Dlasva
300/1st
Hero
3
Dark Sun
Uncommon
Dlasva can psionically destroy one opposing ally during a round of battle.
Tithian
301/1st
Hero
5
Dark Sun
Rare
If Tithian attacks and wins a round of battle, the defending realm is razed immediately.
Tithian immediately razes the realm when he wins a round of battle. This power is triggered regardless of how he wins the battle. For example, if Tithian is in battle with a monster, and Treasure is played, the monster is discarded and Tithian wins the round and the realm is razed. If Pit Trap! is played on Tithian, he loses the ability to raze a realm.
Card Combo (from Spellfire Reference Guide ): Known as Butler's Balderdash!, if the spell Thrice Hearty Cup of Balder the Red is cast on Tithian in phase 3, he automatically wins the round and thus razes the realm being attacked.
Verrasi
302/1st
Ally
2
Uncommon
Defiler
303/1st
Wizard
6
Dark Sun
Common
If the Defiler casts one or more spells, one friendly realm is razed or one friendly holding is shuffled back into the draw pile.
Dragon King
304/1st
Monster
8
Dark Sun
Rare
Can cast wizard spells.
Borys
305/1st
Monster
9
Dark Sun
Rare
Dragon
Can cast wizard and cleric spells.
Preserver
306/1st
Wizard
6
Dark Sun
Common
Punisher
307/1st
Ally 3
Common
Gith
308/1st
Ally
1
Uncommon
Tiger
309/1st
Ally
1
Common
Orb of Power
310/1st
Magical Item
Common
Offensive spells and magical items have no effect against the champion with this orb. (Def)
The Orb of Power negates offensive spells and offensive magical items played against the champion with the Orb. Spells and items are negated even if they were played before the Orb was played, although their effects may continue. For example, a Lightning Bolt that was cast before the Orb of Power was brought into play would no longer count as +5, but any magical item or ally it may have discarded does not return.
Rings of All Seeing
311/1st
Magical Item
Uncommon
Allows the owning player, at the beginning of his turn, to look at one player's hand. (Def)
Treasure
312/1st
Event
Common
All monsters are bribed to desert; discard all monsters in battle or in pools.
If used in battle, this event causes both sides to end the battle with no winner. The spells, allies, and other cards are discarded with the monsters. The battle is ended and another battle cannot be started. That attacker's combat options are finished.
Shield of Destruction
313/1st
Magical Item
1
Common
(Def)
Shield of Annihilation
314/1st
Magical Item
2
Uncommon
(Def)
Shield of Devastation
315/1st
Magical Item
2
Common
(Def)
Shield of Wickedness
316/1st
Magical Item
Common
One enemy ally, chosen by the shield's owner, is forced to switch sides and fight for the shield's owner for one round of battle. (Off)
If the Shield of Wickedness is used in combat to steal an ally, and is then destroyed, the ally returns to its original owner.
Shield of Gore
317/1st
Magical Item
3 Uncommon
(Off)
The Heartwood Spear
318/1st
Artifact
Dark Sun
Common
Kills any opposing dragon or monster in the battle automatically.
The Caravan
319/1st
Event
Common
Play only between two players' turns. The player of this event can take a turn immediately. Afterward, play resumes where it left off.
Caravan cannot be played until every player has had their first turn.
The Caravan Caravan is played between two player's turns. Multiple Caravans cannot be played in succession; as soon as one is played you are no longer "between turns". Thus, all other Caravan's must be held in hand until the current Caravan turn ends. Note that the active player (the one who just ended his turn) gets priority to play his or her Caravan before other players. 

The Necklace
320/1st
Magical Item
Uncommon
Defensive
Allows the attached champion to cast wizard spells.
Elemental Cleric
321/1st
Cleric
2
Dark Sun
Common
The elemental is immune to offensive wizard spells.
Elven Archer
322/1st
Ally
3
Rare
The Outcast
323/1st
Hero
5
Dark Sun
Rare
Can use cleric or wizard spells.
Thugs
324/1st
Ally
1
Uncommon
Desert Warrior
325/1st
Hero
2
Dark Sun
Rare
The desert warrior's first ally each round is considered a +4, regardless of the ally's actual level.
This card was replaced with 434 in the 3rd edition.
Desert Warrior
326/1st
Hero
3
Dark Sun
Rare
The desert warrior's first ally each round is considered a +3, regardless of the ally's actual level.
This card was replaced with 417 in the 2nd edition.
Desert Warrior
327/1st
Hero
4 Dark Sun
Rare
All allies played on the desert warrior gain an additional +1.
This card was replaced with 435 in the 3rd edition.
Marauder
328/1st
Ally
3
Common
Shaqat Beetles
329/1st
Ally
1
Common
Tembo
330/1st
Monster
3
Dark Sun
Uncommon
The opponent cannot use allies for defense or offense.
Tembo's power prohibits opponents from using allies while in combat with Tembo.
Fireball
331/1st
Wizard Spell
Common
Destroys immediately all opposing allies of level 4 or less. (Off/4)
Lightning Bolt
332/1st
Wizard Spell
5
Common
Immediately destroys one opposing ally of level 4 or less or one magical item of caster's choice. (Off/4)
Paralyze
333/1st
Wizard Spell
Common
Cast on a champion before battle to prevent that card from defending. Cast during a battle to eliminate one ally of the caster's choice. (Off/3/4)
Magic Missile
334/1st
Wizard Spell
3
Common
(Off/4)
Wall of Fire
335/1st
Wizard Spell
Common
Only flyers can attack across the wall. (Off/4)
Wall of Iron
336/1st
Wizard Spell
3
Common
Only flyers can attack across the wall. Use on defense only. (Def/4)
Wall of Stone
337/1st
Wizard Spell
4
Common
Only flyers can attack across the wall. Use on defense only. (Def/4)
Wall of Force
338/1st
Wizard Spell
5 Common
Only flyers can attack across the wall. (Def/4)
Invisibility
339/1st
Wizard Spell
Rare
An invisible champion can bypass a defending hero (not a monster, wizard, or cleric) and destroy the realm. The defending hero returns to the pool.
In the case of this card, "destroy" means raze a realm. The realm is not discarded. The battle is over and the attacker takes spoils of victory.
This card was replaced with 418 in the 2nd edition.
Cone of Cold
340/1st
Wizard Spell
5
Common
(Off/4)
Sleep
341/1st
Wizard Spell
Common
Eliminates up to three opposing allies of level 1 or 2 chosen by the caster. (Off/4)
Shield
342/1st
Wizard Spell
2
Common
(Def/4)
Fly
343/1st
Wizard Spell
Common One champion or ally becomes a flyer. (Def/4)
Crushing Fist
344/1st
Wizard Spell
4
Rare
The crushing fist adds 4 levels or destroys one magical item, at the choice of the caster. (Off/4)
Anti-Magic Shell
345/1st
Wizard Spell
Rare
Makes one champion immune to all offensive spells and prevents him from casting any spells himself. (Def/4)
This card was replaced with 419 in the 2nd edition.
Dispel Magic
346/1st
Wizard Spell
Common
Cancels the effect of any spell. (Def/3/4)
Dispel Magic cancels the effect of any spell, offensive or defensive, including another Dispel Magic spell. The 3rd edition rules make it clear that Dispel Magic, Spell Turning, and Reflection may be cast at any time to dispel or turn a just-cast spell. A player must have a champion in the pool or in battle capable of casting the spell and must specify which champion is casting the spell.
Improved Phantasmal Force
347/1st
Wizard Spell
6
Common
(Off/4)
Fear
348/1st Wizard Spell
Rare
Attach to any enemy champion in a pool; that card cannot attack or defend until the fear is dispelled. (Off/3)
Cure Light Wounds
349/1st
Cleric Spell
1
Common
(Def/4)
Cure Serious Wounds
350/1st
Cleric Spell
2
Common
(Def/4)
Sticks to Snakes
351/1st
Cleric Spell
4
Common
(Off/4)
Blade Barrier
352/1st
Cleric Spell
Rare
Destroys all opposing allies of level 5 or less. Cast only when defending. (Off/4)
Bless
353/1st
Cleric Spell
Common
The champion and each of its allies gain 1 level this round. (Def/4)
Sanctuary
354/1st
Cleric Spell
Rare
The cleric who casts sanctuary loses this round of battle, but is not discarded; it returns to the pool instead. (Def/4)
Wind Walk
355/1st
Cleric Spell
Rare
The champion and all his allies this round are treated as flyers. (Def/4)
Bark Skin
356/1st
Cleric Spell
2
Common
Adds 2 levels to a single defender. (Def/4)
Charm
357/1st
Wizard Spell
Common
Opponent loses one ally of the caster's choice, chosen immediately. (Off/4)
Dispel Magic
358/1st
Cleric Spell
Common
Cancels the effect of any spell. (Def/3/4)
Dispel Magic cancels the effect of any spell, offensive or defensive, including another Dispel Magic spell. The 3rd edition rules make it clear that Dispel Magic, Spell Turning, and Reflection may be cast at any time to dispel or turn a just-cast spell. A player must have a champion in the pool or in battle capable of casting the spell and must specify which champion is casting the spell.
Darkness
359/1st
Cleric Spell
Common
This battle ends immediately with no victor or loser; champions return to their pools, allies to the players' hands, spells are discarded. Darkness has no effect against monsters. (Def/4)
Protection
360/1st
Cleric Spell
Common
The opponent cannot use undead in this battle round; any already played as allies are discarded. An undead champion loses the battle but returns to the pool. (Def/4)
Chariot of Sustarre
361/1st
Cleric Spell
Common
One champion or two allies can fly for one round of battle. (Def/4)
Sunray
362/1st
Cleric Spell
Rare
The sunray kills all undead in one player's pool. (Off/3) 
This card was replaced with 436 in the 3rd edition.
Wall of Thorns
363/1st
Cleric Spell
2
Common
Cast only when defending. Only attackers of level3 or higher can cross the wall. (Def/4)
Wall of Fire
364/1st
Cleric Spell
1
Uncommon
Cast only when defending. Only attackers of level 4 or higher can cross the wall. (Off/4)
Holy Word
365/1st
Cleric Spell
Common
Destroys all undead allies on both sides of a battle instantly. (Off/4)
Raise Dead
366/1st
Cleric Spell
Rare
Any one defeated champion can be selected from the player's discard pile and placed back in his hand. (Def/3/5)
Note that the wording on the card specifies a defeated champion (i.e. a champion discarded through battle) can be brought back to the hand with Raise Dead.
Flame Strike
367/1st
Cleric Spell
Uncommon
Destroys any number of opposing allies with levels totaling 6 or less, selected by the caster. Discard immediately. (Off/4) 
Protection from Lightning
368/1st
Cleric Spell
Common
Lightning cannot harm the caster or his allies in this battle. (Def/4)
This spell provides protection from any cards with lightning in the name for the entire battle, not just the round in which the spell is cast. Cards affected are Lightning Bolt, Chain Lightning, Call Lightning, and Lightning Glyph.
Silence
369/1st
Cleric Spell
Uncommon
The opposing champion cannot cast any spells in this battle. (Off/4)
Silence works for one round and the opposing champion can't cast spells for the rest of that round. If the opposing champion becomes immune to magical spells for some reason (e.g. Orb of Power) then the opposing champion can again cast spells in that round. This spell only affects the champion in the battle. The opposing player could use another champion in its pool to cast Dispel Magic or Spell Turning.
Invisibility to Undead
370/1st
Cleric Spell
Common
This champion ignores undead opponents.
Wall of Fog
371/1st
Wizard Spell
Common
No attacks are allowed against any player until the caster's next turn. (Off/3)
Forget
372/1st
Wizard Spell
Common
One ally forgets to attack or defend this turn; discard the ally. (Off/4)
Web
373/1st
Wizard Spell
Common
Destroys any opposing allies of level 3 or less already in play. (Off/4)
Blink
374/1st
Wizard Spell Common
A champion who is about to lose a round of battle escapes to the player's pool, but the battle is still lost. (Def/4)
Hold Undead
375/1st
Wizard Spell
Common
Opposing undead allies have no effect on the outcome of this battle. (Off/4)
Charm Monster
376/1st
Wizard Spell
Common
An opposing monster returns to its pool; the caster wins this round of battle. (Off/4)
Wind of Disenchantment
377/1st
Event
Rare
An anti-magic storm sweeps across the cosmos, destroying all magical items in play.
Black Tentacles
378/1st
Wizard Spell
Uncommon
All champions of level 4 or less die, regardless of whether they are in battle or in pools. (Off/3/4)
Fire Shield
379/1st
Wizard Spell
5
Uncommon
(Off/4)
Ice Storm
380/1st
Event
Common
Destroys all champions and allies of level 4 or less in play anywhere.
Phantasmal Killer
381/1st
Wizard Spell
+?
Rare
The champion gains one level for each ally played against him. (Off/4)
This card was replaced with 420 in the 2nd edition.
Solid Fog
382/1st
Event
Common
Unearthly fog prevents all attacks against all players until this player's next turn.
This event prevents all attacks. If played during battle, the battle is ended. Champions return to their pools with no spoils of victory. Spells and allies are discarded. Because this is a harmful event, a player may play Calm or discard Delsenora (10/1st Chase) and attack another player.
Animate Dead
383/1st
Wizard Spell
Common
A wizard who casts this spell can fight again in the next round of battle, regardless of whether he won or lost the previous round. (Def/4)
This does not prevent a champion who loses from being discarded, just postpones the discarding for one round. During that one round, the wizard who cast the spell can fight again. If an attacking wizard casts this spell, but loses the round, it is discarded immediately, since the battle is over.
Cloudkill
384/1st Wizard Spell
Common
Opposing allies of level 3 or less are discarded and no more can be played this round.
Feebleminded
385/1st
Wizard Spell
Common
An opposing spellcaster cannot cast any spells for the rest of this round.
Magic Jar
386/1st
Wizard Spell
Common
If the defender is defeated, the current attacking champion becomes the defending champion in the next round of this battle and then is discarded.
If there is no further round of battle, the attacker is discarded immediately.
Faithful Hound
387/1st
Event
Common
Only flyers can attack any realm until the player's next turn.
Passwall
388/1st
Wizard Spell
Common
Negates any wall spell.
Rock to Mud
389/1st
Wizard Spell
Common
Only flyers can attack this player's realms until the player's next turn.
Chain Lightning
390/1st
Wizard Spell
5
Common
Death Fog
391/1st
Wizard Spell
Common
Kills all champions of level 5 or less in one player's pool and prevents survivors from attacking until after that player's next turn.
Death Spell
392/1st
Wizard Spell
Common
Kills any one champion or ally of the caster's choosing of level 7 or less. (Off/3/4)
Death Spell kills one champion or ally, chosen by the player, of level 7 or less. When determining level, all adjustments (such as artifacts, magical items, spells, and events) are counted. The opponent may not play additional cards after Death Spell in an attempt to raise the level of the target champion or ally above 7. Because the card states "any one champion or ally of the caster's choosing," this spell can be used to destroy a champion not involved in the current battle.
Disintegrate
393/1st
Wizard Spell
Rare
Destroys one realm, regardless of position. The destroyed realm must be discarded. This player can make no attacks this turn. 
Disintegrate may be cast if drawn as Spoils of Victory, assuming the player has a champion capable of casting the spell, even if the player attacked on his turn.
This card was replaced with 437 in the 3rd edition.
Geas
394/1st
Wizard Spell
Common
The affected champion can neither attack nor defend until after the owner's next turn.
Banishment
395/1st
Wizard Spell
Common
Destroys one monster of the caster's choice.
Control Undead
396/1st
Wizard Spell
Common
The caster can ask any player for his largest undead ally card and use it in this round of battle. The ally is discarded afterward.
This spell allows the caster to use any player's largest undead ally in the current battle. The ally card may be in play or come from a player's hand. The caster may not take an undead ally from any deck.
Finger of Death
397/1st
Wizard Spell
Common
Kills any one champion or ally of level 5 or less. (Off/3/4)
Finger of Death kills one champion or ally, chosen by the player, of level 5 or less. When determining level, all adjustments (such as artifacts, magical items, spells, and events) are counted. The opponent may not play additional cards after Finger of Death in an attempt to raise the level of the target champion or ally above 5. Because the card states "any" champion, this spell can be used to destroy a champion not involved in the current battle.
Spell Turning
398/1st
Wizard Spell
Common
Turn a just-cast spell back at its caster, as if the original target had cast it. (Def/3/4)
Spell Turning turns an offensive spell back against its caster. Spell Turning must be played immediately after the spell being turned, although events may be played between the original spell and Spell Turning. The 3rd edition rules make it clear that Dispel Magic, Spell Turning, and Reflection may be cast at any time to dispel or turn a just-cast spell. A player must have a champion in the pool or in battle capable of casting the spell and must specify which champion is casting the spell.
Ancient Curse
399/1st
Event
Rare
Choose one champion with an attached artifact or magical item to be killed immediately. Discard the champion and his possession.
Ancient Curse discards any champion with one or more attached artifacts or magical items. Ancient Curse cannot be used to discard a realm with an attached realm artifact, even if that realm has a realm champion and is defending itself.
This card was replaced with 409 in the 2nd edition.
Calm
400/1st
Event
Chase
This magical calm undoes the harmful effect of an event, but only for the player of this card.
Calm cancels the effect of a harmful event for the player of the Calm card. Calm does not eliminate the event. Calm has no effect on helpful events.
Discovery of Spellfire
401/1st
Event
Chase
The user can examine all other players' hands and discard one card from each.
This card was replaced with 438 in the 3rd edition.
Magical Champion
402/1st
Magical Item
Chase 
Attach this item to an ally from your hand. The ally becomes a champion (hero) until discarded for any reason. Its level is unchanged. (Def)
While this magical item is only useful when attached to an ally, it may be attached to a champion.
Traitor
403/1st
Event
Chase
One ally of this player's choice switches sides for the duration of this round.
This card was replaced with 439 in the 3rd edition.
Chaos Shield
404/1st
Artifact
1
Forgotten Realms
Chase
A champion with this shield gains 1 level for every ally currently opposing him.
Slave Realm of Tulek
405/1st
Realm
Dark Sun
Chase
No cleric or wizard can attack this realm.
Phorbes's Scrolls
406/1st
Wizard Spell
7
Chase
Besides adding 7 levels, the scrolls force the largest enemy ally played so far to be discarded. (Off/4)
Mercenary Gold
407/1st
Ally
8
Chase
One opposing ally of level 1 or 2, chosen by this player, is discarded.
Living Scroll
408/1st
Monster
0
Forgotten Realms
Chase
The Living Scroll defeats a hero or cleric automatically. But it is automatically defeated by a wizard or monster.
Ren's Bell of Death
409/1st
Artifact
3
Forgotten Realms
Chase
Allies of level 4 or higher cannot be used against the champion who carries Ren's Bell of Death.
Labyrinth Map of Shuuc
410/1st
Artifact
4
Forgotten Realms
Chase
A champion with this map is never discarded; if defeated, he escapes into the labyrinth and returns to the player's pool at the end of the player's next turn.
If a champion with the Labyrinth Map of Shuuc is defeated in battle it is put in Limbo. The champion then returns to the player's pool at the end of the player's next turn. If at that time the champion cannot return to the pool for any reason (such as the Rule of the Cosmos), the champion is discarded. This includes a Rule of the Cosmos conflict because another player has played a Labyrinth Map of Shuuc.
Unlike most other circumstances in which a champion goes to Limbo, a champion with the Map does not lose attached items. Note that the champion must be defeated in battle. If a champion is discarded for some other reason, it stays discarded. For example, if the Labyrinth Map of Shuuc is attached to Helm, and he is discarded to cancel an event, he is discarded.
Annulus
411/1st Artifact
3
Dark Sun
Chase
At the beginning of its owner's turn, this helm of telepathy (fashioned from a mummified illithid's head) allows the player to examine an opponent's hand.
Scroll of 7 Leagues
412/1st
Magical Item
7
Chase
The possessor of this scroll (and allies) can attack any realm without flying. (Def)
The Scroll allows an attacker to "teleport" to any realm to attack regardless of movement restrictions. The Scroll does not negate other restrictions, such as limitations on what type of champion can attack a realm. For example, a monster with the Scroll still cannot attack Bright Desert (can only be attacked by heroes).
Map of Life
413/1st
Event
Chase
No player can play a realm or rebuild a realm until this player's next turn.
Map Of Life prevents any realm, including Menzoberranzan from being played.
Card Combo (from WarIndx@aol.com ): After playing Map of Life, play Biding Your Time before your next turn. This forces your opponents to go two turns without playing a realm, then allows the player to take two turns once Map of Life is no longer in effect. An alternative is to play the Map, then play Calm to allow the player to play realms, and cast Extension I to prolong the effect of Map of Life.
Event Wheel can also be used to prolong the Map of Life.
Supernatural Chill
414/1st
Event
Chase
Unnatural winter strips 2 levels from every champion and ally until this
player's next turn. Any card reduced to level 0 is discarded immediately.
Card Combo (from Shadowlord's Spellfire Page ): With the rule card Brandobaris's Inversion (All champions of base level 6 and above are reduced to level 2...) in play, play Supernatural Chill. All champions with a base level of 6 and above (before Brandobaris's Inversion is played) are discarded. 
Map to Mercenary Army
415/1st
Ally
8
Chase
Offensive wizard spells have their levels (if any) halved (rounding up) when used against this ally.
Pit Trap!
416/1st Event
Chase
Traps a winning champion so a realm is not razed. The champion is discarded as if he had lost the battle.
Pit Trap! is used when a realm is not defended to avoid razing the realm. Because Pit Trap! affects winning champions, champions that have special powers triggered upon defeat, such as Iuz the Evil and Erital Kaan-Ipzirel cannot use their powers.
Because there is no defender, there are no Spoils of Victory when Pit Trap! is played.
If Pit Trap! is calmed or negated, the realm is razed.
Pit Trap! cannot be used during an attack on a dungeon card.
Mind Flayer Lord
417/1st
Monster
8
Forgotten Realms
Chase
The illithid immediately destroys all opposing allies of level 3 or less. The illithid can only be joined by allies of at least level 4.
Aurak Draconian Lord
418/1st
Monster
8
Dragonlance
Chase
If the aurak is defeated, it also forces the champion who killed it to be discarded.
Card Combo (from Scavenger's Spellfire Corner ): If Winged Boots is attached to the Aurak Draconian Lord, the Lord can lose the round, discard the opposing champion, and then return to the pool to do it again next turn. Of course, this only works if the opponent is not a flyer.
Ego Coin
419/1st
Magical Item
Chase
A champion with this coin can have any number of attached artifacts, and of any world.
Chest of Many Things
420/1st
Magical Item
5
Chase 
The champion with this chest can fly, and can function as a hero, wizard, cleric, or monster; the player chooses which type of champion before each round.
The player chooses what type (hero, wizard, cleric, monster) his champion will be during phase 3 of his turn. The champion retains that type until phase 3 of the next turn, at which time a new type may be chosen.
Card Combo: Attach the Chest of Many Things to Joliet the Rash and choose for Joliet to become a cleric. Then attach the Boots of Fharlanghn. Now Joliet may make unlimited attacks on an opponent's realm and draw a spoils after each victory.
Gelatinous Cube
421/1st
Monster
0
AD&D
Chase
If the opposing champion loses in combat, his attachments are transferred to
the cube. It receives all bonuses from the items while under its control. When
the cube is defeated, the cards go to their owner's discard pile. 
Gatekeeper
422/1st
Monster
1
AD&D
Chase
Undead
Immune to events and offensive spells. Can be sent to the Abyss to send home all champions (champions return to the player's hand).
The Gatekeeper can be discarded (sent to the Abyss) during phase 3 and in return all of the player's champions in the Abyss can be returned to the player's hand. The Gatekeeper must be in the pool at the time it is discarded.
Age of Entropy
423/1st
Rule
AD&D
Chase
At the end of each player's turn (after discarding down to maximum hand size), that player must discard a card from his hand or pool, or raze a realm.
Orb of Green Dragonkind
424/1st
Artifact
AD&D
Chase
Once per turn can duplicate the level and special powers of any dragon in play. The orb cannot be used again until the player's next turn.
The dragon to be duplicated is selected in phase 3 of the player's turn. This choice and the duplicated powers remain in effect until phase 3 of the player's next turn.
When as a part of the duplication of a dragon's power, the champion with the Orb is considered a dragon. The champion is affected by cards that target dragons, and the champion can use spells and unarmed combat cards that can only be used by dragons. 
The Undead Htimsen
425/1st
Monster
3
AD&D
Chase
Undead. Flyer. If played between 6 PM and 6 AM, his level rises to 10. Spiritual kin to the Gib Htimsen, this vampire automatically defeats psionicists.
Tapestry of the Stag
426/1st
Artifact
5
Greyhawk
Chase
This player's champions are immune to the special powers (but not the level) of all Ravenloft champions and allies.
Dori the Barbarian's Cape
427/1st
Artifact
5
AD&D
Chase
Champion cannot be discarded by harmful events, offensive spells, or psionic powers. Once per turn, he can cancel one helpful event played. He must attack every turn, if possible or be discarded.
The Cape can cancel one helpful event each turn. For this purpose, turn is defined as running from phase 3 of the player's turn to phase 3 of the player's next turn.
The Cape also requires the champion to attack each turn, if possible under the rules. This includes attacks on an opponent's dungeon card. If the player cannot attack an opponent's realm (because, for example, they are all razed), he must attack an opponent's dungeon card or discard the champion with the cape. The Cape may be attached to champions that can only defend, such as Ambassador Carrague (with the Ego Coin) and Lurker in the Deep.
If it is possible for the champion with the Cape to attack, but the player sends forward another champion, and the opponent does not defend and razes the realm, the champion with the Cape must be discarded.
Weasel Attack
428/1st
Event
Chase
When attacking, this player can choose an opponent's champion to take his champion's place in combat. That player must fight with his own cards. If he wins, the realm is automatically razed; both he and the even player draw spoils. If he loses, his champion is discarded and his foremost realm is razed; the event player draws spoils. (Harmful)
After a player puts forth a champion to attack, he may play Weasel Attack and substitute another player's champion for his own.
The substitute champion does not need to meet movement requirements of the realm being attacked. The original attacker, however, must have been able to reach the realm.
The Barbarian's Decree
429/1st
Rule
Greyhawk
Chase
The glory of combat demands that all players attack each turn (if possible). Any who do attack are rewarded by the gods: Their champions may attack twice each round unless defeated in combat or the realm is razed.
The Abyssal Vortex
430/1st
Rule
Greyhawk
Chase
Wish and Limited Wish spells cannot be cast. All spells and allies played while this card is in effect are discarded into the Abyss.
Prismal the Outrageous
431/1st
Wizard
8
Forgotten Realms
Chase
Can cast wizard and cleric spells and is immune to offensive magical items. Prismal and his allies can attack any Forgotten Realms realm, regardless of position or powers, and he gains two spoils of victory if he razes it.
Malatra, the Living Jungle
432/1st
Realm
6
Forgotten Realms
Chase
Malatra can defend itself as a level 6 monster. It cannot be attacked by any champion or ally that is a swimmer. The level of attacking champions and allies that are not flyers is halved. 
Mayor Charles Oliver O'Kane
433/1st
Hero
6
Forgotten Realms
Chase
His allure and charm are beyond compare, and all female heroes, wizards, and clerics who face him in battle return to their pools, defeated. He gains 3 levels when defending a Forgotten Realms realm.
The Spellfire Reference Guide Volume II incorrectly states that O'Kane's base level is increased by 3 when defending a Forgotten Realms realm. Because the card does not specify base level, the bonus is to O'Kane's adjusted level.
Bengoukee the Witch Doctor
434/1st
Wizard
7
Forgotten Realms
Chase
Can cast wizard and cleric spells and is immune to all spells cast in phase 3. Phase 4 spells cast by the witch doctor are a twice the level bonus.
Big Chief Bagoomba
435/1st
Hero
5
Forgotten Realms
Chase
Bagoomba is a figurehead of great charisma. When defending, the levels of his allies are doubled, and opposing allies of level 3 or less cannot be played.
The Genie Bottle
436/1st
Event
Chase
All spells in play are dispelled, including a just cast spell, and all holdings and rule cards are removed from play. Can be Calmed by individual players but cannot be canceled. (Harmful)
The Genie Bottle event negates all spells in play. For example, Disintegrate is cast, Reflection is played to counter the first spell, then Dispel Magic is played to counter the Reflection. If Genie Bottle is then played, all spells (Disintegrate, Reflection, Dispel Magic) are negated. (Counter-effect spells are considered to be played simultaneously with the original spell.) The event cannot be negated. However, if a player plays Calm or discards Delsenora (10/1st Chase), his holdings and spells are not discarded. Rule cards have no owner, so are still discarded.
Estate Transference
437/1st
Wizard Spell
Chase
This spell places a realm and any attached holding in the Abyss. If spell-turned or reflected, the caster of this spell is placed in the Abyss. This player can make no attacks this turn. Limit one per deck. (Off/3)
If Re-target or The Last Sea is used to redirect the spell, the new target, not the caster, is sent to the Abyss. The Spellfire Reference Guide Volume II indicates the player casting Estate Transference loses his phase 4 and will "automatically move on to phase 5." However, the caster is still in phase 3, and may play other cards as allowed in phase 3, before moving on to phase 5. 
Starshine
438/1st
Cleric
8
AD&D
Chase
Starshine and her allies can attack any realm regardless of its position or powers. If defeated, she can be placed beneath a realm to duplicate the effects of any opposing holding in play.
The Starving Artist
439/1st
Ally
3
Chase
If on the losing side of a battle, no one gains a spoils of victory, and one opponent (this player's choice) must discard his hand down to two.
The reference to being on the losing side of a battle means losing a round of battle.
The King of the Elves
440/1st
Hero
9
AD&D
Chase
Automatically defeats any wizard played against him but is instantly defeated by an undead champion. If defeated in battle, all wizards of base level 7 or higher are discarded from every player's pool.
If The King of the Elves attacks, and an undead wizard, such as Gib Irod or Winslow the Lich, defends, both champions are discarded. The battle may continue with another champion brought forward.
If The King of the Elves is defending against an undead wizard, both champions are discarded, the player draws spoils, and the battle is over.
That's the Spellfire Oracle, Jim Butler, pictured on the card. 
 1ST ED CHASE
 Sakornia
1/1st Chase
Hero
6
AD&D
Rare
Sakornia gains 3 additional levels when using an artifact. 
Edormira, Red Dragon
2/1st Chase
Monster
7
AD&D
Rare
Flyer. No monster can defend against Edormira.
Gloriana
3/1st Chase
Wizard
6
AD&D
Rare
Gloriana can cause a gust of wind to blow all flyers out of the battle; no flyers
can be played against her.
Any flyers in battle with Gloriana are immediately discarded. If Gloriana is attacking, flyers cannot defend.
Gib Ekim
4/1st Chase
Hero
5/7
AD&D
Rare
Gib can fight as either a wizard (5) or a hero (7); the player must choose at the
start of the round.
Neirgral, Green Dragon
5/1st Chase
Monster
7 AD&D
Rare
Flyer. Neirgral is so frightening that no allies of level 4 or less can be played
on either side.
Dagaronzie, Green Dragon
6/1st Chase
Monster
8
AD&D
Rare
Flyer. Dagaronzie can instantly destroy any two allies played against it in a
round of battle.
Fejyelsae
7/1st Chase
Hero
10
AD&D
Rare
If any allies are played with Fejyelsae, she drops to level 7.
Dragon Rage!
8/1st Chase
Event
Rare
All creatures fear the dragon rage! Every player must discard one champion
from his pool or hand.
Shalbaal, Red Dragon
9/1st Chase
Monster
6
AD&D
Rare
Flyer. Every time Shalbaal wins a round of battle, the player randomly draws
one card from the defeated player's hand and discards it. The player must
laugh while doing this.
Delsenora
10/1st Chase
Cleric
7
AD&D
Rare
Delsenora is also an oracle. She can cancel the effect of one event card for this
player, but must be discarded afterward.
Delsenora functions just like Calm (400/1st), negating the effect of harmful
events for the player. Delsenora can be discarded at any time, even in battle, to
"calm" an event.
Gib Evets
11/1st Chase
Monster
8
AD&D
Rare
Dragon
This creature is so magic-resistant that magical items and spells have no effect
against it; only artifacts can hurt it.
Dori the Barbarian
12/1st Chase
Hero
6
AD&D
Rare
Dori gains 2 levels when fighting a cleric or a wizard. 
Gib Htimsen
13/1st Chase
Monster
9
AD&D
Rare
This nether monstrosity is immune to all spells, events, magical items, and
artifacts.
Gib Htimsen is immune to opponents spells, events, magical items, and artifacts. He may use his own events, magical items, and artifacts.
Gib Htimsen is named for TSR staffer Bruce Nesmith.
Darbee
14/1st Chase
Hero
6
AD&D
Rare
Darbee gains 4 levels when fighting a monster.
Aurum, Gold Dragon
15/1st Chase
Monster
7
AD&D
Rare
Flyer. Aurum gains 1 extra level per friendly ally (in addition to the ally's
bonus).
Halcyon
16/1st Chase
Cleric
7
AD&D
Rare
Every time Halcyon wins a round of battle, the player can return one card
from the discard pile to his hand.
If Halcyon attacks, but no champion is put forth to defend, she is still considered to have won a round of battle, and may thus retrieve a card from the discard pile. Assuming a realm was razed, the player would also get spoils of victory.
Card Combo (from Spellfire Reference Guide Volume II): Halcyon can enter battle, cast Mindkiller on the opposing champion to win the battle, and then retrieve Mindkiller from the discard pile. If the Boots of Fharlaghn is attached, Halcyon can continue attacking, repeating the cycle.
Stryck
17/1st Chase
Monster
7
AD&D
Rare
Dragon
When Stryck attacks, she gets to pick her opponent from those champions in
the defender's pool.
Alicia
18/1st Chase
Wizard
8
AD&D
Rare
Alicia's protective spells give her complete immunity against magical items;
opponents' magical items have no effect.
Alicia is the only champion immune to defensive magical items as well as
offensive magical items. The Spellfire Reference Guide incorrectly indicates
Alicia has immunity to spells.
Red Zeb
19/1st Chase
Monster
9
AD&D
Rare
Dragon
No allies of level 3 or less can be played against the horrid Zeb.
The Avatar
20/1st Chase
Event
Rare
The Avatar instantly destroys all undead champions and/or allies.
Smolder, Red Dragon
21/1st Chase
Monster
8
AD&D
Rare
Flyer. If Smolder loses a round of battle, he destroys one of his owner's
holdings for revenge.
Lovely Colleen
22/1st Chase
Hero
7
AD&D Rare
All monsters are awed by her beauty. Colleen wins the round automatically if
the opposing champion is a monster.
Card Combo (from the Sussman Zone ): If Bloodstone's Spectral Steed is cast on Colleen, only monsters can enter combat with her.
Card Combo (from the Sussman Zone ): When Colleen is defending a realm with the Pristine Tower attached, the attacking champion is automatically defeated.
Ember, the Red Dragon
23/1st Chase
Monster
9
AD&D
Rare
Flyer. If Ember is defeated, the victor can draw two spoils of victory cards (the
dragon's hoard).
Andra the Wise
24/1st Chase
Cleric
8
AD&D
Rare
Andra carries an enchanted staff that prevents any undead allies from being
played against her.
Karm, Black Dragon
25/1st Chase
Monster
10
AD&D
Rare
Flyer. Karm can cast wizard spells but is excessively proud; no allies can be
played to aid him.

3rd Edition
•	Waterdeep 
•	Menzoberranzan 
•	Zhentil Keep 
•	Shadowdale 
•	Cormyr 
•	Sembia 
•	Moonshae Isles 
•	Thay 
•	Calimshan 
•	Pirate Isles 
•	Ravens Bluff 
•	The Great Rift 
•	Myth Drannor 
•	Vaasa 
•	Jungles of Chult 
•	The High Forest 
•	Sword Coast 
•	Anauroch 
•	Impiltur 
•	Icewind Dale 
•	The High Moor 
•	Rashemen 
•	Damara 
•	Narfell 
•	Dragonspear Castle 
•	Daggerdale 
•	Darkhold 
•	Haunted Hall of Eveningstar 
•	Evermeet 
•	The Trollmoors 
•	Berdusk 
•	Tantras 
•	Mulmaster 
•	Hillsfar 
•	Suzail 
•	Arabel 
•	Fortifications 
•	Fortifications 
•	Selune 
•	Peasant Militia 
•	Alias the Sell-Sword 
•	King Azoun IV 
•	Maligor the Red 
•	Elminster the Mage 
•	Drizzt Do'Urden 
•	Midnight, Goddess of Magic 
•	Torg Mac Cei, the Ironlord 
•	The Pereghost 
•	Bruenor Battlehammer 
•	Marco Volo 
•	The Harpers 
•	Gnomes of Samek 
•	Adventurers! 
•	War Party 
•	Crime Lord 
•	Adventurers 
•	The Jotunslayers 
•	Armies of Bloodstone 
•	The Iron Legion 
•	Tergoz Tenhammer 
•	Myrmidons 
•	The Magister 
•	Karlott the Shaman 
•	King Halvor II 
•	Pteranadon 
•	Gorgosaurus 
•	Greater Feyr 
•	Cleric of Gond 
•	Cleric of Torm 
•	Cleric of Mask 
•	Drow Matron 
•	Dracolich 
•	Vasos Flameslayer 
•	Allisa of the Mist 
•	Grypht the Saurial 
•	Worden Ironfist 
•	Amarill 
•	Joliet the Rash 
•	Dwarf of Earthfast 
•	The Black Courser 
•	Hornhead Saurial 
•	Dagrande 
•	Mind Flayer 
•	Noble Djinni 
•	Hubadai 
•	Intellect Devourer 
•	Shandrill 
•	Triceratops 
•	Cleric of Malar 
•	Airship 
•	Bad Omens 
•	Fortunate Omens 
•	Rod of Shapechange 
•	Dwarven Hammer 
•	Staff of Striking 
•	Horrors of the Abyss 
•	Flameblade 
•	Figurine of Wondrous Power 
•	Cataclysm! 
•	Good Fortune 
•	Surprise Raid 
•	Banner of the One-Eyed God 
•	Viperhand 
•	Orb of Doom 
•	Staff of Conjuring 
•	Spell of Formless Horror 
•	Safe Harbor! 
•	Labor of Legend 
•	Wand of Light 
•	Elf Galleon 
•	The Free City of Greyhawk 
•	The Lands of Iuz 
•	The Pomarj 
•	Hold of the Sea Princes 
•	The Yeomanry 
•	Blackmoor 
•	The Horned Society 
•	The Wolf Nomads 
•	Sterich 
•	Nyrond 
•	Veluna 
•	Furyondy 
•	The Great Kingdom 
•	Temple of Elemental Evil 
•	Greyhawk Ruins 
•	Perrenland 
•	Keoland 
•	Celene 
•	The Bright Desert 
•	Theocracy of the Pale 
•	The Bone March 
•	The Duchy of Urnst 
•	The Sea Barons 
•	Bissel 
•	The Scarlet Brotherhood 
•	Irongate 
•	Principality of Ulek 
•	County of Sunndi 
•	Duchy of Tenh 
•	Burneal Forest 
•	Castle Hart 
•	Arms of the Horned Society 
•	Arms of Iuz 
•	Arms of Greyhawk 
•	Arms of the Great Kingdom 
•	Arms of Furyondy 
•	Arms of Nyrond 
•	Skull Keep 
•	Fortification 
•	Siege! 
•	War Banner 
•	Codex of the Infinite Planes 
•	Crystal of the Ebon Flame 
•	Hordes of Castle Greyhawk 
•	Skeletal Horde 
•	Eye and Hand of Vecna 
•	Orb of Dragonkind 
•	Baba Yaga's Hut 
•	Chariot of Lyrx 
•	Cup of Al'Akbar 
•	Rary the Traitor 
•	Mordenkainen 
•	Tysiln San 
•	Otto 
•	Mika the Wolf-Nomad 
•	Lolth, the Spider Queen 
•	Iuz the Evil 
•	Mutiny! 
•	Swordwraith 
•	Sysania 
•	Kiara 
•	Hettman Tsurin 
•	Griffon 
•	Sea Zombie 
•	Mist Wolf 
•	Tyrinon 
•	Quagmiela the Dragon 
•	Seragrimm the Just 
•	Skulk 
•	Berserk Fury! 
•	Wolf Nomads 
•	Zadoc 
•	Miles 
•	Trystan 
•	Thorvid 
•	Fairy Madness 
•	Nenioc 
•	Young Gold Dragon 
•	Arch-Druid 
•	Hell Hound 
•	Griffon 
•	Giant Skeleton 
•	Skeleton 
•	Winged Horror 
•	Treants of the Grandwood 
•	Rangers of Hornwood 
•	Magical Barding 
•	Border Forts 
•	Ren's Crystal Ball 
•	Falcon Figurine 
•	Transformation! 
•	Enslaved! 
•	Siege 
•	Bribery! 
•	Charge! 
•	Magic Sword 
•	Enlarge 
•	Ring of Shooting Stars 
•	Arms of Veluna 
•	Fast Talking! 
•	Flight 
•	Shapechange 
•	Barbarian's Revenge! 
•	Treasure Fleet 
•	Potion of Fire-Breathing 
•	Arms of the Shield Lands 
•	Net of Entrapment 
•	Johydee's Mask 
•	Helm of Teleportation 
•	Rod of Dispel Magic 
•	Draj 
•	Raam 
•	Urik 
•	Tyr 
•	Gulg 
•	Nibenay 
•	Balic 
•	The Mud Palace 
•	North Ledopolus 
•	South Ledopolus 
•	Altaruk 
•	Salt View 
•	Ogo 
•	Makla 
•	Kalidnay 
•	Arkhold 
•	Salt View 
•	Waverly 
•	Bodach 
•	Giustenal 
•	Yaramuke 
•	Lost Oasis 
•	Grak's Pool 
•	Silver Spring 
•	Bitter Well 
•	Black Waters 
•	Fort Melidor 
•	Dungeon of Gulg 
•	Ziggurat 
•	Temple 
•	Mogadisho's Horde 
•	Assassins 
•	Halfling Mercenaries 
•	War Band 
•	Kank Lancers 
•	Nomad Mercenaries 
•	Gladiators 
•	Rikus 
•	Neeva 
•	Sadira 
•	Agis 
•	Anavias 
•	Vaerhirmana 
•	Herminard 
•	T'kkyl 
•	Azhul 
•	Chividal 
•	Bagual 
•	Rowan 
•	Shayira 
•	Ashathra 
•	Stug 
•	Ka'Cha 
•	Galek 
•	Wind Dancers 
•	Water Hunters 
•	Silver Hands 
•	Sky Singers 
•	Silt Stalkers 
•	Night Runners 
•	So-ut 
•	Cistern Fiend 
•	Sloth 
•	Mul Savage 
•	Inhuman 
•	Pyreen 
•	Cha'thrang 
•	Spirit of the Land 
•	Thri-kreen 
•	Wijon 
•	Mikor 
•	Salicia 
•	Zurn 
•	Powell 
•	Barber 
•	Wachter 
•	Foucault 
•	Stef'fa Naf'ski 
•	Captain Kazhal 
•	Dlasva 
•	Tithian 
•	Verrasi 
•	Defiler 
•	Dragon King 
•	Borys 
•	Preserver 
•	Punisher 
•	Gith 
•	Tiger 
•	Orb of Power 
•	Rings of All Seeing 
•	Treasure 
•	Shield of Destruction 
•	Shield of Annihilation 
•	Shield of Devastation 
•	Shield of Wickedness 
•	Shield of Gore 
•	The Heartwood Spear 
•	The Caravan 
•	The Necklace 
•	Elemental Cleric 
•	Elven Archer 
•	The Outcast 
•	Thugs 
•	Desert Warrior 
•	Desert Warrior 
•	Desert Warrior 
•	Marauder 
•	Shaqat Beetles 
•	Tembo 
•	Fireball 
•	Lightning Bolt 
•	Paralyze 
•	Magic Missile 
•	Wall of Fire 
•	Wall of Iron 
•	Wall of Stone 
•	Wall of Force 
•	Invisibility 
•	Cone of Cold 
•	Sleep 
•	Shield 
•	Fly 
•	Crushing Fist 
•	Anti-Magic Shell 
•	Dispel Magic 
•	Improved Phantasmal Force 
•	Fear 
•	Cure Light Wounds 
•	Cure Serious Wounds 
•	Sticks to Snakes 
•	Blade Barrier 
•	Bless 
•	Sanctuary 
•	Wind Walk 
•	Bark Skin 
•	Charm 
•	Dispel Magic 
•	Darkness 
•	Protection 
•	Chariot of Sustarre 
•	Sunray 
•	Wall of Thorns 
•	Wall of Fire 
•	Holy Word 
•	Raise Dead 
•	Flame Strike 
•	Protection from Lightning 
•	Silence 
•	Invisibility to Undead 
•	Wall of Fog 
•	Forget 
•	Web 
•	Blink 
•	Hold Undead 
•	Charm Monster 
•	Wind of Disenchantment 
•	Black Tentacles 
•	Fire Shield 
•	Ice Storm 
•	Phantasmal Killer 
•	Solid Fog 
•	Animate Dead 
•	Cloudkill 
•	Feebleminded 
•	Magic Jar 
•	Faithful Hound 
•	Passwall 
•	Rock to Mud 
•	Chain Lightning 
•	Death Fog 
•	Death Spell 
•	Disintegrate 
•	Geas 
•	Banishment 
•	Control Undead 
•	Finger of Death 
•	Spell Turning 
•	Ancient Curse 
•	Calm 
•	Discovery of Spellfire 
•	Magical Champion 
•	Traitor 
•	Chaos Shield 
•	Slave Realm of Tulek 
•	Phorbes's Scrolls 
•	Mercenary Gold 
•	Living Scroll 
•	Ren's Bell of Death 
•	Labyrinth Map of Shuuc 
•	Annulus 
•	Scroll of 7 Leagues 
•	Map of Life 
•	Supernatural Chill 
•	Map to Mercenary Army 
•	Pit Trap! 
•	Mind Flayer Lord 
•	Aurak Draconian Lord 
•	Ego Coin 
•	Chest of Many Things 
•	Gelatinous Cube 
•	Gatekeeper 
•	Age of Entropy 
•	Orb of Green Dragonkind 
•	The Undead Htimsen 
•	Tapestry of the Stag 
•	Dori the Barbarian's Cape 
•	Weasel Attack 
•	The Barbarian's Decree 
•	The Abyssal Vortex 
•	Prismal the Outrageous 
•	Malatra, the Living Jungle 
•	Mayor Charles Oliver O'Kane 
•	Bengoukee the Witch Doctor 
•	Big Chief Bagoomba 
•	The Genie Bottle 
•	Estate Transference 
•	Starshine 
•	The Starving Artist 
•	The King of the Elves 
Return to Forester Spellfire Page 

Menzoberranzan
2/3rd
Realm
Forgotten Realms
Special Realm
Underdark
Can be played at any time. Immune to flyers.
As with an event, Menzoberranzan can be played at any time, even if a realm
has already been played in phase 1. This makes Menzoberranzan a "must
have" card in all decks. Menzoberranzan cannot be played while Map of Life is in play.
Menzoberranzan is immune to flyers, and therefore cannot be attacked by flyers. However, the ally White Weird, which is a flyer, can be played as an event to remove a holding from Menzoberranzan. 
Because of the phrasing on the card, Menzoberranzan can be attacked by flyers if Takhisis's Helmet of Power is in play.
Card Combo: If the holding Border Forts is attached to Menzoberranzan it becomes almost impossible to attack.
Menzoberranzan Although Menzo may be played at any time, the player with priority must be allowed to play first during this "Menzo pause".
Ruins of Zhentil Keep
3/3rd
Realm
5
Forgotten Realms
Rare
Coast
Zhentil Keep can defend itself as a level 5 cleric.
Cormyr
5/3rd
Realm
Forgotten Realms
Special Realm
Coast
Sembia
6/3rd
Realm
Forgotten Realms
Special Realm
Coast
Attacking players must discard a card from their hand or pool for each champion sent forward.
The card must be discarded by the attacking player as soon as a champion is brought forward to attack, regardless of whether or not the defender chooses to defend the realm.
Calimshan
9/3rd
Realm
Forgotten Realms
Special Realm
Coast
Vaasa
14/3rd
Realm
Forgotten Realms
Special Realm
Coast
The High Forest
16/3rd
Realm
Forgotten Realms
Special Realm
Rashemen
22/3rd
Realm
Forgotten Realms
Special Realm
Coast
Narfell
24/3rd
Realm
Forgotten Realms
Special Realm
Coast
Darkhold
27/3rd
Realm
Forgotten Realms
Special Realm
All defenders of Darkhold gain 2 levels if Zhentil Keep is in play anywhere.
Evermeet
29/3rd
Realm
Forgotten Realms
Special Realm
Any champion can use wizard spells when defending Evermeet. Flyers
cannot attack.
The Trollmoors
30/3rd
Realm
Forgotten Realms
Special Realm
Castle Draw
37/3rd
Holding
Forgotten Realms
Uncommon
The foul air of Castle Draw causes each attacking champion to become ill. All champions, even if victorious, are discarded. 
Drizzt Do'Urden
45/3rd
Hero
8
Forgotten Realms
Common
Elf (drow)
When defending Drizzt must be defeated twice in one battle before he is
discarded.
Drizzt's special power makes him a very effective defender. Because this
power activates upon defeat in battle, the power is negated by the Ring of Reversion and Thought Eater.
Midnight, Goddess of Magic
46/3rd
Wizard
7
Forgotten Realms
Rare
If only one Midnight is in play, wizards cannot cast spells without her
permission. She also destroys all magical items held by the opposing
champion. Wizards must ask Midnight's permission to cast spells, even cleric spells.
Once a wizard receives Midnight's permission, that permission cannot be
revoked until the start of the next player's turn. Wizards may ask permission
before playing a spell card. Only Wizards need to ask permission. Other
champions capable of casting wizard spells do not need Midnight's
permission.
Torg Mac Cei, the Ironlord
47/3rd
Hero
6
Forgotten Realms
Uncommon
Dwarf
Torg's level is doubled when defending or attacking the Great Rift.
Gnomes of Samek
52/3rd
Hero
4
Forgotten Realms
Uncommon
War Party
54/3rd
Ally
4
Common
Orc
The Jotunslayers
57/3rd
Hero
4
Forgotten Realms
Common
Dwarf
The Jotunslayers are level 8 if the opposing champion is a monster.
Armies of Bloodstone
58/3rd
Ally
4
Uncommon
The Iron Legion
59/3rd
Ally
3
Common
Tergoz Tenhammer
60/3rd
Hero
5
Greyhawk
Common
Myrmidons
61/3rd
Ally 4
Rare
When the Myrmidons are discarded, the player shuffles all discards back into the draw deck.
After being used in battle, the Myrmidons are discarded like any other ally. The entire discard pile, including the Myrmidons, is then shuffled back into the draw pile.
The Myrmidons' power is not triggered if the card is sent to Limbo or the Abyss.
The Magister
62/3rd
Wizard
4
Forgotten Realms
Rare
Karlott the Shaman
63/3rd
Cleric
4
Forgotten Realms
Uncommon
King Halvor II
64/3rd
Hero
5
Forgotten Realms
Uncommon
Cleric of Torm
69/3rd
Cleric
5
Forgotten Realms
Rare
Drow Matron
71/3rd
Wizard 5
Forgotten Realms
Uncommon
Elf (drow)
The drow matron gains 3 levels when defending Menzoberranzan.
Vasos Flameslayer
73/3rd
Hero
5
Forgotten Realms
Rare
Dwarf
Vasos gains 3 levels when fighting monsters.
Grypht the Saurial
75/3rd
Wizard
4
Forgotten Realms
Uncommon
Worden Ironfist
76/3rd
Hero 5
Forgotten Realms
Rare
Dwarf
Worden gains 3 levels when fighting monsters.
Joliet the Rash
78/3rd
Hero
4
Forgotten Realms
Common
Once in play, Joliet must attack each turn, if possible, or be discarded. If victorious when attacking, Joliet gets a spoils of victory, even if a realm is not razed.
If Joilet wins a round of battle, he draws and can play a spoils of victory. The battle may continue, and if the realm under attack is ultimately razed, the player may draw and play another card as spoils of victory.
Dwarf of Earthfast
79/3rd
Hero
2
Forgotten Realms
Common
Gains 4 levels if the opposing champion is a monster.
Hornhead Saurial
81/3rd
Ally
3
Common
Dagrande
82/3rd
Hero
4
Forgotten Realms
Uncommon
Dwarf, Earthwalker. Particularly proud of his ability to cleave through an opponent, Dagrande gets twice as many Spoils of Victory if victorious.
Dagrande must meet the normal conditions required for Spoils of Victory, but can draw two cards if spoils are earned
Noble Djinni
84/3rd
Ally
4
Rare
The opponent cannot play flyers this round and all opposing flyers already in
the battle are discarded.
Intellect Devourer
86/3rd
Ally
1
Uncommon
Immediately destroys an opposing champion of level 5 or less.
Airship
90/3rd
Event
Uncommon
Harmful
Destroys any two allies chosen by this card's player; choice does not have to be immediate. (Harmful)
Airship's power to destroy two allies need not be used all at once. It can destroy one ally, and then later destroy a second ally. Because of the additional wording on the 3rd edition card, Airship remains in play until the second ally is destroyed, even if the current battle is over.
Airship can be used as a counter-effect card against allies. For example, if Loup-Garou is played, Airship can be immediately played to discard the Loup-Garou without having to play a magical item.
Because Airship is an event, it may be played at any time. This includes players not involved in the current combat.
Dwarven Hammer
94/3rd
Magical Item
3
Rare
Weapon
Horrors of the Abyss
96/3rd
Wizard Spell
5
Uncommon
After the round of battle is concluded (win or lose), this spell and the opposing champion are sent to the Abyss. (Off/4/5) 
 
Figurine of Wondrous Power
98/3rd
Magical Item
3
Common
Cataclysm!
99/3rd
Event
Uncommon
Harmful
Destroys one realm of the player's choice; that realm is discarded.
A "must have" card for all decks. This is a very powerful event, since it forces an opponent's realm to be discarded. If a player's last realm is discarded, he must discard his pool at the end of the current turn. Immediately playing Menzoberranzan or Caer Allison will prevent loss of the pool.
If Cataclysm! is played by the attacking player during a battle (known as Ward's Cataclysm!), the battle is over and the attacker is entitled to Spoils of Victory. Each champion returns to its pool.
Good Fortune
100/3rd
Event
Uncommon
Helpful
The player of this card draws five cards immediately.
Surprise Raid
101/3rd
Event
Common
Helpful
The player's champion and allies are doubled in level for one round of battle.
The champion's modified level at the time the event is played is doubled.
Cards that modify the champion’s level (e.g. artifacts, magical items, spells,
etc.) that are played subsequent to the event are not doubled. Allies are
doubled regardless of when played.
Orb of Doom
104/3rd
Magical Item
2
Common
The attached champion may attack again this round if victorious. If he razes a realm, the champion and all attachments are discarded (Def)
The Orb of Doom allows a champion a second attack in the same battle. The champion may only attack two times.
Staff of Conjuring
105/3rd
Magical Item
5
Common
Can retrieve an ally from the discard pile during each battle the attached champion is in. If defeated, the staff is broken and sent to the Abyss. (Def)
The retrieved ally may be placed in the hand. Whether or not the retrieved ally is taken to the hand, the ally cannot be brought into play until the player is losing the round of battle, just as cards cannot be played unless a player is losing the round.
Spell of Formless Horror
106/3rd
Wizard Spell
3
Uncommon
Cast on opposing champion to reduce its level by 3. Spell remains until
dispelled.
Wand of Light
109/3rd
Magical Item
3
Uncommon
Elf Galleon
110/3rd
Ally
3
Rare
The Yeomanry
115/3rd
Realm
Greyhawk
Special Realm
The Horned Society
117/3rd
Realm
Greyhawk
Special Realm
Coast
The Wolf Nomads
118/3rd
Realm
Greyhawk
Special Realm
Coast
Nyrond
120/3rd
Realm
Greyhawk
Special Realm
Furyondy
122/3rd
Realm
Greyhawk
Special Realm
Coast
Perrenland
126/3rd
Realm
Greyhawk
Special Realm
Coast
Keoland
127/3rd
Realm
Greyhawk
Special Realm
Celene
128/3rd
Realm
Greyhawk
Special Realm
Theocracy of the Pale
130/3rd
Realm
Greyhawk
Special Realm
The Bone March
131/3rd
Realm
Greyhawk
Special Realm
Coast
Heroes cannot be played in defense of this realm.
The Duchy of Urnst
132/3rd
Realm
Greyhawk
Special Realm
Bissel
134/3rd
Realm
Greyhawk
Common
Any champion can use cleric spells while defending Bissel. 
Irongate
136/3rd
Realm Greyhawk
Special Realm
Coast
Any defending hero gains 4 levels.
Principality of Ulek
137/3rd
Realm
Greyhawk
Common
Coast
County of Sunndi
138/3rd
Realm
Greyhawk
Common
Duchy of Tenh
139/3rd
Realm
Greyhawk
Common
Ancient Arms of the Horned Society
142/3rd
Holding
5 Greyhawk
Rare
This player's Greyhawk monsters all have the ability to earthwalk, as do their allies.
Ancient Arms of Greyhawk
144/3rd
Holding
Greyhawk
Rare
If Iuz the Evil is in play, this player's undead are doubled in base level.
Ancient Arms of the Great Kingdom
145/3rd
Holding
Greyhawk
Rare
All undead allies of this player are tripled in level, when attacking or defending.
If the Ancient Arms of the Great Kingdom is copied using Hallucinatory Terrain, the player's undead allies' levels are multiplied by nine.
Ancient Arms of Furyondy
146/3rd
Holding
Greyhawk
Common
The attached realm deflects all offensive spells and harmful events directed at it to any other realm of the player's choice. 
Ancient Arms of Nyrond
147/3rd
Holding Greyhawk
Common
This player's monsters have the ability to fly, swim, or earthwalk as needed.
Skull Keep
148/3rd
Holding
4
Greyhawk
Common
Any champion defending the attached realm gains 4 levels. 
Codex of the Infinite Planes
152/3rd Artifact
Greyhawk
Common
All of this player's champions are immune to offensive magical items and spells. (Def)
Hordes of Castle Greyhawk
154/3rd
Ally
5
Rare
If used in the victorious defense of a Greyhawk realm, these allies remain with the realm until it is razed.
Lich Conclave
155/3rd
Monster
5
Greyhawk
Common
Undead. Can cast wizard and cleric spells. All allies played with it become undead.
Eye and Hand of Vecna
156/3rd
Artifact
5/2
Greyhawk
Uncommon
The attached champion gains 6 levels when attacking, 2 when defending.
For purposes of determining a champion's level while in the pool, the Eye and Hand of Vecna adds 2 levels.
Orb of Dragonkind
157/3rd
Artifact
4
Greyhawk
Uncommon
This player's GREYHAWK realms and their defenders cannot be attacked by dragons or monsters
Baba Yaga's Hut
158/3rd
Artifact
Greyhawk
Uncommon
All of this player's allies are considered flyers.
Chariot of Lyrx
159/3rd
Artifact
3
Greyhawk
Rare
The attached champion gains 3 levels and becomes a flyer; all allies can also fly.
Mordenkainen
162/3rd
Wizard
7
Greyhawk
Rare
Any magical item attached to Mordenkainen cannot be removed by any means.
Mordenkainen's special power refers to removal of magical items against the player's will. Magical items whose power is triggered by voluntarily discarding the item, such as Blamblower and Well of Many Worlds can still be discarded and used normally.
When Drawmij is in battle, he cannot borrow a magical item from Mordenkainen.
Tysiln San
163/3rd
Wizard
5
Greyhawk
Uncommon
Elf (drow). This champion hates Dragonlance heroes and automatically wins any battle against them.
Iuz the Evil
167/3rd
Monster
8
Greyhawk
Uncommon
Iuz can cast wizard spells. If defeated, Iuz forces one razed enemy realm to be discarded, or razes one realm.
When defeated in battle, Iuz gets to raze any realm (player's choice) or discard any razed realm. Iuz can choose to affect a realm of a player not involved in the battle. Once Iuz enters battle, his power can be triggered. Thus if an opponent plays Treasure or Wish to remove Iuz before putting forth a defender, Iuz can still raze a realm. Because Iuz's power activates upon defeat in battle, the power is negated by the Ring of Reversion and Thought Eater. Iuz never gets spoils of victory when losing, even if he razes the realm he was attacking.
Swordwraith
169/3rd
Ally
4
Rare
Undead.
Sysania
170/3rd
Cleric
4
Greyhawk Uncommon
Flyer.
Kiara
171/3rd
Hero
2
Greyhawk
Uncommon
Elf
Kiara can destroy one magical item being used against her. The affected item
is discarded.
253—Halfling Mercenaries: This card’s special powers only affects an opposing champion.
Tyrinon
176/3rd
Hero
5
Greyhawk
Uncommon
Flyer
Tyrinon's allies all become flyers. They are strengthened by his presence, and each gains 2 levels.
Quagmiela the Dragon
177/3rd
Monster
5
Greyhawk
Uncommon
Flyer.
Berserk Fury!
180/3rd
Event
Rare
All heroes gain 5 levels until the current player's next turn.
Miles
183/3rd
Ally
2
Uncommon
Trystan
184/3rd
Ally
2
Common
Nenioc
187/3rd
Cleric
5
Greyhawk
Uncommon
Arch-Druid
189/3rd
Cleric
4
Greyhawk
Rare
If only one arch-druid is in play, clerics cannot cast spells without his
permission.
Hell Hound
190/3rd
Ally
5
Uncommon
All cards friendly to the hell hound are immune to fireball spells.
Giant Skeleton
192/3rd
Ally
3
Rare
Undead. Any magic sword or spear used by the opposing champion must be
discarded immediately.
Skeleton
193/3rd
Ally
1
Common
Undead.
Winged Horror
194/3rd
Monster
7
Greyhawk
Uncommon
Flyer.
Rangers of Hornwood
196/3rd
Hero
4
Greyhawk
Common
This ranger automatically defeats all Forgotten Realms heroes.
Falcon Figurine
200/3rd
Magical Item
2
Uncommon
Confers the ability to teleport; the attached champion and all allies can attack any realm, regardless of powers. (Def)
Slave Revolt!
202/3rd
Event
Uncommon
All opposing players must discard one champion from their pool (chosen by this player). (Harmful)
Bruce's Revenge
203/3rd
Event
Common
This player can swap two of his opponent's realms with each other in their formations; any attached holdings are discarded. (Harmful)
Kevin's Blade of Doom
206/3rd
Magical Item
2
Common
Sword
If the combat level of the attached hero or monster is greater than 20 (after all modifiers), the champion automatically wins the battle. (Off)
Ancient Arms of Veluna
209/3rd
Holding
Greyhawk
Common
All allies played in the successful defense of any Greyhawk realm held by this player are resurrected (returned to his hand) instead of discarded.
Flight
211/3rd
Wizard Spell
Common
Champion and all allies become flyers for this battle. (Def/4)
Shapechange
212/3rd
Wizard Spell
6
Rare
(Def 3/4)
The caster can choose to become a different champion type (cleric, wizard, hero, monster, or psionicist) for this round of battle.
Barbarian's Revenge
213/3rd
Event
Rare
All players who have four or more unrazed realms in play must discard a realm from their formation or two realms from their hand. This event is immune to Limited Wish. (Harmful)
Treasure Fleet
214/3rd
Event
Rare
All players draw three cards.
Ancient Arms of the Shield Lands
216/3rd
Holding
Greyhawk
Common
Attach this holding to a razed Greyhawk realm to rebuild it instantly, causing one other Greyhawk realm in play to be razed (chosen by this player). Limit one per deck.
The player of the Ancient Arms of the Shield Lands should be careful; if no other player has an unrazed Greyhawk realm, the player must raze one of his own Greyhawk realms. If there are no unrazed Greyhawk realms in play, the realm rebuilt with the Ancient Arms of the Shield Lands must be razed.
Net of Entrapment
217/3rd
Magical Item
Uncommon
This champion's opponent cannot play allies. (Off)
The Net prohibits an opponent from playing allies. Any allies played before the Net is played are discarded.
Johydee's Mask
218/3rd
Artifact
Greyhawk
Rare
The wearer assumes the level or gains the special power (but not both) of any
champion in play.
A player using Johydee's Mask may choose each turn, during phase 3, to
imitate the power or level of any other champion in play. The Mask imitates
the power of a particular champion, but the holder of the Mask does not
become that champion. For example, if a player uses the Mask to imitate the
power of Midnight there is still only one Midnight in play. The holder of the
Mask can destroy magical items, but cannot stop wizards from casting
spells.
If the champion being imitated is discarded, the champion with Joydee's Mask continues to assume that champion's powers, until phase 3 of the player's next turn. At that time a champion currently in play must be selected to be imitated.
This card was replaced with 413 in the 2nd edition.
Mekillot Mountains
232/3rd
Holding
Dark Sun
Common
Avatars cannot attack any realm held by this player.
Ogo
233/3rd
Holding
Dark Sun
Uncommon
Any champion and allies attacking the attached realm lose one level for fear
of Ogo's cannibal halflings.
Assassins
252/3rd
Ally
2
Uncommon
Halfling
If this card is on the losing side of the battle, it destroys one champion
anywhere in play chosen by the losing player.
One of the best of the "avenging allies" cards that exact vengeance after a loss
in battle. This card allows the player to choose one champion to be destroyed.
Note that the champion is destroyed, not defeated in battle. Therefore special
powers such as those of Iuz the Evil, Strahd Von Zarovich,
and Drizzt Do'Urden are not triggered.
Halfling Mercenaries
253/3rd
Ally
1
Common
Strip any existing artifact and magical items from an opponent; do not affect any played after the mercenaries are in play.
The Halfling's powers affect only the opponent in combat.
253—Halfling Mercenaries: This card’s special powers only affects an opposing champion.
War Band
254/3rd
Ally
3
Common
Orc
Kank Lancers
255/3rd
Ally
6
Uncommon
Nomad Mercenaries
256/3rd
Ally
2
Common
Dwarf
Gladiators
257/3rd
Ally
9
Uncommon
Rikus
258/3rd
Hero
6
Dark Sun
Uncommon
Rikus can attack twice; if he wins his first round, he can attack again with new
allies.
Neeva
259/3rd
Hero
7
Dark Sun
Rare
Flyer
Sadira
260/3rd
Wizard
4
Dark Sun
Common
Agis
261/3rd
Hero
5
Dark Sun
Uncommon 
When attacking, can psionically destroy one monster in the defender's pool
before battle begins.
Agis' power is considered an offensive psionic power. Agis can use his power as soon as a defending champion is chosen. If an opponent chooses not to defend the realm being attacked, Agis cannot use his power.
Anavias
262/3rd
Hero
2
Dark Sun
Rare
When attacking, psionically negates the power of all enemy holdings for the
duration of battle.
Anavias negates the power of holdings for the entire battle, not just the round in which she participates.
Anavias' power is considered a defensive psionic power.
Vaerhirmana
263/3rd
Wizard
4
Dark Sun
Rare
Elf
Vaerhirmana can negate one psionic power per turn, regardless of whether in a pool or in combat.
Vaerhirmana can cancel a psionic champion power or a psionic power card. "Once per turn" means from phase three of the player's turn to phase three of the player's next turn.
Herminard
264/3rd
Hero
4
Dark Sun
Common
Herminard has a death wish and if he dies while defending a Dark Sun realm, the opposing champion (though victorious) must be discarded too.
T'kkyl
265/3rd
Hero
3
Dark Sun
Common
Although allies may be played against T'kkyl, if successful, the thri-keen eats them. (They are sent to the Abyss and not the discard pile.)
Azhul the Hasty
266/3rd
Hero
4
Dark Sun
Uncommon
Azhul may attack with new allies as many times as he wants every turn until he razes a realm or is defeated.
Bagual
268/3rd
Cleric
2
Dark Sun
Common
Once during each combat round, Bagual can retrieve and cast a cleric spell from this player's draw pile. Reshuffle the pile after each draw.
Bagual can only cast phase 4 spells with his power.
Rowan
269/3rd
Ally
1
Uncommon
Shayira
270/3rd
Cleric
3
Dark Sun
Common
Negates the special powers (but not level bonuses) of all cards played against her.
"Cards played" means cards played after combat has begun. Shayira does not negate the opposing champion or any cards attached to the opposing champion before combat begins.
Ashathra
271/3rd
Ally
2
Common
Can be discarded at any time to discard one opposing ally. 
Stug
272/3rd
Ally
2
Common
Ka'Cha
273/3rd
Ally
3
Uncommon
Galek
274/3rd
Ally
2
Common
Half-elf
Silver Hands
277/3rd
Event
Uncommon
Helpful
All champions killed in the last battle are restored to the players' pools. Play
only after a battle is completely resolved.
Silt Stalkers
279/3rd
Ally
3
Common
Elf
Night Runners
280/3rd
Ally
2
Uncommon
Elf
Cistern Fiend
282/3rd
Monster
2
Dark Sun
Common
Enemy allies cannot be used against this fiend.
Sloth
283/3rd
Ally
1
Common
Mul Savage
284/3rd
Monster
6
Dark Sun
Rare
Inhuman
285/3rd
Ally
2
Uncommon
Cha'thrang
287/3rd
Ally
1
Uncommon
Thri-kreen
289/3rd
Ally
3
Rare
Wijon
290/3rd
Ally
2
Common
Mikor
291/3rd
Ally 3
Uncommon
Zurn
293/3rd
Ally
1
Uncommon
Powell
294/3rd
Ally
1
Common
Powell can be discarded to the Abyss during phase 3 to retrieve a magical item.
The magical item can be retrieved from either the discard pile or the Abyss.
Wachter
296/3rd
Ally
2
Common
Wachter's bonus increases to +8 if played from 6 AM to 6 PM.
Foucault
297/3rd
Ally
3
Uncommon
Elf. Foucault and all other attached cards are immune to all spells and magical items with the words "fire" or "flame" in their title.
Stef'fa Naf'ski
298/3rd
Monster
5
Dark Sun
Rare
Psionically negates the special power of an opposing champion in battle. If defeated, he negates the special power of a champion in any pool until Dispel Magic is cast on the affected champion. 
Stef'fa Naf'ski's first power is clearly psionic. However, his second special power, negating a champion's special power after Stef'fa Naf'ski is defeated, is not considered a psionic power, since a Dispel Magic will negate the power. Dispel and Magic Draining Field will not negate Stef'fa Naf'ski's power.
Captain Kazhal
299/3rd
Hero
9
Dark Sun
Rare
Destroys one magical item held by the opposing champion at any time during
the battle round.
Dlasva
300/3rd
Hero
3
Dark Sun
Uncommon
Dlasva can psionically destroy one opposing ally during a round of battle.
Tithian
301/3rd
Hero
5
Dark Sun
Rare
If Tithian attacks and wins a round of battle, the defending realm is razed
immediately.
Tithian immediately razes the realm when he wins a round of battle. This
power is triggered regardless of how he wins the battle. For example, if
Tithian is in battle with a monster, and Treasure is played, the
monster is discarded and Tithian wins the round and the realm is razed.
If Pit Trap! is played on Tithian, he loses the ability to raze a realm.
Verrasi
302/3rd
Ally
2
Uncommon
Defiler
303/3rd
Wizard
6
Dark Sun
Common
If the Defiler casts one or more spells, one friendly realm is razed or one
friendly holding is shuffled back into the draw pile.
Dragon King
304/3rd
Monster
8
Dark Sun
Rare
Dragon
Can cast wizard spells.
Borys
305/3rd
Monster
9
Dark Sun
Rare
Can cast wizard and cleric spells.
Preserver
306/3rd
Wizard
6
Dark Sun
Common
Punisher
307/3rd
Ally 3
Common
If on the losing side of a battle, the punisher returns to the player's hand instead of being discarded.
Gith
308/3rd
Ally
1
Uncommon
Tiger
309/3rd
Ally
1
Common
Orb of Power
310/3rd
Magical Item
Common
Offensive spells and magical items have no effect against the champion with
this orb. (Def)
The Orb of Power negates offensive spells and offensive magical items played against the champion with the Orb. Spells and items are negated even if they were played before the Orb was played, although their effects may continue. For example, a Lightning Bolt that was cast before the Orb of Power was brought into play would no longer count as +5, but any magical item or ally it may have discarded does not return.
The Orb's power is considered an immunity, so the Orb has no effect if an opposing champion has the Wand of Negation.
Rings of All Seeing
311/3rd
Magical Item
Uncommon
Allows the owning player, at the beginning of his turn, to look at one player's
hand. (Def)
Treasure
312/3rd
Event
Common
All monsters are bribed to desert; discard all monsters in battle or in pools. If used in battle, this event causes both sides to end the battle with no winner.
The spells, allies, and other cards are discarded with the monsters. The battle
is ended and another battle cannot be started. That attacker's combat options
are finished.
Shield of Destruction
313/3rd
Magical Item
1
Common
(Def)
Shield of Annihilation
314/3rd
Magical Item
2
Uncommon
(Def)
Shield of Devastation
315/3rd
Magical Item
2
Common
(Def)
Shield of Wickedness
316/3rd
Magical Item
Common
One enemy ally, chosen by the shield's owner, is forced to switch sides and
fight for the shield's owner for one round of battle. (Off)
If the Shield of Wickedness is used in combat to steal an ally, and is then
destroyed, the ally returns to its original owner.
Shield of Gore
317/3rd
Magical Item
3 Uncommon
(Off)
The Heartwood Spear
318/3rd
Artifact
Dark Sun
Common
Kills any opposing dragon or monster in the battle automatically.
The Caravan
319/3rd
Event
Common
Play only between two players' turns. The player of this event can take a turn
immediately. Afterward, play resumes where it left off.
Caravan cannot be played until every player has had their first turn.
The Caravan Caravan is played between two player's turns. Multiple Caravans cannot be played in succession; as soon as one is played you are no longer "between turns". Thus, all other Caravan's must be held in hand until the current Caravan turn ends. Note that the active player (the one who just ended his turn) gets priority to play his or her Caravan before other players. 

The Necklace
320/3rd
Magical Item
Uncommon
Allows the attached champion to cast wizard spells.
Elemental Cleric
321/3rd
Cleric
2
Dark Sun
Common
The elemental is immune to offensive wizard spells.
Elven Archer
322/3rd
Ally
3
Rare
The Outcast
323/3rd
Hero
5
Dark Sun
Rare
Can use cleric or wizard spells.
Thugs
324/3rd
Ally
1
Uncommon
Desert Warrior
325/3rd
Hero
2
Dark Sun
Rare
The desert warrior's first ally each round is considered a +4, regardless of the
ally's actual level.
This card was replaced with 434 in the 3rd edition.
Desert Warrior
326/3rd
Hero
3
Dark Sun
Rare
The desert warrior's first ally each round is considered a +3, regardless of the
ally's actual level.
This card was replaced with 417 in the 2nd edition.
Desert Warrior
327/3rd
Hero
4 Dark Sun
Rare
All allies played on the desert warrior gain an additional +1.
This card was replaced with 435 in the 3rd edition.
Marauder
328/3rd
Ally
3
Common
Can be discarded at any time to negate an event created by using the Bell of Might.
Shaqat Beetles
329/3rd
Ally
1
Common
If defeated in combat, these parasites attach themselves to the victorious champion, reducing his level to 1.
Tembo
330/3rd
Monster
3
Dark Sun
Uncommon
The opponent cannot use allies for defense or offense.
Fireball
331/3rd
Wizard Spell
Common
Destroys immediately all opposing allies of level 4 or less. (Off/4)
Lightning Bolt
332/3rd
Wizard Spell
5
Common
Immediately destroys one opposing ally of level 4 or less or one magical item
of caster's choice. (Off/4)
Paralyze
333/3rd
Wizard Spell
Common
Cast on a champion before battle to prevent that card from defending. Cast
during a battle to eliminate one ally of the caster's choice. (Off/3/4)
Magic Missile
334/3rd
Wizard Spell
3
Common
(Off/4)
Wall of Fire
335/3rd
Wizard Spell
Common
Only flyers can attack across the wall. (Off/4)
Wall of Iron
336/3rd
Wizard Spell
3
Common
Only flyers can attack across the wall. Use on defense only. (Def/4)
Wall of Stone
337/3rd
Wizard Spell
4
Common
Only flyers can attack across the wall. Use on defense only. (Def/4)
Wall of Force
338/3rd
Wizard Spell
5 Common
Only flyers can attack across the wall. (Def/4)
Invisibility
339/3rd
Wizard Spell
Rare
An invisible champion can bypass a defending hero (not a monster, wizard,
or cleric) and destroy the realm. The defending hero returns to the pool.
In the case of this card, "destroy" means raze a realm. The realm is not
discarded. The battle is over and the attacker takes spoils of victory. This card
was replaced with 418 in the 2nd edition.
Cone of Cold
340/3rd
Wizard Spell
5
Common
Destroys one artifact, chosen by the caster. (Off/4)
The artifact chosen does not have to be attached to the opponent in combat, but may also come from any pool.
340—Cone of Cold: This spell can be used to remove an artifact from anywhere in play, even another player’s pool.
Sleep
341/3rd
Wizard Spell
Common
(Off/4)
Eliminates up to three opposing allies of level 1 or 2 chosen by the caster. Can be cast during any battle, including those between opponents. (Off)
Shield
342/3rd
Wizard Spell
2
Common
(Def/4)
Fly
343/3rd
Wizard Spell
Common One champion or ally becomes a flyer. (Def/4)
Crushing Fist
344/3rd
Wizard Spell
4
Rare
The crushing fist adds 4 levels or destroys one magical item, at the choice of
the caster. (Off/4)
Anti-Magic Shell
345/3rd
Wizard Spell
Rare
Makes one champion immune to all offensive spells and prevents him from
casting any spells himself. (Def/4)
This card was replaced with 419 in the 2nd edition.
Dispel Magic
346/3rd
Wizard Spell
Common
Cancels the effect of any spell. (Def/3/4)
Dispel Magic cancels the effect of any spell, offensive or defensive, including
another Dispel Magic spell. The 3rd edition rules make it clear that Dispel Magic,
Spell Turning, and Reflection may be cast at any time
to dispel or turn a just-cast spell. A player must have a champion in the pool
or in battle capable of casting the spell and must specify which champion is
casting the spell.
Improved Phantasmal Force
347/3rd
Wizard Spell
6
Common
(Off/4)
Fear
348/3rd Wizard Spell
Rare
Attach to any enemy champion in a pool; that card cannot attack or defend
until the fear is dispelled. (Off/3)
Cure Light Wounds
349/3rd
Cleric Spell
1
Common
(Def/4)
Cure Serious Wounds
350/3rd
Cleric Spell
2
Common
(Def/4)
Sticks to Snakes
351/3rd
Cleric Spell
4
Common
(Off/4)
Blade Barrier
352/3rd
Cleric Spell
Rare
Destroys all opposing allies of level 5 or less. Cast only when defending.
(Off/4)
Bless
353/3rd
Cleric Spell
Common
The champion and each of its allies gain 1 level this round. (Def/4)
Sanctuary
354/3rd
Cleric Spell
Rare
The cleric who casts sanctuary loses this round of battle, but is not discarded; it
returns to the pool instead. (Def/4)
Wind Walk
355/3rd
Cleric Spell
Rare
The champion and all his allies this round are treated as flyers. (Def/4)
Bark Skin
356/3rd
Cleric Spell
2
Common
Adds 2 levels to a single defender. (Def/4)
Charm
357/3rd
Wizard Spell
Common
Opponent loses one ally of the caster's choice, chosen immediately. (Off/4)
Dispel Magic
358/3rd
Cleric Spell
Common
Cancels the effect of any spell. (Def/3/4)
Dispel Magic cancels the effect of any spell, offensive or defensive, including
another Dispel Magic spell. The 3rd edition rules make it clear that Dispel Magic,
Spell Turning, and Reflection may be cast at any time
to dispel or turn a just-cast spell. A player must have a champion in the pool
or in battle capable of casting the spell and must specify which champion is
casting the spell.
Darkness
359/3rd
Cleric Spell
Common
This battle ends immediately with no victor or loser; champions return to
their pools, allies to the players' hands, spells are discarded. Darkness has no
effect against monsters. (Def/4)
Protection
360/3rd
Cleric Spell
Common
The opponent cannot use undead in this battle round; any already played as
allies are discarded. An undead champion loses the battle but returns to the
pool. (Def/4)
Chariot of Sustarre
361/3rd
Cleric Spell
Common
One champion or two allies can fly for one round of battle. (Def/4)
Sunray
362/3rd
Cleric Spell
Rare
The sunray kills all undead in one player's pool. (Off/3) 
This card was replaced with 436 in the 3rd edition.
Wall of Thorns
363/3rd
Cleric Spell
2
Common
Cast only when defending. Only attackers of level3 or higher can cross the
wall. (Def/4)
Wall of Fire
364/3rd
Cleric Spell
1
Uncommon
Cast only when defending. Only attackers of level 4 or higher can cross the
wall. (Off/4)
Holy Word
365/3rd
Cleric Spell
Common
Destroys all undead allies on both sides of a battle instantly. (Off/4)
Raise Dead
366/3rd
Cleric Spell
Rare
Any one defeated champion can be selected from the player's discard pile and
placed back in his hand. (Def/3/5)
Flame Strike
367/3rd
Cleric Spell
Uncommon
Destroys any number of opposing allies with levels totaling 6 or less, selected
by the caster. Discard immediately. (Off/4)
Protection from Lightning
368/3rd
Cleric Spell
Common
Lightning cannot harm the caster or his allies in this battle. (Def/4)
This spell provides protection from any cards with lightning in the name for
the entire battle, not just the round in which the spell is cast. Cards affected are
Lightning Bolt, Chain Lightning, Call Lightning, and Lightning Glyph.
Silence
369/3rd
Cleric Spell
Uncommon
The opposing champion cannot cast any spells in this battle. (Off/4)
Silence works for one round and the opposing champion can't cast spells for
the rest of that round. If the opposing
champion becomes immune to magical spells for some reason (e.g. Orb of Power)
then the opposing champion can again cast spells in that round. This
spell only affects the champion in the battle. The opposing player could use
another champion in its pool to cast Dispel Magic or Spell Turning.
Invisibility to Undead
370/3rd
Cleric Spell
Common
This champion ignores undead opponents.
Wall of Fog
371/3rd
Wizard Spell
Common
No attacks are allowed against any player until the caster's next turn. (Off/3)
Forget
372/3rd
Wizard Spell
Common
One ally forgets to attack or defend this turn; discard the ally. (Off/4)
Web
373/3rd
Wizard Spell
Common
Destroys any opposing allies of level 3 or less already in play. (Off/4)
Blink
374/3rd
Wizard Spell Common
A champion who is about to lose a round of battle escapes to the player's pool,
but the battle is still lost. (Def/4)
Hold Undead
375/3rd
Wizard Spell
Common
Opposing undead allies have no effect on the outcome of this battle. (Off/4)
Charm Monster
376/3rd
Wizard Spell
Common
An opposing monster returns to its pool; the caster wins this round of battle.
(Off/4)
Wind of Disenchantment
377/3rd
Event
Rare
An anti-magic storm sweeps across the cosmos, destroying all magical items
in play.
Black Tentacles
378/3rd
Wizard Spell
Uncommon
All champions of level 4 or less die, regardless of whether they are in battle or
in pools. (Off/3/4)
378—Black Tentacles: This card is missing from the Reference Guide Volume II, even though it should be there.
Fire Shield
379/3rd
Wizard Spell
5
Uncommon
(Off/4)
Ice Storm
380/3rd
Event
Common
Destroys all champions and allies of level 4 or less in play anywhere.
Phantasmal Killer
381/3rd
Wizard Spell
+?
Rare
The champion gains one level for each ally played against him. (Off/4)
This card was replaced with 420 in the 2nd edition.
Solid Fog
382/3rd
Event
Common
Unearthly fog prevents all attacks against all players until this player's next
turn.
This event prevents all attacks. If played during battle, the battle is ended.
Champions return to their pools with no spoils of victory. Spells and allies
are discarded. Because this is a harmful event, a player may play Calm
or discard Delsenora (10/3rd Chase) and attack another player.
Animate Dead
383/3rd
Wizard Spell
Common
A wizard who casts this spell can fight again in the next round of battle,
regardless of whether he won or lost the previous round. (Def/4) 
This does not prevent a champion who loses from being discarded, just
postpones the discarding for one round. During that one round, the wizard
who cast the spell can fight again. If an attacking wizard casts this spell, but
loses the round, it is discarded immediately, since the battle is over.
Cloudkill
384/3rd Wizard Spell
Common
Opposing allies of level 3 or less are discarded and no more can be played this
round.
Feebleminded
385/3rd
Wizard Spell
Common
An opposing spellcaster cannot cast any spells for the rest of this round.
Magic Jar
386/3rd
Wizard Spell
Common
If the defender is defeated, the current attacking champion becomes the
defending champion in the next round of this battle and then is discarded.
If there is no further round of battle, the attacker is discarded immediately.
Faithful Hound
387/3rd
Event
Common
Only flyers can attack any realm until the player's next turn.
Passwall
388/3rd
Wizard Spell
Common
Negates any wall spell.
Rock to Mud
389/3rd
Wizard Spell
Common
Only flyers can attack this player's realms until the player's next turn.
Chain Lightning
390/3rd
Wizard Spell
5
Common
Death Fog
391/3rd
Wizard Spell
Common
Kills all champions of level 5 or less in one player's pool and prevents
survivors from attacking until after that player's next turn. 
Death Spell
392/3rd
Wizard Spell
Common
Kills any one champion or ally of the caster's choosing of level 7 or less.
(Off/3/4)
Death Spell kills one champion or ally, chosen by the player, of level 7 or less.
When determining level, all adjustments (such as artifacts, magical items,
spells, and events) are counted. The opponent may not play additional cards
after Death Spell in an attempt to raise the level of the target champion or
ally above 7. Because the card states "any one champion or ally of the caster's
choosing," this spell can be used to destroy a champion not involved in the
current battle.
Disintegrate
393/3rd
Wizard Spell
Rare
Destroys one realm, regardless of position. The destroyed realm must be
discarded. This player can make no attacks this turn.
This card was replaced with 437 in the 3rd edition.
Geas
394/3rd
Wizard Spell
Common The affected champion can neither attack nor defend until after the owner's
next turn.
Banishment
395/3rd
Wizard Spell
Common
Destroys one monster of the caster's choice.
Control Undead
396/3rd
Wizard Spell
Common
The caster can ask any player for his largest undead ally card and use it in this
round of battle. The ally is discarded afterward.
This spell allows the caster to use any player's largest undead ally in the
current battle. The ally card may be in play or come from a player's hand.
The caster may not take an undead ally from any deck.
Finger of Death
397/3rd
Wizard Spell
Common
Kills any one champion or ally of level 5 or less. (Off/3/4)
Finger of Death kills one champion or ally, chosen by the player, of level 5 or
less. When determining level, all adjustments (such as artifacts, magical
items, spells, and events) are counted. The opponent may not play additional
cards after Finger of Death in an attempt to raise the level of the target
champion or ally above 5. Because the card states "any" champion, this spell
can be used to destroy a champion not involved in the current battle. 
Spell Turning
398/3rd
Wizard Spell
Common
Turn a just-cast spell back at its caster, as if the original target had cast it.
(Def/3/4) Spell Turning turns an offensive spell back against its caster. Spell Turning
must be played immediately after the spell being turned, although events
may be played between the original spell and Spell Turning. The 3rd edition
rules make it clear that Dispel Magic, Spell Turning, and Reflection
may be cast at any time to dispel or turn a just-cast spell. A player
must have a champion in the pool or in battle capable of casting the spell and
must specify which champion is casting the spell.
Ancient Curse
399/3rd
Event
Rare
Choose one champion with an attached artifact or magical item to be killed
immediately. Discard the champion and his possession.
This card was replaced with 409 in the 2nd edition.
Calm
400/3rd
Event
Chase
This magical calm undoes the harmful effect of an event, but only for the
player of this card.
Calm cancels the effect of a harmful event for the player of the Calm card.
Calm does not eliminate the event. Calm has no effect on helpful events.

Spellfire Reference Guide, Volume III
Part 4 - 4th Edition (Ver. 0.9)

Inventory:

#	Name	Type	Level	World	Blueline	
1	Menzoberranzan	Realm		FR	Underdark	
2	Ruins of Zhentil Keep	Realm	5	FR	Coast	
3	Sembia	Realm		FR	Coast	
4	Myth Drannor	Realm		FR		
5	Icewind Dale	Realm		FR	Coast	
6	Damara	Realm		FR		
7	Daggerdale	Realm		FR		
8	Evermeet	Realm		FR		
9	The Trollmoors	Realm		FR		
10	The Coral Kingdom	Realm		FR	Coast	
11	Raurin	Realm		FR		
12	The Vilhon Reach	Realm		FR	Coast	
13	Giant’s Run Mountains	Realm		FR		
14	Sterich	Realm		GH		
15	Nyrond	Realm		GH		
16	Furyondy	Realm		GH	Coast	
17	Temple of Elemental Evil	Realm		GH		
18	Greyhawk Ruins	Realm		GH		
19	Perrenland	Realm		GH	Coast	
20	Duchy of Tenh	Realm		GH		
21	Hell Furnaces	Realm		GH	Coast	
22	Free and Independent City of Dyvers	Realm		GH	Coast	
23	Spindrift Islands	Realm	8	GH	Coast	
24	Stonefist Hold	Realm		GH	Coast	
25	Ull	Realm		GH		
26	Valley of the Mage	Realm	9	GH		
27	Urik	Realm	4	DS		
28	Tyr	Realm	5	DS		
29	Gulg	Realm	7	DS		
30	Euripis	Realm		DS		
31	New Giustenal	Realm		DS	Coast	
32	Ur Draxa	Realm		DS		
33	Shault	Realm	6	DS		
34	The Forest Ridge	Realm		DS		
35	Celik	Realm		DS		
36	Lake Island	Realm	5	DS		
37	The Jagged Cliffs	Realm	3	DS		
38	The Last Sea	Realm		DS	Coast	
39	Dragon’s Crown Mountains	Realm	7	DS		
40	Realm of the White Witch	Realm		BR		
41	The Battle-Fens	Realm		BR		
42	The Giantdowns	Realm		BR		
43	The Sphinx	Realm		BR		
44	The Mistmoor	Realm		BR		
45	Tarvan Waste	Realm		BR		
46	Black Spear Tribes	Realm		BR		
47	Thurazor	Realm	7	BR		
48	The Sielwode	Realm		BR		
49	The Five Peaks	Realm		BR		
50	Cariele	Realm		BR		
51	Boeruine	Realm	6	BR		
52	Rhuobhe	Realm		BR		
53	Reorxcrown Mountains	Realm		DL		
54	Shining Lands	Realm		DL		
55	The Delving	Realm	+5	DL		
56	Estwilde	Realm		DL		
57	Blood Sea of Istar	Realm		DL	Coast	
58	Enstar	Realm		DL	Coast	
59	Bluet Spur	Realm		RL	Coast	
60	Arak	Realm	+4	RL		
61	Borca	Realm		RL		
62	Gundarak	Realm	5	RL		
#	Name	Type	Level	World	Blueline	
63	Sithicus	Realm		RL		
64	Nightmare Lands	Realm		RL		
65	Council Aerie	Realm	9	AD&D	Coast	
66	Milborne	Realm		AD&D	Coast	
67	The Isle of Beacon Point	Realm		AD&D	Coast	
68	Lair of the Eye Tyrant	Realm	15	AD&D	Underdark	
69	Dancing Hut of Baba Yaga	Realm		AD&D		
70	Anytown, Anywhere	Realm		AD&D		
71	Haven of the Undead	Realm		AD&D		
72	Monastery of Perdien the Damned	Realm		AD&D		
73	Mulmaster	Holding		FR		
74	Blackstaff Tower 	Holding	+3	FR		
75	Candlekeep	Holding		FR		
76	Mithral Hall	Holding		FR		
77	Moonwell	Holding		FR		
78	Nagawater	Holding	+4	FR		
79	Tilverton	Holding		FR		
80	Lhespenbog	Holding		FR		
81	Adderswamp	Holding		FR		
82	Fortification: Rampart	Holding		GH		
83	Fortification: Bastion	Holding		GH		
84	Fortification: Parapet	Holding		GH		
85	Fortification: Bailey	Holding		GH		
86	Fortification: Curtain Wall	Holding		GH		
87	Fortification: Inner Wall	Holding		GH		
88	Fortification: Bulwark	Holding		GH		
89	Fortification: Barricade	Holding		GH		
90	Fortification: Breastwork	Holding		GH		
91	The Mud Palace	Holding		DS		
92	South Ledopolus	Holding		DS		
93	Ogo	Holding		DS		
94	Arkhold	Holding		DS		
95	Lost Oasis	Holding		DS		
96	Grak’s Pool	Holding	+5	DS		
97	Silver Spring	Holding		DS		
98	Black Waters	Holding		DS		
99	Dungeon of Gulg	Holding		DS		
100	The Celestial Jewel of Sarimie	Holding		BR		
101	Points East Trading Company	Holding		BR		
102	The Thorn Throne	Holding		BR		
103	Peaceful Seas of Nesirie	Holding		BR		
104	Sarimie’s Temple of Fortune	Holding		BR		
105	Boeruine Trading Guild	Holding		BR		
106	Taeghan Outfitters	Holding		BR		
107	Straits of Aerele Shipping	Holding		BR		
108	Grovnekvic Forest	Holding		BR		
109	Madding Springs	Holding		DL		
110	Shark Reef	Holding		DL		
111	Barter	Holding		DL		
112	Dance of the Red Death	Holding		RL		
113	Red Jack	Holding	+2	RL		
114	Red Tide	Holding	+6	RL		
115	Treasure Vault	Holding		AD&D		
116	Kestrel’s Keep	Holding		AD&D		
117	Keep of the Dead	Holding		AD&D		
#	Name	Type	Level	World	Blueline	
118	Airship	Event				
119	Cataclysm!	Event				
120	Good Fortune	Event				
121	Surprise Raid	Event				
122	Labor of Legend	Event				
123	Siege!	Event				
124	Mutiny!	Event				
125	Transformation!	Event				
126	Slave Revolt!	Event				
127	Bruce’s Revenge	Event				
128	Fast Talking!	Event				
129	The Barbarian’s Revenge!	Event				
130	Treasure	Event				
131	The Caravan	Event				
132	Ice Storm	Event				
133	Solid Fog	Event				
134	Tarrasque	Event				
135	Black Bess	Event				
136	Dead Magic Zone	Event				
137	Deflection	Event				
138	Temporal Stasis	Event				
139	Dragons Rebellious	Event				
140	Hurricane!	Event				
141	Call to Arms	Event				
142	Phantasmal Wolf	Event				
143	Land Ho!	Event				
144	Provocation	Event				
145	Balance of Power	Event				
146	Assault of Magic	Event				
147	Psionic Contrition	Event				
148	Monstrous Intervention	Event				
149	The Land Rebels	Event				
150	Elven Rebirth	Event				
151	The Death of a Hero	Event				
152	Ambush	Event				
153	Brave Heart	Event				
154	The Torments of Sisyphus	Event				
155	Secret War	Event				
156	Covert Aid	Event				
157	Wrath of the Immortals	Event				
158	Titans Walk the Earth	Event				
159	Bess’s Revenge	Event				
160	Foreign Wars	Event				
161	Gales at Sea	Event				
162	Escape from the Abyss	Event				
163	Banner of the Two-Eyed God	Magic Item	+3			
164	Staff of Striking	Magic Item	+3		Weapon	
165	Staff of Conjuring	Magic Item	+5			
166	War Banner	Magic Item	+1			
167	Falcon Figurine	Magic Item	+1			
168	Ghost Crystal	Magic Item	+5			
169	Net of Entrapment	Magic Item				
170	Orb of Power	Magic Item				
171	Rings of All Seeing	Magic Item				
172	Shield of Destruction	Magic Item	+2			
173	Shield of Annihilation	Magic Item	+2			
174	Shield of Devastation	Magic Item	+2			
175	Shield of Wickedness	Magic Item				
176	The Necklace	Magic Item				
177	Dragonslayer	Magic Item	+4		Sword	
178	Gauntlets of Swimming	Magic Item	+2			
179	Horn of Blasting	Magic Item	+3			
180	Wand of Wonder	Magic Item	+?		(Off)	
181	Drow Slippers	Magic Item	+3			
182	Midnight’s Mask of Disguise	Magic Item	+2			
183	Girdle of Storm Giant Strength	Magic Item	+9			
184	Hammer of the Gods	Magic Item	+5		Weapon	

#	Name	Type	Level	World	Blueline	
185	Gauntles of Golem Strength	Magic Item	+6			
186	Winged Boots	Magic Item	+2			
187	Badge of the Wolf Nomads	Magic Item	+4			
188	Dark Haven	Magic Item	-1/2			
189	Spellbook	Magic Item				
190	Pan’s Pipes	Magic Item	+4			
191	The Bagpipes of Drawmij	Magic Item	+2			
192	Ailarond Horn	Magic Item	+2			
193	Lyre of Arvanaith	Magic Item	+3			
194	The Harp of Kings	Magic Item	+5			
195	The Leviathan Horn	Magic Item	+4			
196	Chimes of Chelerie	Magic Item	+4			
197	Xeno-Xylophone	Magic Item	+2			
198	Dragon Drums	Magic Item	+6			
199	Scarab of Protection	Magic Item	+3			
200	Arrow of Slaying	Magic Item	+2		Weapon	
201	Crossbow of Accuracy	Magic Item	+4		Weapon	
202	Dagger of Venom	Magic Item	+1		Weapon	
203	Javelin of Lightning	Magic Item	+2		Weapon	
204	Mace of Disruption	Magic Item	+4		Weapon	
205	Scimitar of Speed	Magic Item	+3		Sword	
206	Trident of Fish Command	Magic Item	+2		Weapon	
207	Holy Avenger	Magic Item	+7		Sword	
208	Armies of Bloodstone	Ally	+4			
209	The Iron Legion	Ally	+3			
210	Myrmidons	Ally	+4			
211	Hornhead Saurial	Ally	+3			
212	Mind Flayer	Ally	+3			
213	Intellect Devourer	Ally	+1			
214	Elf Galleon	Ally	+3			
215	Tyrol	Ally	+4			
216	Hell Hound	Ally	+5			
217	Skeletal Lord	Ally	+7			
218	Skeletal Minion	Ally	+3			
219	Treants of the Grandwood	Ally	+5			
220	Mogadisho’s Horde Marches On	Ally	+2			
221	Assassins	Ally	+2		Halfling	
222	Halfling Mercenaries	Ally	+1			
223	Gladiators	Ally	+9			
224	Rowan	Ally	+1			
225	Ashathra	Ally	+2			
226	Stug	Ally	+2			
227	Galek	Ally	+2		Half-Elf	
228	Silt Stalkers	Ally	+3			
229	Night Runners	Ally	+2			
230	Athasian Sloth	Ally	+8			
231	Wijon	Ally	+2			
232	Elven Archer	Ally	+3			
233	Marauder	Ally	+3			
234	Shaqat Beetles	Ally	+1			
235	Flesh Golem	Ally	+5			
236	Loup-Garou	Ally	+2			
237	Brine Dragon	Ally	+6			
238	Flaming Fist	Ally	+9			
239	Ninjas	Ally	+1			
240	Pseudodragon	Ally	+3		Flyer	
241	Roc	Ally	+8			
242	Marilith Tanar’ri	Ally	+7			
243	Thought Eater	Ally	-2			
244	Ogre Mage	Ally	+6			
245	Mermaid	Ally	+4			
246	The Dreaded Ghost	Ally	+9			
247	Clay Golem	Ally	+4			
248	Ki-Rin	Ally	+3			
249	Troll	Ally	+6			
250	Selkie	Ally	+3			

#	Name	Type	Level	World	Blueline	
251	Rust Monster	Ally	+4			
252	Displacer Beast	Ally	+6			
253	Drizzt Do’Urden	Hero	8	FR		
254	The Harpers	Hero	6	FR		
255	Helm	Hero	6	FR		
256	Thorvid	Hero	5	GH		
257	Hettman Tsurin	Hero	2	GH		
258	Tyrinon	Hero	5	GH		
259	Rikus	Hero	6	DS		
260	Captain Kazhal	Hero	9	DS		
261	Neeva	Hero	7	DS		
262	Pereghost	Monster	7	FR		
263	Dracolich	Monster	6	FR		
264	Stone Giant	Monster	6	FR		
265	Lich Conclave	Monster	5	GH		
266	Winged Horror	Monster	5	GH		
267	Mature Gold Dragon	Monster	8	GH		
268	Borys the Dragon	Monster	9	DS		
269	Athasian Cistern Fiend	Monster	8	DS		
270	Korgunard the Avangion	Monster	8	DS		
271	Elminster the Mage	Wizard	9	FR		
272	Vangerdahast	Wizard	6	FR		
273	Ambassador Carrague	Wizard	7	FR		
274	Mike the Wolf Nomad	Wizard	7	GH		
275	Mordenkainen	Wizard	7	GH		
276	Drawmij	Wizard	7	GH		
277	Sadira	Wizard	4	DS		
278	Rogue Defiler of Tyr	Wizard	6	DS		
279	Kalid-na	Wizard	9	DS		
280	Amaril	Cleric	3	FR		
281	Clerics of Malar	Cleric	4	FR		
282	Adon	Cleric	5	FR		
283	Sysania	Cleric	4	GH		
284	Nenioc	Cleric	5	GH		
285	Arch-Druid	Cleric	4	GH		
286	Shayira	Cleric	3	DS		
287	Elemental Cleric	Cleric	2	DS		
288	Klik-Ka’Cha	Cleric	7	DS		
289	Photed	Hero	7	AD&D		
290	Sharla	Wizard	5	AD&D		
291	Migrane	Cleric	8	AD&D		
292	Vitralis	Hero	3	AD&D		
293	Larn	Wizard	4	AD&D		
294	Livekor	Monster	9	AD&D		
295	Shayla	Hero	3	AD&D		
296	Ssilcroth	Monster	5	AD&D		
297	Rumples	Wizard	8	AD&D		
298	Diamond	Wizard	3	GH		
299	Emerald	Wizard	6	GH		
300	Topaz	Wizard	9	GH		
301	Ruby	Hero	4	DL		
302	Jacinth	Hero	6	DL		
303	Amethyst	Hero	8	DL		
304	Pearl	Cleric	3	RL		
305	Amber	Cleric	5	RL		
306	Aquamarina	Cleric	7	RL		
307	Cyclops	Monster	7	AD&D		
308	Ettin	Monster	5	AD&D		
309	Formorian Giant	Monster	6	AD&D		
310	Fire Giant	Monster	8	AD&D		
311	Yumac the Cold	Wizard	7	AD&D		
312	Pellgrade the Inexorable	Wizard	9	AD&D		
313	Nernal	Cleric	5	AD&D		
314	Gloaranor	Cleric	6	AD&D		
315	Moralin	Cleric	7	AD&D		
316	Borin Moradinson	Cleric	5	FR		
317	Mallin Dimmerswill	Cleric	6	FR		
318	Arden Glimrock	Cleric	8	FR		
319	Drider	Monster	4	FR		
320	Eye Tyrant	Monster	6	FR		
321	Roper	Monster	9	FR		
#	Name	Type	Level	World	Blueline	
322	Malleyahl	Hero	4	FR		
323	Malaruat	Hero	6	FR		
324	Maleficent	Hero	8	FR		
325	Isika	Hero	4	FR		
326	Merika	Hero	3	DS		
327	Funerea	Hero	8	DS		
328	Salurana	Psionicist	3	DL		
329	Jella	Psionicist	5	DL		
330	Myalasia	Psionicist	3	DL		
331	Kit’Kit’Kin	Psionicist	6	DS		
332	Beala	Psionicist	5	DS		
333	Minerva	Psionicist	7	DS		
334	Iserik	Hero	5	FR		
335	Merik	Hero	4	DS		
336	Pyre	Hero	7	DS		
337	Ansalong	Psionicist	2	DL		
338	Jarek Halvs	Psionicist	6	DL	Elf	
339	Moraster	Psionicist	3	DL		
340	Kai’Rik’Tik	Psionicist	8	DS		
341	Talcon	Psionicist	4	DS		
342	Minervan	Psionicist	9	DS		
343	Apocalypse	Monster	7	BR		
344	The Harpy	Regent	5	BR		
345	The Magian	Regent	9	BR		
346	Serpent	Regent	6	BR		
347	Chernevik	Regent	8	BR		
348	Cidre Bint Corina	Regent	4	BR		
349	Adan El-Mesir	Regent	5	BR		
350	Rahil the Falcon	Regent	7	BR		
351	Arlando El-Adaba	Regent	8	BR		
352	The Ancient Dead	Monster	7	RL		
353	Madman Enraged	Hero	5	RL		
354	Ting Ling	Cleric	8	RL		
355	The Death Ship	Monster	4	RL		
356	The Lesser Mummy	Cleric	3	RL		
357	Bride of Malice	Wizard	9	RL		
358	The Vulture of the Core	Monster	6	RL		
359	Fleeing Adventurers	Hero	3	RL		
360	The Bog Monster	Monster	8	RL		
361	Flight	Wizard Spell				
362	Shapechange	Wizard Spell	+6			
363	Fireball	Wizard Spell	+4			
364	Lightning Bolt	Wizard Spell	+5			
365	Magic Missle	Wizard Spell	+3			
366	Wall of Fire	Wizard Spell	+3			
367	Wall of Force	Wizard Spell	+5			
368	Cone of Cold	Wizard Spell	+5			
369	Crushing Fist	Wizard Spell	+4			
370	Dispel Magic	Wizard Spell				
371	Wall of Fog	Wizard Spell				
372	Fear	Wizard Spell				
373	Blink	Wizard Spell				
374	Charm Monster	Wizard Spell				
375	Black Tentacles	Wizard Spell				
376	Death Fog	Wizard Spell				
377	Death Spell	Wizard Spell				
378	Power Word, Stun	Wizard Spell				
379	Spell Turning	Wizard Spell				
380	Power Word, Silence	Wizard Spell				
381	Death Link	Wizard Spell	+2			
382	Limited Wish	Wizard Spell	+1			
383	Time Stop	Wizard Spell				
384	Wish	Wizard Spell				
385	Reverse Gravity	Wizard Spell				
386	Mirror Image	Wizard Spell				
387	Elminster’s Evasion	Wizard Spell				
388	Prismatic Sphere	Wizard Spell	+4			
389	Re-target	Wizard Spell				
390	ESP	Wizard Spell				
391	Leomund’s Trap	Wizard Spell				
392	Misdirection	Wizard Spell				
393	Ray of Enfeeblement	Wizard Spell				
394	Stinking Cloud	Wizard Spell				
#	Name	Type	Level	World	Blueline	
395	Sepia Snake Sigil	Wizard Spell				
396	Armor	Wizard Spell				
397	Sticks to Snakes	Cleric Spell	+4			
398	Sanctuary	Cleric Spell				
399	Wind Walk	Cleric Spell				
400	Dispel	Cleric Spell				
401	Raise Dead	Cleric Spell				
402	Creeping Doom	Cleric Spell				
403	Earthquake	Cleric Spell				
404	Shadow Engines	Cleric Spell				
405	Faith-Magic Zone	Cleric Spell				
406	Ward of Sleep	Cleric Spell				
407	Ward of Peace	Cleric Spell				
408	Ward of Erebus	Cleric Spell				
409	Ward of Lancoon	Cleric Spell				
410	Ward of Laius	Cleric Spell				
411	Ward of Freedom	Cleric Spell				
412	Ward of Ironguarding	Cleric Spell				
413	Ward of Ruin	Cleric Spell				
414	Ward of the Erinyes	Cleric Spell				
415	Animal Friendship	Cleric Spell	+?			
416	Command	Cleric Spell				
417	Shillelagh	Cleric Spell	+?			
418	Aid	Cleric Spell	+4			
419	Enthrall	Cleric Spell				
420	Fire Trap	Cleric Spell				
421	Heat Metal	Cleric Spell				
422	Locate Object	Cleric Spell				
423	Negative Plane Protection	Cleric Spell	+2			
424	Switch Personality	Psionic Power				
425	Superior Invisibility	Psionic Power				
426	Mindlink	Psionic Power	+4			
427	Precognition	Psionic Power	+4			
428	Phobia Amplification	Psionic Power				
429	Body Weaponry	Psionic Power	+6			
430	Lend Health	Psionic Power				
431	Metamorphosis	Psionic Power	+5			
432	Mindwipe	Psionic Power				
433	Jab	Unarmed Combat	+1			
434	Boot to the Head	Unarmed Combat	+1			
435	Reversal	Unarmed Combat				
436	Choke Hold	Unarmed Combat				
437	Counter	Unarmed Combat				
438	Rake!	Unarmed Combat	+3			
439	Tail Slap	Unarmed Combat	+2			
440	Blind Side!	Unarmed Combat	+4			
441	Heroic Effort	Unarmed Combat				
442	Elemental Control	Blood Ability	+2			
443	Fear	Blood Ability	+3			
444	Healing	Blood Ability				
445	Resistance	Blood Ability				
446	Bloodform	Blood Ability	+5			
447	Charm Aura	Blood Ability				
448	Major Resistance	Blood Ability				
449	Wither Touch	Blood Ability	+5			
450	Persuasion	Blood Ability				
451	Ren’s Crystal Ball	Artifact		GH		
452	Codex of the Infinite Planes	Artifact		GH		
453	Eye and Hand of Vecna	Artifact	+5/+2	GH		
454	Cup of Al’Akbar	Artifact		GH		
455	The Ring of Winter	Artifact		FR		
456	Wand of Orcus	Artifact	+9	AD&D		
#	Name	Type	Level	World	Blueline	
457	Axe of Dwarvish Lords	Artifact	+3	AD&D		
458	Guenhwyvar	Artifact	+5	FR		
459	Obsidian Man of Urik	Artifact	+6	DS		
460	The Throne of the Gods	Artifact	+10	AD&D		
461	Nature’s Throne	Artifact	+6	AD&D		
462	Throne of Bone	Artifact	+4	AD&D		
463	The Medusa Throne	Artifact	+5	AD&D		
464	Throne of Ice	Artifact	+4	AD&D		
465	Throne of the Seas	Artifact	+5	AD&D		
466	Throne of the Pharaohs	Artifact	+3	AD&D		
467	The Emerald Throne	Artifact	+5	AD&D		
468	Throne of the Drow	Artifact	+4	AD&D		
469	Elemental Avatar of Earth	Cleric	15	DS		
470	Elemental Avatar of Air	Cleric	15	DS		
471	Elemental Avatar of Water	Cleric	15	DS		
472	Elemental Avatar of Fire	Cleric	15	DS		
473	Garl Glittergold	Hero	13	AD&D		
474	Urdlen	Monster	14	AD&D		
475	Yondalla the Provider	Hero	16	AD&D		
476	Brandobaris	Hero	13	AD&D		
477	Corellon Larethian	Wizard	18	AD&D		
478	Bahgtru	Monster	14	AD&D		
479	Great Mother	Monster	16	AD&D		
480	Annam	Cleric	16	AD&D		
481	Remnis	Monster	15	AD&D		
482	Cegilune	Monster	17	AD&D		
483	Kanchelsis	Wizard	16	AD&D		
484	Ferrix	Wizard	17	AD&D		
485	Titania	Wizard	20	AD&D		
486	Verenestra	Cleric	16	AD&D		
487	Midnight, Goddess of Magic	Wizard	15	FR		
488	Iuz, Avatar of Evil	Monster	14	GH		
489	Lolth, the Spider Avatar	Monster	21	GH		
490	Nobody Wins!	Rule Card				
491	Rule Lawyer’s Delight	Rule Card				
492	Time of Troubles	Rule Card				
493	The Power of Faith	Rule Card				
494	Forbidden Knowledge	Rule Card				
495	Circle of Life	Rule Card				
496	Fair Fight!	Rule Card				
497	The Event Wheel	Rule Card				
498	The Backwaters	Rule Card				
499	Master the Magic	Rule Card				
500	The Master Strategist	Rule Card				

Chase Cards:

#	Name	Type	Level	World	Blueline	
501	Flash Flood	Event				
502	Netherese Symbol of Power	Wizard Spell				
503	Rengarth Oracle	Cleric Spell				
504	Sea of Dust	Realm		GH		
505	Caves of Mystery	Holding		AD&D		
506	The Living Earth	Event				
507	The Painted Hills	Realm	5	DS		
508	Ethereal Champion	Hero	7	AD&D		
509	Agis’s Cairn	Holding	4	DS		
510	Throne of the Mountain God	Artifact	+5	AD&D		
511	Between a Rock and a Hard Place	Event				
512	Barbaric Allies	Ally	+7			
513	The Sylvan Pool	Holding		AD&D		
514	Poor Man’s Fort	Holding	3	AD&D		
515	The Crystal Dome 	Event				
516	Towers of Menzoberranzan	Holding		FR		
517	Mystic Passage	Psionic Power				
518	Blingdenstone Symbol of Power	Cleric Spell				
519	Dragon’s Eye Symbol of Power	Wizard Spell				
520	The Winner’s Cape	Artifact	+10	AD&D		

[Realm]

Menzoberranzan

Menzoberranzan can be played at any time. The realm is immune to flyers.
1/500

Underdark

This card is a reprint of Menzoberranzan (2/1st-3rd) with an altered text, but the same special power.

This realm is an excellent choice for any deck, since its ability to be played at any time allows a player to put more realms down in his formation faster than his opponent. The drawback is that this realm is so popular, that there is a chance of opponents putting it in play first.
	Menzoberranzan's power prohibits both champions and allies who are flyers from attacking it. Consequently, it functions best when played in the second or third rank of a formation, behind other realms so that an attacking champion must have a special movement power to get to it. This usually restricts all attacks on the realm solely to earthwalkers, since flyers cannot attack, and the realm has no coast for swimming champions to get there.
	Cards that work well with Menzoberranzan are ones that further hamper champions based upon their movement capabilities. The holding Border Forts (198/3rd) stipulates that only flyers can attack the realm to which it is attached, so if attached to Menzoberranzan, the realm is impossible for almost anyone to attack it. This combination is best used when Menzoberranzan is in the lead position, thereby blocking attacks on the realms in the back ranks. The Triton Throne (65/DU) is also a good choice to attach to the realm. The Song of the Dragonlance (24/DU) dungeon card also works well with Menzoberranzan, once again restricting attacks against the realm to earthwalkers, although swimmers could attack it if it were exposed in the formation.

For further information, see SFRG 1, p. 97 and SFRG 2, p. 122.

Menzoberranzan is the Underdark drow city that famed ranger Drizzt Do'Urden (253/4th) hails from, and is also the home base for the drow mercenary Jarlaxle (94/UD). It is a city beset with chaos as all of its leading drow houses compete for power and for the favor of Lolth, the Spider Queen (166/3rd).
As with an event, Menzoberranzan can be played at any time, even if a realm has already been played in phase 1. This makes Menzoberranzan a "must have" card in all decks. Menzoberranzan cannot be played while Map of Life is in play. 
Menzoberranzan is immune to flyers, and therefore cannot be attacked by flyers. However, the ally White Weird, which is a flyer, can be played as an event to remove a holding from Menzoberranzan. 
Because of the phrasing on the card, Menzoberranzan may be attacked by flyers if Takhisis's Helmet of Power is in play.
Menzoberranzan Although Menzo may be played at any time, the player with priority must be allowed to play first during this "Menzo pause".
Card Combo: If the holding Border Forts is attached to Menzoberranzan it becomes almost impossible to attack.
[Realm]

Ruins of Zentil Keep

The Ruins of Zhentil Keep can be attacked only by clerics. It can defend itself as a level 5 monster.
2/500

Coast

This card is a reprint of Ruins of Zhentil Keep (3/3rd) with an altered text, but the same special power. In the 1st and 2nd edition the card was named Zhentil Keep and has another power.

The Ruins of Zhentil Keep is an excellent choice for any deck, since its power allows only one the current seven champion types to attack it. Thus, it functions best if played in the lead position of the formation.
	Cards that work well with the Ruins of Zhentil Keep include the Living Scroll (408/3rd), which automatically defeats clerics, and Mayor Charles Oliver O'Kane (433/3rd), who defeats all female clerics (among others) that face him. In addition, holdings and other cards that further restrict the type of champions who can attack it are also excellent choices, such as Border Forts (198/3rd), and The Triton Throne (65/DU).
	When the realm is used to defend itself, only allies can be played with it. Therefore, some choice instant win allies would be best to play with the realm, such as Loup-Garou (236/4th) and Ki-Rin (248/4th).

For further information, see SFRG 2, p. 123.

The city of Zhentil Keep was a walled city on the Moonsea that housed a large temple dedicated to Bane, Lord of Strife, until he was destroyed during the Time of Troubles and Cyric the Mad assumed his position. The temple worked with the corrupt Zhentish government, alongside the insidious Black Network, in attempts to control the lands and trade routes in the region. Cyric's mad obsessions finally took their toll on the city, and in a plan that backfired against him, Zhentil Keep was destroyed by the very giant, dragon, and orc forces that he himself had gathered together. The survivors of this once-powerful city now struggle to rebuild it.

[Realm]

Sembia

Attacking players must discard a card from their hand or pool for each champion sent forward.
3/500

Coast

This card is a reprint of Sembia (6/3rd). Sembia (6/1st-2nd) has no special power.

Sembia is an excellent realm for a player to have in his lead formation, since every time an opponent chooses a champion to attack the realm, he must discard a card. This realm will serve a player best if he can find ways to defend the realm several times without having to discard the defenders, or by choosing defenders that can defend twice. Champions who would work well with this include Drizzt Do'Urden (253/4th), Minerva (333/4th), Flame (27/DR), and Selune Darkenstar (20/PO). Magical items that have the same effect as these champions include the Scimitar of Speed (205/4th) and the Winged Boots (186/4th). This strategy forces opponents to retain hardly any cards in the hand or pool if an attack persists.
	Additionally, other cards that affect an opponent's card quantity work well with this realm. Having the Ring of Winter (455/4th) in the pool and the Perrenlands (19/4th) in the formation behind Sembia can make it very hard for opponents to successfully attack. Couple Sembia with a holding like Castle Draw (37/3rd) or the Forgotten Crypt (13/NS) and an opponent must discard even more cards from his possession.

For further information, see SFRG 2, p. 123.

[Realm]

Myth Drannor

Any champion can use wizard spells when defending Myth Drannor. Increases this player's maximum hand size by one.
4/500

This card is a reprint of Myth Drannor (13/1st-3rd) with an altered text, but the same special power.

Although Myth Drannor does not have any dramatic offensive effects to damage an attacker, the realm serves two versatile purposes for the owning player. First, by allowing any defending champion to use wizard spells, it increases the number of cards playable in combat by non-wizard defenders, these cards perhaps being the deciding factor for a victorious defense. Second, this realm allows a player to hold more than the eight card maximum in his hand at the end of his turn. Having an extra card in the hand might make the difference between winning and losing a round of combat; additionally, a player may now more judiciously decide whether or not a card should be played into his pool, rather than being forced to put cards in the pool because of the eight card limit.
	Since the realm is benign in its effects on other players, and the realm has no attack restrictions, it will probably be less likely a target for destruction with events like Cataclysm (119/4th) and spells like Disintegrate (393/2nd) than realms like The Ruins of Zhentil Keep (2/4th). Rather, it will probably be a focus of combat attacks. So, holdings that punish players for attacking it will work well with it, such as Castle Draw (37/3rd) and the Forgotten Crypt (13/NS). Another good attachment that punishes attackers is the Net of Ensnarement (57/DU).

For further information, see SFRG 1, p. 101.

Myth Drannor was the fabled city of elven glory in the heart of the woods of Cormanthor. Unfortunately, great evils arose from within its own walls, and today all that remains of this city are monster-infested ruins.

[Realm]

Icewind Dale

The attacking champion must discard one magical item chosen by the defender.
5/500

Coast

This card is a reprint of Icewind Dale (20/1st-3rd).

This realm is a good realm to have in the lead of the formation, since its power works only in phase 4 when other players' champions attack it. For each champion sent forward, the defender can choose to discard any one magical item that the attacking champion has attached to it. If the attacking champion does not have an attached magical item, whether attached when he attacked or added during the battle, the power is then unusable. A good combination to use with Icewind Dale is to play the Loup-Garou ally (236/4th) when defending; if the opponent has a good magical item hidden in his hand, he must play it, and consequently lose the item, or he will lose the battle.

For further information, see SFRG 1, p. 103.
The attacking champion must discard a magical item, if he has one. The power does not necessarily have to be used at the start of battle. The defender may hold this power in reserve and force the attacker to discard an item later in the battle. If the attacking champion does not have a magical item at the start of battle, the defender may choose to discard an item played later in the battle. 
[Realm]

Damara

Doubles the level of a defending Forgotten Realms champion as he is sent forward; cards subsequently played are not doubled.
6/500

This card is a reprint of Damara (23/1st-3rd) with an altered text, but the same special power.

The Power of Damara is only useable in combat, and consequently is ideal for the front rank in the formation. This realm gives a defender a huge advantage when combat victory is determined by total point levels. Note that this doubling effect doubles the adjusted level of the champion, which means the totals of any and all attachments are included as he is sent out. This doubling also affects the world bonus of +3 given to all Forgotten Realms champions, as well as any bonuses in levels granted by holdings such as Hillsfar (34/3rd) and Fortifications (38/3rd) and any bonuses granted from an attached realm artifact such as the Net of Ensnaring (57DU).
	One combination would be to defend with Belwar Dissengulp (91/UD), who doubles all magical items attached to him. Have two or three items previously attached (like the +8 Clockwork Ogre (71/DU) and the +5 Staff of Conjuring (165/4th) as he is put forward, and his total is incredibly high (in this example, Belwar is level 4, he gains +3 for the world bonus, +16 and +10 for each respective magical item, for a grand total level of 66)! The only pitfall with this strategy is that an opponent will usually get to play the first card in combat, and he could play instant defeat cards (such as Intellect Devourer (213/4th)).

For further information, see SFRG 1, p. 104.

[Realm]

Daggerdale

Allies cannot be used when attacking Daggerdale.
7/500

This card is a reprint of Daggerdale (26/1st-3rd) with an altered text, but the same special power.

Daggerdale is another realm whose power is only a benefit in combat. Limiting an opponent to the type of cards that can be played in combat is an excellent way to increase the odds of winning. This realm power works best when used with other champions and items that further restrict the type of playable cards. If the Dungeon card Bats in the Belfry (23/DU) is in the defender's deck, the attacker can also no longer use offensive magical items in the attack. Then, put up a defender such as Adon (282/4th), who is immune to offensive spells and artifacts, or Dregoth, Undead Dragon King (74/AR), who is immune to offensive spells and psionics; now the cards an attacker can play are severely limited.

For further information, see SFRG 1, p. 105.

Daggerdale is one of the small towns in the Dalelands that constantly suffers under the vile schemes of Zhentil Keep and the Zhentarim. Now that Zhentil Keep lies in ruins, Daggerdale's fight against treachery has eased, and Randal Morn, the rightful ruler of Daggerdale, can now openly take action to strengthen his town's presence in Faerun.

[Realm]

Evermeet

Any champion can use wizard spells when defending Evermeet. Flyers, swimmers, and earthwalkers cannot attack this realm.
8/500

This card is a reprint of Evermeet (29/3rd) with an altered text, but the same special power. Evermeet (29/1st-2nd) prevents only flyers from attacking.

While Evermeet's power to allow any defending champion to use wizard spells in the defense of the realm is quite helpful, its best power lies in its strong defense: only champions who do not have special movement capabilities can attack it. It functions well anywhere in the formation, but it is virtually unattackable if in a protected rank. A good attachment to this is Border Forts (198/3rd), which limits attackers to flyers, and since the realm cannot be attacked by flyers, the realm cannot be attacked. Other choice cards that make demands for flyers, swimmers or earthwalkers that Evermeet will not allow (and thus guarantee combat victories) include Rand the Bowyer (13/PO), Wall of Iron (336/3rd) and other "wall" spells, Control Weather (53/BR), and Reverse Gravity (385/4th). Remember, however, that victories won in the above ways as a defender garner no spoils of victory, because the defeated attacker is not discarded, but just returns to his pool.

For further information, see SFRG 1, p. 106.

Evermeet is the secluded island of the elves. It is the place that all elves of Faerun aspire to journey to at the twilight of their lives. It is also the last elven refuge against invading races and encroaching civilization, harboring elves driven from their native forests. It is a place of wondrous beauty, and strongly protected from any intruders who might seek access to the land.

[Realm]

The Trollmoors

The Trollmoors regenerate and must be defeated twice in one turn before being razed.
9/500

This card is a reprint of The Trollmoors (30/3rd). The Trollmoors (30/1st-2nd) has no special power.

This realm is a good defensive realm in that it requires two successful razes by attacking champions in order for it to be flipped down. The successful razes need not be consecutive, but the two razes must all occur in the player's current phase 4. Any holding that is attached to the Trollmoors is removed after the first successful raze, even though the realm is not yet flipped face down. This realm offers two distinct benefits when it is the subject of an attack: First, the defender may allow a more formidable attacking champion the first raze, hoping to get an easier foe for the next attack. Secondly, it forces the opponent to attack one extra time, and if that player is low on champions, he might not be able to continue the attack. Good cards to use in conjunction with the Trollmoors are champions that can defend twice before being discarded or defend but return safely to the defender's pool, such as Drizzt Do'Urden (253/4th), Seluna Darkenstar (20/PO), and Minerva (333/4th).

For further information, see SFRG 2, p. 126.

The Trollmoors are a dark, dangerous place, but especially so at night, for it is then that the legion of trolls inhabiting these moors congregate in force. These hideous, regenerating monsters fear no one, attack any they encounter on sight.

[Realm]

The Coral Kingdom

The Coral Kingdom can be attacked only by swimmers.
10/500

Coast

This card is a reprint of The Coral Kingdom (11/FR) with an altered text, but the same special power.

The Coral Kingdom is an excellent defensive realm, and is an obvious choice for the front rank. Since the realm is so difficult to raze in combat, it will be the target of spells and events that destroy or raze it without having to be in combat. Therefore, three good holdings to attach to the realm that make it immune to events and offensive spells include The Geneva Conclave (Promo #1), Moonwell (77/4th), and Hellgate Keep (17/NS). Additionally, if the realm is the target of swimming attacks, cards that destroy swimmers or prohibit their use in combat are invaluable, such as Aquilla (98/UD), Poisioned Water (17/PO Chase), Gales at Sea (161/4th), Pelath the Bronze Dragon (28/DR), and Habbakuk Interferes (92/DL). Two other good holdings to attach to this realm are Border Forts (198/3rd), which consequently makes the realm unattackable, and Nagawater (78/4th), which instantly destroys all swimming allies.

For further information, see SFRG 1, p. 328.

The Coral Kingdom lies deep beneath the waves of the Trackless Sea around the Moonsea Isles. It is the home to a horde of sahuagin, the evil fish-man race that terrorizes sea travelers. At one time, the sea devils actually held King Tristan Kendrick of the Moonseas hostage in its murky abode, but he was eventually rescued by his daughter Alicia and her adventuring friends.
This is an excellent realm to have in the first position, since only swimmers can attack. If the holding Border Forts is attached, the realm becomes even more difficult to attack. Only champions that are both flyers and swimmers, such as Mykell and Deathstream are able to attack. In addition to the attackers discussed above, the Coral Kingdom can be attacked by a champion with the Scroll of 7 Leagues.
Coral Kingdom is bluelined as a coastal realm.

[Realm]

Raurin

If Raurin is razed, the attacking champion must be discarded.
11/500

This card is a reprint of Raurin (17/FR).

This vengeful realm is an excellent choice for the front rank, because the attacking champion that actually causes the realm to be flipped must be discarded. It makes attackers think twice before attacking. Plus, it gives the defender a chance to remove a tough, troublesome champion from the game if that champion is sent forward to attack Raurin. Consequently, the realm might be the target of events and spells that destroy or raze it out of combat, so a holding like Hellgate Keep (17/NS).

For further information, see SFRG 1, p. 330.

[Realm]

The Vilhon Reach

If the Vilhon Reach is razed, this player can discard one razed realm from another player's formation.
12/500

Coast

This realm functions as an excellent, defensive counter-measure against opponents who seek to raze the realm, whether through combat or other means. Note that if the realm is destroyed without being razed (such as Cataclysm (119/4th)), then its power to discard an opponent's razed realm does not activate. If the owner of this realm does not mind it being razed, then some nice havok can be wrought on opposing players. For example, the owner of this realm might play Horde (8/FR) or Earthquake (403/4th) which can cause all players to raze a realm; then, when this player razes The Vilhon Reach, he can discard one of his opponents' realms that just became razed. A Tarrasque (134/4th) could also cause the same effect, but only if the other players play the Tarrasque on The Vihon Reach. If the owner of the reach can hold cards that let him rebuild realms (Labor of Legend (122/4th), Korgunard the Avangion (270/4th)) and also play a few of the aforementioned cards in phase three of one turn, he could cause the discard of three of his opponents' realms!

The Vilhon Reach is a hot, fertile land comprised of many nations and independent cities all aspiring for dominance in the region. The druids of the reach, the probable true rulers of the land, make sure that the whims of the Reach's nations do not despoil these lands.

[Realm]

Giant's Run Mountains

The Giant's Run Mountains can be attacked only by flyers or giants. Its defenders are immune to offensive unarmed combat cards.
13/500

This realm's restrictions on attackers makes it an excellent choice for a realm in the front rank, although its defensive powers make it a probable target for cards like Creeping Doom (402/4th) and Disintegrate (393/2nd). Cards that work well in defense of the realm include those that instantly defeat flyers, such as Gloriana (3/1st Chase), Storm Giant (77/FR), and Noble Djinni (84/3rd), as well as cards that instantly defeat giants, such as the Sword of Cymrych Hugh (62/FR).
	The immunity to offensive unarmed combat cards it confers to its defenders is also a nice defense. If coupled with holdings like Hellgate Keep (17/NS), the defenders now become immune to offensive spells and harmful events played while the realm is being attacked. The Mist Caves (14/DR) is also a good holding to attach, because it says flyers or swimmers cannot attack the realm to which it is attached, leaving only giants left to attack.

[Realm]

Sterich

Any monster defending Sterich gains 5 levels.
14/500

This card is a reprint of Sterich (119/1st-3rd).

This realm is obviously only effective in a deck that contains several monsters. The gain in levels affects the monster's adjusted level. This extra bonus might prove to be that extra little bit needed to get a monster's total high enough so that the champion can use the instant win power of Kevin's Blade of Doom (206/3rd); or if the defending monster is a dragon champion, then the extra 5 levels might be what the champion needs to play the instant-win card Swallow Whole (97/DR).
	Since this realm power is designed to aid in combat, support cards should include powers that protect monsters during battle, such as the Codex of the Infinite Planes (452/4th) or The Winner's Cape (520/4th). Some good holdings to attach to this realm include Tenser's Castle (26/RR) that only allows heroes or wizards to attack, the Ancient Arms of the Horned Society (142/3rd) which allows all Greyhawk monsters and their allies to earthwalk, in addition to granting 5 more to his adjusted level, and the Ancient Arms of Furyondy (146/3rd) which deflects all harmful spells and events away from the realm. Additionally, attaching the Greyhawk artifact Boiling Oil (55/DU) will make an opponent think twice before attacking because of its punitive effect.

For further information, see SFRG 1, p. 136.

[Realm]

Nyrond

Elves, dwarves, gnomes, and halflings gain 3 levels when defending Nyrond.
15/500

This card is a reprint of Nyrond (120/3rd). Nyrond (120/1st-2nd) has no special power.

This realm is best used in a deck specializing in a demi-human theme. The three levels added to the defender's level are added to the adjusted level, and this bonus applies to both champions and allies who are elves, dwarves, gnomes, and halflings. Some good holdings to attach to the realm that will grant additional numerical bonuses to defenders or penalties to attackers include Fortification: Bulwark (88/4th) and Fortification: Barricade (89/4th). The rule card The Shadow World (72/BR) will protect all halflings who defend the realm, should they lose the battle. Good champions to use when defending the realm include Drizzt Do'Urden (253/4th), Jamlin (38/NS), and Simpkin "The Weasel" Furzear (36/NS).

For further information, see SFRG 2, p. 140.

[Realm]

Furyondy

When first played, Furyondy can remove one wizard from play (the wizard is discarded).
16/500

Coast

This card is a reprint of Furyondy (122/3rd) with the same special power, the older editions have no power.

Although this realm has no benefits to the player for defense or combat, its power to send any wizard in play to the discard pile can be invaluable. There are very few ways that another player could save his wizard champion from being discarded; this is a good way to remove an annoying wizard champion that is immune to many things. The player of this realm is not forced to discard a wizard, but if he does not, the power is wasted. This power does not work when the realm is rebuilt, but if it ever gets discarded and shuffled back into the draw deck, and the player draws it, the power may once again be used. Since the realm is easy to attack, a holding like Fortification: Curtain Wall (86/4th) and Fortification: Inner Wall (87/4th) would be a good choice to attach to it, which severely limit who can attack it.

For further information, see SFRG 2, p. 140.

[Realm]

Temple of Elemental Evil

Draw three cards immediately when the Temple is played.
17/500

This card is a reprint of Temple of Elemental Evil (124/1st-3rd).

This card might be considered a "must-have" for any deck because the player gets three more cards to add to his hand when the realm is played on the table. This power does not work if the realm is rebuilt. Since the realm is so popular, a player will want to protect the Temple from being removed from play so that another player cannot play it in his own pool. This can be accomplished through the dungeon card Labyrinth of Castle Greyhawk (6/DU), which prevents all of the owning player's Greyhawk realms from being razed or discarded except through combat. Then, cards should be attached to it that make it harder or less desirable to attack, such as Fortification: Inner Wall (87/4th) and Boiling Oil (55/DU).

For further information, see SFRG 1, p. 138.

[Realm]

Greyhawk Ruins

All Greyhawk champions of this player gain 2 levels.
18/500

This card is a reprint of Greyhawk Ruins (125/1st-3rd).

This realm's power is a nice way to protect one's Greyhawk champions from spells, psionics, and other powers that affect champions whose level is lower in number, such as Death Spell (377/4th) and Drain Will (75/DU). This level gain is added to the champions' adjusted levels, and applies to them at all times as long as they are in play. This realm is best played deeper in the formation, hidden from attacks from champions without special movement restrictions.

For further information, see SFRG 1, p. 138.

The ruins of Castle Greyhawk is an enormous dungeon loaded with treasure but plagued by many monsters. Adventurers who made it out alive reported a horrible level filled with the stinging followers of the demonic bee-queen, and a level full of demons abuzz about a wedding.

[Realm]

Perrenland

Maximum hand size for all opposing players is reduced by one.
19/500

Coast

This card is a reprint of Perrenland (126/3rd). The 1st and 2nd edition cards have no power.

This realm is sure to be one attacked by opponents if they can, because it decreases by one the number of cards they can hold in their hand by one. Most of the time, this total will be seven, which could force opponents to discard cards if they have too many in hand at the end of their respective turns. If the realm is in play but razed, the power does not function. This realm is otherwise defenseless, so cards that protect it from attack, offensive spells, or events are most desirable to attach to it. The Labyrinth of Castle Greyhawk (6/DU) is also a good card to have in a deck with this card, forcing opponents to attack the realm and raze it through combat to eliminate its power. It is best placed in the second or third rank of the formation, helping protect it from attacks.

For further information, see SFRG 2, p. 140.

[Realm]

Duchy of Tenh

If Menzoberranzan is played or razed while the Duchy of Tenh is in play, this player draws three cards.
20/500

This card is a reprint of Duchy of Tenh (139/3rd) with an altered text, but the same special power. Duchy of Tenh (139/1st-2nd) has no special power.

Since Menzoberranzan (1/4th) is such a popular card that most players will have in their decks, the Duchy of Tenh is an excellent choice to place in a deck since the odds are so great for its power to be used. The hardest part is playing the Duchy before Menzoberranzan itself is played. However, since the player draws three cards if Menzoberranzan is also razed, it is a good idea to have cards that can easily raze a realm, such as Creeping Doom (402/4th). Extra cards are not drawn if the realm is destroyed without being razed, such as with the Lair of the Shadow Drake (3/DR). This realm is best placed in a back rank where it is protected from most attackers; attaching a holding that makes it difficult to attack is also prudent, such as The Mistmarsh (13/DR) and Fortification: Inner Wall (87/4th).

For further information, see SFRG 2, p. 144.

[Realm]

Hell Furnaces

The level of any dragon defending the Hell Furnaces is doubled. Swimmers cannot attack this realm.
21/500

Coast

This card is a reprint of Hell Furnaces (89/AR) with altered special powers.

This is an excellent realm to place in a deck with a dragon theme, because it doubles the adjusted level of any dragon champion as he is brought out to defend the realm. Cards subsequently added in battle are not doubled. For example, if the level 10 Fire Dragon (38/DU) had the +8 Clockwork Ogre (71/DU) magical item attached, and the +4 artifact Boiling Oil (55/DU) were attached to the realm, his total entering battle would be a formidable 44, not to mention that he destroys all attachments on an opposing champion at the start of battle.
	The second power which prevents swimmers from attacking is also a nice bonus. If one can attach the Triton Throne (65/DU), which states that the attached realm can only be attacked by swimmers, then the realm becomes unattackable! In this case, it is good to protect the realm from spells and events that could destroy it outside combat, such as the Ancient Arms of Furyondy (146/3rd), Fortification: Parapet (84/4th) and The Labyrinth of Castle Greyhawk (6/DU). Note that if the Triton Throne is attached with the Labyrinth of Castle Greyhawk dungeon card in play, no way exists for the realm to be razed or removed in any direct way. If this realm is in the front of the formation, this is quite powerful. Opponents' only recourses would be to attack realms in the back ranks, or attack the dungeon card, or find a way to remove the Triton Throne from the realm.

For further information, see SFRG 2, p. 235.

[Realm]

Free and Independent City of Dyvers

This realm allows the player to trade up to 3 realms and/or champions from his hand for an equal number of cards from his draw pile during phase 0. The realm is then razed.
22/50

Coast

While the drawback of using this realm's special power is significant, in that a realm is razed and champions or realms must be discarded, the realm still has some uses. First, if a player has cards that can instantly rebuild realms, such as the Arms of the Shield Lands (216/2nd), then the act of razing the realm becomes less of a detriment when obtaining the extra cards. Secondly, quite often other players might be blocking this player from playing realms or champions because they have put a realm in champion in play first (per the rule of the cosmos). By discarding these champions and or/realms from his hand, this player at least now gets cards to replace the unplayable cards, instead of typically discarding them to rebuild a razed realm in phase 2 or discarding them to get down to legal hand size in phase 5. Near the end of a game that this player is losing, it might be quite beneficial to sacrifice realms and champions in order to possibly draw a card that can change the course of the game, such as Cataclysm (119/4th) or Tarrasque (134/4h). Note that this realm is not a good choice to play with the dungeon card Labyrinth of Castle Greyhawk (6/DU), since the dungeon card does not allow Greyhawk realms to be razed outside of combat.

The cards are drawn from the top of the draw pile.

[Realm]

Spindrift Isles

The Spindrift Isles can be attacked only by flyers or swimmers. It can defend itself as a level 8 elf wizard.
23/500

Coast

This realm is an excellent choice for placement in the front rank, because it severely limits the number of champions who can attack the realm. If one attaches The Mistmarsh (13/DR) holding, now only swimmers can attack the realm. Consequently, two good champions to have in the deck to defend this realm would be Gloriana (3/1st Chase) and Aquilla (98/UD), who defeat flyers and swimmers respectively. An added bonus is that the realm can defend itself if need be, and as an elven wizard. Now spells can be used in addtion toallies, as well as events that are benefical to elves, such as Drow Justice (21/UD). Since this realm is likely to be the target of spells, events, and psionic powers that will instantly destroy it outside of combat, it would be wise to have the Labyrinth of Castle Greyhawk (6/DU) in play as well.

[Realm]

Stonefist Hold

Any hero defending Stonefist Hold gains 4 levels. This realm may be razed to prevent another player from gaining an extra turn.
24/500

Coast

While the benefit to add 4 levels to a defending hero's adjusted level is respectable, the best power of the realm is to stop an opponent from receiving those annoying extra turns. As of this writing, the only two cards that directly give extra turns are The Caravan (131/4th) and Ancient Kalidnay (92/AR). A Bell of Might (18/FR Chase) that copied The Caravan could also be canceled by this realm power as well. Even though razing the realm is a costly action, preventing a player from getting those extra cards can be very strategic.
	This realm's biggest drawback is being able to get it into play before these cards that grant extra turns get used. Additionally, it would be useless (except for the power of adding 4 to a defending hero's level) to put this card in a deck containing The Labyrinth of Castle Greyhawk (6/DU), because that card does not allow Greyhawk realms to be razed outside of combat. Since it could be the target of spells to raze or destroy it, holdings such as Fortification: Bastion (83/4th) would be good a god attachment to it or another realm in the formation.

[Realm]

Ull

When other players draw extra cards through events, this player can examine the extra cards and discard one.
25/500

This card is an excellent deterrent that could make opponents think twice about laying events such as Good Fortune (120/4th), Unusually Good Fortune (11/FR Chase), or Hurricane! (140/4th). As such, it will probably be the focus of attacks or cards that could instantly destroy it, such as Psionic Disintegration (73/DU) or Cataclysm (119/4th). Therefore, it is a good idea to place it in a back rank to limit who can attack it, as well as by having the dungeon card Labyrinth of Castle Greyhawk (6/DU) in play, which prevents it from being razed or discarded outside of combat. A good strategy is to play events that force other players to draw extra cards, so that the owner of Ull can then discard one of these cards. Such events include Transformation! (125/4th), Treasure Fleet (214/2nd) and Festival (21/BR Chase). Note that in the case of Festival, the owner of Ull gets a free card, while the other players' one card can be discarded!
Ull's power applies to the new hand of five cards received after a Transformation! event.

[Realm]

Valley of the Mage

Monsters cannot attack the Valley of the Mage. This realm can defend itself as a level 9 wizard.
26/500

This Greyhawk realm is a good choice for a deck that specializes in limiting the types of attackers. All champions designated as monsters are not allowed to attack this realm. Holdings that further limit the attacker, like Fortification: Curtain Wall (86/4th) and Fortification: Inner Wall (87/4th) are good attachments to the Valley of the Mage. This realm also has the ability to defend itself as a level 9 wizard; which is one of the highest realm champions in the game. This realm champion only exists to defend the Valley, and therefore cannot be used to cast spells in phase 3 or when the Valley is not being defended by the realm champion.
	If you have Valley of the Mage in your front ranks, you can further inhibit attacks on your formation (if only for one turn) by playing Apple of his Eye (12/FR Chase).

The Valley of the Mage is named after it's self-proclaimed guardian and ruler, Jaran Krimeeah. His official title is His Most Magical Authority, the Exalted Mage of the Valley and Laird of the Domain, not that many outside of the valley are able to refer to him as such. The Valley of the Mage is a secluded and well protected land, and few have returned from journeying there. Whether these adventurers decided to remain or were eliminated are pure speculation on the part of the bards and sages.

[Realm]

Urik

Allies cannot attack Urik. This realm can defend itself as a level 4 hero.
27/500

This card is a reprint of Urik (223/1st-3rd) with an altered text, but the same special power.

This Dark Sun realm is a good choice for any deck based around the Dark Sun setting. Not only does it afford the player an extra defender in it's level 4 hero champion, but it also restricts the attacker from playing any allies. This is especially useful against decks that contain a lot of allies, or at least several of the more dangerous ones, like The Dreaded Ghost (246/4th).
	It is not a good choice to defend Urik with a champion that gains bonuses when the opponent plays allies, like Mika the Wolf-Nomad (274/4th) unless necessary. Champions with lots of immunities, like Gib Htimsen (13/1st Chase), are great choices, since the attacker will have even fewer choices to use against your defender.
	There are several good choices for holdings, including Arkhold (94/4th) Mud Palace (91/4th) and Silver Spring (97/4th).

For further information, see SFRG 1, p. 171.

The city of Urik is known for it's huge standing army. When confronted with some danger, the ruler of Urik has to simply summon this army to squelch any uprising or invasion. It is not unheard of that the sorcerer-king himself would lead this army on occasion.

[Realm]

Tyr

Tyr's player draws one extra card per turn. This realm can defend itself as a level 5 hero.
28/500

This card is a reprint of Tyr (224/1st-3rd) with an altered text, but the same special power.

This is a must for any Dark Sun deck, as well as any other deck that isn't world specific. The ability to draw an extra card per turn is just too useful to pass up. When Tyr is originally played (or unrazed) the player can draw one extra card immediately. Thereafter, the player must remember to draw an extra card during phase 1. If that player has moved on to phase 2, he must forgo the extra card for that round.
	Tyr is also able to defend itself as a level 5 hero, so it gives an extra boost to decks that have a low number of champions, or when one just can't seem to keep enough champions in their pool.
	The Mud Palace (91/4th) is a great holding for Tyr, as it makes extra room for the extra cards in the player's hand. Another good choice is Arkhold (94/4th), because then the player gets 2 extra cards per turn. Be careful when using these combinations, as Tyr will become targeted by other players. Try to place Tyr in one of the back ranks in your formation, and be prepared for the Cataclysm! (119/4th) or the Estate Transference (437/3rd).

For further information, see SFRG 1, p. 171.

The gladiator arena in Tyr is famous for it's champions. Many great fighter have risen from it's brutality to become legends in the city; even if only for a short time. One warrior, L'tor Blazon, is famous for being victorious in every match while refusing to use any weapons at all. It is this type of brute strength that helps defend Tyr from it's enemies.

[Realm]

Gulg

The first ally to attack Gulg each battle is destroyed. Gulg can defend itself as a level 7 hero.
29/500

This card is a reprint of Gulg (225/1st-3rd) with altered special powers.

This Dark Sun realm can defend itself as a level 7 hero, which is rather high for a realm champion. Gulg's other ability is to instantly destroy the first ally played against this realm or it's defender. This is automatic, and does not allow the ally to use it's special powers unless they are triggered when destroyed. The player with Gulg does not get a choice as to which ally, it is just the first one played in any battle. Note that this does not mean any round of battle; therefore if an attacker uses an ally (which gets discarded) and subsequently wins, the next champion can play an ally without any reprisal from the realm's power. When Gulg is attacked again for the first time, this power re-instates itself.
	Players may try to get around this power by throwing a low-level ally first, but since many of the low level allies have nastier powers, like the Assassins (221/4th), it pays to get them out of the way before they can do any real harm.

For further information, see SFRG 1, p. 171.

Gulg is one of the few city-states on Athas that is a forest-city. This extra cover gives the defenders of Gulg the ability of surprise, thereby eliminating the first wave of attackers before they are aware of the danger hidden within the trees.

[Realm]

Euripis

Only champions able to cast spells can attack Euripis. Swimmers cannot attack this realm.
30/500

This card is a reprint of Euripis (90/AR) with an altered special power.

This Dark Sun realm is another that limits the type of champion that can attack. Instead of picking a champion type however, it limits attackers to those who have the ability to cast spells. Besides wizards and clerics, any champion with the special power of spellcasting, like Cyric (92/FR) can attack Euripis. It is not necessary to actually cast spells, so if Dearlyn Ambersong (44/DU) attacked Euripis without the permission of Midnight (46/3rd), she would be able to attack, but not be able to cast any spell during the battle. Also champions that have an attachment that enables spellcasting, like the Necklace (176/4th), can also attack this realm. These attachments must already be in place before they attack Euripis, although if removed during battle, they do not automatically lose.
	Euripis has a further restriction in that no swimmers can attack this realm. This includes champions and allies. Therefore Drawmij (276/4th) could not attack, even though he is a spellcaster, because he is also a swimmer.

For further information, see SFRG 2, p. 235.

[Realm]

New Giustenal

New Giustenal cannot be attacked by flyers (except Dregoth). If razed, this realm can be rebuilt by discarding only one card.
31/500

Coast

This card is a reprint of New Giustenal (91/AR) with an altered text, but the same special power.

This realm is yet another from the Dark Sun campaign that limits the potential attackers. With the exception of Dregoth, Undead Dragon-King (74/AR) no flyers can attack New Giustenal. This is very effective against those dragon decks, or any other deck with a lot of flyers.
	New Giustenal's secondary power is that if it is razed for any reason, it can be rebuilt by discarding only one card instead of the normal three. This is done only during phase 2, and only in the stead of placing a realm on that turn. This ability not only reduces the value of New Giustenal as a target (since it's easier to unraze this, compared to most other realms), it can also be used to your advantage. When confronted with cards like the Flaming Fist (238/4th), it might be advantageous to raze New Giustenal. Then later, when you don't have a realm to play, you only need to discard one card to bring it back into play. If you plan on using this realm in this fashion, try to attach Silver Spring (97/4th) to it. That way you can force an opponent to raze one of his realms also.

For further information, see SFRG 2, p. 235.

[Realm]

Ur Draxa

This player and his champions are immune to offensive psionic powers. Champions with attached artifacts or magical items cannot attack this realm though, they can be added during battle.
32/500

This card is a reprint of Ur Draxa (93/AR) with an altered text, but the same special power.

When a player has this Dark Sun realm in play and it is unrazed, all of his champions in play are immune to offensive psionic powers. This includes psionic power cards and offensive psionic abilities of champions and allies. Therefore, as long as Ur Draxa is unrazed, all monsters in the player's pool are safe from Agis's (261/3rd) special power. This can be very useful for any deck that is heavily weighted with monsters. This realm can also almost completely disable a psionicist-based deck.
	In addition to this immunity, Ur Draxa also limits the potential attackers. Any champion that already has an attached magic item or artifact cannot attack this realm. Once a champion has started the attack on Ur Draxa, items can be attached normally. This restriction on attachments extends to include champions that are brought into a battle via something like the Helm of Teleportation (219/1st).
	This is one of the few Dark Sun realms that does not have it's own realm champion, but if you attach Silver Spring (97/4th) to it, you can increase it's dangerousness.

For further information, see SFRG 2, p. 236.

[Realm]

Shault

Shault can be attacked only by monsters or flyers. The realm can defend itself as a level 6 champion of any type, chosen by this player when attacked.
33/500

This card is a reprint of Shault (94/AR) with an altered text, but the same special power.

Shault is yet another Dark Sun realm that puts a limit on the type of champions that can attack. For this realm, only champions designated as monsters or flyers may attack. Of course, if this designation gets changed after combat has begun, as with Reverse Gravity (56/AR) against a flyer, the attacker continues as normal, because the champion has already arrived at the realm. Several different holdings can be attached to increase these restrictions. These include Black Waters (98/4th), Salt View (232/3rd), and Waverly (238/1st).
	Shault is also one of the many Dark Sun realms that has it's own realm champion. This realm champion has an advantage, however. The player can choose what type of level 6 champion he wants defending Shault. This choice is made when Shault is attacked and the defender decides to use the realm champion. Not only does this include clerics, wizards, heroes and monsters, but also regents, psionicists and thieves. (Designations like undead or dragon that are not related to an icon type are invalid as choices.) This is a great advantage because you already know what cards you have available, and can pick a champion accordingly. Imagine, for example, that you only have clerics in your pool, and Shault is attacked by the Living Scroll (408/3rd). Your opponent may think he has an easy win as long as you aren't holding any champions in your hand, but you could defend Shault with a wizard realm champion and beat the Scroll outright. This can work on several automatic kill champions.
	Remember that when you choose the champion type, you can then make use of it's special abilities: i.e. spells, unarmed combat cards, psionic power cards, etc.

For further information, see SFRG 2, p. 236.

[Realm]

The Forest Ridge

If the Forest Ridge is razed through combat, the attacking champion is consumed by feral halflings and is discarded.
34/500

This card is a reprint of The Forest Ridge (95/AR) with an altered text, but the same special power.

The Forest Ridge is one of the few Dark Sun realms that does not have a realm champion or limitations on the attackers. Instead it has a vindictive power that enacts only once the realm is razed through combat. If the realm is razed outside of combat, it's special power has no effect. Also, if during combat the Forest Ridge is discarded (as opposed to just being razed), it's special powers also have no effect. If this realm is successfully razed during combat however, the champion that razed the realm is discarded, along with any attachments. This can be quite useful if there is one champion you'd like to get rid of. When your opponent attacks with this champion, simply declare no defense, raze the realm and send the offending champion to the discard pile.

For further information, see SFRG 2, p. 237. 

The greatest danger found in the Forest Ridge has got to be it's population of feral halflings. This tribal group consider the Forest Ridge their home and hunting grounds, and will hunt down and eat just about anything they can find in it; including unsuspecting adventurers.

[Realm]

Celik

Champions attacking Celik must discard all attached magical items or artifacts (attacker's choice) and cannot add more of the type chosen during battle.
35/500

This card is a reprint of Celik (96/AR) with an altered text, but the same special power.

Celik causes all attached cards of either artifacts or magical items to be discarded upon attacking, and no more of the chosen type can be add during battle. This is a great power against those decks that rely heavily on these types of cards. It does have it's drawback in that the attacker, not the defender, gets to choose what type is restricted. If the attacking champion has no artifacts and the attacker doesn't plan on using any for the battle, nothing is stopping her from choosing artifacts as the restricted type.
	Even with this drawback, Celik can be exploited for the defender's benefit. Whenever the attacker chooses to prohibit magical items for his champion, respond by playing the Loup-Garou (236/4th) and you will have a successful defense.

For further information, see SFRG 2, p. 237.

The ancient city of Celik is riddled with long-forgotten labyrinths and tombs. Many foul creatures and long-lost riches are rumoured to lie beneath the surface of this aged city.

[Realm]

Lake Island

Lake Island can be attacked only by flyers or earthwalkers. It can defend itself as a level 5 monster.
36/500

This card is a reprint of Lake Island (97/AR) with an altered text, but the same special power.

This Dark Sun realm restricts attackers to only those designated as flyers or earthwalkers. This applies to both champions and allies. Because this restriction is not against an icon type, it can be useful against almost all types of deck configurations. Attaching a holding that prohibits flyers, like Waverly (238/1st), can make this realm almost impossible to attack, unless your opponent(s) have several earthwalking champions.
	Lake Island can also defend itself, if necessary, as a level 5 champion designated as a monster. This monster champion is subject to all cards that help or hinder this card type.
	Since this realm states that it can only be attacked by earthwalkers, it is subject to the powers of Volcanic Eruption (64/RR), so it isn't recommended to play this card yourself when you have Lake Island in your formation.

For further information, see SFRG 2, p. 237.

As the name suggests, Lake Island is one of the few places on the desert-swept land of Athas that actually has a continual water source. Because of this, many dangerous creatures tend to gather here, including giant beast-headed monsters of exceptional strength. The waters of Lake Island seem to simply bubble up from below, without explanation.

[Realm]

The Jagged Cliffs

Any halflings played in defense of the Jagged Cliffs are tripled in base level. The realm can defend itself as a level 3 halfling hero.
37/500

This Dark Sun realm is a must for any deck that focuses on halflings. All cards designated as halflings, champions and allies, are tripled in base level when defending this realm. This includes, but is not limited to such cards as Yondalla the Provider (475/4th), Brandobaris (476/4th), Halfling, Inc. (66/FR), and Halfling Mercenaries (222/4th). Good cards to use with the defense of this realm are cards that multiply the defender's adjusted level. For example, if Brandobaris was used to defend the Jagged Cliffs, and Complete Surprise (25/NS) was added, the defending champion would already be a whopping level 78!
	The Jagged Cliffs can defend itself as a level 3 hero, but since it is designated as a halfling, in combat it would start with a base level of 9 (level 3 x 3). This tripling of halfling levels only functions when the halflings are defending the Jagged Cliffs.
Because the realm champion is a halfling, it is tripled. Jagged Cliffs can therefore defend itself at level 9.
[Realm]

The Last Sea

The Last Sea can be razed to act as a modified spell turning spell, redirecting any offensive spell to a target of this player's choice.
38/500

Hence the name "Sea" this card should be bluelined as Coast, IMO (Sascha).

This Dark Sun realm is a must for any deck that is going to confront opponents with spellcasting abilities. When this realm is in play, the owner can choose to raze the realm voluntarily in order to turn any just-cast offensive spell. This can be done at any time, and the spell affected can be re-directed to any target as if this player had cast the original spell. The spell affected does not even have to have been cast on the owner of the Last Sea. This modified spell turning spell can be dispelled, and if it is, the realm remains razed.
	This power can even be used if the realm is the target of the original spell. For example, if the Last Sea is targeted by a Disintegrate (393/2nd), the Last Sea can be razed to re-direct this spell before it takes effect. When this power is used, anyone with a card like Mulmaster (73/4th) does not get to draw a card, because the Last Sea is not a spell card itself.

The Last Sea is a large body of water in the mostly arid land of Athas. Many kinds of aquatic wildlife can be found here, that cannot be found anywhere else on this vast world.
The Last Sea's power is treated as a Re-target spell. The new target of the redirected spell must be a legal target for that spell. For example, if Disintegrate is redirected, the new target must be a realm.

[Realm]

Dragon's Crown Mountains

All dragon champions of this player are immune to offensive spells and offensive psionic power cards. The realm can defend itself as a level 7 monster (dragon).
39/500

This Dark Sun realm has a level 7 realm champion that is designated as a monster (dragon). As such, it is subject to all restrictions and benefits granted by other cards. Since this is a high level champion, it is quite useful.
	Dragon's Crown Mountain also bestows immunity to offensive spells and offensive psionic power cards upon all of this players dragon champions. This includes the dragon realm champion. This immunity extends to the champions, whether they are in the pool, attacking or defending. This immunity can be passed along to all of this player's champions if Dragon's Crown (15/DR) is attached to this realm. If the Codex of the Infinite Planes (452/4th) can be placed in this player's pool, immunity to magical items can be added to all of this player's champions.

[Realm]

Realm of the White Witch

Monsters and wizards gain 3 levels when defending this realm. This player's champions are immune to the phase 0 special powers of realms.
40/500

This Birthright realm is a nice choice for any Birthright deck, but because of it's secondary special power, it could be useful in almost any deck. It's foremost power is being able to grant 3 extra levels to any monsters or wizards that defend this realm. Naturally, this is most useful if you have several of these types in your deck.
	The second power of the Realm of the White Witch is to grant immunity to any phase 0 special powers of realms for all of this player's champions. Phase 0 powers are those that take place at the beginning of a player's turn, before any cards are drawn, like the special power of the Scarlet Brotherhood (135/3rd). Players should keep in mind that even though this realm grants immunity to all of the player's champions, it does not grant any immunity to the realm. Any special powers that target the realm are completely unaffected.
	Good choices as defenders of the Realm of the White Witch are any wizard or monster champion from the Birthright campaign, as they would gain an additional +3 in accordance with the world bonus rule. Cards such as All Hallow's Eve (25/RL) or any of the Moon Waxes (98-100/DL) events would also be helpful in the defense of this realm.

[Realm]

The Battle-Fens

Spells and magical items cannot be used by a champion attacking the Battle-Fens. Spells and magical items used by defenders of this realm are doubled in level.
41/500

The Battle-Fens is an excellent realm to be used against any deck that relies on either spells or magical items. This Birthright realm prohibits the use of any spells or magical items by any of it's attackers. This means that no spells or magical items, offensive or defensive, can be used at all when attacking this realm. If spells or magic items are already attached to the attacking champion, they simply do not function. Once combat has been initiated, no spells or magical items can be played by the attacker, even if in response to such cards as the Loup-Garou (236/4th).
	In addition to this ability, the Battle-Fens double in level all spells and magical items used by the defenders. This doubling only applies to spells and magical items that have some type of level bonus. Cards such as The Necklace (176/4th) or Reverse Gravity (385/4th) are not affected by this ability. Good choices for cards in the defense of the Battle-Fens are champions that can cast spells, and magical items with high bonuses, like the Girdle of Storm Giant Strength (183/4th) or the Libram of Ineffable Damnation (8/BR Chase). One of the best champions to use if casting spells while defending the Battle-Fens is Bengoukee the Witch Doctor (434/3rd), because now all spells cast by the Witch Doctor would be multiplied by 4.
	If the optional Aiding the Attacker or Defender rule is being used, these restrictions and bonuses also apply to those helping in the battle.

[Realm]

The Giantdowns

Giants defending this realm are doubled in base level. Monsters defending the Giantdowns gain 3 levels.
42/500

This Birthright realm works best in a deck with a lot of giants. All giants, champions and allies, used in defense of this realm are doubled in base level. Monsters that are used in defense of the Giantdowns gain 3 levels. These two powers can be cumulative, so if Jarl the Frost Giant (40/RR) were defending this realm, it's level would be 17. (Base 7 doubled because of being a giant, then 3 added because of being a monster.) To really make this a nasty realm to attack, add an ally that is designated as a giant, like Hero Slayer (50/DU). The adjusted level would be 29, and if you follow this by playing Surprise Raid (121/4th) you'd have an adjusted level of 58. Whenever you have the capability to get high levels like this in just three cards, you'd better consider adding Kevin's Blade of Doom (206/3rd) to your deck.
	Although cards like Giant Raid! (59/RR) would be useful in a deck containing the Giantdowns, it would not help it's defenders, as Giant Raid! only gives bonuses to attacking giants, not defending ones.

[Realm]

The Sphinx

This player may look at another player's hand once per turn.
43/500

This realm is a great choice for any deck, but The Sphinx is the perfect realm for any deck in which you plan on attacking at all. Since this realm enables you to look at another player's hand, you can see if attacking that person would be conceivable or not. This ability to look at a player's hand can be used once per turn, but it does not have to be used in any specific phase. The player of the Sphinx can look at one another player's hand once anytime from phase 3 of his current turn until phase 3 of his next turn. This means that if this ability isn't used until phase 2 of this player's turn, he could look at another player's hand during phase 3, thereby actually seeing two player's hands in one round.
	This realm is perfect to use in conjunction with cards such as the Ebony Cup of Fate (8/FR Chase) and the Loup-Garou (236/4th), not to mention champions like Lovely Colleen (22/1st Chase), the Living Scroll (408/3rd) and the King of the Elves (440/3rd).
	Champions or realms that have immunities against a realm's special powers would have no effect on the special power of the Sphinx, unless the power specifies that it includes the player or the player's hand.

[Realm]

The Mistmoor

The fogs of the Mistmoor are particularly dense, allowing a defeated defender to escape back to his pool with attachments, rather than being discarded.
44/500

The Mistmoor is a great realm for decks that are geared for defense, or decks in which you plan on attacking a lot, as all that attacking usually comes back around. This Birthright realm allows defenders that are defeated the ability to return to their pool instead of being discarded. This includes all attachments that do not normally get discarded at the end of a victorious battle; i.e. magical items, artifacts, and certain spells and allies. Allies that remain with their champion when victorious are obviously not retained in the pool. If the result of combat would have resulted in the defender being sent to the Abyss, the Mistmoor offers no protection and the champion would go to the Abyss as normal. Only champions that would be discarded can be saved through the fogs of the Mistmoor.
	There are many great champions that can be used to their utmost in defense of the Mistmoors. Champions with the ability to defend more than once, like Ochimo (95/FR) and Drizzt Do'Urden (253/4th) are excellent because they can defend twice and still end up in the pool. Also any champions that have vindictive powers when they are defeated, like Iuz the Evil (167/3rd) and Kelaser Redbelt (25/PO), can use their powers when defeated without having to be discarded. Players should remember that even though a champion returns to the pool when defeated, that champion is not eligible to defend again in the current battle, unless his special power states so, like the cards mentioned above.

Even though elevation and geography play a large part in the creation of the fogs surrounding the Mistmoors, many people believe it is caused by the things that dwell with in it's borders. Many people have disappeared and never been heard from again once entering the Mistmoors, although rumors that the fogs reach into another plane (or demi-plane) are unconfirmed at the present time.

[Realm]

Tarvan Waste

This realm can be sent to the Abyss from the formation to transfer all nonevent and nonchampion cards in the Abyss to the discard pile.
45/500

This Birthright realm has a special power that few cards in Spellfire possess. It can get cards out of the Abyss. When this player chooses to use the power of Tarvan Waste, which can be used at any time, this realm is placed in the Abyss and all cards that are not events or champions are removed from the Abyss and put in the discard pile instead. This card can be helpful to get back high-power cards like the Arrow of Slaying (200/4th) and the Staff of Conjuring (165/4th). It is also useful when your opponent(s) have cards that can send your attachments into the Abyss, like the Rowan (224/4th) or the Mace of Disruption (204/4th).
	It is best to use the power of the Tarvan Waste when you are about to shuffle your discards back into your draw pile, or when you have some card that can retrieve cards from the discard pile, like Remnis (481/4th). Since this realm gives no support in it's defense, attaching a holding that would strengthen it, like Grovnekevic (108/4th), is suggested. Putting cards like Karlott the Shaman (63/3rd) and Escape from the Abyss (162/4th) into a deck with the Tarvan Waste can make your Abyss pile very accessible indeed.

[Realm]

Black Spear Tribes

An attacking champion loses 1 level from his base level for each card attached to him and for each card he plays in battle. If his base level is reduced to 0, he is defeated and discarded.
46/500

This is a very dangerous realm to attack, and as such works great in just about any deck. Whenever a champion attacks this Birthright realm, he loses 1 level from his base level for every card attached or played during combat. This includes any events that actually affect combat, but not those that do not. Therefore, Balance of Power (145/4th) would cause the level loss, but Good Fortune (120/4th) would not.
	Furthermore, if the attacking champion's base level is reduced to 0 or below, he is automatically defeated and discarded. The defender can then draw his spoils of victory. Playing cards that force your opponent to play cards, like the Loup-Garou (236/4th) work great when defending this realm. A really nasty combination to use in conjunction with the Black Spear Tribes is to put it in a deck with a lot of undead champions and get the Negative Planar Energy rule card (73/NS) into play. Then play Spacewarp (57/UD) and choose Black Spear Tribes as the realm in question. Now any attacks must be against this realm, and you can subtract both your champion's level and 1 for each attachment from your opponent's base level. Having something like Orcus (44/NS) in your pool doesn't hurt, as you get to add 5 to the base level of all your undead, which in turn will increase the number you can subtract from your attackers.

[Realm]

Thurazor

Thurazor can defend itself as a level 7 monster. If the realm champion is defending, it may play the first card in defense, regardless of whether winning or losing.
47/500

Thurazor has a level 7 realm champion that is designated as a monster. Cards that hinder or benefit monsters apply to this champion when defending. This is a pretty high level realm champion, but it gains one additional power. Whenever the realm champion itself is defending, the player defending Thurazor can play the first card in defense, regardless of who's winning the battle. This may not seem like a major feat, but if the defending player has a card that he would like to activate right away, like Cannon Ball (60/DU) or Troglodyte (46/DU), he could do so without waiting until he is on the losing side of the battle. Better yet, he could play a card before his opponent can do the same thing.
	Other good cards to use in defense of this realm include Flesh Golem (235/4th), Clay Golem (247/4th), and Marilith, Tanar'ri (242/4th).

[Realm]

The Sielwode

All spells, allies, psionic power cards, unarmed combat cards, and blood abilities used in the attack and defense of this realm are sent to the Abyss.
48/500

The Sielwode has a very powerful special ability. It causes all spells, allies, psionic power cards, unarmed combat cards and blood ability cards used in attack and defense of this realm to be sent to the Abyss after they are used instead of being discarded. This also includes cards that would normally not be discarded due to other cards powers, like any spells cast by a champion with Spellbook (30/AR) attached. Even though normally the champion could retain up to two spells, the powers of Sielwode override this and force the cards to the Abyss.
	This Birthright realm works best in a deck with little or none of the cards that are affected by the Sielwode. For example, a deck made up mainly of thieves, with magical items and artifacts, could defend Sielwode well, even using their thieving abilities without losing any cards to the Abyss when the battle was over. Of course, this works for the attacker, too. Thief decks should have very little qualms about attacking this realm.
	Good choices for holdings include Proudglaive (14/BR) because it can triple a champion's base level if he doesn't use allies, which you wouldn't want to use anyway. Also holdings that benefit a player's pool, like Kal-Saitharak (15/BR), because the Sielwode will scare a lot of people away from attacking it , and that should keep those holdings a little more protected.

[Realm]

The Five Peaks

The Five Peaks can be attacked only by flyers or earthwalkers.
49/500

This Birthright realm is a great choice, because it limits the attackers drastically. Only champions and allies that have the ability to earthwalk or fly can attack this realm. All other champions simply cannot attack the Five Peaks. Cards that work well against these types of champions/allies are great to use when defending. Noble Djinni (84/3rd), Gloriana (3/1st Chase) and Wind Dancers (275/3rd) are all great examples of cards that would be useful in the defense of the Five Peaks. Because of this restriction to attackers, this realm is a great choice for your front ranks, as so few champions will be able to attack.
	Since this realm states that it can only be attacked by earthwalkers, it is subject to the powers of Volcanic Eruption (64/RR), so it isn't recommended to play this card yourself when you have the Five Peaks in your formation. If you know your opponent has Volcanic Eruption in his or her deck, either hold off on playing it, or keep a Calm (400/3rd) or the like ready in your hand.

[Realm]

Cariele

Run by the guilds of the North to make a profit, Cariele increase this player's maximum hand size by three.
50/500

Do you find yourself discarding cards often to get down to the maximum number held? If so, then here is the answer to your problems. Unlike the other realms that increase hand size, like Myth Drannor (4/4th), this Birthright realm increases your hand size by three. This is great in decks that allow you to draw a lot of extra cards. If your deck contains Good Fortune (120/4th), Mulmaster (73/4th), Imperial City of Anuire (12/BR) and the like; Cariele is perfect for your deck. It's best to place it in the second rank so that it's hander to attack, but gives you it's benefit for the longest time.
	If you are playing with a 75 card or 110 card deck, this realm is a must, since the games last longer and the more cards you can hold, the better. This realm also is great for countering the effects of the Perrenlands (19/4th). Combine this realm with cards that increase your draws per turn to get the maximum benefit out of this ability. Suggestions include Tyr (28/4th), Arkhold (94/4th), and the Medallion of Faith (25/DL Chase).
	A great holding for Cariele is the Geneva Conclave (Promo #2), because this keeps Cariele from being a target of those nasty Cataclysms (119/4th). Another good choice as a holding is the Maze of Maalvar the Minotaur (17/BR) since it limits attackers to flyers and earthwalkers.

[Realm]

Boeruine

Any champion defending Boeruine can cast wizard spells and use blood abilities. This realm can defend itself as a level 6 regent.
51/500

[Realm]

Rhuobhe

When Rhuobhe is first played, this player can send any regent to the Abyss.
52/500

[Realm]

Reorxcrown Mountains

The Reorxcrown Mountains can be attacked only by flyers or dwarves and is immune to offensive wizard spells.
53/500

This card is a reprint of Reorxcrown Mountains (15/DL) with an altered text, but the same special power. It has also a new picture on it.

For further information, see SFRG 1, p. 286.

[Realm]

Shining Lands

The Shining Lands can be attacked only by flyers or earthwalkers. The realm and its defenders are immune to offensive spells.
54/500

This card is a reprint of The Shining Lands (87/AR) with altered special powers. The Artifacts' edition had also the power that any holding could be attached.

For further information, see SFRG 2, p. 234.

[Realm]

The Delving

The Delving is home to a band of dwarves, who act as a +5 ally to any champion defending this realm. Because of the dwarves, the Delving is immune to attack via Underdark realms.
55/500

[Realm]

Estwilde

Flyers, swimmers, and earthwalkers who defend this realm are immune to offensive spells.
56/500

[Realm]

Blood Sea of Istar

Only swimmers can attack this realm. Its whirlpool destroys all swimming allies. Champions attacking via Underdark realms are halved in base level.
57/500

Coast

[Realm]

Enstar

At the heart of Enstar is a sinkhole. Defeated champions (whether attacking or defending) are sent to the Abyss. If this realm is razed, this player draws a card.
58/500

Coast

[Realm]

Bluet Spur

Bluet Spur cannot be attacked by flyers. It can defend itself as a level 6 monster that can cast wizard spells and use psionic power cards.
59/500

Coast

This card is a reprint of Bluet Spur (88/AR) with altered special powers.

For further information, see SFRG 2, p. 234.

[Realm]

Arak

All drow defending Arak are immune to offensive spells, psionic power cards, and blood abilities. A +4 drow ally aids each defending champion.
60/500

[Realm]

Borca

A Ravenloft champion defending Borca may use any other Ravenloft champion as an ally. If the defense is successful, the ally-champion returns to his pool; otherwise, he is discarded.
61/500

[Realm]

Gundarak

The ghost of Lord Gundar, assassinated dark lord of Gundarak, haunts this realm, acting as a level 5 undead hero. Any allies played with him are considered undead.
62/500

[Realm]

Sithicus

Sithicus may be discarded from the formation during any combat where this realm is not involved to send all those currently in battle to the Abyss. This player then draws a card.
63/500
Card Combo (from Philip D. Cornett ): If Dark Prophesy is played while sithicus is in play, Sithicus can be discarded to force both combatants to the Abyss. Since the battle ends with no winner, the player can draw a total of four cards. Sithicus Sithicus sends to the abyss all cards currently in battle. Since realms are not normally part of combat (not battling), they would not be sent to the abyss. 
[Realm]

Nightmare Lands

Combat over the Nightmare Lands takes place in the Abyss, with each player using only the non-event cards contained there. The victor draws two spoils of victory, but must choose one to send to the Abyss.
64/500
Attacking and defending champions, along with their attached cards, come from the players' pools. All additional cards played in the round must come from the Abyss.
Cards played from the Abyss during battle go to the discard pile, so that they cannot be used repeatedly.

[Realm]

Council Aerie

Dragon champions can defend this realm twice per turn. Opponents' dragons cannot attack this realm. Council Aerie can defend itself as a level 9 monster (dragon).
65/500

Coast

This card is a reprint of Council Aerie (86/AR) with an altered special power.

For further information, see SFRG 2, p. 234.

Council Aerie is an excellent realm for decks that have a lot of dragon champions. If a dragon champion is defeated while defending Council Aerie, it may defend again. The dragon champion is discarded after the second defense, even if victorious.
Even though the realms champion is considered a dragon, if the realms champion is defeated once, the realm is razed.

[Realm]

Milborne

This sleepy village's defenders are immune to offensive spells, and swimming defenders are doubled in base level.
66/500

Coast

[Realm]

The Isle of Beacon Point

Champions defending this realm can use any card types (spells, psionic power cards, unarmed combat cards, blood abilities, etc).
67/500

Coast

[Realm]

Lair of the Eye Tyrant

This realm is defended by a beholder of monstrous size. The level 15 monster can cast wizard spells and is immune to offensive magical items. No other champion can defend this realm.
68/500

This realm should be bluelined as Underdark, since it's the home of beholders. (IMO - Sascha)

[Realm]

Dancing Hut of Baba Yaga

At the beginning of this player's turn, he can exchange places between this realm and one other realm in his formation. Any holdings remain attached.
69/500

[Realm]

Anytown, Anywhere

All champions attacking this realm are "taxed." The player must take one spell from either his discard pile or his hand and place it in the Abyss. If he can't pay the tax, he cannot attack.
70/500
The "tax" must be paid by the attacking player as soon as a champion is brought forward to attack, regardless of whether or not the defender chooses to defend the realm.

[Realm]

Haven of the Undead

This player's undead champions and allies are immune to offensive spells and magical items and harmful events.
71/500

[Realm]

Monastery of Perdien the Damned

Clerics refuse to attack this realm. Avatars who attack this realm are halved in base level.
72/500

[Holding]

Mulmaster

Draw a card every time a spell is played.
73/500

This card is a reprint of Mulmaster (33/1st-3rd) with an altered text, but the same special power.

For further information, see SFRG 1, p. 107 and SFRG 2, p. 126.

[Holding]

Blackstaff Tower

This holding counts as a +3 ally. No offensive wizard spells may be played against champions defending the attached realm. Defending wizards gain 3 levels.
74/500

This card is a reprint of Blackstaff Tower (19/FR) with an altered text, but the same special power.

For further information, see SFRG 1, p. 330.

[Holding]

Candlekeep

Whenever an opponent plays an event, the owner of this holding may immediately examine that player's hand.
75/500

This card is a reprint of Candlekeep (20/FR).

For further information, see SFRG 1, p. 331.

[Holding]

Mithral Hall

Each time the attached realm is successfully defended, search the draw pile for the first artifact or magical item and place it in pool or hand. Reshuffle the draw pile.
76/500

This card is a reprint of Mithral Hall (22/FR) with an altered text, but the same special power.

For further information, see SFRG 1, p. 331.

[Holding]

Moonwell

The attached realm can cast cleric spells and is immune to offensive cleric spells and harmful events.
77/500

This card is a reprint of Moonwell (23/FR) with an altered text, but the same special power.

For further information, see SFRG 1, p. 332.

[Holding]

Nagawater

The waters of this lake contain a vicious naga, which acts as a +4 ally to champions defending the attached realm. The naga instantly destroys all swimming allies.
78/500

[Holding]

Tilverton

If this player has more than his maximum hand size at the end of his turn, he can place magical items underneath the holding instead of discarding them. They are attached to the first defending champion and are discarded if the realm is razed or the holding lost.
79/500

[Holding]

Lhespenbog

This bog surrounds the attached realm, reducing all attacking champions and allies to half their base levels (rounded up).
80/500

[Holding]

Adderswamp

The swamp surrounding the attached realm contains deadly adders, which leech away 2 levels from attacking champions and allies; any reduced to 0 are discarded instantly.
81/500

[Holding]

Fortification: Rampart

This player's allies, whether attacking or defending, cannot be forced to switch sides for any reason.
82/500

[Holding]

Fortification: Bastion

This player's Greyhawk champions are immune to spells cast in phase 3.
83/500

[Holding]

Fortification: Parapet

This player's Greyhawk realms are immune to offensive spells.
84/500

[Holding]

Fortification: Bailey

This holding may be discarded from either hand or formation to cancel a wish or limited wish spell.
85/500

[Holding]

Fortification: Curtain Wall

Only flyers can attack the attached realm.
86/500

[Holding]

Fortification: Inner Wall

Only earthwalkers can attack the attached realm.
87/500

[Holding]

Fortification: Bulwark

Allies defending any Greyhawk realm held by this player each gain 3 levels.
88/500

[Holding]

Fortification: Barricade

The base level of all champions and allies attacking the attached realm is halved (rounded down).
89/500

[Holding]

Fortification: Breastwork

Draw a card every time you play an event.
90/500

[Holding]

The Mud Palace

The Mud Palace increases maximum hand size by two cards.
91/500

This card is a reprint of The Mud Palace (228/1st-3rd) with an altered text, but the same special power.

For further information, see SFRG 1, p. 172.

[Holding]

South Ledopolus

The attached realm can use any ally to defend as a hero champion. The ally is discarded after battle.
92/500

This card is a reprint of South Ledopolus (230/1st-3rd) with an altered text, but the same special power.

For further information, see SFRG 1, p. 173.

[Holding]

Ogo

All champions and allies who attack the attached realm lose 3 levels - any reduced to 0 are discarded immediately.
93/500

This card is a reprint of Ogo (233/3rd). Ogo (233/1st-2nd) has a different power.

For further information, see SFRG 2, p. 158.

[Holding]

Arkhold

Draw one extra card per turn.
94/500

This card is a reprint of Arkhold (236/1st-3rd) with an altered text, but the same special power.

For further information, see SFRG 1, p. 175.

[Holding]

Lost Oasis

This player can draw one card and play it immediately whenever this realm is attacked.
95/500

This card is a reprint of Lost Oasis (242/1st-3rd) with an altered text, but the same special power.

For further information, see SFRG 1, p. 177.

[Holding]

Grak's Pool

The pool acts as a +5 ally to any champion defending the attached realm.
96/500

This card is a reprint of Grak's Pool (243/1st-3rd) with an altered text, but the same special power.

For further information, see SFRG 1, p. 177.

[Holding]

Silver Spring

If the attached realm is razed, one opponent's realm of this player's choice is also razed.
97/500

This card is a reprint of Silver Spring (244/1st-3rd) with an altered text, but the same special power.

For further information, see SFRG 1, p. 178.

[Holding]

Black Waters

No werecreature or monster can attack any realm in this player's formation.
98/500

This card is a reprint of Black Waters (246/1st-3rd) with an altered text, but the same special power.

For further information, see SFRG 1, p. 178.

[Holding]

Dungeon of Gulg

All champions (if defeated) and allies who attack this realm are sent to the Abyss at the end of battle.
99/500

This card is a reprint of Dungeon of Gulg (248/3rd). Dungeon of Gulg (248/1st-2nd) has a different power.

For further information, see SFRG 1, p. 179.

[Holding]

The Celestial Jewel of Sarimie

Draw a card every time a cleric spell is cast. Negates any Mulmaster holding in play.
100/500

[Holding]

Points East Trading Guild

This players draws one extra card per turn. Negates any Arkhold holding in play.
101/500

[Holding]

The Thorn Throne

Elf champions defending the attached realm may cast wizard spells and use blood abilities.
102/500

[Holding]

Peaceful Seas of Nesirie

Swimming champions in this player's pool are protected from all harmful events.
103/500

[Holding]

Sarimie's Temple of Fortune

If one of this player's champions or realms is the target of a phase 3 spell, all players draw a card, noting its last digit. The player with the lowest number becomes the recipient instead, and the caster selects a new target if necessary. (If a tie, those players redraw until one is the lowest.)
104/500

[Holding]

Boeruine Trading Guild

If the attached realm is attacked, this player may ask help from a player outside the combat. If that player accepts, he must play one or more allies or magical items on this player's side of the battle. He is then entitled to a free draw from his card pile. Win or lose, the card(s) played is discarded.
105/500

[Holding]

Taeghan Outfitters

During phase 3, this player may rearrange magical items and artifacts between champions in his pool.
106/500
Artifacts must still be legally attached to champions after use of the Taeghan Outfitters power.
[Holding]

Straits of Aerele Shipping

During a battle he is not involved in, this player can make an attacking player's champions and allies swimmers. In return, this player gets to draw a card from his draw pile if the attack results in a razed or discarded realm. The attacker receives no spoils.
107/500
When this holding is in play, all attackers become swimmers and the card's owner draws a card whenever an attacker wins a battle and razes or discards the realm. However, the card drawn is not spoils of victory, and therefore cannot be played immediately.
[Holding]

Grovnekevic Forest

Any elf defending the attached realm gains 3 levels. Heroes, wizards, and clerics who are not elves cannot attack the attached realm.
108/500

[Holding]

Madding Springs

Healing waters contained in the springs aid champions defending the attached realm. Once each battle, the player can retrieve one ally from his discard pile to play immediately.
109/500

[Holding

Shark Reef

The attached realm must show water or coastline. Hungry sharks guard the waters; at this player's option, they can devour (discard) swimming allies played in any battle.
110/500

[Holding]

Barter

If the attached realm is attacked, this player can barter with a player outside the combat. Players swap hands for the battle, and both draw spoils if victorious in the realm's defense.
111/500

[Holding]

Dance of the Red Death

If the attached realm is razed through combat, the victorious champion is stricken with the plague. That player must draw a card for each champion in his pool, comparing the card's last digit against each champion's base level. Any whose level is higher than the digit are discarded.
112/500

[Holding]

Red Jack

This player's Ravenloft champions all gain a +2 werecreature as an ally, whether attacking or defending.
113/500

[Holding]

Red Tide

The Red Tide is a +6 undead (vampire) ally to all champions defending the attached realm. It can be discarded from the formation to kill a realm champion of base level 6 or less being used anywhere in combat.
114/500

[Holding]

Treasure Vault

An artifact from any world can be attached to this holding, and any champion defending the attached realm can use the artifact.
115/500

This card is a reprint of Treasure Vault (61/AR) with a lesser special power. In the AR version, it can also be attached to any realm.

For further information see SFRG 2, p. 225.

[Holding]

Kestrel's Keep

This player's champions and allies each gain 1 level when defending any realm in this player's formation. This holding stays attached and in play even if the attached realm is razed.
116/500

This card is a reprint of Kestrel's Keep (63/AR) with a lesser special power.

For further information see SFRG 2, p. 226.

[Holding]

Keep of the Dead

If something forces the attached realm to be discarded, this holding is discarded instead, and the realm remains in play.
117/500

This card is a reprint of Keep of the Dead (64/AR) with a lesser special power.

For further information see SFRG 2, p. 226.

[Event]

Airship

Destroys any two allies chosen by this card's player; choice does not have to be immediate. (Harmful)
118/500

This card is a reprint of Airship (90/3rd). The earlier edition cards had a somewhat unclearer text.

For further information see SFRG 1, p. 126 and SFRG 2, p. 135.
Airship's power to destroy two allies need not be used all at once. It can destroy one ally, and then later destroy a second ally. Because of the additional wording on the 4th edition card, Airship remains in play until the second ally is destroyed, even if the current battle is over.
Airship can be used as a counter-effect card against allies. For example, if Loup-Garou is played, Airship can be immediately played to discard the Loup-Garou without having to play a magical item.
Because Airship is an event, it may be played at any time. This includes players not involved in the current combat.

[Event]

Cataclysm!

Destroys one realm of the player's choice; that realm is discarded. (Harmful)
119/500

This card is a reprint of Cataclysm! (99/3rd) with an altered text, but the same special power. Cataclysm! (99/1st-2nd) missed the "(Harmful)" in the text box.

For further information see SFRG 1, p. 129 and SFRG 2, p. 136.
A "must have" card for all decks. This is a very powerful event, since it forces an opponent's realm to be discarded. If a player's last realm is discarded, he must discard his pool at the end of the current turn. Immediately playing Menzoberranzan or Caer Allison will prevent loss of the pool.
If Cataclysm! is played by the attacking player during a battle (known as Ward's Cataclysm!), the battle is over and the attacker is entitled to Spoils of Victory. Each champion returns to its pool.

[Event]

Good Fortune

The player of this event draws five cards immediately. (Helpful)
120/500

This card is a reprint of Good Fortune (100/1st-3rd) which missed the "(Harmful)" in the text.

For further information see SFRG 1, p. 130 and SFRG 2, p. 136.

[Event]

Surprise Raid

This player's champion and allies are doubled in levels for one round of battle. (Helpful)
121/500

This card is a reprint of Surprise Raid (101/1st-3rd).

For further information see SFRG 1, p. 130 and SFRG 2, p. 137.

[Event]

Labor of Legend

One razed realm is rebuilt by a champion from the player's pool; the champion is discarded. (Helpful)
122/500

This card is a reprint of Labor of Legend (108/1st-3rd).

For further information see SFRG 1, p. 132.
Any champion in the pool can be discarded, including a Trapped! champion.

[Event]

Siege!

Razes the first realm of every player, regardless of special powers; if a player's first realm is already razed, he ignores the event. (Harmful)
123/500

This card is a reprint of Siege! (150/3rd).

For further information see SFRG 1, p. 146.
Siege! functions on realms that are immune to events, due to the wording "regardless of special powers."

[Event]

Mutiny!

No battles can be fought until the player's next turn. A battle in progress stops immediately with no victor; allies are discarded. (Harmful)
124/500

This card is a reprint of Mutiny! (168/1st).

For further information see SFRG 1, p. 152.

[Event]

Transformation!

All players must discard their hands immediately and draw five new cards. (Harmful)
125/500

This card is a reprint of Transformation! (201/1st-3rd).

For further information see SFRG 1, p. 163.

[Event]

Slave Revolt!

All opposing players must discard one champion from their pool (chosen by this player). (Harmful)
126/500

This card is a reprint of Slave Revolt! (202/3rd) with a different picture. In the first two edition card #202 was named "Enslaved!" with the power: "All players must discard one champion from their pool."

For further information see SFRG 2, p. 154.

[Event]

Bruce's Revenge

This player can swap two of an opponent's realms with each other in their formation; any attached holdings are discarded. (Harmful)
127/500

This card is a reprint of Bruce's Revenge (203/3rd) with an altered text, but the same special power.

For further information see SFRG 2, p. 154.

[Event]

Fast Talking!

Everyone is convinced all artifacts and magical items in play no longer work. All players discard all magical items and artifacts. (Harmful)
128/500

This card is a reprint of Fast Talking! (210/1st-3rd).

For further information see SFRG 1, p. 166.

[Event]

The Barbarian's Revenge!

All players who have four or more unrazed realms in play must discard a realm from their formation or two realms from their hand. This event is immune to limited wish. (Harmful)
129/500

This card is a reprint of The Barbarian's Revenge! (213/3rd).

For further information see SFRG 2, p. 156.

[Event]

Treasure

All monster are bribed to desert; discard all monsters in battle or in pools. (Harmful)
130/500

This card is a reprint of Treasure (312/1st-3rd).

For further information see SFRG 1, p. 200.
If used in battle, this event causes both sides to end the battle with no winner. The spells, allies, and other cards are discarded with the monsters. The battle is ended and another battle cannot be started. That attacker's combat options are finished.

[Event]

The Caravan

Play only between two player's turns. The player of this event can take a turn immediately. Afterward, play continues where it left off. (Helpful)
131/500

This card is a reprint of The Caravan (319/3rd). The older editions have a different text, but the same power.

For further information see SFRG 1, p. 203 and SFRG 2, p. 175.
Caravan cannot be played until every player has had their first turn.
The Caravan Caravan is played between two player's turns. Multiple Caravans cannot be played in succession; as soon as one is played you are no longer "between turns". Thus, all other Caravan's must be held in hand until the current Caravan turn ends. Note that the active player (the one who just ended his turn) gets priority to play his or her Caravan before other players. 

[Event]

Ice Storm

Destroys all champions and allies of base level 4 or less in play anywhere. (Harmful)
132/500

This card is a reprint of Ice Storm (380/1st-3rd).

For further information see SFRG 1, p. 223.

[Event]

Solid Fog

Unearthly fog prevents all attacks against all players until this player's next turn. (Harmful)
133/500

This card is a reprint of Solid Fog (382/1st-3rd).

For further information see SFRG 1, p. 224.

[Event]

Tarrasque

Play on a realm. The victim may discard his pool to banish the tarrasque. If he discards nothing, however, the realm is razed and he sends the tarrasque to another player's realm, continuing the cycle. (Discard the tarrasque if no realms remain.) (Harmful)
134/500

This card is a reprint of Tarrasque (1/FR) with an altered text, but the same special powers.

For further information see SFRG 1, p. 324.

[Event]

Black Bess

Each player must draw and discard a card, noting the last digit of the card number. Discard all champions in play whose base level is greater than this number. (Harmful)
135/500

This card is a reprint of Black Bess (2/FR) with an altered text, but the same special powers.

For further information see SFRG 1, p. 325.

[Event]

Dead Magic Zone

Until the end of this player's next turn, no spells may be cast, and all artifacts and magical items are ignored. (Harmful)
136/500

This card is a reprint of Dead Magic Zone (7/FR).

For further information see SFRG 1, p. 326.
Dead Magic Zone is not a counter-effect card, and cannot be used to dispel an already-cast spell.
[Event]

Deflection

This player can deflect a harmful event affecting only him onto any other player. (Helpful)
137/500

This card is a reprint of Deflection (54/AR) with an altered text, but the same special powers.

For further information see SFRG 2, p. 223.
Events that affect everyone cannot be deflected.
[Event]

Temporal Stasis

In a multiplayer game, this event can be played to prevent one player's turn. In two player games, this event can prevent an extra turn gained from another card, such as the Caravan. (Harmful)
138/500

This card is a reprint of Temporal Stasis (53/AR) with an altered text, but the same special powers.

For further information see SFRG 2, p. 223.
Temporal Stasis is played between players' turns & emdash; like Caravan & emdash; and before the turn to be skipped.

[Event]

Dragons Rebellious

Until the end of this player's next turn, all dragons can cast wizard spells, stealing this power from wizards, who now cannot cast spells. (Harmful)
139/500

[Event]

Hurricane!

This player draws three cards. All other players must discard one card. (Harmful)
140/500
Deflection cannot be used against Hurricane, since it does not target a single player.

[Event]

Call to Arms

Until the end of this player's next turn, his heroes may all use psionic power cards and blood abilities. (Helpful)
141/500

[Event]

Phantasmal Wolf

Until the end of this player's next turn, only allies may be used to attack or defend. Any magical items or artifacts may be attached to the allies, but all cards must be discarded when the event is over. (Harmful)
142/500

[Event]

Land Ho!

Until the end of this player's next turn, all players may play a realm currently in play, causing the original realm to be discarded. (Harmful)
143/500
This event allows a realm to be played despite the Rule of the Cosmos. The realm already in play is discarded.
[Event]

Provocation

Any one player (including the event player) is forced to reshuffle his discards into his draw pile. (Harmful)
144/500

[Event]

Balance of Power

Until the end of this player's next turn, only his allies retain their special abilities. All other allies have only their level bonus. (Harmful)
145/500

[Event]

Assault of Magic

Until the end of this player's next turn, all spells cast by his champions are double in level. (Helpful)
146/500

[Event]

Psionic Contrition

Until the end of this player's next turn, no psionic power cards can be used, and champions' psionic powers don't work.
147/500

[Event]

Monstrous Intervention

Until the end of this player's next turn, only monsters can attack. (Harmful)
148/500

[Event]

The Land Rebels

The event player can rearrange all realms in each player's formation, including his own. All holdings remain attached. (Harmful)
149/500

[Event]

Elven Rebirth

All elves in all discard piles are brought back to life! They are added back to their draw pile, which is reshuffled. (Helpful)
150/500

[Event]

The Death of a Hero

One hero (chosen by this player) is killed and discarded. In homage, all other players (including the event player) must discard a card. (Harmful)
151/500

[Event]

Ambush

If on the losing side of a battle, this event allows this player to lay down enough cards to defeat the opposing champion. That champion is automatically defeated and is discarded. (Harmful)
152/500
When Ambush is used to end and win the battle, opposing champions that can escape back to the pool, such as with Winged Boots, cannot use their powers and are discarded.
[Event]

Brave Heart

Buoyed by dreams of freedom, this player's champions are immune to offensive spells and magical items until the end of this player's next turn. (Helpful)
153/500

[Event]

The Torments of Sisyphus

Played during combat, the champions involved must discard all attached cards. Combat begins again between the same champions. (Harmful)
154/500

[Event]

Secret War

This player's champions are turned face down and are revealed only during combat. Once turned over, they remain face up, as are new champions added to the pool. (Helpful)
155/500

[Event]

Covert Aid

Place any number of allies face down beneath a champion in battle. These secret allies remain face down in battle until the champion's opponent decides not to play any more cards. The allies are then revealed and a winner is determined. (Helpful)
156/500

[Event]

Wrath of the Immortals

Played on a champion, its base level is reduced to 1, and it loses any special powers it has. This champion must be used first to attack or defend, and the event lasts until negated or the champion is discarded. (Harmful)
157/500
When Wrath of the Immortals is played on a champion, that champion must be used first to attack or defend, if it is able. If some other card play will not allow the affected champion to attack or defend, for example if Phantasmal Wolf has been played, another champion (or ally in the case of Phantasmal Wolf) can be used.
Avenging powers of a champion (powers triggered upon defeat) do not function if Wrath of the Immortals has been played on the champion, since Wrath stays with the champion until discarded.

[Event]

Titans Walk the Earth

Until the end of this player's next turn, one avatar may be freely played into each player's pool, ignoring the requirements for bringing out avatars. (Helpful)
158/500

[Event]

Bess's Revenge

Each player must draw and discard a card, noting the last digit of its card number. Discard all champions in play whose base level is lower than this number. (Harmful)
159/500
Each player discards his own champions with base level less than the last digit of the card he has drawn.
[Event]

Foreign Wars

All heroes in pools are placed in Limbo until the end of their owner's next turn. (Harmful)
160/500

[Event]

Gales at Sea

All swimmers in combat are swept away to the Abyss. All other swimmers are sent to Limbo until the end of their owner's next turn.
161/500

[Event]

Escape from the Abyss

This event can be played during phase 3 to allow a champion in the Abyss to make an attack against a chosen champion. The losing champion is placed in the Abyss, and the winner returns to his pool.
162/500
When this event is played, one of the event-player's champions from the Abyss can attack another champion. This is played as a phase 4 within phase 3. Phase 4 spells can be used, phase 3 spells cannot be used during the combat.
During the true phase 4, the event player can attack a realm normally.
[Magic Item]

Banner of the Two-Eyed God

The attached champion's allies each gain 2 levels and are immune to offensive spells. (Def)
163/500

[Magic Item]

Staff of Striking

The bonus becomes +8 if attached to a cleric. (Off)
164/500

Weapon

This card is a reprint of Staff of Stricking (95/1st-3rd) with an altered special power. The older editions grant a +5 bonus, when this item is attached to a cleric.

For further information see SFRG 1, p. 128.

[Magic Item]

Staff of Conjuring

The attached champion can retrieve an ally from the discard pile during each battle it is in. If defeated, the staff is broken and sent to the Abyss. (Def)
165/500

This card is a reprint of Staff of Conjuring (105/3rd) with an altered text, but the same special powers.

For further information see SFRG 2, p. 137.
The retrieved ally may be placed in the hand. Whether or not the retrieved ally is taken to the hand, the ally cannot be brought into play until the player is losing the round of battle, just as cards cannot be played unless a player is losing the round.
[Magic Item]

War Banner

Each champion and ally of this player gains 1 level. (Def)
166/500

This card is a reprint of War Banner (151/1st-3rd).

For further information see SFRG 1, p. 147.

[Magic Item]

Falcon Figurine

Confers the ability to teleport; the attached champion and its allies can attack any realm, regardless of position or powers. (Def)
167/500

This card is a reprint of Falcon Figurine (200/3rd) with an altered text, but the same special powers.

For further information see SFRG 2, p. 154.

[Magic Item]

Ghost Crystal

During phase 3 the attached champion can retrieve one undead ally from the discard pile to the player's hand. (Def)
168/500

[Magic Item]

Net of Entrapment

This champion's opponent cannot play allies. Any already in play are discarded. (Off)
169/500

This card is a reprint of Net of Entrapment (217/1st-3rd) with the second sentence added.

For further information see SFRG 1, p. 169 and SFRG 2, p. 157.

[Magic Item]

Orb of Power

Offensive spells, offensive magical items, and harmful events have no effect against the attached champion. (Def)
170/500

This card is a reprint of Orb of Power (310/1st-3rd) with an added special power.

For further information see SFRG 1, p. 200 and SFRG 2, p. 174.
The Orb of Power negates offensive spells, offensive magical items, and harmful events played against the champion with the Orb. Spells and items are negated even if they were played before the Orb was played, although their effects may continue. For example, a Lightning Bolt that was cast before the Orb of Power was brought into play would no longer count as +5, but any magical item or ally it may have discarded does not return.
[Magic Item]

Rings of All Seeing

At the beginning of his turn, this player can look at one player's hand and discard a card. (Off)
171/500

This card is a reprint of Rings of All Seeing (311/1st-3rd) with an added special power.

For further information see SFRG 1, p. 200.

[Magic Item]

Shield of Destruction

Absorbs the effects of one offensive spell of this player's choice played against the attached champion in combat. (Def)
172/500

This card is a reprint of Shield of Destruction (313/3rd) with an altered text, but the same special powers.

For further information see SFRG 2, p. 174.

[Magic Item]

Shield of Annihilation

Instantly annihilates one opposing enemy ally of this player's choice played against the attached champion in combat. (Off)
173/500

This card is a reprint of Shield of Annihilation (314/3rd) with an altered text, but the same special powers.

For further information see SFRG 1, p. 201 and SFRG 2, p. 174.

[Magic Item]

Shield of Devastation

Negates the power of one offensive magical item of this player's choice used against the attached champion in combat. (Off)
174/500

This card is a reprint of Shield of Devastation (315/3rd) with an altered text, but the same special powers.

For further information see SFRG 2, p. 175.

[Magic Item]

Shield of Wickedness

One enemy ally chosen by the shield's owner is forced to switch sides and fight for the attached champion for one round of battle. (Off)
175/500

This card is a reprint of Shield of Wickedness (316/1st-3rd) with an altered text, but the same special powers.

For further information see SFRG 1, p. 202.
If the Shield of Wickedness is used in combat to steal an ally, and is then destroyed, the ally returns to its original owner.
[Magic Item]

The Necklace

The attached champion can cast wizard spells and is immune to offensive psionic power cards. (Def)
176/500

This card is a reprint of The Necklace (320/3rd) with an altered text, but the same special powers.

For further information see SFRG 2, p. 176.

[Magic Item]

Dragonslayer

Cancels the powers of any dragon champion or ally opposing the attached champion in battle. (Off)
177/500

Sword

This card is a reprint of Dragonslayer (48/FR) with an altered text, but the same special powers.

For further information see SFRG 1, p. 340.
Dragonslayer cancels the powers of any dragon champion or dragon ally that is opposing the attached champion in battle.
[Magic Item]

Gauntlets of Swimming

The attached champion and its allies become swimmers that can attack any realm with a coastline, regardless of its position. (Def)
178/500

This card is a reprint of Gauntlets of Swimming (51/FR) with an added special power.

For further information see SFRG 1, p. 341.

[Magic Item]

Horn of Blasting

The holding of any realm the attached champion attacks is immediately discarded. (Off)
179/500

This card is a reprint of Horn of Blasting (53/FR) with an altered text, but the same special powers.

For further information see SFRG 1, p. 342.

[Magic Item]

Wand of Wonder

Draw and discard a card each time the wand is used in combat, noting the last digit of the card's number. The wand's level bonus is equal to that digit. (Def)
180/500

(Off)

This card is a reprint of Wand of Wonder (57/FR) with an altered text, but the same special powers.

For further information see SFRG 1, p. 343.

[Magic Item]

Drow Slippers

The attached champion is considered a drow and all allies played with him are also considered drow. (Def)
181/500

[Magic Item]

Midnight's Mask of Disguise

The attached champion can be put into play with this magical item, even if that champion is already in play somewhere. The champions powers are unchanged. (Def)
182/500

This card is a reprint of Midnight's Mask of Disguise (16/AR) with an altered text, but the same special powers.

For further information see SFRG 2, p. 210.

[Magic Item]

Girdle of Storm Giant Strength

Attached champion is considered a giant. (Def)
183/500

[Magic Item]

Hammer of the Gods

Usable only by clerics, the attached champion is immune to offensive cleric spells. (Def)
184/500

This card should be bluelined as a Weapon (IMO - Sascha).

[Magic Item]

Gauntlets of Golem Strength

If the attached champion is victorious in an attack, all holdings in that player's formation are discarded. (Off)
185/500

[Magic Item]

Winged Boots

The attached champion becomes a flyer. If he is defeated in battle by a nonflying champion, he can retreat from combat to his pool instead of being discarded. (Def)
186/500

This card is a reprint of Winged Boots (20/AR) with an altered text, but the same special powers.

For further information see SFRG 2, p. 212.

[Magic Item]

Badge of the Wolf Nomads

All cards used by this player that contain the word "wolf" are double in level. (Def)
187/500

[Magic Item]

Dark Haven

The attached champion is protected from all offensive spells, magical items, psionics, unarmed combat cards, and blood abilities. But his base level is halved (rounded down). (Def)
188/500

[Magic Item]

Spellbook

The spellcaster with this item can retain up to two spells after winning a round of combat to use in another battle. Only phase 4 spells can be saved. (Def)
189/500

This card is a reprint of Spellbook (30/AR).

For further information see SFRG 2, p. 215.
Only phase 4 spells can be saved with the Spellbook. Spells that can be cast at any time, such as Wish, cannot be saved.
Card Combo (from bendiks@IFI.UIO.NO): If a champion with the Spellbook retains Unnerving Aura, the champion wins future battles instantly, although the opposing champion is sent back to the pool, not discarded.
[Magic Item]

Pan's Pipes

Usable only by monsters, the attached champion is immune to cards that instantly kill monsters, flyers, or swimmers. (Def)
190/500

[Magic Item]

The Bagpipes of Drawmij

Usable only by wizards, the attached champion is immune to cards that instantly kill wizards. (Def)
191/500
The Bagpipes protect the attached wizard from all cards that instantly kill wizards, including the realm Furyondy.
[Magic Item]

Ailarond Horn

Usable only by heroes, the attached champion is immune to cards that instantly kill heroes. (Def)
192/500

[Magic Item]

Lyre of Arvanaith

Usable only by elves (including drow), the attached champion is immune to cards that instantly kill elves or drow. (Def)
193/500

[Magic Item]

The Harp of Kings

Usable only by regents, the attached champion is immune to cards that instantly kill regents. (Def)
194/500
This is a very powerful magic item.  Any card which would kill (i.e.
discard) the champion to whom the Harp of Kings is attached, doesn't work.
The card doesn't have to specifically target a regent in order for the
immunity to activate.  If playing the card would result in an instant
discarding of the regent, then the champion is immune.  Thus, the regent
would be immune to cards like Death Spell, Takhisis's Abyssal Gateway,
Blamblower (if it would cause the regent to be discarded, it wouldn't work;
if it would cause an ally to be discarded, it would work), Tighmaevril
Sword, Vorpal Blade, Rhuobhe, Con Game, Headless Horseman, etc.  This is a
great magic item for a regent-themed deck.
 
[Magic Item]

The Leviathan Horn

Usable only by giants, the attached champion is immune to cards that instantly kill giants. (Def)
195/500

[Magic Item]

Chimes of Chelerie

Usable only by clerics, the attached champion is immune to cards that instantly kill clerics. (Def)
196/500

[Magic Item]

Xeno-Xylophone

Usable only by psionicists, the attached champion is immune to cards that instantly kill psionicists. (Def)
197/500

[Magic Item]

Dragon Drums

Usable only by dragons, the attached champion is immune to cards that instantly kill dragons. (Def)
198/500

[Magic Item]

Scarab of Protection

The attached champion is immune to the special powers of realms and undead champions. (Def)
199/500
This magical item provides immunity to all realm powers. For example, when attacking or defending Nightmare Lands, a player whose champion has the Scarab of Protection plays cards from the hand, not the Abyss.
[Magic Item]

Arrow of Slaying

This item can be used during combat to discard a champion in the pool of a player other than the opponent's. The arrow is then placed in the Abyss. (Off)
200/500

This item should be bluelined as a Weapon (IMO - Sascha)

[Magic Item]

Crossbow of Accuracy

Once per turn, the attached champion may add 4 levels to any combat he is not involved in. (Def)
201/500

This item should be bluelined as a Weapon (IMO - Sascha)

[Magic Item]

Dagger of Venom

Win or lose, the opposing champion is discarded at the end of a round of combat with the attached champion. Undead champions are immune to this power. (Off)
202/500

This item should be bluelined as a Weapon (IMO - Sascha)
The champion with the Dagger is only discarded if defeated.
[Magic Item]

Javelin of Lightning

This javelin can create a +7 offensive wizard spell (in addition to its normal +2) for one round of combat. If so used, the item is the discarded. (Off)
203/500

This item should be bluelined as a Weapon (IMO - Sascha)

[Magic Item]

Mace of Disruption

+8 vs undead. Undead champions and allies killed by the mace are placed in the Abyss instead of the discard pile. (Off)
204/500

This item should be bluelined as a Weapon (IMO - Sascha)

[Magic Item]

Scimitar of Speed

If defending a realm, the item's level rises to 6, and the attached champion must be defeated twice in one battle before he is discarded. (Def)
205/500

This item should be bluelined as a Sword (IMO - Sascha)

[Magic Item]

Trident of Fish Command

The attached champion becomes a swimmer, and swimming allies cannot be played against him. (Def)
206/500

This item should be bluelined as a Weapon (IMO - Sascha)

[Magic Item]

Holy Avenger

This sword is +10 vs. any champion with a base level of 8 or higher. (Off)
207/500

This item should be bluelined as a Sword (IMO - Sascha)

[Ally]

Armies of Bloodstone

The ally can "save" a champion - the player can withdraw his champion from combat and continue with a new one (allies and spells are discarded). The "rescued" champion cannot attack or defend until this player's next turn.
208/500

This card is a reprint of Armies of Bloodstone (58/3rd).

For further information see SFGR 2, p. 129.

[Ally]

The Iron Legion

This ally instills fear in all opposing heroes, reducing their base level to 0 during that round of combat.
209/500

This card is a reprint of The Iron Legion (59/3rd) with a clearer text.

For further information see SFGR 2, p. 129.

[Ally]

Myrmidons

When the Myrmidons are discarded, their player shuffles all discards back into his draw pile.
210/500

This card is a reprint of Myrmidons (61/1st-3rd) with an altered text, but the same special power.

For further information see SFRG 1, p. 117 and SFGR 2, p. 130.
After being used in battle, the Myrmidons are discarded like any other ally. The entire discard pile, including the Myrmidons, is then shuffled back into the draw pile.
The Myrmidons' power is not triggered if the card is sent to Limbo or the Abyss.

[Ally]

Hornhead Saurial

The attached champion and his allies are immune to offensive magical items of +3 or less.
211/500

This card is a reprint of Hornhead Saurial (81/3rd) with an altered text, but the same special power.

For further information see SFGR 2, p. 133.

[Ally]

Mind Flayer

When played, the mind flayer can immediately shift one opposing ally to its own side for that round of battle. The ally loses 1 level.
212/500

This card is a reprint of Mind Flayer (83/1st-3rd).

For further information see SFGR 1, p. 124.

[Ally]

Intellect Devourer

Immediately destroys an opposing champion of base level 5 or less.
213/500

This card is a reprint of Intellect Devourer (86/3rd).

For further information see SFGR 2, p. 134.

[Ally]

Elf Galleon

Flyer. Swimmer. All allies played after the elf galleon in this battle are also flyers and swimmers.
214/500

This card is a reprint of Elf Galleon (110/3rd).

For further information see SFGR 2, p. 138.

[Ally]

Tyrol

Tyrol can be played at any time to negate an offensive unarmed combat card. He gains 2 levels if played with a regent.
215/500

[Ally]

Hell Hound

The hell hound and all cards in this player's force are immune to offensive spells.
216/500

This card is a reprint of Hell Hound (190/3rd) with an altered special power.

For further information see SFGR 2, p. 152.

[Ally]

Skeletal Lord

Undead. This ally strikes fear in all opposing champions (except clerics), reducing their base level to 0.
217/500

[Ally]

Skeletal Minion

Undead. This ally and any other undead allies played with it cannot be forced to switch sides.
218/500

[Ally]

Treants of the Grandwood

The treants and all cards in this player's force are immune to all offensive wizard spells except fireball.
219/500

This card is a reprint of Treats of the Grandwood (195/1st-3rd) with an altered text, but the same special power.

For further information see SFGR 1, p. 161.

[Ally]

Mogadisho's Horde Marches On

If this card is on the losing side of a battle, all holdings of every player are discarded.
220/500

[Ally]

Assassins

If this card is on the losing side of the battle, it destroys one champion anywhere in play, chosen by this player.
221/500

Halfling

This card is a reprint of Assassins (252/1st-3rd) with an altered special power.

For further information see SFRG 1, p. 180 and SFGR 2, p. 158.
One of the best of the "avenging allies" cards that exact vengeance after a loss in battle. This card allows the player to choose one champion to be destroyed. Note that the champion is destroyed, not defeated in battle. Therefore special powers such as those of Iuz the Evil, Strand Von Zarovich, and Drizzt Do'Urden are not triggered.
The power of the Assassins is triggered when the battle is over, and the player has lost.

[Ally]

Halfling Mercenaries

This ally strips any existing artifact and magical items from an opponent but has no effect on those played after them.
222/500

This card is a reprint of Halfling Mercenaries (253/3rd) with an altered text, but the same special power.

For further information see SFGR 2, p. 159.

[Ally]

Gladiators

If played with a Dark Sun champion, the gladiators remain with that champion until he is defeated or discarded.
223/500

This card is a reprint of Gladiators (257/3rd).

For further information see SFGR 2, p. 160.

[Ally]

Rowan

Elf. Rowan can send one opposing ally or magical item to the Abyss.
224/500

This card is a reprint of Rowan (269/3rd).

For further information see SFGR 2, p. 164.

[Ally]

Ashathra

This ally can be discarded at any time to discard one ally in play anywhere.
225/500

This card is a reprint of Ashatra (271/3rd) with an altered special power.

For further information see SFGR 2, p. 164.

[Ally]

Stug

Elf. If on the losing side of a battle, Stug can rob a victorious player of his spoils of victory by allowing a player not involved in the battle to draw spoils instead.
226/500

This card is a reprint of Stug (272/3rd) with the addition of the Blueline "Elf."

For further information see SFGR 2, p. 165.
Stug is an "avenging ally," which means his special power is triggered upon defeat in battle to punish a victorious opponent. Stug's power allows the player, if defeated, to select another player not involved in the battle to receive the spoils of victory, if any. Stug's power is useless if there are no spoils of victory as a result of the current round of battle, so Stug is best used by an attacking player who expects to lose the round.
The special power of this ally can be used only if Stug is present at the end of the battle; i.e. has not been discarded as a result of card-play during the round of combat.
The special power of Stug is written specifically for a multi-player game; however, if Stug is used in a two-player game it prevents any drawing of spoils.
Stug appeared in 1st edition, but lacked a special power. In the 3rd edition, he gained the power shown above.

[Ally]

Galek

This ally can draw a card from the opposing player's draw pile, playing it on this player's side if applicable or discarding it otherwise.
227/500

Half-Elf

This card is a reprint of Galek (274/3rd) with an altered text, but the same special power.

For further information see SFGR 2, p. 165.
When this ally is played during a round of combat, the player using Galek draws a card from the opposing player's draw pile and plays it on his side of the battle, if applicable. If the card is not one that can be played during a round of combat (such as realm or a spell that cannot be cast in phase 4) or cannot be used by the champion (such as an unarmed combat card with a wizard), the drawn card is discarded. If an event is drawn it may be played.
Galek appeared in 1st edition, but lacked a special power. In the 3rd edition, the card gained the power shown above, although it was worded slightly differently.
Galek is a half-elf and is not affected by cards whose effects target elves.

[Ally]

Silt Stalkers

Elves. If on the losing side of a battle, all magical items in play are shuffled back into their respective draw piles.
228/500

This card is a reprint of Silt Stalkers (279/3rd) with an altered text, but the same special power.

For further information see SFGR 2, p. 166.
An "avenging ally" with a twist, Silt Stalkers also affects the card's player. Because of this power, Silt Stalkers is best used in a deck with few magical items.
The special power of this ally can be used only if Silt Stalkers is present at the end of the round of battle; i.e. has not been discarded as a result of card-play during the round of combat.
Silt Stalkers appeared in 1st edition, but without a special power. In the 3rd edition, the card gained the power shown above. Only the 4th edition card indicates that the Silt Stalkers are elves. Previous editions of the card are considered blueline elves.

[Ally]

Night Runners

Elves. If on the winning side of a battle, this player can choose one magical item, artifact, or rule card in play anywhere to be discarded.
229/500

This card is a reprint of Night Runners (280/3rd).

For further information see SFGR 2, p. 166.
The special power of this ally can be used only if Night Runners is present at the end of the battle; i.e. has not been discarded as a result of card-play during the round of combat.
Night Runners appeared in 1st edition, but without a special power. In the 3rd edition, the card gained the power shown above. Only the 3rd and 4th edition cards indicate that the Night Runners are elves. Previous editions of the card are considered blueline elves.

[Ally]

Athasian Sloth

When played in battle, the opposing player must immediately discard two cards from his hand.
230/500
Athasian Sloth is an excellent ally, with a high level bonus and nasty special power. when played, Athasian Sloth forces the opponent to discard two cards. the opponent decides which cards to discard. 
This card appeared in 1st edition and was titled "Sloth." The 1st and 2nd edition Sloth is a +1 ally with no special power. The 3rd edition Sloth has a power similar to 4th edition, but the opposing player only discards one card. The card was renamed "Athasian Sloth" in the 4th edition, its level bonus became +8, and its power was increased to force the opposing player to discard two cards.

[Ally]

Wijon

Dwarf. Wijon can double the level of one ally played after him (choice need not be immediate).
231/500

This card is a reprint of Wijon (290/3rd) with the addition of the Blueline "Dwarf."

For further information see SFGR 2, p. 169.
Wijon's power to double the level of one ally played into battle after him makes the card a good choice for decks that feature many allies. Allies with high level bonuses, such as The Dream Team, Gladiators, Flaming Fist, and Giant Troll, benefit most when used with Wijon.
Wijon appeared in 1st edition, but without a special power. In the 3rd edition, the card gained the power shown above. Only the 4th edition card indicates that Wijon is a dwarf. Previous editions of the card are blueline dwarf.

[Ally]

Elven Archer

The elven archer's skill is such that it can instantly kill one enemy ally of its choice.
232/500

This card is a reprint of Elven Archer (322/3rd) with an altered text, but the same special power.

For further information see SFGR 2, p. 176.
While Elven Archer's level bonus (+3) is relatively low, its ability to destroy an opposing ally makes it a valuable card in combat.
Elven Archer's power may be used at any time during the round of combat. Because the power is lost if Elven Archer is discarded before the power is used, it is best to utilize the card's power immediately. Airship can be played against Elven Archer as a counter-effect, discarding Elven Archer before its power can be used.
Elven Archer appeared in 1st edition, but lacked a special power. In the 3rd edition, the card gained the power shown above, although it was worded slightly differently.

[Ally]

Marauder

This ally can be discarded at any time to negate a secondary event (one that is played immediately after another event), such as Calm following Cataclysm.
233/500

This card is a reprint of Marauder (328/3rd) with a different special power.

For further information see SFGR 2, p. 177.
Marauder can be discarded at any time, including from the hand, to negate a secondary event. Negating an event cancels the event for all players.
A secondary event is either a duplicated event, as might arise through the power of Bell of Might or Onad the Weasel, or an event whose play is dependent on a previous event, such as Caravan Raiders following Caravan, Unusually Good Fortune following Good Fortune, or Calm following Cataclysm.
Marauder appeared in 1st edition and 2nd edition, but lacked a special power. In the 3rd edition, the card gained the power to negate an event, but only those created by using the Bell of Might. The 4th edition expanded the cards power to negate all secondary events.

[Ally]

Shaqat Beetles

If defeated in battle, this ally attaches itself to the victorious champion, reducing his base level by 1 for each beetle attached. No limit per deck.
234/500

This card is a reprint of Shaqat Beetles (329/3rd) with a different special power.

For further information see SFGR 2, p. 177.
The Shaqat Beetles is an "avenging ally," meaning its power is triggered upon defeat in combat. Once Shaqat Beetles is defeated, the card is difficult to remove from the attached champion. Among the limited ways to remove the card are Wish, Airship (118/4th), and Gib Kcir. 
The Shaqat Beetles' special power can be used only if it is present at the end of the battle; i.e. has not been discarded as a result of card-play during the round of combat.
Shaqat Beetles appeared in 1st edition and 2nd edition without a special power. The 3rd edition of Shaqat Beetles is the most powerful. Like the 4th edition, it attaches itself to a victorious opposing champion, but reduces the champion's base level to 1.

[Ally]

Flesh Golem

The flesh golem rips away magical items from the opposing champion; who must discard all attached magical items. The ally continues to rip away any more played.
235/500

This card is a reprint of Flesh Golem (73/RL) with an altered special power.

For further information see SFGR 1, p. 271 and SFRG 2, p. 197.

[Ally]

Loup-Garou

Werebeast. The opposing champion is automatically defeated unless he has or can play a magical item.
236/500

This card is a reprint of Loup-Garou (79/RL) with an altered text, but the same special power.

For further information see SFGR 1, p. 273 and SFRG 2, p. 197.
Loup-Garou is a powerful ally, despite its low level bonus. When played, the opposing champion must have, or immediately play, a magical item. Loup-Garou's power can be avoided if the opponent plays Airship, which functions as a counter-effect for allies, or has a card that destroys allies, such as the 1st edition Brine Dragon or Ankheg, provided that the card is in play before the Loup-Garou is played and that its power has not already been used. Likewise, if your opponent has the Stone Giant in his pool, its power to destroy an ally can be activated before Loup-Garou's power.
Loup-Garou can be used in many nasty combinations. The set of combinations known as Peek's Loup-Garou Two-Step calls for playing a card that destroys magical items prior to playing the Loup-Garou. These magical item-destroying cards include the champions Midnight, Goddess of Magic, Kiara, Captain Kazhal, Harkon Lukas; events Wind of Disenchantment, Sky Singers, Fast Talking!; and the realm Icewind Dale.
Flesh Golem is an excellent card to use with the Loup-Garou in combat, since it destroys magical items. If the Flesh Golem is played first, the opponent may still play a magical item to satisfy the Loup-Garou, but is discarded immediately after being played.
Playing Loup-Garou can backfire if the opponent plays a magical item that causes the Loup-Garou to switch sides, such as Shield of Wickedness or Amulet of the Beast.
Loup-Garou first appeared in the Ravenloft booster set.
Card Combo (from zuse2@webtv.net ): In battle, cast ESP, which requires that the cards played into battle by the opponent are played face down. If the player guesses the card type, it is discarded. After ESP is in play, play a card that requires the opponent to play a certain type of card, such as Melt Bone (requires the opponent play an ally), Loup-Garou (opponent must have or play a magical item), Ki-Rin (opponent must have or play an ally). These cards make it rather easy to guess the next card to be played, ensuring it will be discarded and the opponent will be defeated.

[Ally]

Brine Dragon

Swimmer. One enemy ally already played is swallowed by the brine dragon (this player's choice), instantly defeated.
237/500

This card is a reprint of Brine Dragon (45/DL) with an altered text, but the same special power.

For further information see SFGR 1, p. 296 and SFRG 2, p. 198.
Brine Dragon's ability to discard an opposing ally, combined with its fairly high level bonus and ability to swim, makes it a good edition to any deck. Brine Dragon's special power takes effect upon being played, immediately discarding an opposing ally of the player's choice.
Brine Dragon's power can be avoided if the opponent plays Airship, which functions as a counter-effect for allies, or has a card that destroys allies, such as the Ankheg, provided that the card is in play before the Brine Dragon is played and that its power has not already been used. Likewise, if your opponent has the Stone Giant in his pool, its power to destroy an ally can be activated before Brine Dragon's power.
Brine Dragon first appeared in the Dragonlance booster set (45/DL) with slightly different wording, allowing the Brine Dragon's power to be used at any time during the round of combat. By deferring use of the 1st edition Brine Dragon's power, it can be used against an ally played after the Brine Dragon. The 4th edition Brine Dragon's power can only be used against an ally already in play.

[Ally]

Flaming Fist

After a round of combat is resolved when using this ally, the losing player must immediately discard one magical item or artifact from his pool or hand, or raze one of his realms.
238/500

This card is a reprint of Flaming Fist (65/FR) with an altered text, but the same special power.

For further information see SFGR 1, p. 346.
Flaming Fist is a powerful ally &emdash; but a risky one. Flaming Fist has a high level bonus and a strong special power. However, if the player does not win the round, Flaming Fist's power works against the player.
The special power of this ally can be used only if Flaming Fist is present at the end of the battle; i.e. has not been discarded as a result of card-play during the round of combat.
Flaming Fist first appeared in the Forgotten Realms booster set. 

[Ally]

Ninjas

When used in combat, this player can draw one card at random from his opponent's hand, playing it against the opponent if possible, discarding it otherwise.
239/500

This card is a reprint of Ninjas (70/FR) with an altered text, but the same special power.

For further information see SFGR 1, p. 347 and SFRG 2, p. 203.
Ninjas have a low level bonus, but they make up for it with their special power. When played, a card is drawn at random from the opponent's hand.
Ninjas first appeared in the Forgotten Realms booster set.

[Ally]

Pseudodragon

If played with a wizard, the pseudodragon becomes a familiar, remaining with the champion until he is defeated. No event, magical item, spell, or ally's ability can cause it to switch sides or be discarded.
240/500

Flyer

This card is a reprint of Pseudodragon (74/FR) with an altered text, but the same special power.

For further information see SFGR 1, p. 349.
Though Pseudodragon has a relatively low level bonus, it remains with a victorious wizard champion until that wizard is discarded. Pseudodragon cannot be discarded or forced to switch sides by an event, magical item, spell, or ally power. However, it can be discarded through other cards, including realms such as Urik.
Pseudodragon first appeared in the Forgotten Realms booster set. 

[Ally]

Roc

Flyer. Flying allies cannot be played against the roc and any already in play must be discarded.
241/500

This card is a reprint of Roc (41/AR) with an altered text, but the same special power.

For further information see SFGR 2, p. 219.
The Roc is a powerful ally, with a high level bonus and an excellent special power. Roc's ability to discard any flying allies played before or after the Roc, gives the player protection against many powerful allies, such as
Roc is a good addition to a deck that features hard to attack realms, such as Kozakura, Spine of Taladas, Isle of Selasia, Doc's Island, The Barrier Peaks, and Isle of Dread, that encourage an opponent to play flying allies.

[Ally]

Marilith, Tanar'ri

The opposing player cannot play any events for the rest of this round of battle, including Calm.
242/500

This card is a reprint of Marilith, Tanar'ri (52/AR).

For further information see SFGR 2, p. 222.

[Ally]

Thought Eater

When this ally is played, the opposing champion can no longer cast spells, and his allies' special powers are negated.
243/500

This card is a reprint of Thought Eater (99/AR) with an altered special power.

For further information see SFGR 2, p. 238.

[Ally]

Ogre Mage

Giant. This ally can cast wizard spells.
244/500
Ogre Mage is a good ally for inclusion in a deck featuring wizard spells, since this ally can cast wizard spells, even if the attached champion cannot. Because the Ogre Mage is not a wizard, it is not affected by 1st edition Midnight, Goddess of Magic. Furthermore, the Ogre Mage need not ask permission to cast spells if the 4th edition Midnight, Goddess of Magic is in play, since it is not the champion that is using the wizard spell, but the Ogre Mage, an ally.
Because the Ogre Mage is a giant, it is well matched with the cleric Tyvorg the Frost Giant. Since Tyvorg's special power increases his base level by 10 for each giant ally played with him, Tyvorg's total level is 26 after the Ogre Mage is played.
Ogre Mage first appeared in 4th edition.

[Ally]

Mermaid

Swimmer. This ally's level is doubled when defending a realm showing a coastline.
245/500
The Mermaid's special power is activated whenever this ally is defending a coastal realm, resulting in level bonus of +8. Mermaid is a great addition to a deck with many coastal realms, such as Kozakura, Spine of Taladas, Isle of Selasia, and The Lendore Isles.
Mermaid first appeared in 4th edition.

[Ally]

The Dreaded Ghost

Undead. This ally drains the adjusted level of an opposing champion (except cleric) by 9; any that drop below 0 are instantly defeated.
246/500
The Dreaded Ghost is one of the most powerful allies in the game. Its special power results in an instant win if the opposing champion's adjusted level is 9 or less. Even if an instant win is not achieved, the Dreaded Ghost's effective level bonus is +18, since it increases its champion's adjusted level by 9 and simultaneously reduces the opposing champion's adjusted level by 9.
The Dreaded Ghost's special power does not work if the opposing champion is a cleric, but the ally retains its +9 level bonus. If after being played and having the opponent's level reduced, the Ghost is discarded or otherwise removed from the battle, the opponent's level remains at the reduced level.
The Dreaded Ghost first appeared in 4th edition.
Card Combo: If the ally Dreaded Ghost is brought into play as a champion using Gib Hcivonad's power, and then the Wand of Orcus is attached, opposing champions up to level 17 are instantly defeated.

[Ally]

Clay Golem

The clay golem rips away allies from the opposing champion, who must discard any already played. The ally continues to rip away any more played.
247/500
Clay Golem is particularly effective if used in combination with Ki-Rin. Clay Golem is played first to remove any opposing allies in play. Then Ki-Rin is played. If the opponent has no more allies to play, the player is victorious. If the opponent can play an another ally, he avoids immediate defeat, but the ally played is immediately discarded.
Clay Golem first appeared in 4th edition.
[Ally]

Ki-Rin

The opposing champion is automatically defeated unless he has or can play an ally.
248/500
Ki-Rin is particularly effective if used in combination with Clay Golem. Clay Golem is played first to remove any opposing allies in play. Then Ki-Rin is played. If the opponent has no more allies to play, the player is victorious. If the opponent can play an another ally, he avoids immediate defeat, but the ally played is immediately discarded.
A good combination is to use Ki-Rin with the magical item Net of Entrapment. The Net prohibits the play of allies, resulting in an instant win. Similarly, if Ki-Rin is used to defend Urik, the opponent is automatically defeated, since the attacker cannot play allies.
Ki-Rin first appeared in 4th edition.
Card Combo (from zuse2@webtv.net ): In battle, cast ESP, which requires that the cards played into battle by the opponent are played face down. If the player guesses the card type, it is discarded. After ESP is in play, play a card that requires the opponent to play a certain type of card, such as Melt Bone (requires the opponent play an ally), Loup-Garou (opponent must have or play a magical item), Ki-Rin (opponent must have or play an ally). These cards make it rather easy to guess the next card to be played, ensuring it will be discarded and the opponent will be defeated.
[Ally]

Troll

All attacks targeting a specific ally in a player's force must first target the troll. This ally regenerates, however, and it cannot be discarded by any means unless its champion is defeated.
249/500
During combat, any opposing cards that target a specific ally must first target the Troll. This includes cards such as Airship and Shield of Wickedness. The Troll's power to act as a lightning rod for all allies in a player's force makes the card a good choice for decks that feature many allies.
Any cards that target allies must first target the Troll. It is essentially immune to all attacks, since it can regenerate. Wish has no effect on the Troll or any other allies in the force with the Troll, but Wish would be effective against the Troll's champion. similarly, Blamblower discards the Troll, but it regenerates, satisfying the Blamblower but remaining in play.
Cards that prevent allies from being played, such as Net of Entrapment and Clay Golem, are not affected by the Troll's power and continue to function normally. Because these cards prevent allies from being played, the Troll cannot regenerate and is discarded.
The Troll first appeared in the 4th edition.
[Ally]

Selkie

Swimmer. The selkie can charm the opposing champion into discarding one card in its force (chosen by that player).
250/500
Selkie has a relatively low level bonus, but an interesting special power. Selkie forces the opponent to discard one card in its force. The wording on the card indicates that it is the champion that does the discarding, therefore Selkie's power cannot be used to discard the opposing champion, just an attached card. The opposing player selects which card is discarded.
Because the opponent chooses which card is discarded, Selkie is best used early in the combat round, when the opposing player has few choices as to which card to discard. If Selkie is played before the opposing champion has any attached cards, its power is activated once the opponent adds a card to his force.
The Selkie first appeared in the 4th edition.

[Ally]

Rust Monster

Underdark. This ally devours all magical items of +3 or less. The items are discarded instantly, and any more such played are also devoured.
251/500

[Ally]

Displacer Beast

This ally can use its displacement power once during a battle, sending both champions back to their respective pools. Only the displacer beast remains. Combat can continue with each player selecting new champions.
252/500

[Hero]

Drizzt Do'Urden

Elf (drow). If defending a realm, Drizzt must be defeated twice in one battle before he is discarded.
253/500

This card is a reprint of Drizzt Do'Urden (45/1st-3rd) with an altered text, but the same special power.

For further information see SFRG 1, p. 111 and SFGR 2, p. 127.
Drizzt's special power makes him a very effective defender. Because this power activates upon defeat in battle, the power is negated by the Ring of Reversion and Thought Eater.
The Sphere of Annihilation's power works on Drizzt, sending him immediately to the Abyss.

[Hero]

The Harpers

The Harpers can cast either wizard or cleric spells, but at the beginning of each battle this champion is in, their player must choose which type will be cast.
254/500

This card is a reprint of The Harpers (51/1st-3rd) with an altered text, but the same special power.

For further information see SFGR 1, p. 113.
The Harpers may cast any type of spell (wizard or cleric) except during battle, at which time the player must select only one type of spell to cast.
[Hero]

Helm

Helm can cast wizard and cleric spells. He can be discarded from his pool to cancel one event, whether helpful or harmful.
255/500

This card is a reprint of Helm (89/FR) with an altered text, but the same special power and a new picture.

For further information see SFGR 1, p. 354 and SFRG 2, p. 203.

[Hero]

Thorvid

Thorvid gains 3 levels when fighting monsters, undead, or flyers.
256/500

This card is a reprint of Thorvid (185/1st-3rd).

For further information see SFGR 1, p. 158.

[Hero]

Hettman Tsurin

At the end of this player's turn, if Hettman hasn't attacked, this player can randomly draw one card from another player's hand and discard it.
257/500

This card is a reprint of Hettman Tsurin (172/1st-3rd) with an altered text, but the same special power.

For further information see SFGR 1, p. 154.

[Hero]

Tyrinon

Flyer. Tyrinon's allies all become flyers. They are strengthened by his presence, and each gains 2 levels.
258/500

This card is a reprint of Tyrinon (176/3rd) with the addition of the Blueline "Flyer."

For further information see SFGR 2, p. 150.

[Hero]

Rikus

Rikus can attack twice a turn, provided he wins his first round of combat.
259/500

This card is a reprint of Rikus (258/1st-3rd) with an altered text, but the same special power.

For further information see SFGR 1, p. 182 and SFRG 2, p. 160.

[Hero]

Captain Kazhal

The Captain destroys one magical item held by the opposing champion at any time during the battle.
260/500

This card is a reprint of Captain Kazhal (299/1st-3rd) with an altered text, but the same special power.

For further information see SFGR 1, p. 169.

[Hero]

Neeva

Flyer. If defending a Dark Sun realm, Neeva's base level is doubled.
261/500

This card is a reprint of Neeva (259/3rd) with an altered text, but the same special power.

For further information see SFGR 2, p. 161.

[Monster]

Pereghost

Flyer. Allies played with this champion each gain 2 levels. The pereghost can use unarmed combat cards usable by dragons.
262/500

This card is a reprint of The Pereghost (48/1st-3rd) with an added same special power.

For further information see SFGR 1, p. 112.

[Monster]

Dracolich

Dragon; undead; flyer. The dracolich can cast wizard spells and use unarmed combat cards usable by dragons.
263/500

This card is a reprint of Dracolich (72/1st-3rd) with added special powers.

For further information see SFGR 1, p. 120.

[Hero]

Stone Giant

If in a player's pool, the stone giant may destroy one enemy ally of level 4 of less during each round of combat.
264/500

This card is a reprint of Stone Giant (82/FR) with an altered text, but the same special power.

For further information see SFGR 1, p. 351.

[Monster]

Lich Conclave

Undead. The Conclave can cast wizard spells, and all allies played with it become undead.
265/500

This card is a reprint of Lich Conclave (155/3rd) with an lesser special power.

For further information see SFGR 2, p. 146.

[Monster]

Winged Horror

Dragon; undead; flyer. Any magical item weapons attached to the Horror are doubled in level. This monster can use unarmed combat cards usable by dragons.
266/500

This card is a reprint of Winged Horror (194/3rd) with added special powers.

For further information see SFGR 2, p. 153.

[Monster]

Mature Gold Dragon

Flyer. Goldie can cast wizard spells and use unarmed combat cards usable only by dragons. She gains 4 levels if her younger self is in play anywhere.
267/500

[Monster]

Borys the Dragon

Flyer. Borys can cast wizard and cleric spells and use psionic power cards. He is immune to psionic attack.
268/500

This card is a reprint of Borys the Dragon (305/3rd) with an altered text, but the same special power.

For further information see SFGR 2, p. 172.

[Monster]

Athasian Cistern Fiend

This hideous monster devours points' worth of allies up to its base level, and it is immune to offensive psionic power cards.
269/500

[Monster]

Korgunard the Avangion

Flyers. Korgunard can cast wizard spells and is immune to psionic attack. He can be discarded from his pool to rebuild a razed realm.
270/500

This card is a reprint of Korgunard the Avangion (75/AR) with an altered text, but the same special power.

For further information see SFGR 2, p. 230.

[Wizard]

Elminster the Mage

The renowned wizards is immune to offensive spells and offensive psionic power cards.
271/500

This card is a reprint of Elminster the Mage (44/1st-3rd) with an added special power.

For further information see SFGR 1, p. 111.

[Wizard]

Vangerdahast

When Vangie is played in defense of a realm, his player may immediately look at the attacker's hand.
272/500

This card is a reprint of Vangerdahast (91/FR) with an altered text, but the same special power.

For further information see SFGR 1, p. 354.

[Wizard]

Ambassador Carrague

The Ambassador can only defend, never attack. When he needs a card, draw a card and play it, if appropriate, discarding it if not. Once three cards have been discarded, no more can be drawn for that battle.
273/500

This card is a reprint of Ambassador Carrague (88/FR) with an altered text, but the same special power.

For further information see SFGR 1, p. 353.

[Wizard]

Mika the Nomad Wolf

Mika gains 3 levels when the opponent uses allies against him. He can also use hero unarmed combat cards.
274/500

This card is a reprint of Mika the Wolf-Nomad (165/1st-3rd) with an added special power.

For further information see SFGR 1, p. 151.

[Wizard]

Mordenkainen

Any magical item attached to Mordenkainen cannot be removed by any means.
275/500

This card is a reprint of Mordenkainen (162/3rd).

For further information see SFGR 2, p. 148.
Mordenkainen's special power refers to removal of magical items against the player's will. Magical items whose power is triggered by voluntarily discarding the item, such as Blamblower and Well of Many Worlds are still discarded and used normally.

[Wizard]

Drawmij

Swimmer. In battle, Drawmij can borrow any magical item in play, returning it when the round ends. He can also imitate the power of any wizard in play.
276/500

This card is a reprint of Drawmij (76/AR) with an altered text, but the same special power.

For further information see SFGR 2, p. 230.

[Wizard]

Sadira

Sadira can use psionic power cards. Psionicists must ask her permission to use psionic power cards.
277/500

This card is a reprint of Sadira (260/3rd) with an altered text, but the same special power.

For further information see SFGR 2, p. 161.

[Wizard]

Rogue Defiler of Tyr

Each time the Defiler casts a spell during combat, her player discards one card from his hand and draws a replacement card from his draw pile.
278/500

This card is a reprint of Rogue Defiler of Tyr (303/3rd) with an altered text, but the same special power.

For further information see SFGR 2, p. 171.

[Wizard]

Kalid-na

The ancient sorcerer-king can use psionic powers cards and is immune to psionic attack. While he is in play, the realm Ancient Kalidnay may not be played.
279/500
While Kalid-na is in play, Ancient Kalidnay may not be played. If Tyranthraxus (which removes Kalid-na's special power) is played on Kalid-na, Ancient Kalidnay may be played. Ancient Kalidnay remains in play if Tyranthraxus is later negated.

[Cleric]

Amarill

If Amarill is defeated in combat, his player can retrieve one champion from his discard pile and return it to his hand.
280/500

This card is a reprint of Amarill (77/1st-3rd) with an altered text, but the same special power.

For further information see SFGR 1, p. 122.

[Cleric]

Clerics of Malar

This champion gains 2 levels when attacking realms outside the Forgotten Realms. They can use unarmed combat cards usable by heroes.
281/500

This card is a reprint of Cleric of Malar (89/1st-3rd) with an added special power.

For further information see SFGR 1, p. 126.

[Cleric]

Adon

Adon is immune to offensive spells, offensive magical items, and artifacts. If Midnight is in play, Adon gains 5 levels.
282/500

This card is a reprint of Adon (84/FR) with an altered text, but the same special power.

For further information see SFGR 1, p. 352.

[Cleric]

Sysania

Flyer. Sysania confers the ability to fly on all allies played with her. She can use unarmed combat cards usable by dragons.
283/500

This card is a reprint of Sysania (170/3rd) with an added special power.

For further information see SFGR 2, p. 149.

[Cleric]

Nenioc

Nenioc may be sacrificed to bring out an avatar, but she is shuffled back into her player's draw pile rather than discarded.
284/500

This card is a reprint of Nenioc (187/3rd).

For further information see SFGR 2, p. 151.
Nenioc can be used to bring any avatar into play, regardless of the avatar's requirements.
[Cleric]

Arch-Druid

All other clerics must ask the Arch-Druid for permission to cast spells. While the Arch-Druid is in play, no avatars may be played.
285/500

This card is a reprint of Arch-Druid (189/3rd).

For further information see SFGR 2, p. 152.

[Cleric]

Shayira

This champion negates the special powers (but not the level) of all cards played against her.
286/500

This card is a reprint of Shayira (270/3rd) with an altered text, but the same special power.

For further information see SFGR 2, p. 164.

[Cleric]

Elemental Cleric

Immune to offensive wizard spells, the elemental cleric can also cast any wizard spells containing the words earth, air, fire, or water.
287/500

This card is a reprint of Elemental Cleric (321/1st-3rd) with an added special power.

For further information see SFGR 1, p. 203.

[Cleric]

Klik-Ka'Cha

When Klik enters combat as a defender, he can destroy one magical item in play anywhere. He can use hero unarmed combat cards.
288/500

This card is a reprint of Klik-Ka'cha (77/AR) with an added special power.

For further information see SFGR 2, p. 231.

[Hero]

Photed

Orc; adventurer. When Photed is in a pool with one or more other adventurers, each adventurer gains 1 to his base level.
289/500

[Wizard]

Sharla

Elf; adventurer. When Sharla is in a pool with three or more other adventurers, each adventurer becomes immune to offensive wizard spells.
290/500

[Cleric]

Migrane

Elf; adventurer. When Migrane is in a pool with three or more adventurers, each adventurer becomes immune to offensive cleric spells.
291/500

[Hero]

Vitralis

Adventurer. When Vitralis is in a pool with two or more other adventurers, each adventurer gains a +3 ally whether attacking or defending.
292/500

[Wizard]

Larn

Elf; adventurer. When Larn is in a pool with two or more other adventurers, all phase 4 spells cast by an adventurer are doubled in level.
293/500

[Monster]

Livekor

Dragon; flyer; adventurer. Livekor can cast cleric spells. When he is in a pool with five or more other adventurers, all monsters in that pool can become heroes at the start of this player's turn.
294/500

[Hero]

Shayla

Adventurer. When Shayla is in a pool with four or more other adventurers, all adventurers in that pool are immune to offensive magical items.
295/500

[Monster]

Ssilcroth

Adventurer. When Ssilcroth is in a pool with four or more other adventurers, allies cannot be used to defend against an attack by this player's adventurers.
296/500

[Wizard]

Rumples

Gnome; adventurer. When Rumples is in a pool with five or more other adventurers, this player may deflect harmful events targeting him at any other player.
297/500
Any harmful event targeting the player's hand, pool, formation, discard pile, Abyss, or Void may be deflected.
[Wizard]

Diamond

Diamond can come to the aid of her sisters, Emerald and Topaz, and can act as an ally. Win or lose, she is discarded.
298/500

[Wizard]

Emerald

Emerald can come to the aid of her sisters, Diamond and Topaz, and act as an ally. Win or lose, she returns to her pool minus any attached cards.
299/500

[Wizard]

Topaz

Topaz can come to the aid of her sisters, Diamond and Emerald, and act as an ally. Win or lose, she returns to her pool with all of her attached cards.
300/500

[Hero]

Ruby

Ruby can put one hero unarmed combat card beneath her in the pool. She can use the card during her own combat, or she can play the card for her sisters, Jacinth and Amethyst, when they are in combat.
301/500
Unarmed combat cards can be placed under Ruby during phase 3.
[Hero]

Jacinth

Jacinth can put two hero unarmed combat cards beneath her in the pool. She can use the cards during her own combat, or she can play them for her sisters, Ruby and Amethyst, when they are in combat.
302/500
Unarmed combat cards can be placed under Jacinth during phase 3. 
[Hero]

Amethyst

Amethyst can use any unarmed combat cards and can put two such cards beneath her in the pool. She can use the cards during her own combat, or she can play them for her sisters, Ruby and Jacinth, when they are in combat.
303/500
Unarmed combat cards can be placed under Amethyst during phase 3. 
[Cleric]

Pearl

Pearl can bless all allies played with her or her sisters, Amber and Aquamarina, giving each ally a +2 bonus.
304/500

[Cleric]

Amber

Amber can magically enhance all magical items held by her or her sisters, Pearl and Aquamarina, giving each item a +2 bonus.
305/500

[Cleric]

Aquamarina

Swimmer. An artifact attached to Aquamarina also functions for her sisters, Pearl and Amber.
306/500

[Monster]

Cyclops

Giant. The cyclops gains 2 levels for each magical item attached to him.
307/500

[Monster]

Ettin

Giant. Being of two minds, the ettin may have two AD&D artifacts attached to him.
308/500

[Monster]

Formorian Giant

The formorian is so repulsive that no allies can be played in combat against him.
309/500

[Monster]

Fire Giant

This giant gains an additional 4 levels when fighting swimming champions.
310/500

[Wizard]

Yumac the Cold

Giant. A master of elemental magical, all spells cast during phase 3 that affect champions "of X level or less" have that level increased by 2.
311/500

[Wizard]

Pellgrade the Inexorable

Giant; flyer; swimmer. During battle, Pellgrade can cast a +7 lightning bolt offensive spell that destroys one of his opponent's magical items or artifact.
312/500
Card Combo (from bluntaxe@GATEWAY.NET): If the Spellbook is attached to Pellgrade, he can store his lightning bolt spell, having two for the next battle, and then three for the battle after that.
[Cleric]

Neranal

Giant; swimmer. Neranal has a pet shark as a +4 swimming ally that devours (discards) the first swimming ally played against this champion.
313/500

[Cleric]

Gloaranor

Giant. Gloaranor can attack any realm showing trees, regardless of position or special powers.
314/500

[Cleric]

Moralin

Giant. When Moralin attacks, any allies the defender wishes to use during that round of combat must be shown to this player. Only those allies may be played.
315/500

[Cleric]

Borin Moradinson

Dwarf. Claiming to be an offspring of the god Moradin, Borin can never be discarded through combat if the avatar is in play. If defeated, he merely returns to his pool with his attachments.
316/500

[Cleric]

Mallin Dimmerswill

Dwarf. This champion gains 3 levels against all Underdark monsters and can use hero unarmed combat cards.
317/500

[Cleric]

Arden Glimrock

Dwarf. No drow can stand against this mighty leader; drow allies are instantly killed, and drow champions return to their pools, defeated.
318/500

[Monster]

Drider

Underdark. This nasty monster can use offensive blood abilities and is immune to offensive hero unarmed combat cards.
319/500

[Monster]

Eye Tyrant

Underdark. This beholder can cast wizard spells and is immune to offensive magical items.
320/500

[Monster]

Roper

Underdark. Only offensive spells and magical items that have the word "fire" in their title have any effect on this monster. It is immune to psionic attack.
321/500

[Hero]

Malleyahl

Elf (drow). Malleyahl gains 3 levels when defending an Underdark realm and can use offensive psionic power cards.
322/500

[Hero]

Malaruat

Elf (drow). Malaruat can corrupt a monster in the pool of a player not involved in the current combat to act in his stead. That player must provide the champion, but this player may only use the cards in his own hand.
323/500
Malaruat can select a monster in the pool of a player not involved in combat to take his place. This means Malaruat's power is only usable in multi-player games. After selecting a monster and replacing Malaruat in combat, the player continues the battle using his own hand.
If victorious, only Malaruat's player receives spoils, not the player who contributed the substitute champion. If defeated, only the substitute champion, not Malaruat, is discarded.
If the Throne of the Drow is attached to Malaruat, another champion can be selected to attack a champion in an opponent's pool.

[Hero]

Maleficent

Elf (drow). Maleficent can cast wizard spells and use blood abilities. She commands such power that one avatar not involved in combat must aid her in any way its special powers can.
324/500

[Hero]

Isika

Allies are sympathetic to Isika; those played with her gain 2 levels and those played against her lose 2 levels.
325/500

[Hero]

Merika

Elf. Merika can use blood abilities.
326/500

[Hero]

Funerea

Giant. Allies flock to Funerea's side, abandoning their champion to join her.
327/500

[Psionicist]

Salurana

Elf (drow). Salurana psionically polymorphs all allies played with her, changing them to elves or drow, as desired. (Def/4)
328/500

[Psionicist]

Jella

Jella can Raise Object, lifting a magical item away from a champion in an opponent's pool and discarding it during phase 3. (Off)
329/500

[Psionicist]

Myalasia

Dwarf. During combat, Myalasia can Locate Object, randomly drawing one card from the opposing player and discard it. (Off)
330/500

[Psionicist]

Kit'Kit'Kin

Kit'Kit'Kin has a Fortress of Iron Will in effect at all times unless she drops to level 0; while the fortress is in effect, she is immune to psionic attack. (Def)
331/500

[Psionicist]

Beala

Dwarf (mul). This dwarf's focus is undead, and her hatred is so intense that she doubles her base level whenever in battle with them.
332/500

[Psionicist]

Minerva

Flyer. Minerva has Danger Sense. If she is about to lose a battle, she can retreat back to her pool, though the battle is still lost. (Def)
333/500

[Hero]

Islerik

Islerik is immune to offensive magical items. When defending, he can reflect the special power of the attacking champion, causing it to affect the attacker.
334/500
When defending, Islerik is immune to the attacking champion's special power. He reflects (uses) the opponent's special power. Champions with instant defeat powers, such as Living Wall, are themselves defeated instantly when Islerik is defending against them. Living Scroll is also instantly defeated.
If Islerik is defending against Lady of Fate, Avatar of Istus, the attacker does not need to discard two cards, since the Lady of Fate's power is optional.
Islerk's power makes him a great addition to defense-oriented decks or speed decks.

[Hero]

Merik

Elf. Merik can cast cleric spells. He can pass through the earth at will, allowing him and his allies to earthwalk.
335/500

[Hero]

Pyre

Giant. Pyre can cast wizard spells. He gains 7 levels when in combat with nonspellcasting champions.
336/500

[Psionicist]

Ansalong

Elf (drow). Ansalong negates the special powers of all offensive cards attached to an opposing champion.
337/500

[Psionicist]

Jarek Halvs

During combat, Jarek can psionically Reverse Gravity, causing all opposing flyers to become nonflyers and nonflyers to become flyers. (Off)
338/500

Because of his pointed ears this card should be bluelined being an Elf (IMO - Sascha)

[Psionicist]

Moraster

Dwarf. If this player chooses not to attack on his turn, Moraster can use his Create Object power to search though the draw pile for any magical item and place it on the top of his deck. (Def)
339/500

[Psionicist]

Kai'Rik'Tik

This thri-kreen can psionically Summon Planar Creature to use a monster champion from any pool as an ally. If Kai'Rik'Rik is defeated, the monster is discarded. (Off)
340/500
Kai'Rik'Tik's power allows it to use another champion as an ally, utilizing that champion's level, special powers, and attached cards. 
The borrowed champion is discarded after combat as with any ally, despite the wording on the card, which seems to infer that borrowed champion is only discarded if Kai'Rik'Tik is defeated. A careful reading of the card gives no indication as to what happens if Kai'Rik'Tik wins. Absent specific directions on the card, borrowed champions used as allies are discarded.

[Psionicist]

Talcon

Dwarf (mul). If defeated in combat, Talcon can psionically Fate Link to bring another champion from any pool to the discard pile with him. (Off)
341/500
Talcon's power will not work on his opponent, since the opponent is not in a pool.

[Psionicist]

Minervan

Flyer. Minervan's Flesh Armor power adds 4 to his base level when attacking or defending. (Def)
342/500

[Monster]

Apocalypse

Awnshegh; flyer. Apocalypse can cast wizard spells and use blood abilities. It automatically defeats a realm champion.
343/500

[Regent]

The Harpy

Awnshegh; flyer. The Harpy can cast wizard spells. No flying allies can be played against this champion.
344/500

[Regent]

The Magian

Awnshegh; undead. The Magian can cast wizard and cleric spells. He and his allies are immune to the special powers of opposing realms and holdings.
345/500
The special powers of realms include restrictions, such as that the realm can only be attacked by flyers or swimmers. The Magian can ignore such restrictions.

[Regent]

Serpent

Awnshegh. The Serpent can cast cleric spells. In battle, it can turn into a giant constrictor snake (monster, base level 12), but can no longer cast cleric spells.
346/500

[Regent]

Chernevik

Chernevik can cast cleric spells. He can employ his Iron Will blood ability to resist being removed from his pool for any reason.
347/500
It would seem that Chernevik is discarded if a player has no realm in play, since there can be no pool in that situation, however, the Spellfire Oracle has ruled otherwise. Even if a player has no realms in play and therefore has no pool, Chernevik is not discarded.
While the card states Chernevik's power is a blood ability, cards that negate blood ability cards, such as Dispel, do not stop Chernevik's special power.

[Regent]

Cidre Bint Corina

Elf. When attacking a realm showing trees, Cidre's allies cannot be forced to switch sides or discarded for any reason.
348/500

[Regent]

Adan El-Mesir

Adan is charismatic and used to the burdens of command. Any allies played with him gain 2 levels and are immune to offensive spells.
349/500

[Regent]

Rahil the Falcon

Rahil can cast wizard spells. He can employ his Blood History ability to look at the top five cards on any opponent's draw pile.
350/500
Rahil's Blood History ability is used in phase 3 of the player's turn.

[Regent]

Arlando El-Adaba

Arlando is a master diplomat. He can be discarded to end a battle between any two players. Champions return to their pools without declaring a winner. No further attacks this turn are allowed. This player gets to draw a card.
351/500
Arlando cannot use his power until battle has begun (i.e. both an attacker and defender have been selected.) The card draw by using Arlando is not considered Spoils of Victory.
[Monster]

The Ancient Dead

Undead. This monster's touch causes mummy rot, permanently subtracting its base level from the base level of any champion who defeats it.
352/500

[Hero]

Madman Enraged

Undead. During combat, this ghoul goes into a berserk rage and destroys one of the opposing player's holdings (this player's choice).
353/500

[Cleric]

Ting Ling

Flyer. Ting Ling can use blood abilities. He confers the power to fly on his allies, allowing them to attack with him.
354/500

[Monster]

The Death Ship

Undead; swimmer. This inanimate object is the home of evil spirits. Only swimming allies may be played against this champion.
355/500

[Cleric]

The Lesser Mummy

Undead. This apparition drains 3 levels from the attacking champion, adding them to itself. Lycanthropes fear it, and no werecreature will attack it.
356/500
If a werecreature attacks and the Lesser Mummy defends, both champions return to their pools and the battle is over. If the Lesser Mummy attacks and a werecreature defends, the round continues normally, since the werecreature is defending, not attacking.
[Wizard]

Bride of Malice

Undead (vampire). This wizard is immune to psionic attack and offensive unarmed combat cards. She can use blood abilities and unarmed combat cards usable by dragons.
357/500

[Monster]

The Vulture of the Core

Flyer. When defending a Ravenloft realm, the vulture can opt to draw five cards from his draw pile. He can use only those cards for the battle, and all are discarded at the end of the round.
358/500

[Hero]

Fleeing Adventurers

If defeated by a psionicist or regent, this champion can flee back to its pool rather than being discarded.
359/500

[Monster]

The Bog Monster

Four allies must be played against this champion before any of their powers or levels take effect. Once four are played, the result is totaled and applied.
360/500

[Wizard Spell]

Flight

This player's champions and allies put forward in battle become flyers for this turn. (Def/3/4)
361/500

This card is a reprint of Flight (211/3rd).

For further information see SFRG 2, p. 155.

[Wizard Spell]

Shapechange

The caster can choose to become any other type of champion (cleric, hero, regent, etc.) until the end of this players turn. (Def/3/4)
362/500

This card is a reprint of Shapechange (212/3rd) with an altered text, but the same special power.

For further information see SFRG 2, p. 156.

[Wizard Spell]

Fireball

Destroys immediately all opposing allies of level 4 or less. (Off/4)
363/500

This card is a reprint of Fireball (331/1st-3rd) with an reversed picture and the additional +4 level.

For further information see SFRG 1, p. 207.

[Wizard Spell]

Lightning Bolt

Immediately destroys one opposing ally of level 4 or less, or one magical item, of the caster's choice. (Off/4)
364/500

This card is a reprint of Lightning Bolt (332/1st-3rd).

For further information see SFRG 1, p. 207.

[Wizard Spell]

Magic Missile

The level bonus increases to +5 if cast by a level 7 or 8 champion or to +9 if cast by a champion of level 9 or higher. (Off/4)
365/500

This card is a reprint of Magic Missile (334/3rd).

For further information see SFRG 2, p. 177.

[Wizard Spell]

Wall of Fire

Only flyers can attack across the wall. (Off/4)
366/500

This card is a reprint of Wall of Fire (335/1st-3rd).

For further information see SFRG 1, p. 208.

[Wizard Spell]

Wall of Force

Only earthwalkers can attack across the wall. (Def/4)
367/500

This card is a reprint of Wall of Force (338/1st-3rd) with an altered special power.

For further information see SFRG 1, p. 209.

[Wizard Spell]

Cone of Cold

Destroys one artifact, chosen by the caster. If cast during phase 3, the caster does not receive a level bonus. (Off/3/4)
368/500

This card is a reprint of Cone of Cold (340/3rd) with an added special power.

For further information see SFRG 2, p. 178.

[Wizard Spell]

Crushing Fist

The crushing fist adds 4 levels or destroys one magical item, chosen by the caster. (Off/4)
369/500

This card is a reprint of Crushing Fist (344/1st-3rd).

For further information see SFRG 1, p. 211.

[Wizard Spell]

Dispel Magic

Can be cast at any time to cancel the effects of a just-cast spell or to cancel an existing spell. (Def)
370/500

This card is a reprint of Dispel Magic (346/3rd).

For further information see SFRG 2, p. 179.
Dispel Magic cancels the effect of any spell, offensive or defensive, including another Dispel Magic spell. The 3rd edition rules make it clear that Dispel Magic, Spell Turning, and Reflection may be cast at any time to dispel or turn a just-cast spell. A player must have a champion in the pool or in battle capable of casting the spell and must specify which champion is casting the spell.

[Wizard Spell]

Wall of Fog

No attacks are allowed against any player until this player's next turn. (Off/3)
371/500

This card is a reprint of Wall of Fog (371/1st-3rd) with an altered text, but the same special power.

For further information see SFRG 1, p. 220.

[Wizard Spell]

Fear

Attach to any enemy champion in a pool; that champion cannot attack or defend until the fear is dispelled. (Off/3)
372/500

This card is a reprint of Fear (348/1st-3rd) with an altered text, but the same special power.

For further information see SFRG 1, p. 212.

[Wizard Spell]

Blink

A champion who is about to lose a round of battle, escapes to the player's pool but the round is still lost. (Def/4)
373/500

This card is a reprint of Blink (374/1st-3rd) with an altered text, but the same special power.

For further information see SFRG 1, p. 221.

[Wizard Spell]

Charm Monster

An opposing monster returns to its pool; the caster wins this round of battle. (Off/4)
374/500

This card is a reprint of Charm Monster (376/1st-3rd). Note that there is another Charm Monster (76/DL) with another power.

For further information see SFRG 1, p. 222.

[Wizard Spell]

Black Tentacles

All champions of level 4 or less die, regardless of whether they are in battle or in pools. (Off/3/4)
375/500

This card is a reprint of Black Tentacles (378/1st-2nd). Black Tentacles (378/3rd) kills all champions of base level 4 or less. Note that this card contains a typo: the number is "375 of 400," but should be "375 of 500."

For further information see SFRG 1, p. 222.

[Wizard Spell]

Death Fog

Kills all champions of level 5 or less in one player's pool and prevents survivors from attacking until after that player's next turn. (Off/3)
376/500

This card is a reprint of Death Fog (391/1st-3rd).

For further information see SFRG 1, p. 227.

[Wizard Spell]

Death Spell

Kills any one champion or ally of the caster's choosing of level 7 or less. (Off/3/4)
377/500

This card is a reprint of Death Spell (392/1st-3rd).

For further information see SFRG 1, p. 227 and SFRG 2, p. 183.

[Wizard Spell]

Power Word, Stun

Can be cast at any time to negate the special power of an attacking champion before his power can activate. (Off)
378/500

[Wizard Spell]

Spell Turning

Can be cast at any time to turn a just-cast offensive spell back upon its caster as if the original target had cast it. (Def)
379/500

This card is a reprint of Spell Turning (398/3rd) with an altered text, but the same special power.

For further information see SFRG 2, p. 183.
Spell Turning turns an offensive spell back against its caster. Spell Turning must be played immediately after the spell being turned, although events may be played between the original spell and Spell Turning. The 3rd edition rules make it clear that Dispel Magic, Spell Turning, and Reflection may be cast at any time to dispel or turn a just-cast spell. A player must have a champion in the pool or in battle capable of casting the spell and must specify which champion is casting the spell.

[Wizard Spell]

Power Word, Silence

The opposing champion cannot cast spells for this round of combat. (Off/4)
380/500

[Wizard Spell]

Death Link

If the casting champion is defeated, the opposing champion is also discarded. (Def/4)
381/500

[Wizard Spell]

Limited Wish

This spell can be cast at any time to negate the effects of any event card. (Def)
382/500

This card is a reprint of Limited Wish (43/FR) with an altered text, but the same special power.

For further information see SFRG 1, p. 338 and SFRG 2, p. 202.

Limited Wish can be cast at any time. This means that during a battle, champions in a pool can cast the spell.
[Wizard Spell]

Time Stop

Take any one wizard spell from your draw pile and play it immediately. Then, reshuffle the draw pile. (Def/3/4/5)
383/500

This card is a reprint of Time Stop (44/FR) with an altered text, but the same special power.

For further information see SFRG 1, p. 339. Time Stop You may not "Time Stop" to successfully counter a instant kill card. A successful counter requires that the next card played stop the instant kill. Since "Time Stop", itself, doesn't counter, the instant kill activates before the next card can be played.

[Wizard Spell]

Wish

Discard any one card in play (except a realm) regardless of its immunities. This spell can be cast at any time, but the casting champion cannot be used again until its owner's next turn. (Off)
384/500

This card is a reprint of Wish (46/FR) with an altered text, but the same special power.

For further information see SFRG 1, p. 339 and SFRG 2, p. 202.
Wish can be canceled with Dispel Magic. It can be turned with Spell Turning or Reflection, in which case the champion casting the Wish is discarded. The caster, now the target of the turned Wish, can take no further action. Only another champion can cast Dispel Magic or another Spell Turning. Wish cannot be used to cancel an event, unless that event has a lasting effect. Likewise, only spells with a lasting effect can be canceled with Wish.
Wish can be cast at any time. This means that during a battle, champions in battle or in a pool can cast the spell. If Wish is cast on an attacking champion, that champion is defeated and the defender is entitled to spoils of victory. If a champion casts Wish during battle, and the Wish is cancelled, the attacker is defeated, since he can take no further action.
Because Wish is not affected by immunities, it is effective on cards normally immune to offensive spells, such as Elminster, and is effective against an opponent with the Codex of Infinite Planes.
Wish can be used to discard a dungeon card. If so used, both the Wish and the caster of the Wish are removed from the game (sent to the Void). If Wish is Retargeted to a dungeon card, the original caster of the Wish and Wish itself, are removed from the game.

[Wizard Spell]

Reverse Gravity

All flyers become non-flyers and vice-versa until the beginning of this player's next turn. Swimmers and earthwalkers are unaffected by this spell. (Off/3/4)
385/500

This card is a reprint of Reverse Gravity (56/AR) with a reversed picture (funny, eh ?).

For further information see SFRG 2, p. 224.

[Wizard Spell]

Mirror Image

This spell doubles the caster's current level. (Def/4)
386/500

This card is a reprint of Mirror Image (58/AR) with an altered text, but the same special power.

For further information see SFRG 2, p. 224.

[Wizard Spell]

Elminster's Evasion

A wizard who casts this spell can sacrifice another wizard from his pool to escape defeat, but the opponent still gains spoils (if applicable). (Def/4)
387/500

[Wizard Spell]

Prismatic Sphere

This spell may only be cast by a defending champion and lasts until the beginning of this player's next turn. The attached champion is immune to harmful events and the special powers of all cards. (Def/4)
388/500

[Wizard Spell]

Re-target

Allows this caster to redirect a just-cast offensive or defensive spell at any card in play. This spell may be cast at any time. (Def)
389/500
The spell that is subject to the Re-target spell must be redirected to another target. Re-target can only be cast on Dispel Magic if there is another spell in play to which the Dispel Magic can be redirected.

[Wizard Spell]

ESP

When this player's opponent plays a card into the battle, it is played face down. This player then guesses the card type (ally, wizard spell, etc). If correct, that card is discarded. (Off/4)
390/500
Card Combo (from zuse2@webtv.net ): In battle, cast ESP, which requires that the cards played into battle by the opponent are played face down. If the player guesses the card type, it is discarded. After ESP is in play, play a card that requires the opponent to play a certain type of card, such as Melt Bone (requires the opponent play an ally), Loup-Garou (opponent must have or play a magical item), Ki-Rin (opponent must have or play an ally). These cards make it rather easy to guess the next card to be played, ensuring it will be discarded and the opponent will be defeated.

[Wizard Spell]

Leomund's Trap

Hide under any realm in your formation; expose when the realm is attacked. Any champion of base level 4 or less is immediately discarded before the battle begins. (Off/3)
391/500

[Wizard Spell]

Misdirection

Play just after an opponent has announced an attack on any realm. Choose another realm in the same formation for the champion to attack instead, which he and his allies may, regardless of position or restrictions. (Off)
392/500

[Wizard Spell]

Ray of Enfeeblement

Reduces the target's base level by half (round down) until the end of that player's next turn. (Off/3/4)
393/500

[Wizard Spell]

Stinking Cloud

All opposing allies of level 3 or less are discarded. Opposing allies of level 4 or higher lose their special powers. (Off/4)
394/500

[Wizard Spell]

Sepia Snake Sigil

Hide under any realm in your formation; expose when the realm is attacked. An attacker is sent to Limbo until the end of that player's next turn. Discard spell after use. (Def/3)
395/500

[Wizard Spell]

Armor

Until the end of this champion's next combat, increase the caster's base level by 1 if cast by a champion level 5 or less; by 3 if level 6-9; or by 5 if level 10+. (Def/3/4/5)
396/500

[Cleric Spell]

Sticks to Snakes

Increases to +6 if cast by a level 7 or 8 champion, and increases to +8 if cast by a level 9 or higher champion. (Off/4)
397/500

This card is a reprint of Sticks to Snakes (351/3rd).

For further information see SFRG 2, p. 180.

[Cleric Spell]

Sanctuary

The cleric who casts Sanctuary loses the round of battle but is not discarded; it returns to the pool instead. (Def/4)
398/500

This card is a reprint of Sanctuary (354/1st-3rd) with an altered text, but the same special power. Also, the picture on this card is reversed.

For further information see SFRG 1, p. 214.

[Cleric Spell]

Wind Walk

The champion and his allies are considered flyers for this round of battle. (Def/3/4)
399/500

This card is a reprint of Wind Walk (355/3rd) with an altered text, but the same special power.

For further information see SFRG 2, p. 181.

[Cleric Spell]

Dispel

Can be cast at any time to cancel the effects of an existing or just-cast spell, blood ability, or psionic power card. (Def)
400/500

This card is a reprint of Dispel Magic (358/3rd) with added special powers (i.e the older edition card can only cancel spells).

For further information see SFRG 2, p. 181.

[Cleric Spell]

Raise Dead

Any one defeated champion can be selected from this player's discard pile and placed back in his hand. (Def/3/5)
401/500

This card is a reprint of Raise Dead (366/1st-3rd) with an altered text, but the same special power.

For further information see SFRG 1, p. 218.

[Cleric Spell]

Creeping Doom

Immediately razes one realm with no holding. (Off/3)
402/500

This card is a reprint of Creeping Doom (28/FR).

For further information see SFRG 1, p. 333 and SFRG 2, p. 202.

[Cleric Spell]

Earthquake

All cards currently in battle are discarded, and combat ends with no victor. Every player must raze one of his own realms or discard a holding in play. (Off/3/4)
403/500

This card is a reprint of Earthquake (29/FR).

For further information see SFRG 1, p. 334.

[Cleric Spell]

Shadow Engines

Discard any holding of an opponent. (Off/3/4)
404/500

This card is a reprint of Shadow Engines (35/FR).

For further information see SFRG 1, p. 336.

[Cleric Spell]

Faith-Magic Zone

Only cleric spells can be cast until the end of this player's next turn. (Def/3/4/5)
405/500
This spell can be countered immediately with the wizard spell Dispel Magic. However, if Faith-Magic Zone is not immediately countered, only the cleric spells Dispel Magic or Dispel can remove it from play before its normal expiration.

[Cleric Spell]

Ward of Sleep

This spell can be cast to place one champion from any player's discard pile to the Abyss. (Off/3/4/5)
406/500

[Cleric Spell]

Ward of Peace

This spell serves as a protector for a player's pool. Any spell directed at the player's pool must be first directed at the ward, who is considered a level 8 hero in a pool all his own. (Def/3)
407/500
If the entire pool or any card in the pool is targeted by a spell, that spell is redirected to the Ward of Peace.
The Ward remains in place until dispelled, wished, or otherwise removed, such as being defeated in combat. The ward is considered a hero, and may have attached magical items. It can be used by Princess Amber as an ally. The Ward is also vulnerable to Curse of the Azure Bonds and Tyranthraxus, the Possessing Spirit.

[Cleric Spell]

Ward of Erebus

Until the end of this player's next turn, all clerics discarded by any means are sent to Limbo instead of the discard pile. They return to players' pools at the end of their next turns. (Def/3)
408/500

[Cleric Spell]

Ward of Laocoon

The special powers of all dragons and swimmers are negated until the end of this player's next turn. (Off/3)
409/500

[Cleric Spell]

Ward of Laius

Until the end of this player's next turn, all players "elevate" one of their pool champions to King. Their King is the first to attack or defend and is immune to harmful events. If defeated in combat, the highest level champion remaining in the pool is also discarded. (Off/3/5)
410/500
The King is selected from among eligible champions. For example, a champion immune to offensive spells cannot be selected as King. If for some reason the King becomes unable to attack or defend (e.g the King is discarded), another champion may be chosen.
If the King is defeated, the highest level champion in the pool is discarded along with the King. If the highest level champion is immune to offensive spells, the next highest level champion is discarded.

[Cleric Spell]

Ward of Freedom

This spell can be cast to recall any champion from Limbo back to the player's pool or from the Abyss to the discard pile. (Def/3)
411/500

[Cleric Spell]

Ward of Ironguarding

Until the end of this player's next turn, this player's draw pile is immune to the special power of other cards that try to look at or discard cards from the draw pile. (Def/3/5)
412/500

[Cleric Spell]

Ward of Ruin

Until the end of this player's next turn, any realm that is razed in combat is also discarded. (Off/3)
413/500

[Cleric Spell]

Ward of the Erinyes

Until the end of this player's next turn, no rule cards can be played. The owner of any rule card currently in play must discard either a realm, holding, or champion. (Off/3)
414/500

[Cleric Spell]

Animal Friendship

This spell adds a permanent ally to the caster equal to half his base level (round up). (Def/3/4)
415/500

[Cleric Spell]

Command

An opposing player must attack with the targeted champion (if possible) during his next turn. If he does not, the champion is discarded and the player must discard two cards from his hand or pool. (Off/3)
416/500

[Cleric Spell]

Shillelagh

Shillelagh creates a magical weapon equal to half the caster's base level (round down) that lasts until the end of this player's next turn. (Def/3/4)
417/500

[Cleric Spell]

Aid

Cast by a champion in the pool into a combat, this spell adds 4 to the base level of the affected champion. (Def/4)
418/500

[Cleric Spell]

Enthrall

Prevents all champions in one player's pool from attacking or defending until after that player's next turn. This player can make no attacks this turn. (Off/3)
419/500

[Cleric Spell]

Fire Trap

Hide under any realm in your formation; expose when the realm is attacked. Any champion of base level 5 or less is immediately discarded before the battle. Discard spell after use. (Off/3)
420/500

[Cleric Spell]

Heat Metal

Opposing champion is stripped of all magical items and artifacts. Items are sent to Limbo until the end of the player's next turn and then return to their original champion (if possible) or are discarded. (Off/3/4)
421/500

[Cleric Spell]

Locate Object

Allows this player to search his draw pile for any magical item or artifact and place it on the top of his draw pile. (Def/3/5)
422/500

[Cleric Spell]

Negative Plane Protection

Lasts until dispelled or until the champion is involved in combat with an undead champion. The protected champion is immune to the special powers of all undead champions. (Def/3/4)
423/500

[Psionic Power]

Switch Personality

May be used during a round of battle to exchange this champion for one in your pool. The pool champion may have already attacked or defended this battle. (Def/4)
424/500

[Psionic Power]

Superior Invisibility

An invisible champion can bypass a defending wizard or cleric of base level 4 or less and raze the realm. The defending champion returns to his pool. (Def/4)
425/500

[Psionic Power]

Mindlink

Allows the champion to cast cleric and wizard spells, use blood abilities, and use unarmed combat cards for this round of battle. (Def/4)
426/500

[Psionic Power]

Precognition

The opposing player must reveal the next two cards he plans to play in this combat. (Off/4)
427/500

[Psionic Power]

Phobia Amplification

The base level of this champion is subtracted from the base level of the target. If the opponent is reduced below level 0, he remains in combat at a negative total. (Off/4)
428/500

[Psionic Power]

Body Weaponry

Discards any unarmed combat cards in play and prevents further unarmed combat cards from being used this round. (Off/4)
429/500

[Psionic Power]

Lend Health

This power is played by a champion in the pool to lend its base level to another champion in combat. If the aided champion loses, this champion is discarded as well. (Def/4)
430/500

[Psionic Power]

Metamorphosis

This champion can choose to become a different type of champion type (hero, wizard, etc) for this round of battle. (Def/4)
431/500

[Psionic Power]

Mindwipe

An opposing champion cannot cast any spells or use psionic power cards for the rest of this round of battle. (Off/4)
432/500

[Unarmed Combat Card]

Jab

Usable only by heroes. Draw one card at random from the opposing player, playing it if possible but discarding it otherwise. (Off/4)
433/500
The card is drawn from the opponent's hand. A player with the Herald of Mei Lung is immune to Jab.

[Unarmed Combat Card]

Boot to the Head

Usable only by heroes. An opposing wizard, cleric, thief, or regent draws and discards a card, noting its last digit. If the digit is a 0 or a 1, the opponent is defeated. (Off/4)
434/500

[Unarmed Combat Card]

Reversal

Usable by all champions. This maneuver turns a just-played offensive unarmed combat card back upon its user. (Def/4)
435/500

[Unarmed Combat Card]

Choke Hold

Usable only by heroes. An opposing spellcaster cannot cast spells for this round of combat. (Off/4)
436/500

[Unarmed Combat Card]

Counter

Usable by all champions. This unarmed combat card negates a just-played unarmed combat card. (Def/4)
437/500

[Unarmed Combat Card]

Rake!

Usable only by undead champions. The opposing champion must discard one card from the current round of combat. (Off/4)
438/500
If the opposing champion has no attached cards, Rake! has no effect.
[Unarmed Combat Card]

Tail Slap

Usable only by dragons. All nonflying opponents lose two levels. If reduced to level 0 or less, they are discarded. (Off/4)
439/500

[Unarmed Combat Card]

Blind Side!

Usable only by elf (drow) champions. This can be played at any time to discard the highest ally, spell, or psionic power card played during this round of combat. (Off/4)
440/500
Because the wording of this card indicates it can be played at any time, Blind Side! can be played by a champion in the pool, just like Dispel Magic or Wish.

[Unarmed Combat Card]

Heroic Effort

Usable only by heroes. The attached hero can discard any single card attached to an opposing champion. Win or lose, the hero is discarded at the end of the battle. (Off/4)
441/500

[Blood Ability]

Elemental Control

The attached champion is immune to all offensive spells containing the words "fire, flame, air, wind, water, or earth." (Def/4)
442/500

[Blood Ability]

Fear

All opposing allies whose plus is less than the last digit of the attached champion's card number are immediately discarded. (Off/4)
443/500
The "attached champion" referred to in the card text is the opposing champion, to which the opposing allies are attached.
[Blood Ability]

Healing

This ability can be used after a combat to return up to two just-discarded allies from the discard pile to your hand. (Def/5)
444/500

[Blood Ability]

Resistance

The attached champion is immune to offensive magical items until the end of this round of battle. (Def/4)
445/500

[Blood Ability]

Bloodform

Attached champion becomes a monster and is now considered an awnshegh. Lasts until the attached champion is discarded. (Def/3/4/5)
446/500

[Blood Ability]

Charm Aura

All opposing allies of +5 or less are forced to switch sides. Allies played after this blood ability are unaffected. (Off/4)
447/500

[Blood Ability]

Major Resistance

Attached champion is immune to offensive magical items and offensive spells until the end of this player's next turn. (Def/3/4/5)
448/500

[Blood Ability]

Wither Touch

Any champion defeated by the attached champion is sent to the Abyss rather than the discard pile. (Off/4)
449/500

[Blood Ability]

Persuasion

Attached champion draws and discards a card, noting the last digit of the card number. This is the number of opposing allies (chosen by the opponent) which are persuaded not to fight. Allies are sent to the discard pile. (Off/4)
450/500

[Artifact]

Ren's Crystal Ball

During phase 0 of each turn, the owner of Rens's Crystal Ball can inspect the top three cards of any deck and discard one card.
451/500

This card is a reprint of Ren's Crystal Ball (199/1st-3rd) with an altered text, but the same special power.

For further information see SFRG 1, p. 163.

[Artifact]

Codex of the Infinite Planes

All of this player's champions are immune to offensive magical items and offensive spells.
452/500

This card is a reprint of Codex of the Infinite Planes (152/1st-3rd) with an altered text, but the same special power.

For further information see SFRG 1, p. 147 and SFRG 2, p. 146.

[Artifact]

Eye and Hand of Vecna

The attached champions gains 5 levels when attacking, but only 2 levels when defending.
453/500

This card is a reprint of Eye and Hand of Vecna (156/1st-3rd) with an altered text, but the same special power.

For further information see SFRG 1, p. 148 and SFRG 2, p. 147.

[Artifact]

Cup of Al'Akbar

If this player discards three cards from his hand during phase 5, he can return any one card from the discard pile to his hand.
454/500

This card is a reprint of Cup of Al'Akbar (160/1st-3rd) with an altered text, but the same special power.

For further information see SFRG 1, p. 150.

[Artifact]

The Ring of Winter

While this card is in play, all opponents draw one fewer card then normal on their turns (minimum of one card).
455/500

This card is a reprint of The Ring of Winter (61/FR).

For further information see SFRG 1, p. 344.

[Artifact]

Wand of Orcus

This wand can be attached to any undead monster champion. When the wand is used in battle against an opposing champion of level 8 or less, the opponent is instantly slain (discarded).
456/500

This card is a reprint of Wand of Orcus (1/AR) with an altered text, but the same special power.

For further information see SFRG 2, p. 205.

[Artifact]

Axe of the Dwarvish Lords

The Axe can be attached to any champion. In addition to the listed bonus, the Axe also gives the attached champion a +8 ally.
457/500

This card is a reprint of Axe of the Dwarvish Lords (2/AR) with an altered text, but the same special power.

For further information see SFRG 2, p. 206.

[Artifact]

Guenhwyvar

If the attached champion is defeated, Guenhwyvar may be attached to any other Forgotten Realms champion in the player's pool.
458/500

This card is a reprint of Guenhwyvar (59/FR).

For further information see SFRG 1, p. 344.

[Artifact]

Obsidian Man of Urik

If the attached champion is discarded, the artifact returns to the player's pool as a monster. Instead of attaching this artifact to a champion, the player can play the Obsidian Man as a monster.
459/500

This card is a reprint of Obsidian Man of Urik (14/AR).

For further information see SFRG 2, p. 210.

[Artifact]

Throne of the Gods

The Throne of the Gods can be used by a champion of any world. It is not subject to the Rule of the Cosmos, but any champion with the Throne attached must immediately battle any other champion who also claims the Throne. The winner receives a spoils of victory.
460/500

[Artifact]

Nature's Throne

Usable by any champion from any world. Nature's Throne strips any special movement requirement (swimmers, flyers, etc) from any realm that this player's champions attack.
461/500
The power of Nature's Throne refers to specific restrictions on the realm. Protected realms can still only be attacked by flyers, earthwalkers, and swimmers (if a coastal realm).
The artifact only removes movement requirements, not restrictions. As an example, Menzoberranzan still cannot be attacked by flyers.
[Artifact]

Throne of Bone

Can be used by an undead champion from any world. All of this player's undead are immune to offensive psionic power cards, unarmed combat cards, and blood abilities.
462/500

[Artifact]

The Medusa Throne

Usable by a champion from any world. An opponent's special powers that activate upon defeat ("avenging" champions and allies) are negated and "avenging" champions and allies are sent to the Abyss when defeated.
463/500
The Medusa Throne's power is only effective against opposing (i.e. opposing in battle) champions and allies. it's power does not work while in the pool.
[Artifact]

Throne of Ice

Can be attached to a champion from any world. The Throne of Ice allows a champion to attack a rule card as if it were a realm. Any player can defend the rule card like a normal realm, but if the attack is successful, the rule card is "razed" and removed from play.
464/500

[Artifact]

Throne of the Seas

Can be attached to a swimming champion from any world. All swimming champions of this player are immune to harmful events and offensive magical items. Swimming champions and allies gain 2 levels.
465/500

[Artifact]

Throne of the Pharaohs

Usable by a champion from any world. When brought into play, all events in play are negated and no more can be played as long as the Throne of the Pharaohs remains in play.
466/500
Handmine will not function while Throne of the Pharoahs is in play.
[Artifact]

The Emerald Throne

Usable only by an elf champion from any world. All elves of this player can use unarmed combat, psionic power, and blood ability cards.
467/500

[Artifact]

Throne of the Drow

Usable only by elf (drow) champions from any world. Instead of attacking a realm during a turn, the attached champion can attack a champion in another player's pool. If successful this player draws a card (but not as spoils) and the defender is discarded.
468/500
The champion with the Throne attached can attack either an opponent's champion or realm. However, the player with the Throne may still attack a realm in the same turn before or after using the Throne's power to attack a champion. The player must use other champions to attack the realm.
Only one champion may be attacked per turn using the powers of the Throne. Thus Zaknafein's power is not helpful, since only one champion can be attacked.

[Cleric]

Elemental Avatar of Earth

Avatar. Two Dark Sun champions must be discarded to bring this avatar into play. All champions of this player are granted the earthwalking ability.
469/500

[Cleric]

Elemental Avatar of Air

Avatar. Two flying champions from any world must be discarded to bring this avatar into play. All flying champion of this player are immune to cards that directly target flyers.
470/500

[Cleric]

Elemental Avatar of Water

Avatar. A Dark Sun cleric of level 12 or higher must be discarded to bring this avatar into play. Once per turn, this player can look at the top card of each player's draw pile and discard any champions or allies that are swimmers.
471/500

[Cleric]

Elemental Avatar of Fire

Avatar. A monster (dragon) champion must be discarded to being this avatar into play. All Dark Sun champions of this player gain a +5 fire elemental as an ally that cannot be forced to switch sides or be discarded through cardplay.
472/500

[Hero]

Garl Glittergold

Avatar. Gnome. A hero of level 8 or higher must be discarded to bring Garl into play. All champions of this player are considered gnomes. All champions and all "true" gnomes are immune to offensive wizard spells.
473/500

[Monster]

Urdlen

Avatar. An earthwalking monster of level 7 or more must be discarded to bring Urdlen into play. Urdlen devours all earthwalking allies that oppose any of this player's champions.
474/500

[Hero]

Yondalla the Provider

Avatar. Halfling. A monster of level 12 or higher must be discarded to bring Yondalla into play. Yondalla can only defend, never attack. If defeated in combat (or discarded for any reason) she forces both the opposing champion and one other champion of her choice to be discarded.
475/500

[Hero]

Brandobaris

Avatar. Halfling. A hero with an attached magical item must be discarded to bring Brandobaris into play. Once per turn, this player can select one champion in another player's pool to take magical items and artifacts from. The magical items and artifacts are then redistributed to other champions in that player's pool.
476/500
Artifacts must be redistributed so as to be legally used (i.e. worlds of champion and artifact must match).
[Wizard]

Corellon Larethian

Avatar. Elf. An elf champion of level 16 or higher must be discarded to bring Corellon into play. Corellon is immune to offensive wizard spells and rule cards have no effect against elf champions of this player.
477/500

[Monster]

Bahgtru

Avatar. Orc. A hero level 13 or higher must be discarded to bring Bahgtru into play. All allies of this player gain a +4 bonus and are immune to offensive spells, blood abilities, and magical items.
478/500

[Monster]

Great Mother

Avatar. Beholder. Another player's wizard must be defeated in combat to bring the Great Mother into play (at the time of the victory). Once per turn, the Great Mother can surround one pool in an antimagic shell that prevents all spellcasting.
479/500
During each phase 3, the Great Mother selects which pool cannot cast spells. This effect lasts until the player's next phase 3.
Champions are only affected while they are in the pool. If a champion enters battle, he may cast spells.
[Cleric]

Annam

Avatar. Giant. A giant of level 14 or higher must be discarded to bring Annam into play. At the start of this player's turn, Annam can discard one card at random from another player who has a hand of eight cards or more.
480/500

[Monster]

Remnis

Avatar. One or more flyers totaling 16 levels or more must be discarded to bring Remnis into play. At the end of each turn, Remnis can fly into this player's discard pile and retrieve one non-champion card, eturning it to this player's hand.
481/500
Remnis is bluelined as a flyer.
Since Remnis' power is used at the end of the player's turn, it can return from Limbo and use its power in the same turn.
Remnis is a great addition to any deck, particularly in games played with Enhanced (ten realm) victory conditions, since these games last longer and it becomes more important to recycle your best cards.
[Monster]

Cegilune

Avatar. Three magical items with a least a +3 bonus each (or three elf champions) must be discarded to bring Cegilune into play. When attacking, she causes all magical items held by the opposing player to be discarded.
482/500
When Cegilune attacks, all magical items held in the opponent's hand are discarded. Magical items attached to champions in the opponent's pool are not discarded.
[Wizard]

Kanchelsis

Avatar. Undead, flyer, elf. An undead champion with a magical item or artifact must be discarded to bring Kanchelsis into play. Each time Kanchelsis wins a round of combat, he can force one attached card anywhere in play to be discarded (excluding realms and champions).
483/500

[Wizard]

Ferrix

Avatar. Weretiger. A monster champion of level 12 or higher must be discarded to bring Ferrix into play. In combat, Ferrix forces her opponent to discard one artifact or holding from their hand, pool, or formation, or else lose the round of combat.
484/500

[Wizard]

Titania

Avatar. Three champions must be discarded to bring Titania into play. This player can choose one type of champion at the start of each of his turns that is immune harmful events and offensive psionic power cards.
485/500

[Cleric]

Verenestra

Avatar. A wizard immune to offensive spells must be discarded to bring this avatar into play. Once per turn, Verenestra can negate a defensive spell. If discarded from play for any reason, all cards with the words "immune" or "immunity"' on them are likewise discarded.
486/500
Verenestra's power to discard cards with immune or immunity on them extends to over 300 cards, including the dungeon cards Domain of Takhisis, Queen of Darkness, The Belly of the Beast, Pit of the Mind Lord, The Torture Room, and Return of the Dwarven King. 
[Wizard]

Midnight, Goddess of Magic

Avatar. Two level 9+ wizards must be discarded to bring Midnight into play. While in play, all champions that use wizard spells must ask her permission to cast them. She destroys all magical items held by the opposing champion.
487/500

This card is a boosted version of Midnight, Goddess of Magic (46/1st-3rd).

For further information see SFRG 1, p. 112 and SFRG 2, p. 127.

[Monster]

Iuz, Avatar of Evil

Avatar. Undead. 10+ levels of undead champions must be discarded to bring Iuz into play. Iuz can cast wizard spells. Once per turn, this player may raze one of his realms to force an opponent to discard a razed realm or raze one unrazed realm.
488/500

This card is a boosted version of Iuz the Evil (167/1st-3rd).

For further information see SFRG 1, p. 152 and SFRG 2, p. 148.
Card Combo: If a player with Iuz, the Avatar of Evil, razes one of his own realms, Iuz can raze an opponent's realm, or discard an opponent's razed realm, once per turn. By razing Mithas, which is automatically rebuilt, a player with Iuz can raze a realm each turn. 
[Monster]

Lolth, the Spider Avatar

Avatar. Elf (drow). Two drow champions must be discarded to bring Lolth into play. Can use wizard and cleric spells and psionic power cards. If Lolth is defeated, shuffle her back into the draw deck along with the drow used to summon her.
489/500

This card is a boosted version of Lolth, the Spider Queen (166/1st-3rd).

For further information see SFRG 1, p. 152.

[Rule Card]

Nobody Wins!

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.
At the start of this player's turn, he may guess a type of card (realm, holding, wizard, cleric spell, etc.) and flip over the top card of one player's draw pile. If he guessed correctly, the card is placed in the Abyss, otherwise it is discarded.
490/500
Only the player of the card uses this rule card's power at the start of his turn.
While the subject of some controversy, the literal wording of the card indicates that on an incorrect guess, the card is discarded. Therefore, if an event is drawn and some other card type was guessed, the event is discarded, which means it is placed in the Abyss.
[Rule Card]

Rule Lawyer's Delight

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.
This rule card allows every player to have a rule card in play (this player may have one in addition to this one). Only the player who plays a rule card is affected by its powers.
The Ultimate Rule Card removes all rules from play.
491/500
Rule cards played after the Rule Lawyer's Delight only affect the player of the card. Despite the wording of the first paragraph of text, subsequent rule cards do not replace this card. The only rule card that removes Rule Lawyer's Delight is the Ultimate Rule Card. Rule Lawyer's Delight can also be removed with Genie Bottle, Wish, or Ellorelloran.

[Rule Card]

Time of Troubles

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.
No champion of base level 7 or greater (before magical items and other attached modifiers) may be involved in combat. All Forgotten Realms champions and allies gain 1 level.
492/500

This card is a reprint of Time of Troubles (99/FR) with an altered text, but the same special power.

For further information see SFRG 1, p. 357.

[Rule Card]

The Power of Faith

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.
All champions except clerics battle undead champions at half their base level, and allies of less than +4 cannot be played against undead champions by non-clerics.
493/500

[Rule Card]

Forbidden Knowledge

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.
Only Ravenloft champions can cast offensive wizard spells. Only Dark Sun champions can use psionic power cards. Only AD&D champions can use unarmed combat cards. Only Birthright champions can use offensive blood abilities.
494/500

[Rule Card]

Circle of Life

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.
The game cannot end by a player running out of cards. Any time a player depletes his draw pile, he simply reshuffles his discards to form a new draw pile. Cards in the Abyss remain in the Abyss.
495/500

[Rule Card]

Fair Fight!

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.
All instant-kill cards lose their special powers, retaining only their icon bonus. This includes all champions, allies, and events that cause a particular type of champion to be discarded.
496/500
Only Instant Defeat cards that affect a particular type of champion are negated by this rule card. For example, the Living Wall, because it effects all champion types of level 6 or higher, retains its special powers. Cards like the event Water Hunters (All undead in play are destroyed immediately.) do not function if Fair Fight! is in play.
Only the card types indicated are affected by this rule card. Other instant-kill cards work normally.
[Rule Card]

The Event Wheel

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.
Events that have a stated duration remain in effect. After two events have been played, a third event forces the first event played to be discarded. Events continue to cycle through, with a third event always replacing the event that has been active the longest.
497/500

[Rule Card]

The Backwaters

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.
At the end of this player's turn, razed realms in the C, D, or E position are discarded. Razed realms in the A or B position remain in the formation.
498/500

[Rule Card]

Master the Magic

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.
Allies and psionic power cards cannot be played. Any such cards already in play are discarded when this rule card is played.
499/500

[Rule Card]

The Master Strategist

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.
Spells and blood abilities cannot be played. Any such cards already in play are discarded when this rule card is played.
500/500

[Event]

Flash Flood

All players' pools fill with water, negating the special powers of all magical items and artifacts attached to nonswimmers. Items function normally in combat. This event lasts until negated. (Harmful)
501/520

[Wizard Spell]

Netherese Symbol of Power

Place face down beneath a realm until it is attacked. This realm's defenders get to use their special powers before that of the attacker. Discard after use. (Def/3/5)
502/520

[Cleric Spell]

Rengarth Oracle

Look at the top six cards of your draw pile and arrange the cards in any order. When finished, send this card to the Abyss. (Def/3/5)
503/520

[Realm]

Sea of Dust

Cannot be attacked by swimmers. If razed in combat, this player can raze any other realm in play. If razed or discarded outside of combat, this player can cause one swimming champion anywhere in play to be discarded.
504/520

[Holding]

Caves of Mystery

Can be attached to any realm. Attacking champions of base level 9 or higher draw and discard a card, noting the last digit. If that number is 3 or less, they have underestimated the danger and are discarded. This player draws spoils.
505/520
Card Combo (from Tim Barth, barth@twcny.rr.com ): Play the holding Caves of Mystery on the Spiderfell. This allows all attacking champions to have a chance at being discarded. If the player has also put A Sure Thing in play, the opponent's champion must be discarded.

[Event]

The Living Earth

Until the end of this player's next turn, realm champions can attack opposing realms (regardless of position or restrictions) and use magical items and artifacts. If defeated in combat, the realm of the realm champion is discarded. Magical items and artifacts are discarded at the end of the event. (Helpful)
506/520
If defeated in combat, the realm of the realm champion is discarded. Magical
items and artifacts are discarded at the end of the event. (Helpful) 
[Realm]

The Painted Hills

This realm's champion can be of any type, chosen each time it is attacked. Unarmed combat cards cannot be used when attacking this realm.
507/520

[Hero]

Ethereal Champion

Can cast wizard and cleric spells. Immune to all offensive cards and opposing champions' special powers. All cards in this player's pool can be turned face down while the Ethereal Champion is in play.
508/520
Note that the Ethereal Champion is immune to opposing champions' special powers. For there to be an opposing champion, the Ethereal Champion must be in combat. The Ethereal Champion is therefore affected by other champions' special powers when not in combat.
The Ethereal Champion (and Cyric) have the power to hide a player's pool from other players. Cards in the pool are turned face down so that other players won't know what champions are in the pool (or not know the specific location of a face-down champion who was in the pool before Ethereal Champion was brought into play).
If an opponent plays a card with a power that effects one of the cards in the pool, the opponent chooses blindly from among the possible targets.
For example, an opponent targets the players pool with the Wand of Telekinesis, which can only affect magical items. The opponent selects a card in the pool as the target. If the card is not a magical item, another card is selected. If, however, a magical item is selected that is attached to a champion immune to magical items, the power of the Wand is used with no effect.
As another example, when Agis attacks, he can psionically destroy a monster in the defender's pool. The attacker selects a card to target with Agis' power. If he chooses a card other than a monster, he chooses another card, since Agis' power has not been used. If he chooses a monster immune to psionic powers, then Agis' power is wasted and no other cards can be selected.
Because Wish is effective against any card type, the first card selected as the target of Wish is discarded. If the card selected is immune to Wish, such as through the power of the Winner's Cape, the Wish spell is wasted. No new targets can be selected.
If there are two pools with cards turned face down, players must announce champions and artifacts played into the pools, in order to follow the Rule of the Cosmos. 
If the Ethereal Champion cannot use its power, for example if it goes to Limbo, has cast Wish, or has been Trapped!, the pool is turned face up until the Champion can once again use its power.

[Holding]

Agis's Cairn

Defenders of the attached realm can choose to negate defensive spells and defensive magical items for the duration of the battle.
509/520

[Artifact]

Throne of the Mountain God

Limbo becomes the Abyss and the Abyss becomes Limbo for as long as this card is in play. Nonevent cards normally sent to Limbo are removed from play; nonevent cards normally sent to the Abyss return at the end of that player's next turn.
510/520

[Event]

Between a Rock and a Hard Place

Play during the first round of a realm's defense as a defender. If this realm is razed or discarded in this battle, all razed realms in play are also discarded. (Harmful)
511/520

[Ally]

Barbaric Allies

These allies can be played in combat regardless of cards that prohibit allies from being played. If played during a successful defense of a realm, one of the attacker's realms is razed (chosen by the attacker).
512/520

[Holding]

The Sylvan Pool

Can be attached to any realm. Each time a realm or holding is removed from play, this player draws one card.
513/520
This card's power is activated whenever a realm or holding is removed from play, which includes being discarded, sent to the Abyss, or removed from the game. A razed realm that is replaced in the formation is considered removed from play.
[Holding]

Poor Man's Fort

This holding can be attached to an existing realm for the +3 ally or it can be played directly into the pool as a realm during phase 2. While in the pool, it cannot be attacked through combat, nor does it count as a realm for victory conditions. While in play, champions of this player do not require a realm in their formation to remain in play.
514/520

[Event]

The Crystal Dome

Cosmic rays cause crystals in the ground to grow, which in turn surround this player's pool. His champions all age, doubling their base levels until the end of this player's next turn. (Helpful)
515/520

[Holding]

Towers of Menzoberranzan

If attached to Menzo, the realm cannot be razed or discarded except through combat. If attached to another realm, that realm is immune to attacks via the Underdark or by earthwalkers.
516/520

[Psionic Power]

Mystic Passage

Play if about to lose a round of combat. You escape into the corridor of your mind, returning to your pool defeated but not discarded. (Def/4)
517/520

[Cleric Spell]

Blingdenstone Symbol of Power

Place face down beneath a realm. If a Forgotten Realms champion defends the attached realm, its base level is doubled and it is immune to offensive cards. (Def/3/5)
518/520

[Wizard Spell]

Dragon's Eye Symbol of Power

Place face down beneath a realm. If a realm in this player's formation is targeted by a spell that could raze or destroy it, discard the Dragon's Eye charm instead. (Def/3/5)
519/520

[Artifact]

The Winner's Cape

This mighty artifact is the Grand Prize in the 1996 World Championship at the GenCon Game Fair. All of this player's champions are immune to offensive spells (including Wish) and the attached is also immune to harmful events. This artifact can be used by any champion.
520/520
The Winner's Cape increases a champion's adjusted level by 10. 
Although this artifact can be attached to any champion, its world is unique (TSR) and it cannot be included in any deck in a World War tournament.

Ravenloft

Barovia
1/RL
Realm
Ravenloft
Uncommon
Defending champion can cast wizard spells and can discard one enemy ally
each round.
Darkon
2/RL
Realm
Ravenloft
Rare
In a victorious defense, a maximum of one ally remains with the realm card
and becomes undead.
Lamordia
3/RL
Realm
Ravenloft
Common
Coast

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

Dragonlance

Mithas
1/DL
Realm
Dragonlance
Rare
Coast
If Mithas is razed, it is automatically rebuilt at the beginning of its player's next turn. If Mithas is attacked a second time while it is razed, it is discarded.
Mithas must be razed a second time, not just attacked, for it to be discarded.
The rebuilding of Mithas is in addition to playing or rebuilding a realm normally in phase 1.
Card Combo: If a player with Iuz, the Avatar of Evil, razes one of his own realms, Iuz can raze an opponent's realm, or discard an opponent's razed realm, once per turn. By razing Mithas, which is automatically rebuilt, a player with Iuz can raze a realm each turn. 
Nordmar
2/DL
Realm
Dragonlance
Common
Coast
Silvanesti
3/DL
Realm
Dragonlance
Common
Coast
Any elf (champion or ally) defending Silvanesti gains 2 levels.
Goodland
4/DL
Realm
Dragonlance
Uncommon
Coast
Any kender or gnome (champion or ally) defending Goodland gains 2 levels.
Khur
5/DL
Realm
4
Dragonlance
Common
Coast
Khur can defend itself as a level 4 hero.
Solamnia
6/DL
Realm
Dragonlance
Rare
If Solamnia is razed, the attacker must discard his hand (including his victory
card, if not playable), shuffle his discard pile into his deck, and draw a new
hand of 5 cards.
Sancrist
7/DL
Realm
Dragonlance
Common
Coast
Any Dragonlance champion defending Sancrist gains 2 levels. 
Cristyne
8/DL
Realm
Dragonlance
Common
Coast
Northern Ergoth
9/DL
Realm
Dragonlance
Common
Any cleric defending Northern Ergoth gains 3 levels.
Southern Ergoth
10/DL
Realm
Dragonlance
Uncommon
Coast
Any elf (champion or ally) attacking Southern Ergoth loses 2 levels.
Plains of Dust
11/DL
Realm
Dragonlance Uncommon
Any champion attacking the Plains of Dust loses 2 levels. 
Spine of Taladas
12/DL
Realm
Dragonlance
Uncommon
Coast
This realm can only be attacked by flyers or swimmers.
Isle of Selasia
13/DL
Realm
Dragonlance
Uncommon
Coast
This realm can only be attacked flyers or swimmers.
Thorin
14/DL
Realm
Dragonlance
Common
Any dwarf (champion or ally) defending Thorin gains 2 levels; any dwarf
attacking loses 2 levels.
Reorxcrown Mountains
15/DL
Realm
Dragonlance
Rare
This realm can only be attacked by flyers or dwarves and is immune to
offensive wizard spells.
Tower of Wayreth
16/DL
Holding
Dragonlance
Rare 
The attached realm cannot be attacked by wizards. At the beginning of this
player's turn, this holding must shift to another realm or be discarded.
Lost Citadel, The
17/DL
Holding
Dragonlance
Rare
Any wizard defending the attached realm gains 2 levels; any wizard attacking
loses 2 levels.
Shoikan Grove
18/DL
Holding
Dragonlance
Common
Only flyers or earth-walkers can attack the attached realm. 
Inn of the Last Home
19/DL
Holding
Dragonlance
Common
The attached realm cannot be attacked by dragons.
Altar of Mishakal
20/DL
Holding
Dragonlance
Uncommon
Any dwarf (champion or ally) who is defeated while defending or attacking
the attached realm is not discarded but reshuffled into its deck. 
Skie, Blue Dragon
21/DL
Monster
6
Dragonlance
Common 
Flyer. The first ally played with Skie is treated as a flyer.
Governor E. Flowston
22/DL
Cleric
5
Dragonlance
Common
Dwarf.
Tika Waylan Majere
23/DL
Hero
5
Dragonlance
Common
If defending a realm that has the holding Inn of the Last Home attached to it,
Tika gains 3 levels.
Lord Gunthar, Solamnic Knight
24/DL
Hero
5
Dragonlance
Uncommon
If used to defend a realm, Lord Gunthar gains 2 levels. 
Kaz, the Minotaur
25/DL
Monster
4
Dragonlance
Common
Crysania
26/DL
Cleric
6
Dragonlance
Common
Maquesta Kar-Thon
27/DL
Hero
3
Dragonlance
Rare
Elf
Maquesta gains 4 levels when attacking a realm that has a coast.
Ladonna, Black Robes
28/DL
Wizard
3
Dragonlance
Uncommon
Ladonna is level 7 if she is played from 6PM to midnight. If the Moon Nuitari
Waxes event card is in play, all spells cast by her gain 2 levels.
Justinian, Red Robes
29/DL
Wizard
4
Dragonlance
Uncommon
Justinian is level 8 if played from 6 PM to dawn. If the Moon Lunitari Waxes
event card is in play, all spells cast by him gain 2 levels.
Dargent, Silver Drag
30/DL
Monster
8
Dragonlance
Rare
Flyer. Can cast wizard and cleric spells.
Raistlin Majere, Wizard of the Black Robes
31/DL
Wizard
7
Dragonlance Rare
Raistlin gains 2 levels if played from 7 PM to 2 AM; he gains 4 levels if played
against Caramon. If the Moon Nuitari Waxes event card is in play, his spells
gain 2 levels.
Fizban the Fabulous
32/DL
Wizard
9
Dragonlance
Rare
Fizban can also cast cleric spells. He can only defend, never attack. All spells
cast by him are at the level of the card's last digit.
Takhisis, Queen Dark
33/DL
Monster
8
Dragonlance
Rare
Takhisis can cast wizard spells if she is played from 6 pm to dawn. She can
only attack, never defend.
Par-Salian, Wizard of the White Robes 
34/DL
Wizard
6
Dragonlance
Uncommon
Par-Salian is level 10 if played from dawn to 6 PM. If the Moon Solinari
Waxes event card is in play, all spells cast by him gain 2 levels.
Pyrite, the Ancient Gold Dragon
35/DL
Monster
7
Dragonlance
Uncommon
Flyer. Can cast wizard and cleric spells.
Tanis Half-Elven
36/DL
Hero
6
Dragonlance
Common
Tanis gains 3 levels if defending a Dragonlance realm. He is not subject to
adjustments applied to elves.
Flint Fireforge
37/DL
Hero
3
Dragonlance
Common
Dwarf. Flint has the earth-walking ability, letting him strike at any realm.
Caramon Majere
38/DL
Hero
7
Dragonlance
Rare
Caramon can inspire allies, adding +3 to a single ally or adding +1 to all his
allies. Must decide when first ally is played.
Tasslehoff Burrfoot
39/DL
Hero
3
Dragonlance
Common
Kender. Each turn, Tasslehoff can either retrieve any magical item from the player's discard pile or rearrange the magical items held by heroes in his pool.
Tasslehoff's power can be used once per turn and is used in phase 3. The Spellfire Reference Guide Volume I incorrectly states that recovered magical items can be returned to the hand. However, recovered magical items can only be attached to Tasslehoff. On the players next turn, a magical item attached to Tasslehoff can be transferred to another hero in the player's pool.
Note that Tasslehoff only can rearrange magical items among heroes.
Phudge, the Great Highbulp
40/DL
Hero
2
Dragonlance
Common
Dwarf. Because attacking champions always underestimate Phudge, they lose 2 levels if he defends a Dragonlance realm.
Gully Dwarves
41/DL
Ally
2
Common
Become +5 if allied with any dwarf champion.
Night of the Eye
42/DL
Rule
Dragonlance
Rare
Up to three Dragonlance event cards remain in effect at any given time. If a
fourth Dragonlance event card is played, that player chooses which
Dragonlance event it replaces.
Krynn Minotaurs
43/DL
Ally
3
Uncommon
Become +9 if allied with Kaz the Minotaur. Can be kept in the player's pool
with Kaz until used in battle; discard after use.
Solamnic Knights
44/DL
Ally
3
Common
Become +4 if used to defend a Dragonlance realm. Become +5 if allied with Lord Gunthar.
If Solamnic Knights defend a Dragonlance realm their level bonus becomes +4. If attached to the champion Lord Gunthar, the level bonus becomes +5. If attached to Lord Gunthar while defending a Dragonlance realm, the level bonus is +5.
If, after being played with Lord Gunthar or in defense of a Dragonlance realm, the Solamnic Knights are forced to switch sides, the card's level bonus returns to +3.
Brine Dragon
45/DL
Ally
6
Rare
Swimmer. One enemy ally (this player's choice) is swallowed by the brine
dragon, instantly defeated.
Kagonesti Elves
46/DL
Ally
5
Common
Wild elves.
Dimernesti Elves
47/DL
Ally
3
Common
Swimmer. Sea elves. If this player's champion is a swimmer, the elves can
switch the attack to any other coastal realm. Nonswimming attacking allies
are discarded.
Sivak Draconians
48/DL
Ally
4
Common
Can be a +4 ally or can assume the level and ability of a single opposing ally.
If the Sivak Draconians choose to assume the ability of an opposing ally, the Draconians' use of that power is secondary to the ally being imitated.
Kapak Draconians
49/DL
Ally
4
Uncommon
Become +5 if played from dawn to 6 PM. Kapaks turn to acid if defeated,
destroying any player's lead holding.
Aurak Draconians
50/DL
Ally
4
Uncommon
When played, this player can look at the top three cards in any opponent's
deck. Auraks explode if defeated, sending the opposing champion to its
discard pile.
Dragonlance
51/DL
Artifact
3
Dragonlance
Uncommon
Usable only by heroes, the Dragonlance is +7 vs. dragon champions.
Staff of the Magius
52/DL
Artifact
5
Dragonlance
Uncommon
Usable only by wizards.
Shield of Huma
53/DL
Artifact
Dragonlance
Common
The attached champion must be defeated twice when defending before being
discarded. Dragon champions lose 3 levels if attacking this champion.
Nightjewel, The
54/DL
Artifact
Dragonlance
Common 
The attached champion can ignore the effects of up to three spells per battle if
played from 6 PM to dawn or two spells if from dawn to 6 PM.
Only offensive spells may be ignored.
Hammer of Kharas
55/DL
Artifact
5
Dragonlance
Common
The hammer is +7 if wielded by a dwarf.
Blamblower
56/DL
Magical item
Common
This gnomish invention explodes after one use and is discarded. It sends at
least 6 levels of enemy champions and allies (opponent's choice) to the
discard pile.
Blamblower is often an instant win, since the requirement to discard at least 6 levels will usually mean that the opposing champion must be discarded. If no allies are attached to a champion, the Blamblower can instantly defeat that champion unless it is immune to magical items.
The Blamblower does not work against champions below level 6, discarding them.
Irongnome
57/DL
Magical item
Uncommon
A champion wearing this ignores attacks from all magical weapons. (Def)
Bupu's Emerald
58/DL
Magical item
7
Common
Usable only by dwarves, gnomes, kender, and halflings, the emerald works
only against monsters. (Def)
Inflatable Flotilla
59/DL
Magical item
Common 
This gnomish invention cannot be used the turn it is first played. A
champion and all allies can attack a coastal realm, each gaining 2 levels. They
are treated as swimmers. No effect on landbound realms. (Off) 
Brooch of Imog
60/DL
Magical item
Uncommon
Usable only by wizards, the brooch creates a shield surrounding the
champion, allowing him to ignore the effect of one spell per battle. (Def)
Solamnic Armor
61/DL
Magical item
Rare
All attacking champions and allies are lowered in level by 1 or by 3 if the
armor is worn by Lord Gunthar. (Def)
Dalamar's Ring Healing
62/DL
Magical item
Rare
At the end of every other turn, the player can bring one wizard from the
discard pile and place that card on top of his draw pile. (Def) 
Wand of Telekinesis
63/DL
Magical item
Rare
Each turn, this player can send one of his opponent's magical items to the
discard pile.
The Wand is used during phase 3 of each of the owning player's turns, or, if it has not already been used, during combat involving the champion bearing the wand.
Flute Wind Dancing
64/DL
Magical item
Uncommon
Creates a strong force of wind, keeping at least 6 levels of allies (opponent's
choice) out of a battle. (Off)
Dagger of Night
65/DL
Magical item
2
Rare
The dagger is +4 if played from 6 PM to dawn. It gains an additional +1 for
each Moon Waxes event card in play. (Off)
Time Shift: Night into Day
66/DL
Wizard spell
Rare
If played 6 PM to dawn, it is now considered day. This spell reverses the effect
of a day into night card. Remains in effect until countered or dispelled.
(Def/3)
Time Shift: Day into Night
67/DL
Wizard Spell
Rare
If played dawn to 6 PM, it is now considered night. This spell reverses the
effect of a night into day card. Remains in effect until countered or dispelled.
(Def/3)
Antimagic Barrier
68/DL
Wizard spell
Uncommon
Champion can ignore all spells and magical items used by an opponent for
one round of battle. (Def/4)
Unnerving Aura
69/DL
Wizard spell
Common
An opponent's champion loses its nerve in battle. It must return to its pool
and is considered defeated. (Off/4)
Strength
70/DL
Wizard spell
4
Common
Elf
(Off/4)
While the card indicates Strength is an offensive spell, it is bluelined as defensive.
Steel
71/DL
Wizard spell
Common
Adds +2 to all magic swords, axes, spears, and hammers on this player's side
for all battles played in a single turn. (Off/3)
Moonlight Madness
72/DL
Wizard spell
Common
If played from 6 PM to dawn, this spell reduces an opponent's champions and
allies by 2 levels for one battle. (Off/3)
Switch
73/DL
Wizard spell
Common
When attacking, this player can switch his champion with another champion
form either his pool or his discard pile. (Off/4)
The card incorrectly indicates it is an offensive spell. This spell is considered blueline defensive, since it does not affect the opposing champion.
When used, all cards already played in this round and all attached magical items and artifacts become attached to the new champion. If an artifact cannot be attached to the new champion, it is discarded. Artifacts and magical items remain with the new champion after the battle. The switch can be made with any champion, even a champion that has already participated in the current battle. If the new champion was previously in the discard pile, the old champion goes to the discard pile.
Switch cannot be used to retrieve an Avatar from the discard pile without meeting the requirements for bringing the Avatar into play. 
Recall
74/DL
Wizard spell
Uncommon 
All spells in this player's discard pile are returned to his deck and reshuffled.
(Def/3/5)
When Recall is cast, all spells in the discard pile, but not Recall itself, are
shuffled back into the draw deck.
Tenser's Transformation
75/DL
Wizard spell
Uncommon
The wizard who casts this becomes a level 9 hero for one round. He can still
cast wizard spells. (Off/3)
If Midnight is in play, a wizard who wishes to cast this spell must ask
her permission to cast it. However, once the spell is cast, the wizard (now a
hero) no longer needs to ask permission to cast additional spells. 
Charm Monster
76/DL
Wizard spell
Common
From 1 to 6 levels of an opponent's allies join this player's side (caster's
choice) (Off/3)
Despite the card's wording, this spell is cast in phase 4, not phase 3.
Fire Rain
77/DL
Wizard spell
Common
All flyers (champions and allies) lose 2 levels. (Off/4) 
Stone Water
78/DL
Wizard spell
Common
Swimmers are held in place, preventing them from attacking or defending.
(Off/3)
Protection from Draconians
79/DL Cleric spell
Common
Champion is +2 against draconians and is immune to their effects when
defeated. (Off/4)
Mishakal's Insistence
80/DL
Cleric spell
Rare
All champion immune to spells and magical items are now vulnerable for
this player's turn. (Def/3)
Divine Intervention
81/DL
Cleric spell
Rare
This player can retrieve one champion and one ally from his discard pile,
which must be put into his hand. (Def/5)
Summon Griffon
82/DL
Cleric spell
3
Common
One champion and up to two allies can fly for one round. (Def/3/4)
Reflection
83/DL
Cleric spell
Uncommon
All spells cast at this champion by an opponent are directed back at that
opponent or at any other champion (this player's choice). (Def/4) 
Like Dispel Magic, Reflection can be cast at any time. If cast in battle, it remains in effect for the round. Reflection affects offensive spells.
Earth Walking
84/DL
Cleric spell Common
A champion and two allies gain the ability to move through the earth,
attacking any realm. (Def/3)
Borrow
85/DL
Cleric spell
Common
Select an opponent's magical item to use with any champion this round.
Return the item to the original player after use. (Def/3)
The item returns to the original player's hand after phase 4 of your turn. It does not have to be used in battle. The Spellfire Reference Guide incorrectly states that the item is discarded if the player's champion is defeated (discarded). As the card indicates, it is returned to the original player after use (battle).
Despair
86/DL
Cleric spell
Common
The allies of an opponent falter and do not fight this round. Any in battle
return to their player's hand. (Off/4)
Return
87/DL
Cleric spell
Common
This player's allies and magical items currently under the control of an
opponent return to their original deck and are reshuffled. (Def/5)
Despite the wording of the card, it is cast in phase 4, not phase 5.
Hazy Image
88/DL
Cleric spell
Common
This player can withdraw his champion or one ally from a battle and return it
to the top of his draw pile. He loses the round. (Def/4)
Peace
89/DL
Cleric spell
Common
The attacking force has a change of heart. That force's magical items and
spells are discarded. Champions and allies return to the opponent's pool or
hand. (Off/4)
Double Trouble
90/DL
Cleric spell
Common
Select a spell or magical item and double its effectiveness for one round. (Off/3)
Double Trouble doubles the effectiveness of a spell or magical item, but not the number of targets. For example, if Death Spell (Kills any one champion or ally of the caster's choosing of level 7 or less) is doubled, one champion of level 14 or less is killed.
Double Trouble can be cast in phase 3 to double the effect of a magical item to be used in phase 4 (combat).
Mishakal Intervenes
91/DL
Event
Common
One Dragonlance champion or ally in each player's discard pile is returned to
the top of its respective deck.
Habbakuk Interferes
92/DL
Event
Uncommon
The god of animal life and the seas is watching. Until the player's next turn,
no coastal realm can be attacked.
Kiri Jolith Arrives
93/DL
Event
Uncommon
The war god has taken an interest in the affairs of men. All nonspellcasting
champions gain 3 levels until this player's next turn.
Reorx Walks the Land
94/DL
Event
Common
All dwarves, gnomes, and kender (champions and allies) gain 2 levels until
the end of this player's turn.
Morgian Strikes
95/DL
Event
Common
Only Dragonlance allies may be played until this player's next turn.
Zeboim enraged
96/DL
Event
Common
Zeboim lends her might to all champions and allies attacking a coastal realm.
These attackers gain 1 level until this player's next turn.
Bronze Dragons
97/DL
Event
Rare
A force of bronze dragons rallies to this player's side, preventing all attacks
against his realms until his next turn.
If Bronze Dragons is played after an attacker has come forward, the attacker returns to his pool.
Moon Solinari Waxes
98/DL
Event
Rare
All wizards gain 1 level until this player's next turn; wizards of the white robe
gain 3 levels.
Moon Lunitari Waxes
99/DL
Event
Rare
All wizards gain 1 level until this player's next turn; wizards of the red robe
gain 3 levels.
Moon Nuitari Waxes
100/DL
Event
Rare 
All wizards gain 1 level until this player's next turn; wizards of the black robe
gain 3 levels.
Call to Arms!
1/DL Chase
Event
Chase
All allies of Dragonlance champions gain 3 levels until the end of this event
player's next turn.
Axe of Brotherhood
2/DL Chase
Magical item
2
Chase
The axe is a +6 weapon if the Sword of Friendship is in play anywhere. (Off)
Sword of Friendship
3/DL Chase
Magical item
3
Chase
The sword is a +6 weapon if the Axe of the Brotherhood is in play anywhere.
(Off)
Knights of the Crown
4/DL Chase
Hero
3
Dragonlance
Chase
Becomes a level 8 hero when fighting a monster; immune to offensive spells
cast by monsters.
Knights of the Sword
5/DL Chase
Hero
4
Dragonlance Chase
Becomes a level 9 hero when fighting a wizard immune to offensive wizard
spells.
Knights of the Rose
6/DL Chase
Hero
6
Dragonlance
Chase
Becomes a level 10 hero when fighting a monster; immune to offensive
magical items.
Shield of Huma
7/DL Chase
Magical item
3
Chase
Plus 2 additional levels when fighting a monster; immune to offensive spells
cast by monsters. (Def)
Crossed Blades
8/DL Chase
Event
Chase
Only heroes can attack or defend until the end of this event player's next
turn.
Spirit of the Que-Shu
9/DL Chase
Event
Chase
Defending Dragonlance champions gain 5 levels and can cast clerical spells
until the end of this event player's next turn.
Skull of Fistandantilus
10/DL Chase
Artifact
4 Dragonlance
Chase
Attached champion can cast wizard spells and doubles the level (number in icon) of spells he casts. Only a wizard or monster can be played in defense against the skull.
Card Combo: If the Skull of Fistandantilus (only wizards or monsters can defend) is combined with the Sword and Helm of Garion (only psionicists, clerics, and heroes can defend), only champions with immunities to artifacts and magical items can defend.
Takhisis's Mirror and Staff
11/DL Chase
Magical item
2
Chase
Plus 2 additional levels if attached to a monster. (Off) 
Takhisis's Mirror and Sword
12/DL Chase
Artifact
1
Dragonlance
Chase
The opponent's unmodified level (printed on the card) is halved and
rounded down.
Takhisis's Abyssal Gateway
13/DL Chase
Wizard spell
Chase
Forces any one champion in a pool to the abyss (champion is removed from
game). (Off/3)
Takhisis's Mirror of Life Trapping
14/DL Chase
Event
Chase
Place this on any champion. That card is out of play until dispel magic is cast on it.
A Trapped champion is considered to be in Limbo until the event is dispelled.
If the Mirror is played on an attacking champion before a defender is chosen, the attacking player can choose another champion with which to attack.
Takhisis's Mirror of Underworld Minions 
15/DL Chase
Ally 2
Chase
The attached champion wins a round automatically if any of the opposing
force is undead.
Takhisis's Mirror of Revenge!
16/DL Chase
Magical item
Chase
When the attached champion loses a round, the mirror is broken and this
card becomes a level 6 monster in the owner's pool. (Def)
Takhisis's Mirror of the Abyssal Warlord 
17/DL Chase
Monster
6
Dragonlance
Chase
Level 10 vs. any Dragonlance champion or allies.
Takhisis's Helmet of Power
18/DL Chase
Magical item
Chase
No card has immunity to anything when this mirror is in play.
Because this is a defensive magical item, only Alicia (18/1st Chase) is immune to the Helmet of Power.
Tower of High Sorcerer
19/DL Chase
Rule
Dragonlance
Chase
All wizards gain 4 levels.
Blessing of the Gods
20/DL Chase
Rule Dragonlance
Chase
The gods grant that all undead opposing clerics are instantly destroyed.
Age of Dreams
21/DL Chase
Rule
Dragonlance
Chase
All monsters are immune to defensive spells and walls.
Golden Age, The
22/DL Chase
Rule
Dragonlance
Chase
Heroes who draw spoils of war draw two cards; the first can be treated
normally, the second can only be held or discarded.
Haste Spell
23/DL Chase
Wizard spell
Chase
For one round the champion's original level (printed on card) is doubled.
(Def/4)
Flute Wind of Dancing
24/DL Chase
Magical item
1
Chase
The attached champion and all allies become swimmers able to attack any
realm with a visible coastline, regardless of the realm's position in the
formation. (Def).
Medallion of Faith
25/DL Chase
Artifact
Dragonlance Chase
The attached champion can cast cleric spells. The player draws one extra card
per turn and increases maximum hand size by 1.

Forgotten Realms

Tarrasque
1/FR
Event
Uncommon
Play on a realm. The victim may discard his pool to discard the tarrasque. If
he discards nothing, the realm is razed and he plays the event on another
player's realm, continuing this cycle. (Discard if no realms remain.)
If no player's have an unrazed realm, the Tarrasque is discarded. If the
Tarrasque is played on the realm of a player without a pool, the realm is
razed and he can play the event on another player's realm.
Black Bess
2/FR
Event
Rare
Each player must draw and discard a card, checking the last digit of its
number. Discard all the player's champion in play whose unadjusted level is
greater than this number.
Card Combo (from Jones' Spellfire Page): Play the rule card A Sure Thing. Then play Black Bess. All of the opponents' champions of base level 1 or more are discarded (so only Living Scroll and Gelatinous Cube survive). The downside is that you will have to discard your champions of level 10 or more, so keep these to a minimum when using this combo.
Caer Allison
3/FR
Event
Rare
May be played as a temporary realm at any time. (Only one can be in play at the same time.) At the end of the owner's next turn, this card must be discarded.
Caer Allison is typically played as the sixth realm, or to prevent another player from playing Caer Allison as the sixth realm. Caer Allison can be attacked, razed, and rebuilt just like a realm. Holdings may be attached to Caer Allison, but are discarded with Caer Allison. Also, Caer Allison is subject to the Rule of the Cosmos and therefore cannot be duplicated by the Bell of Might or Onad the Weasel. Caer Allison is affected by Wish since it is an event that has a lasting effect.
When played as a sixth realm, Caer Allison may still be cancelled, such as by casting Limited Wish or Intercession, or discarding Helm.
Caer Allison may not be played when Map of Life is in play.
Caer Allison may be played on a razed realm, in which case the razed realm is discarded. Caer Allison may be played in this fashion into an opponent's formation, resulting in a razed realm being discarded. Caer Allison remains in the opponent's formation until the end of the event player's next turn.
Curse of Azure Bonds
4/FR
Event Rare
Control any one enemy champion until the end of your next turn, treating it
as a champion from your own pool. Return it to the owning player's pool or
discard pile, as appropriate.
When played on another player's champion, a player takes total control of
that champion. This event must be played on a champion in a pool. When
another champion is controlled, all attached cards come with the champion.
The champion can be discarded to trigger any special powers. For example,
Helm can be discarded to cancel an event; Korgunard the Avangion
can be discarded to rebuild a realm.
Cyrinishad
5/FR
Event
Rare
Until the end of this player's next turn, no priest spells may be cast. Only Cyric
is immune to this effect.
Darkwalker War
6/FR
Event
Uncommon
Draw and discard a card, noting the last digit of its number. Until the end of
your current turn, all monsters and undead gain a number of bonus levels
equal to that digit.
Dead Magic Zone
7/FR
Event
Uncommon
Until the end of this player's next turn, no spells may be cast, and all artifacts
and magic items are ignored.
Dead Magic Zone is not a counter-effect card, and cannot be used to dispel an already-cast spell.
Horde
8/FR
Event
Common
Each player must immediately raze one of his own realms or discard two
champions from his pool and/or hand.
If a player does not have an unrazed realm, he must discard two champions.
If he only has one champion in his pool or hand, he must discard that one
champion.
Lady Luck
9/FR
Event
Rare
The player and one opponent each draw a card and compare card numbers.
Discard the card with the lower last digit; play the other immediately or keep
it in hand. Ties are both played (discard both if identical). 
Wild Magic Surge
10/FR
Event
Rare
Play at the end of any other player's turn. The order of play immediately
reverses (clockwise to counter clockwise, and vice versa).
If this event is Calmed be any player, it is effectively negated. However, it must be calmed or negated immediately, since it does not have a duration. Wild Magic Surge instantly and permanently changes the order of play.
Coral Kingdom, The
11/FR
Realm
Forgotten Realms
Common
Coast
This realm can only be attacked by swimmers.
This is an excellent realm to have in the first position, since only swimmers can attack. If the holding Border Forts is attached, the realm becomes even more difficult to attack. Only champions that are both flyers and swimmers, such as Mykell and Deathstream are able to attack. In addition to the attackers discussed above, the Coral Kingdom can be attacked by a champion with the Scroll of 7 Leagues.
Coral Kingdom is bluelined as a coastal realm.
Halruaa
12/FR
Realm
Forgotten Realms
Common
Coast
All wizards defending this realm gain 2 levels. Any champion defending this
realm may cast wizard spells.
Kozakura
13/FR
Realm
Forgotten Realms
Common
Coast
This realm can be attacked only by flyers or swimmers.
The Spellfire Reference Guide incorrectly states that Kozakura cannot be
attacked by earthwalkers. It can.
Luiren
14/FR
Realm
Forgotten Realms
Common
Coast
All halfling champions and allies gain +3 when defending this realm.
Maztica
15/FR
Realm
Forgotten Realms
Common
Coast
When this realm is first played, no heroes of level 6 or higher may attack or
defend until the beginning of this player's next turn.
Mulhorand
16/FR
Realm
Forgotten Realms
Common
Coast
Any champion defending this realm may cast wizard spells. Clerics defending
the realm gain +2 levels.
Raurin
17/FR
Realm
Forgotten Realms Common
If this realm is razed, the attacking champion must be discarded.
Shou Lung
18/FR
Realm
Forgotten Realms
Common
Coast
All artifacts uses in defense of this realm gain +3 levels. 
Blackstaff Tower
19/FR
Holding
3
Forgotten Realms
Uncommon
This holding counts as a+3 ally. No wizard spells may be played against
champions defending the attached realm, and defending wizards gain +3
levels.
Candlekeep
20/FR
Holding
Forgotten Realms
Uncommon
Whenever an opponent plays an event, the owner of this holding may
immediately examine that player's hand.
Candlekeep's power extends to players that duplicate events through Bell of Might
and Onad the Weasel.
High Horn
21/FR
Holding
5
Forgotten Realms
Uncommon
The garrison of High Horn is a +5 ally.
Mithril Hall
22/FR
Holding
Forgotten Realms
Uncommon
Each time the attached realm is successfully defended, search the draw pile for
the first magical item or artifact, and play it immediately into pool or hand,
then reshuffle the draw pile.
Moonwell
23/FR
Holding
Forgotten Realms
Uncommon
The attached realm can cast cleric spells and is unaffected by harmful cleric
spells and events.
Pook's Palace
24/FR
Holding
Forgotten Realms
Uncommon
When the attached realm is successfully defended, draw two cards a spoils of
victory.
Yulash
25/FR
Holding
Forgotten Realms
Uncommon
Monsters defending the attached realm gain 2 levels for each ally used to
attack it.
Tower of Ashaba
26/FR
Holding
Forgotten Realms
Uncommon 
When the attached realm is attacked, draw and discard a card, noting the last
digit of its number. For the duration of the round, all defending allies of level
4 or higher gain a number of levels equal to that digit.
Aerial Servant
27/FR
Cleric Spell
Common
Play as a +4 flying ally, or give a champion and all allies flying ability for one
turn. (Def/4)
Creeping Doom
28/FR
Cleric Spell
Uncommon
Immediately razes one realm with no holding. (Off/3)
Earthquake
29/FR
Cleric Spell
Common
All cards currently in battle are discarded, and combat ends with no victor.
Every player must raze one of his own realms or discard a holding in play.
(Off/3/4)
Illusory Fortification
30/FR
Cleric Spell
Common
Creates a holding that adds 7 levels to a defending champion. Lasts until the
beginning of the player's next turn. (Def/3/4)
Quest
31/FR
Cleric Spell
Common
No champions of unadjusted level 5 or higher may be played or enter battle
until the beginning of this player's next turn. (Off/3)
Succor
32/FR
Cleric Spell
Uncommon
Return a discarded ally to your hand on the same turn it was defeated.
(Def/4/5)
Reincarnate
33/FR
Cleric Spell
Rare
Discard any champion and replace it with any champion of the same level or
lower from your draw pile. Then reshuffle the draw pile. (Def/3/5)
Resurrection
34/FR
Cleric Spell
Rare
Return any champion or ally from your discard pile to your hand. (Def/3/4/5)
Shadow Engines
35/FR
Cleric Spell
Common
Discard any holding of an opponent. (Off/3/4)
Symbol Hopelessness
36/FR
Cleric Spell
Uncommon
Ends the current battle immediately. All allies and spells are discarded, and
the attacking champion may not attack again this battle. (Off/4) 
Word of Recall
37/FR
Cleric Spell
Common 
The current battle round ends with no winner or loser, though spells and
allies are still discarded. A new attacker may continue the battle. (Def/4)
Zone of Truth
38/FR
Cleric Spell
Common
All players must keep their hands face up on the table until the end of this
player's next turn. (Off/3)
Death Link
39/FR
Wizard Spell
2
Common
If the casting champion is defeated, the opposing champion is also discarded.
(Def/4)
Find Familiar
40/FR
Wizard Spell
3
Common
This spell creates an ally which remains with the caster until he is defeated. No
event, magic item, spell, or ally's ability can cause it to change sides or be
discarded. (Def/3/4)
Great Shout
41/FR
Wizard Spell
+?
Common
Draw and discard an opponent's card, noting the last digit of its number. Add
that digit to the caster's level for this round of battle. (Def/4)
Hallucinatory Terrain
42/FR
Wizard Spell
Common 
Play as a holding permanently duplicating the effects of any one holding in
play. The illusory holding remains even if the copied holding is discarded.
Hallucinatory Terrain can imitate any holding in play, and can be played on
any realm, regardless of world of the imitated holding or the realm on which
the Hallucinatory Terrain is played. Hallucinatory Terrain can also imitate
another Hallucinatory Terrain already in play.
Limited Wish
43/FR
Wizard Spell
1
Uncommon
Cancel the effects of any event card. This spell can be cast at any time. (Off)
Limited Wish can be cast at any time. This means that during a battle, champions in a pool can cast the spell.
Time Stop
44/FR
Wizard Spell
Uncommon
Take any one wizard spell from your draw pile and play it immediately (if
legal). Then reshuffle the draw pile. (Def/3/4/5) Time Stop You may not "Time Stop" to successfully counter a instant kill card. A successful counter requires that the next card played stop the instant kill. Since "Time Stop", itself, doesn't counter, the instant kill activates before the next card can be played.
Water Breathing
45/FR
Wizard Spell
Common
All of this player's champions and allies become swimmers for this turn.
They may attack any realm with a coastline, regardless of its position.
(Def/3/4)
Wish
46/FR
Wizard Spell
Rare
Discard any one card in play, regardless of its immunities, except a realm. This spell can be cast at any time, but the casting champion cannot be used again until it's owner's next turn.
Wish can be canceled with Dispel Magic. It can be turned with Spell Turning or Reflection, in which case the champion casting the Wish is discarded. The caster, now the target of the turned Wish, can take no further action. Only another champion can cast Dispel Magic or another Spell Turning. Wish cannot be used to cancel an event, unless that event has a lasting effect. Likewise, only spells with a lasting effect can be canceled with Wish.
Wish can be cast at any time. This means that during a battle, champions in battle or in a pool can cast the spell. If Wish is cast on an attacking champion, that champion is defeated and the defender is entitled to spoils of victory. If a champion casts Wish during battle, and the Wish is cancelled, the attacker is defeated, since he can take no further action.
Because Wish is not affected by immunities, it is effective on cards normally immune to offensive spells, such as Elminster, and is effective against an opponent with the Codex of Infinite Planes.
Wish can be used to discard a dungeon card. If so used, both the Wish and the caster of the Wish are removed from the game (sent to the Void). If Wish is Retargeted to a dungeon card, the original caster of the Wish and Wish itself, are removed from the game.
Deck of Many Things
47/FR
Magical Item
2
Rare
Defensive
Each time the attached champion attacks or defends, draw a card. If it is a
spell, ally, artifact, or magic item the champion can use, play it at once,
otherwise discard it.
Dragonslayer
48/FR
Magical Item
4
Rare
Sword, offensive
Cancels the powers of any dragon champion or allies opposing this champion
in battle.
Flametongue
49/FR
Magical Item
2
Rare
Sword, offensive
Attached hero may cause this sword to flame as a +6 magic item for one
round of battle, but it must be discarded immediately afterward. 
Flametongue is an offensive magical item.
Frostbrand
50/FR
Magical Item
3
Rare
Sword, offensive
Attached hero may create intense cold with this sword for one round of battle,
causing it to act as a +7 magic item, but it must be discarded immediately
afterward.
Frostbrand is an offensive magical item.
Gauntlets of Swimming
51/FR
Magical Item
2
Common
Defensive
Attached champion becomes a swimmer and may attack any realm with a
coastline, regardless of its position.
Helm Water Breathing
52/FR
Magical Item
1
Common
Defensive
Attached champion becomes a swimmer and may attack any realm with a
coastline, regardless of its position.
Horn of Blasting
53/FR
Magical Item
3
Uncommon
Offensive
The attached champion immediately discards the holding of any realm it
attacks.
Ring of Jumping
54/FR
Magical Item
2
Common
Defensive
The attached champion is not stopped by walls.
Slippers Spider Climbing
55/FR
Magical Item
1
Common
Defensive
The attached champion and his allies ignore walls of stone or iron.
Vorpal Blade
56/FR
Magical Item
3
Rare
Sword, offensive
Opponent in combat must draw and discard a card, noting the last digit of its
number. If that digit is 3 or less, the opponent's champion is defeated.
Wand of Wonder
57/FR
Magical Item
+?
Rare
Offensive
Draw and discard a card each time the wand is used in a battle, noting the last
digit of the card's number. For that combat, the attached champion gains
bonus levels equal to that digit.
Dragon Throne
58/FR
Artifact
Forgotten Realms
Rare
All allies of this champion gain +2 and the player may look at one opponent's
hand at the beginning of each of his turns.
Guenhwyvar
59/FR
Artifact
5
Forgotten Realms
Rare
If the attached champion is defeated, Guenwyvar may be attached to any other
Forgotten Realms champion in the player's pool.
Hammer of Tyr
60/FR
Artifact
6
Forgotten Realms
Rare
When this card is used in combat, discard all undead involved in the battle.
The Ring of Winter
61/FR
Artifact
Forgotten Realms
Rare
While this card is in play, all opponents draw one fewer card than normal on their turns (minimum of one card).
Sword of Cymrych Hugh
62/FR
Artifact
6
Forgotten Realms
Rare
Sword
When this card is used in combat, discard all undead and giants involved in the battle.
Bloodriders
63/FR
Ally
7
Common Undead.
Dragonclaw
64/FR
Ally
4
Rare
Dragonclaw gains +4 levels if defending Kozakura or Shou Lung. May not ally a champion allied with Mad Monkey.
Flaming Fist
65/FR
Ally
9
Uncommon
When the Flaming Fist is used in combat, the losing player must immediately discard one magical item or artifact from pool or hand, or else raze one of his own realms.
The player that loses the round must choose to discard a magical item, discard an artifact, or raze one of his realms. If two Flaming Fists are played, the loser must discard or raze two times.
Halfling, Inc.
66/FR
Ally
3
Uncommon
When this card is used in combat, immediately discard one of the opposing
champions magical items or artifacts. Halfling.
Halfling, Inc. cannot be played against a champion with the Net of Entrapment.
Kuo Toa
67/FR
Ally
5
Common
Swimmer. May attack any realm with a coastline, regardless of its position.
Locathah
68/FR
Ally
5
Common
Swimmer. May attack any realm with a coastline, regardless of its position.
Mad Monkey
69/FR
Ally
4
Rare
Gains +4 levels when defending Kozakura or Shou Lung
Ninjas
70/FR
Ally
1
Uncommon
When used in combat, draw one card at random from the opponent's hand,
playing it against the opponent if possible, discarding it otherwise.
Olive Ruskettle
71/FR
Ally
3
Uncommon
When Olive is involved in combat, no magical items or artifacts function
anywhere in play. Halfling.
Orcs of Dragonspear
72/FR
Ally
1
Common
Gains +2 for each additional orc allied to the champion. Orc.
Orcs, Savage Frontier
73/FR
Ally
2
Common
Gains +2 for each additional orc allied to the champion. Orc.
Pseudodragon
74/FR
Ally
3
Common
Flyer
If played with a wizard champion, the pseudodragon becomes a familiar,
remaining with the caster until he is defeated. No event, magic item, spell, or
ally's ability can cause it to change sides or be discarded.
Red Wizards
75/FR
Ally
5
Common
Allows the allied champion to cast wizard spells.
Sahuagin
76/FR
Ally
4
Common
Swimmer. May attack any realm with a coastline, regardless of its position.
Samurai
77/FR
Ally
5
Common
Gains +4 if defending Shou Lung or Kozakura.
Darkenbeast
78/FR
Monster 4
Forgotten Realms
Common
Flyer. When this card is first played, discard all familiars in play.
Firbolg
79/FR
Monster
6
Forgotten Realms
Common
Eliminate first opposing ally of level 4 or less. Giant. 
Iron Golem
80/FR
Monster
7
Forgotten Realms
Common
Owner may discard the iron golem from his pool to discard one wall in play. When attacking or defending, the iron golem is immune to walls.
The Iron Golem can be discarded to discard one wall, which can be either a wall spell or the Living Wall champion.
Storm Giant
81/FR
Monster
7
Forgotten Realms
Common
When the storm giant is used in combat, no opposing champion or ally can
fly.
Stone Giant
82/FR
Monster
6
Forgotten Realms
Common While in a pool, if not used in combat, each combat round the stone giant
may destroy one enemy ally of level 4 or lower in play.
The Storm Giant may use his power if he has not participated in the current
battle. In multi-player games, the Storm Giant may use his power during a
battle between two other players.
Werewolf
83/FR
Monster
4
Forgotten Realms
Uncommon
Any champion who defeats the werewolf must draw and discard a card,
noting the last digit of its number. If that digit is 4 or less, the champion
contracts lycanthropy and is discarded.
Adon
84/FR
Cleric
5
Forgotten Realms
Common
No spells, magic items, or artifacts can be used against this champion. If
Midnight is in play, Adon gains +5 levels.
Adon is immune to all offensive magical items.
Erixitl
85/FR
Cleric
6
Forgotten Realms
Common
This champion gains +4 levels if defending Maztica.
Fzoul Chembryl
86/FR
Cleric
6
Forgotten Realms Common
Fzoul gains +4 levels if Cyric is in play.
Young Robyn
87/FR
Cleric
6
Forgotten Realms
Common
Robyn gains +5 levels if defending a realm with an attached Moonwell.
Ambassador Carrague
88/FR
Wizard
7
Forgotten Realms
Uncommon
Use Ambassador Carrague only in defensive combat. When he needs a card,
play the top card from the draw pile, if legal, discarding it if not. Once three
cards total have been discarded, draw no more for the combat round.
Helm
89/FR
Hero
6
Forgotten Realms
Uncommon
Casts cleric and wizard spells. If discarded from the pool cancels one event,
even if the event does not affect this player.
Simbul of Aglarond
90/FR
Wizard
8
Forgotten Realms
Rare
Simbul gains +4 levels when battling Maligor the Red or Red Wizards.
Vangerdahast
91/FR
Wizard
6
Forgotten Realms
Common
When Vangerdahast is played in defense of a realm, the player may
immediately look at the attacker's hand.
Cyric
92/FR
Hero
9
Forgotten Realms
Rare
Cyric can cast wizard and priest spells. All cards in his player's pool may be turned face down when Cyric is in play. Champions and their items must combat face up, however.
Cyric (and the Ethereal Champion) have the power to hide a player's pool from other players. Cards in the pool are turned face down so that other players won't know what champions are in the pool (or not know the specific location of a face-down champion who was in the pool before Cyric was brought into play).
If an opponent plays a card with a power that effects one of the cards in the pool, the opponent chooses blindly from among the possible targets.
For example, an opponent targets the player’s pool with the Wand of Telekinesis, which can only affect magical items. The opponent selects a card in the pool as the target. If the card is not a magical item, another card is selected. If, however, a magical item is selected that is attached to a champion immune to magical items, the power of the Wand is used with no effect.
As another example, when Agis attacks, he can psionically destroy a monster in the defender's pool. The attacker selects a card to target with Agis' power. If he chooses a card other than a monster, he chooses another card, since Agis' power has not been used. If he chooses a monster immune to psionic powers, then Agis' power is wasted and no other cards can be selected.
Because Wish is effective against any card type, the first card selected as the target of Wish is discarded. If the card selected is immune to Wish, such as through the power of the Winner's Cape, the Wish spell is wasted. No new targets can be selected.
If there are two pools with cards turned face down, players must announce champions and artifacts played into the pools, in order to follow the Rule of the Cosmos. 
If Cyric cannot use his power, for example if he goes to Limbo, has cast Wish, or has been Trapped!, the pool is turned face up until Cyric can once again use his power.
Dragonbait
93/FR
Hero
4
Forgotten Realms
Common
Once during each defensive battle, if he does not participate, Dragonbait may save any one defeated champion or ally of level 4 or lower from being discarded.
Dragonbait can use his power once in each battle in which the player is defending. Dragonbait can return one of the defeated defending champions to his pool, as long as Dragonbait does not participate in the defense. Champion must be of base level 4 or lower, and any attachments that raise the champion's adjusted level above 4 must still be discarded.
Khelben Arunsun
94/FR
Wizard
8
Forgotten Realms
Common
Blackstaff gains +4 levels when defending Waterdeep.
Ochimo
95/FR
Hero
4
Forgotten Realms
Common
Ochimo gains +4 levels when defending Kozakura. He must be defeated twice in a row before being discarded.
Despite the literal wording of the card, Ochimo need only be defeated twice in one battle, not necessarily twice in a row (successive battles) before being discarded.
The Sphere of Annihilation's power works on Ochimo, sending them immediately to the Abyss.
Card Combo (from Spellfire Reference Guide Volume II): If Barab's Goblet of Dissolution is attached to Ochimo, he can attack, lose the round, use the Goblet's power to send a victorious opponent to the Abyss, and then return to the pool, since Ochimo must be defeated twice before being discarded.
Prince Tristan
96/FR
Hero
6
Forgotten Realms
Common
Prince Tristan gains +5 levels against giants, and when defending the
Moonshaes.
Princess Alusair
97/FR
Hero
4
Forgotten Realms
Common
Princess Alusair can use any Forgotten Realms champion (level only) from any pool as an ally when defending. If victorious, that champion returns to its pool after the combat round.
Princess Alusair cannot bring another champion into play as an ally until the player is losing the round of battle, just as cards cannot be played unless a player is losing the round.
Randal Morn
98/FR
Hero
4
Forgotten Realms
Common
All of this player's allies gain +1 level when Randal is in play.
Time of Troubles
99/FR
Rule
Forgotten Realms
Uncommon
No champion of level 7 or greater (before magical items, artifacts, events, and other modifiers) may be involved in combat. All Forgotten Realms champions and allies gain +1 level.
Tablets of Fate
100/FR
Rule
Forgotten Realms
Rare
Only Forgotten Realms champions, realms, holdings, and artifacts retain any
powers of immunity. No others may have immunity to anything while this
card is in play.
Thrice Hearty Cup of Balder the Red 
1/FR Chase
Cleric spell
Chase
Cast on a hero, the champion automatically wins its next battle. (Def/3)
Card Combo (from Spellfire Reference Guide ): Known as Butler's Balderdash!, the Thrice Hearty Cup can be cast on Tithian, whose special power allows him to raze a realm whenever he wins a round of battle.
Cold Cup of Calamity
2/FR Chase
Event
Chase
This player may examine one other player's hand and discard it down to 5 cards.
Once Cold Cup has been played, the opponent may not play any cards, including events, except for counter-effect cards (such as Limited Wish or Calm) played to counter the Cold Cup.
If Cold Cup is deflected, the original player of the Cup does the discarding from the hand targeted by the Deflection. This may be the player's own hand.
Vessel Vaporous Stones
3/FR Chase
Event
Chase
Until the end of this player's next turn, the lowest total wins all battles. Allies (but not spells or other cards) are subtracted from the total in battle.
If one of the combatants is immune to events, the highest total wins that round.
Allies with a negative level bonus, for example Thought Eater, are added to the level total.
Mug of the Earthbound
4/FR Chase
Wizard spell
Chase
Flying champions are grounded and unable to fly for the duration of this combat. Opposing flyer loses 2 levels. (Off/3/4) 
Hawksflight Grail
5/FR Chase
Artifact
Forgotten Realms
Chase
Another champion from this player's pool can be brought into combat (add their levels). If either is forcibly discarded, the other keeps all magic items and one artifact, and continues the combat. 
Vessel of Misty Passage
6/FR Chase
Event
Chase
This vessel allows the player to attack any realm via a secret passage. The
passage lasts until the end of this player's turn.
Teapot of Golden Tempest
7/FR Chase
Magical item
Chase
Once during combat, the player can switch hands with his opponent. At the
end of combat, switch the hands back. All draws and discards use the original
owner's piles.
Ebony Cup of Fate
8/FR Chase
Artifact
Forgotten Realms
Chase 
The player may examine his opponent's hand. If it contains an artifact, the player automatically loses the battle. If it contains no artifacts, he automatically wins the battle.
The card text incorrectly says, “battle;" it should say "round." The champion with the Cup only wins the round, not the entire battle. 
Use of this artifact's power is optional for the player ("may examine"). So if a player knows the opponent has an artifact, he can opt not to invoke the Cup's power. This power is only used when the attached champion is in battle.
The Ebony Cup is particularly useful when attached to Ochimo. Thanks to Ochimo's power (He must be defeated twice in a row before being discarded), even if the opponent has an artifact in his hand, Ochimo and the Ebony Cup return to the pool.
Hero's Chalice
9/FR Chase
Magical item
10
Chase
Defensive
Usable only by heroes, the attached champion gains 10 levels when defending, but only 5 when attacking.
The Chalice can only be attached to heroes, but if a hero is later changed to another champion type, the Chalice remains.
Day Live Infamy, The
10/FR Chase
Event
Chase
The gods of revenge are in ascendance! Discard all wizards in battle or in
pools.
Unusually Good Fortune
11/FR Chase
Event
Chase
Played on another player's event card, this player draws 3 cards. If played
upon "Good Fortune," this player draws 5 cards and the other player draws
none.
Unusually Good Fortune is considered a helpful event, unless it is played on Good Fortune, in which case is harmful. Therefore Unusually Good Fortune cannot be calmed or deflected unless played on Good Fortune.
If Unusually Good Fortune is played on Good Fortune, and then the player of Good Fortune plays Deflection on the Unusually Good Fortune, the player of Good Fortune draws five cards and the player of Unusually Good Fortune draws three cards.
Apple of His Eye
12/FR Chase
Event
Chase
Only one type of champion, chosen by this player, can attack or defend until the end of this player's next turn.
Champion types are hero, wizard, cleric, monster, psionicist, regent, and thief.
If a second Apple is played, and the player chooses a different champion type than the first Apple, no champions can attack or defend.
Golden Touch, The
13/FR Chase
Wizard spell
Chase 
For this player's turn, all magical items in his pool or played in battle gain 2 levels. (Def/3/4)
Feather Flight
14/FR Chase
Wizard spell
Chase
If defeated, this champion and his allies fly back to their pool. His allies
remain with him until their next battle. (Def/4)
Golden Barter
15/FR Chase
Wizard spell
Chase
For each magical item discarded from his pool, the player can draw one card.
(Def/3/4)
Dagger of Deception
16/FR Chase
Magical item
Chase
If an opponent wants to playa card in combat, this player draws it randomly.
Noncombat cards are returned to the player's hand after being revealed. (Off)
Wyrm of Earthwalking
17/FR Chase
Magical item
5
Chase
Attached champion and all allies have the earthwalking ability.
Bell of Might
18/FR Chase
Magical item
Chase
This item can duplicate another player's event card for this player. (This player's use is secondary.) The bell cannot be used again until this player's next turn. (Def)
The player with the Bell of Might can either calm or cancel the event, or use the power of the Bell to duplicate the event, but not both. If an event, such as Ancient Curse, is used to eliminate the champion with the Bell of Might, that event can still be duplicated before the champion is discarded. 
A duplicated event cannot be duplicated with the Bell, but multiple Bells can duplicate the original event, if used by different players. However, an individual player can only duplicate an event once. For example, if a player has the Bell and the Staff of Mimicry, which is copying the Bell, he may only duplicate an opponent's Caravan once, using either the Bell or Staff of Mimicry, but not both on the same event.
Bell of Might The Bell of Might can duplicate another player's event card. If the Bell is used to duplicate a Caravan, then the duplicated Caravan is considered played at the same time the original Caravan is played. Thus, the duplicated Caravan is not in play during the initial Caravan turn. Instead, it is waiting to happen as soon as that turn ends.
Muragh Brilstagg
19/FR Chase
Ally
6
Chase
Phase Door
20/FR Chase
Wizard spell
7
Chase
Negates any wall spell.
Phase Door is a counter-effect card for wall spells.
Wine of Eternity
21/FR Chase
Event
Chase
Puts one champion to sleep. At the beginning of his turn, the player may draw and discard a card. If the card's last digit matches or exceeds the champion's unadjusted level, he awakens.
For a champion with ? as icon level, any card drawn will awaken the champion.
Spellblades
22/FR Chase
Magical item
5
Chase
Usable only by heroes and monsters. User is immune to the first two offensive spells cast in any combat.
Netheril
23/FR Chase
Realm
7
Forgotten Realms
Chase Wizards, magic items, artifacts, and wizard spells used in defense of this
realm are doubled in level. Netheril can defend itself as a level 7 wizard.
Lure of Undermountain
24/FR Chase
Rule
Forgotten Realms
Chase
Zhentarim Intrigue
25/FR Chase
Rule
Forgotten Realms
Chase
Whenever a player's Forgotten Realms realm is razed, he may draw a card
and add it to his hand.

Artifacts

Wand of Orcus
1/ART
Artifact
9
AD&D
Rare
This Wand can be attached to any undead monster champion. When the Wand is used in battle against an opposing champion of level 8 or less, the opponent is instantly slain (discarded). Limit one per deck.
This artifact can be attached to any AD&D champion or an undead champion from any world. It instantly defeats any opposing champion with an adjusted level of 8 or less.
Card Combo: If the ally Dreaded Ghost is brought into play as a champion using Gib Hcivonad's power, and then the Wand of Orcus is attached, opposing champions up to level 17 are instantly defeated.
Axe of Dwarvish Lord
2/ART
Artifact
3
AD&D
Common
The Axe can be attached to any champion. In addition to the listed bonus, the
Axe also gives the attached champion a +8 ally in combat.
Iron Flask Tuerny Merciless
3/ART
Artifact
Greyhawk
Uncommon
The Flask gives the attached champion a +6 tanar'ri ally that can earthwalk
and cast wizard spells. If the artifact is discarded, the attached champion is also
discarded.
Jacinth Inestimable Beauty
4/ART
Artifact
Greyhawk
Uncommon
In combat, one enemy ally (chosen by this player) is forced to switch sides.
The levels of all friendly allies are doubled.
Machine Lum the Mad
5/ART
Artifact
8
Greyhawk
Rare
The attached champion can cast any spell, but only in defense; it can never
attack. The champion uses the last digit of his card number as his level.
Queen Ehlissa Nightingale
6/ART
Artifact
Greyhawk
Common
When the attached champion enters combat, the player can choose to prevent
the opposing champion from playing allies or spells.
Sword of Kas
7/ART
Artifact
8
Greyhawk
Uncommon
The base level of an opposing champion is halved (round up). This artifact
does not function when used against a champion with the Eye and Hand of
Vecna.
Talisman of Al'Akbar
8/ART
Artifact
Greyhawk
Common
This artifact can be attached to a champion with the Cup of Al'Albar. The
attached champion can dispel one spell while involved in a round of battle.
Monsters cannot use this Talisman.
Teeth of Dalhvar-Nar
9/ART
Artifact Greyhawk
Uncommon
The attached champion is a flyer and is immune to offensive spells. If the
champion wins a round of battle, an opposing holding is immediately
discarded.
All-Knowing Eye Yasmin Sira
10/ART
Artifact
Forgotten Realms
Rare
The attached champion is immune to offensive spells and once per battle can
cast a +5 spell (Def/4). Once per turn, the player can examine one opponent's
hand.
Coin Jisan Bountiful
11/ART
Artifact
Forgotten Realms
Common
The champion can negate either the power of level (but not both) of each
magical item and artifact used against him in combat.
The champion with the Coin can only choose to negate offensive magical items and the offensive powers of artifacts. Defensive powers cannot be negated.
Seal of Lost Arak
12/ART
Artifact
3
Ravenloft
Rare
Once per turn, the player can flip the top card of any other player's draw deck.
He can use it only if it is a spell or ally that is legal for that step. The card is
reshuffled into the player's draw deck.
The Seals' power can be used once from a player's phase 3 to phase 3 of the
player's next turn. The Seal can be used during another player's turn.
Crystal of Ebon Flame
13/ART
Artifact
2 Ravenloft
Common
Attached champion becomes undead. The opposing champion's base level is
considered to be a zero, unless it its a cleric or undead. Opposing undead allies
switch sides.
Obsidian Man of Urik
14/ART
Artifact
6
Dark Sun
Rare
If the attached champion is discarded, the artifact returns to the player's pool
as a monster. Instead of attaching this artifact to a champion, the player can
play the Obsidian Man as a monster.
Rod of Teeth
15/ART
Artifact
2
Dark Sun
Uncommon
An opposing wizard cannot cast spells. Before battle, the player can discard the
attached champion and examine all other players' hands, discarding any spell
cards.
Midnight's Mask Disguise
16/ART
Magical Item
2
Common
A champion can be played into the player's pool with this magical item, even
of the champion is already in play somewhere. The champion's powers are
unchanged. (Def)
Girdle Giant Strength
17/ART
Magical Item
7
Common (Off)
Hammer of Thunderbolts
18/ART
Magical Item
5
Rare
Can only be attached to a champion who carries gauntlets of ogre power or a
girdle of storm giant strength. The first ally used against the attached
champion is discarded. (Off)
Gauntlets Ogre Power
19/ART
Magical Item
6
Rare
Champion breaks down walls, allowing him to ignore all such cards. Can be
played on a champion even after combat is ended by a wall spell. Combat
must continue.
Winged Boots
20/ART
Magical Item
2
Common
The attached champion becomes a flyer. If he is defeated in battle against a
non-flying champion, he can retreat from combat back to his pool. (Def)
Card Combo (from Spellfire Reference Guide Volume II): If the Winged Boots is attached to Iuz the Evil, he can attack, lose the round, use his special power to raze a realm or discard a razed realm, and then return to the pool to attack again on the next turn. Note, however, that this strategy will not work if Iuz's opponent is a flyer.
Card Combo (from Scavenger's Spellfire Corner ): If Winged Boots is attached to the Aurak Draconian Lord, the Lord can lose the round, discard the opposing champion, and then return to the pool to do it again next turn. As with the previous combo, this only works if the opponent is not a flyer.
Card Combo (from Scavenger's Spellfire Corner ): If Winged Boots also works well attached to Gloriana. If her opponent is a flyer, she automatically wins the round. If her opponent is not a flyer, she can return to the pool if defeated.
Card Combo (from Mark Towse): Attach Winged Boots to Lyr of the Mists, allowing her to use her power, lose the battle, and then return to the pool (as long as the opposing champion is not a flyer) to do it again next turn. 
Rod of 7 Parts, #1
21/ART
Magical Item
1
AD&D
Uncommon
Champion is a swimmer. If combined with any other parts of the rod, the rod
counts as an artifact and gains an additional +1 for each part. (Off)
Rod of 7 Parts, #2
22/ART
Magical Item 2
AD&D
Rare
Rod of 7 Parts, #3
23/ART
Magical Item
3
AD&D
Uncommon
Champion is immune to offensive magical items. If combined with any other
parts of the rod, the rod counts as an artifact and gains an additional +1 for
each part. (Off)
Rod of 7 Parts, #4
24/ART
Magical Item
4
AD&D
Rare
Flyers cannot be played against the attached champion. If combined with any
other parts of the rod, the rod counts as an artifact and gains an additional +1
for each part. (Off)
Card Combo (from the Sussman Zone ): Attaching the Rod of 7 Parts, #4 to Rand the Bowyer makes him nearly impossible to defeat.
Rod of 7 Parts, #5
25/ART
Magical Item
5
AD&D
Uncommon
At the beginning of his turn, this item's owner can examine an opponent's
hand. If combined with any other parts of the rod, the rod counts as an artifact
and gains an additional +1 for each part. (Off)
Rod of 7 Parts, #6
26/ART
Magical Item
6
AD&D
Rare 
The attached champion becomes an earthwalker. If combined with any other
parts of the rod, the rod counts as an artifact and gains an additional +1 for
each part. (Off)
Rod of 7 Parts, #7
27/ART
Magical Item
7
AD&D
Uncommon
The champion can ignore one card played against him in combat. If combined with any other parts of the rod, the rod counts as an artifact and gains an additional +1 for each part. (Off)
During battle, a champion with the Rod of 7 Parts, part 7 can ignore any one card played after the battle begins. The opposing champion cannot be ignored. If a player chooses to ignore a defensive magical item, any level bonuses are lost, but the power of the item, because it is defensive in nature, remains.
The player may ignore an event played in battle, such as Cataclysm!
An avenging ally can also be ignored, although its power may be used against another player.
Bag of Holding
28/ART
Magical Item
1
Common
Once per turn the player may discard one card from his pool or his hand, and then draw one card from his draw pile. (Def)
The Bag of Holding is used during phase 3 of the player's turn. 
Card Combo: This card is best used with cards that can recover other cards from the discard pile, such as Tasslehoff Burrfoot, which can retrieve a magical item from the discard pile once per turn. A magical item can be discarded, even Bag of Holding itself, in order to draw an additional card. Tasslehoff can then recover the discarded magical item, and the process can be repeated next turn.
Daern's Instant Fortress
29/ART
Magical Item
5
Rare
The Fortress can be played as a magical item or as a holding. The realm or champion is immune to events and offensive spells during other player's turns. (Def)
Spellbook
30/ART
Magical Item
Rare 
The spellcaster with this item can retain up to two spells after winning a round of combat to use in another battle. Only step 4 spells can be saved. (Def)
Plentiful Psionics
31/ART
Rule
Dark Sun
Rare
Sorcerer-Kings
32/ART
Rule
Dark Sun
Common
Each Dark Sun realm can be defended once per battle by a monster that can
cast any spell. The level is equal to the number of Dark Sun realms and
holdings the defender has in play. If the sorcerer-king is defeated, the realm is
razed.
Dark Lords
33/ART
Rule
Ravenloft
Common
If any Ravenloft champion or undead champion of any world is defeated in battle, that champion returns to the player's pool at the end of that player's next turn.
The Walking Dead
34/ART
Rule
Ravenloft
Uncommon
Undead champions and Ravenloft monsters can attack razed realms. Allies need not be undead. If a razed realm is defeated, it is discarded and the attacker again draws spoils of victory.
A player receives spoils of victory both when a realm is razed and when it is discarded under the Walking Dead rule card. However, there can be only one spoils of victory in a single turn. As soon as a realm is razed, the player's turn moves to phase 5. On a subsequent turn, the same realm can be attacked and discarded, resulting in another spoils of victory.
Artifact Vault
35/ART
Rule
Greyhawk Rare
Artifact Champions
36/ART
Rule
Greyhawk
Uncommon
Greyhawk Artifacts with numerical bonuses can be played as champions.
Artifact-champions are not considered monsters, wizards, clerics, or heroes.
Any ability normally given by the artifact to a champion is possessed by the
artifact-champion.
Isolated Worlds
37/ART
Rule
Dark Sun
Common
Dark Sun cards (champions, artifacts, realms) are immune to the Rule of the
Cosmos. If this rule card is discarded, the owner of the card chooses which
cards are discarded to enforce the rule of the Cosmos again.
No Funny Business
38/ART
Rule
AD&D
Rare
No event can be played. All events currently in play are immediately
discarded. In addition, no more than one magical item can be attached to any
champion. In battle, no more than one of each type of card can be attached to
each champion.
This rule card allows only one of each type of CARD to be in the battle.
However, special powers of cards do not count toward this limitation. For
example the artifact card Axe of the Dwarvish Lord conveys a +8 ally,
but an ally card can still be played.
Forbidden Lore
39/ART
Rule
Ravenloft
Common Only Ravenloft champions may cast offensive wizard spells.
Cosmic Justice
40/ART
Rule
AD&D
Rare
All realms that have no special powers can borrow the powers of one other
realm in play, but only when attacked. All champions that have no special
powers can steal the power of the opposing champion in combat. 
All allies that have no special powers are unaffected by the special powers of
champions and allies.
Roc
41/ART
Ally
8
Common
Flyer. Flying allies cannot be played against the roc. The opponent must
discard any already in play.
Kinsle the Druid
42/ART
Ally
4
Common
Flyer. In battle, Kinsle can cast cleric spells to aid the attached champion.
Dragonbane
43/ART
Cleric spell
2
Common
Any dragon champion is automatically defeated, but returns unharmed to the
player's pool. Dragon and draconian allies are discarded. (Off/4) 
Ship of the Sky
44/ART
Wizard spell 2
Rare
Remains with the champion until dispelled. Champion and allies become
flyers and swimmers. (Def/3/4)
Pegasus
45/ART
Ally
3
Common
Flyer.
Windrider
46/ART
Ally
6
Common
Flyer.
Erica of Dark Watch
47/ART
Ally
7
Common
Flyer.
Dimock the Sprite
48/ART
Ally
3
Common
Flyer. Dimock fights invisibly and cannot be discarded or switch sides during
battle for any reason.
Flying Carpet
49/ART
Magical Item
3
Common The champion can choose to be a flyer or non-flyer at the beginning of
combat. (Def)
Ariel Anjelique
50/ART
Ally
5
Common
Flyer. Ariel flies psionically and is immune to spells, allies, and events that
harm other flyers.
Dragon Slayer
51/ART
Event
Uncommon
All dragons in combat or in pools are immediately discarded.
Marilith Tanar'ri
52/ART
Ally
7
Common
The opposing player cannot play any events for the rest of this round of battle,
including Calm.
Temporal Stasis
53/ART
Event
Uncommon
In a multi-player game, this card can be played to prevent one player's turn.
In a two-player game, this event can prevent an extra turn gained form
another card, such as the Caravan.
Temporal Stasis is played between players' turns; like Caravan and before the turn to be skipped.
Deflection
54/ART
Event
Rare
This player can deflect a harmful event affecting only him onto any other player. (Helpful)
Events that affect everyone cannot be deflected.
Help!
55/ART Event
Rare
Choose another player to defend your realm. You choose which champions
are used. If he loses a round, his champion is discarded; he draws a card for
each round he wins.
Only champions from the opponent's pool can be chosen to defend the realm. Help! remains in effect throughout the battle.
Reverse Gravity
56/ART
Wizard spell
Uncommon
All Flyers become non-flyers and vice versa until the beginning of this
player's next turn. Swimmers and earthwalkers are unaffected by this card.
(Off/3/4)
Shift Earth
57/ART
Cleric spell
Common
The player can freely rearrange his realms and holdings, but must fill from
the top down. (Def/3)
Mirror Image
58/ART
Wizard spell
3
Uncommon
This spell doubles the caster's level. (Def/4)
Ethereality
59/ART
Cleric spell
Common
The champion can immediately elude an opposing cleric or hero, ending the
round of battle. Both champions go back to their pools. (Def/4) 
Prismatic Spray
60/ART
Wizard spell
7 Common
Opposing allies of level 4 or less are immediately discarded. (Off/4)
Treasure Vault
61/ART
Holding
AD&D
Rare
This holding can be attached to any realm. Any artifact of any world can be
attached to this holding. Any champion defending the attached realm can use
the artifact.
Tupillil
62/ART
Holding
AD&D
Common
This holding can be attached to any realm. When this holding is first played,
all champions with the name "Gib" are discarded.
Kestrel's Keep
63/ART
Holding
AD&D
Uncommon
This holing can be attached to any realm. Each of this player's champions and
allies gain +1 when defending any realm. This holding stays attached and in
play even if the attached realm is razed.
Keep of the Dead
64/ART
Holding
AD&D
Common
This holding can be attached to any realm. If something forces the attached
realm to be discarded, this holding is discarded in place of the realm, and the
realm stays in play.
Spellfire Citadel
65/ART
Holding
AD&D
Uncommon
This holding can be attached to any realm. This player can, at the end of each
turn, rearrange his holdings. Holdings must still be attached to realms legally.
Fire Glyph
66/ART
Cleric spell
AD&D
Rare
Offensive
Hide under the lead realm; expose when the realm is attacked. Only one
glyph can be placed under a realm; it is discarded after one use. The attacking
champion cannot play allies in this round of battle. (Def/3)
This spell is bluelined as offensive
Weakness Glyph
67/ART
Cleric spell
1
Uncommon
Offensive
Hide under the lead realm; expose when the realm is attacked. Only one
glyph can be placed under a realm; it is discarded after one use. The attacking
champion's base level is a 1 for this round of battle. (Def/3) 
This spell is bluelined as offensive
Lightning Glyph
68/ART
Cleric spell
Rare
Offensive
Hide under the lead realm; expose when the realm is attacked. Only one
glyph can be placed under a realm; it is discarded after one use. The attacking
champion must discard all attached magical items. (Def/3)
This spell is bluelined as offensive
Curse Glyph
69/ART
Cleric spell
3
Uncommon
Offensive
Hide under the lead realm; expose when the realm is attacked. Only one
glyph can be placed under a realm; it is discarded after one use. An attacking
champion with an attached magical item is defeated. (Def/3)
This spell is bluelined as offensive
Death Glyph
70/ART
Cleric spell
2
Common
Offensive
Hide under the lead realm; expose when the realm is attacked. Only one
glyph can be placed under a realm; it is discarded after one use. An attacking
champion without an attached artifact or magical item is defeated. (Def/3)
This spell is bluelined as offensive
Dragon Turtle
71/ART
Monster
6
Dragonlance
Common
Swimmer; can attack any realm that shows coastline on the card.
Deathstream, Black Dragon
72/ART
Monster
7
Dragonlance
Common
Flyer, swimmer; can attack any realm that shows coastline on the card. One
opponent's magical item is discarded. Deathstream can cast wizard spells.
Zielesch, Ancient. Green Dragon
73/ART
Monster
9
Greyhawk
Uncommon
Swimmer; can attack any realm that shows coastline on the card. When
Zielesch enters battle, the player can draw a card. If the card is usable, it can be
played; otherwise, the card goes into the player's hand.
Dregoth, Undead Dragon
74/ART
Monster
10 Dark Sun
Rare
Undead flyer. Can cast any spell. Immune to psionics and offensive spells. If
Dregoth attacks, his level drops to 6.
Korgunard the Avangion
75/ART
Monster
8
Dark Sun
Common
Flyer. Can cast wizard spells. Immune to psionic attack. Can be discarded to rebuild a razed realm.
Korgunard may be discarded to rebuild a razed realm at any time during the player's turn except phase 4. Korgunard can rebuild any razed realm, even that of an opponent.
Drawmij
76/ART
Wizard
7
Greyhawk
Uncommon
Swimmer; can attack any realm that shows coastline on the card. In battle, he can borrow any magical item in play, returning it when the round ends. Drawmij can imitate the power of any other wizard in play.
Drawmij cannot borrow a magical item from Mordenkainen, even if both champions belong to the same player.
Klik-Ka'cha
77/ART
Cleric
7
Dark Sun
Common
When he enters battle as a defender, Klik can destroy one magical item in
play anywhere.
Mykell, Amethyst Great Wyrm
78/ART
Monster
10
AD&D Common
Dragon; flyer, swimmer; can attack any realm that shows coastline on the
card. Can cast wizard spells. Mykell psionically destroys any one ally played
against him in a round of battle.
Hornung the Anarch
79/ART
Wizard
6
AD&D
Common
Each spell cast by Hornung has a level equal to the card number's last digit.
Hornung never need ask permission to cast a spell.
When Hornung casts Mirror Image, his level is first doubled, then +6 is added (the last digit of Mirror Image).
Invisible Stalker
80/ART
Monster
4
Ravenloft
Uncommon
The invisible stalker can also be played as a +4 ally to any champion able to
cast spells. If the invisible stalker is on the losing side of a battle, it returns to
the player's pool at the end of his next turn.
Erital Kaan-Ipzirel
81/ART
Cleric
7
Greyhawk
Common
This cleric of St. Cuthbert is immune to offensive spells and magical items. When in battle, she can choose to use a dimension door to return to her pool, ending the round of combat; if she does, all attached cards are discarded.
Because Erital's power activates upon defeat in battle, the power is negated by the Ring of Reversion and Thought Eater. Her power is not a spell.
Yagno Petrovna
82/ART
Cleric 8
Ravenloft
Common
When used in combat, this player can place any two cards from his
opponent's discard pile on top of his draw pile.
Goldmoon
83/ART
Cleric
9
Dragonlance
Common
Once per turn, in any step, she may cast any cleric spell from an opponent's discard pile, and then place it on the top or bottom of his draw pile.
Although Goldmoon can use her power at any time, she must abide by the phase restriction of the spell being cast. If Goldmoon casts a spell with a duration, it goes to the opponent's draw pile (top or bottom) when the spell expires. Spells without duration are immediately (after the round of combat) placed at the top or bottom of the draw pile.
Princess Amber
84/ART
Hero
5
AD&D
Rare
Elf
Heroes cannot resist helping the princess. When entering battle, Amber can use any hero in play as an ally; after battle, win or lose, the hero returns to its owner's pool.
Amber's power is used during battle, which means a defender must be put forth before the power is used. Any hero other than the defender can be selected as an ally.
The hero-ally only returns to its pool if it is still in play at the end of the round of battle. If discarded during battle, if the opponent plays Brine Dragon for example, the hero remains discarded.
Darsson Spellmaker
85/ART
Wizard
7
Forgotten Realms
Common
When attacking or defending, Darson can play any card as a defensive spell
card, using the last digit of the card number as the spell's level.
The number of cards Darsson can play as defensive spells is limited only by
the number of cards available to the player, typically the cards in the player's
hand.
Council Aerie
86/ART
Realm
9
Forgotten Realms
Uncommon
Coast
Dragon champions may defend this realm twice per turn. Opponent's
dragons may not attack. Any holding may be attached to Council Aerie.
Council Aerie can defend itself as a level 7 hero. Council Aerie is an excellent
realm for decks that have a lot of dragon champions. If a dragon champion is
defeated while defending Council Aerie, it may defend again. 
Shining Lands
87/ART
Realm
Dragonlance
Common
The Shining Lands can be attacked only by flyers or earthwalkers. The realm
and its defending champion are immune to offensive spells. Any holding can
be attached to the Shining Lands.
Bluet Spur
88/ART
Realm
6
AD&D
Uncommon
Coast
Cannot be attacked by flyers and can defend itself as a level 6 monster that can
cast wizard spells. Any holding can be attached to Bluet Spur. 
Hell Furnaces
89/ART
Realm
Greyhawk
Common
The level of any dragon defending the Hell Furnaces is doubled. Any holding
can be attached to this realm.
Euripis
90/ART
Realm
Dark Sun
Common
Only champions able to cast spells can attack this realm. Any holding can be
attached to Euripis.
New Guistenal
91/ART
Realm
Dark Sun
Common
Coast
Cannot be attacked by flyers, except Dregoth. If razed, this realm can be rebuilt
by discarding only 1 card.
Due to the body of water on the card picture, New Guistenal is considered a coastal realm.
Ancient Kalidnay
92/ART
Realm
Dark Sun
Common
This realm is also considered a Ravenloft realm. This realm can be
voluntarily razed by the player at the end of his turn, allowing the player to
take another turn immediately.
This card allows a player to take another turn by razing this realm during phase 5 of his turn. When first played, Ancient Kalidnay is placed vertically in the formation. Once its special power to grant an extra turn has been used, it is placed horizontally in the formation, just like other razed realms. If rebuilt, it is still played horizontally, indicating its power has been used.
Ancient Kalidnay can provide only one additional turn per player per game. Temporal Stasis allows Ancient Kalidnay's special power to activate and then negates it. Rebuilding the realm won't allow the player to gain an extra turn.
Card Combo (from Scavenger's Spellfire Corner ): If the Silver Spring holding is attached to Ancient Kalidnay, razing Ancient Kalidnay to gain another turn also razes another realm.
Ur Draxa
93/ART
Realm
Dark Sun
Common 
This player's champions are immune to psionic attacks. Champions with
attached artifacts or magical items cannot attack this realm, although they can
be added during battle.
Ur Draxa protects a player's champions from all psionic attacks, whether champions' special powers or psionic power cards.
Shault
94/ART
Realm
6
Dark Sun
Common
Shault can be attacked only by monsters or flyers. The city can defend itself as
any type of level 6 champion, chosen by the player when attacked. 
Forest Ridge
95/ART
Realm
Dark Sun
Common
If the Forest Ridge is razed by an attacking champion, feral halflings eat the
winning champion, causing the card (and any possessions) to be discarded.
Celik
96/ART
Realm
Dark Sun
Rare
Any champion attacking Celik must discard all attached magical items or
artifacts, and cannot add more during battle.
A nasty combination is to play the ally Loup-Garou when defending Celik. Loup-Garou requires the opponent play a magical item, while Celik prevents magical items from being played. The attacker is thus defeated.
Lake Island
97/ART
Realm
5
Dark Sun
Common
Can be attacked only by flyers or earthwalkers. Lake Island defends itself as a
level 5 monster.
Year of Plenty
98/ART Event
Common
No events can be played, including Calm, until the end of this player's next turn.
Year of Plenty prevents events from being played, but does not affect any events with a duration that are currently in play.
Thought Eater
99/ART
Ally
-2
Common
Prevents all special powers and spell casting ability of the opponent's
champion, allies, spells, and magical items.
The effect of the Thought Eater is similar to that of the Ring of Reversion, the opponent's special powers are negated during the round of battle. This includes powers activated upon defeat, such as those of Drizzt Do'Urden, Iuz the Evil, and Ochimo. It also includes the powers of avenging allies such as Assassins and Starving Artist.
The level bonuses of an opposing champion’s attached cards are not affected by Thought Eater, only the special powers and spell casting abilities.
The Spellfire Reference Guide Volume II incorrectly indicates that clerics opposing the Thought Eater can still cast spells. While icon abilities are not negated by the Thought Eater, all spellcasting is prevented.
99—Thought Eaters: The text detailing an example of the card’s power is in error, since the Thought Eater’s power prevents spellcasting. It should read that icon abilities are not lost, so a hero could still play unarmed combat cards and psionicists could still play psionic power cards.

Deja Vu
100/ART
Cleric spell
Uncommon
Take any three cards form an opponent's discard pile and place them on top
of his draw pile. (Off/3)
Mace of Cuthbert
1/ART Chase
Artifact
5
Greyhawk
Chase
The level bonus (if any) of each opponent's spell is reduced by 2. Undead
cannot be used against the attached champion. The Mace is discarded when
the attached champion enters battle against Iuz.
Death Rock
2/ART Chase
Artifact
Ravenloft
Chase
Psychometron Nerad
3/ART Chase
Artifact
Dark Sun
Chase
The attached champion is immune to psionics. When the attached champion is discarded, the Psychometron psionically destroys one other champion.
The Spellfire Reference Guide Volume II incorrectly indicates that the artifact's power to destroy a champion can be used when the Psychometron is discarded. However, the attached champion must be discarded for the Psychometron's power to be used. For purposes of the Psychometron's power, being sent to the Abyss is considered being discarded.
3/Chase—Psychometron of Nerad: This artifact’s special power to discard any champion in play only works if the champion who it is attached to is discarded.
Silencer of Bodach
4/ART Chase
Artifact
5
Dark Sun
Chase
If the attached champion is defeated in battle, all of one other player's
holdings are discarded. If one of this player's realms is attacked, the attached
champion must be used first in defense.
Barab's Goblet of Dissolution
5/ART Chase
Artifact
3
AD&D
Chase
This artifact can be attached to any champion. When the champion with this
item is defeated, the winning champion is sent to the Abyss, permanently
removed from play.
If a realm champion wins a round of battle against a champion with Barab's Goblet of Dissolution, the realm is not sent to the Abyss (Technically, the realm champion is sent to the Abyss, but the realm supplies a new champion the next time it is attacked).
Card Combo (from Spellfire Reference Guide Volume II): If Barab's Goblet of Dissolution is attached to Ochimo, he can attack, lose the round, use the Goblet's power to send a victorious opponent to the Abyss, and then return to the pool, since Ochimo must be defeated twice before being discarded.
Onad the Weasel
6/ART Chase
Wizard
7
Greyhawk
Chase
Onad can imitate the effects of any event, by being discarded just after that
event is played. The use of Onad in this manner is secondary to the use of the
actual event.
Lord Blacktree
7/ART Chase
Hero
8
Forgotten Realms
Chase
At the beginning of a battle, Lord Blacktree can imitate the powers of any
single realm or holding in play. Only powers usable during a round of battle
can be imitated.
> Player 1 attack using a non-swimmer champion;
>  Player 2 defend using Lord Blacktree and copy Coral Kingdom;
>
>  What happens?

Since the attacking champion is already there, he stays, but anybody else
that wants to come into this fight (namely allies) must be able to get
there.

The OGRE
http://oracle.wizards.com/scripts/wa.exe?A2=ind0110B&L=spellfire-l&P=R2062

Young Strahd
8/ART Chase
Hero
8
AD&D
Chase
Can cast wizard spells. While in play all Ravenloft champions except Strahd Von Zarovich are turned face down and cannot act. Must defend if Strahd Von Zarovich attacks.
Young Strahd does not "kill" an opposing Ravenloft champion, they just can't face him. When Young Strahd is played as a defender from the hand, all Ravenloft champions are turned facedown. If the attacker was a Ravenloft champion, he is returned to his pool and the attacker gets to select another champion.
While Strahd is in play, Ravenloft champions cannot act, but their immunities still function. You may attach magical items and artifacts to Ravenloft champions, but they cannot be used.
Killian
9/ART Chase
Hero
8
AD&D
Chase
Immune to offensive spells. This swashbuckler is the captain of a ship; he and
his allies are considered swimmers and can attack any coastal realm.
Ghostly Piper
10/ART Chase
Monster
8
Ravenloft
Chase
Undead. This spectral bagpiper can cast wizard spells. He and any attached
cards are immune to the special powers of allies.
Forbiddance
11/ART Chase
Cleric spell
Chase
Bigby's Clenched Fist
12/ART Chase
Wizard spell
Chase
This spell summons a magical fist as a +4 ally. The fist can cause one enemy
ally to be discarded. (Off/4)
Fire Charm
13/ART Chase
Wizard spell
Chase
The special power of an opposing champion or ally is neutralized until the
end of the current battle. (Off/4)
Thunder Staff
14/ART Chase
Wizard spell
4
Chase
When this spell is played, all the opponent's allies are discarded. (Off/4)
Spectral Hand
15/ART Chase
Wizard spell
4
Chase
Ariel's Feather Charm
16/ART Chase
Magical Item
5
Chase
The attached champion becomes an agile flyer. The champion is not affected
by cards that normally cause harm specifically to flyers. (Def) 
Amulet of Spell Protection
17/ART Chase
Magical Item
5
Chase
The attached champion is immune to offensive spells. If this item is in the
pool when a spell is cast, the amulet can be discarded to prevent the effects of
the spell. (Def)
Amelior's Restraint
18/ART Chase
Magical Item
Chase
Before battle, choose one opponent's champion; that champion's special
abilities are negated until the end of your turn. (Off)
Smoke Powder Pistol
19/ART Chase
Magical Item
5
Chase
When this card is used in battle, flip one card from the opponent's draw pile.
The last digit of that card's number is an additional bonus for the attached
champion. (Off)
The opponent's card is flipped as soon as the Smoke Powder Pistol enters battle, regardless of which champion is currently winning the battle. The card that is flipped is discarded.
Dragon Font
20/ART Chase
Magical Item
Chase
Draw one less card than usual when beginning your turn. In addition, look at
the bottom 5 cards in your draw pile. Place one in your hand and return the
others to the bottom of the draw pile. (Def)
If Dragon Font is copied with Staff of Mimicry, the two magical items are used one after the other, which results in two less cards being drawn from the top of the deck and two cards taken from the bottom six cards.

Powers

Adjatha, the Spell Drinker
1/PW
Magical Item
2
Uncommon
Sword
Cannot be attached to a wizard or a cleric. For one round of battle, Adjatha
drains all magical items of the opposing champion, rendering them useless.
Add +2 to Adjatha for each item drained. (Off)
Adjatha's power negates all of the opposing champions magical items, including defensive magical items.
Abhorrence of Shapechangers
2/PW
Magical Item
3
Rare
Sword
Cannot be used by monsters. Against all shapechangers (werebeasts, Strahd
von Zarovich, and the Kargat Vampire) Abhorrence becomes a +7 weapon.
(Def)
Sword of the Avoreen
3/PW
Magical Item
1
Rare
Cannot be used by monsters. This sword automatically defeats giant
champions, and it reduces opposing undead and werebeasts to level 0. (Off)
The Sword of Avoreen reduces an opposing undead or werebeast champion's adjusted level to 0 at the time it is played. Any additional cards other than undead or werebeasts that are played by the opponent increase the champion's level normally.
The Spellfire Reference Guide Volume II incorrectly indicates that base level is reduced to 0. It is in fact the adjusted level that is reduced to 0. In the example given in the Guide, the Ghostly Piper (a level 8 undead monster) with the Amulet of Spell Protection (+5 magical item) attached would be reduced to level 0 at the time the Sword of Avoreen is played.
4—Sword of the Avoreen: This card reduces the level of undead and werebeasts to level 0 at the time it is played. Thus, a level 4 monster with a +6 magical item and a +2 ally is reduced to level 0 at the time the card is played. Other non-undead and non-werebeast cards add to the level after that, however.
 
Sword of Blackflame
4/PW
Magical Item
4
Uncommon
During battle, the Sword of Blackflame reflects all spells back at the caster. Can
be played in combat to reflect a spell just cast. (Def)
Sword of Blackflame reflects all offensive spells back at the caster. It has no
effect on defensive spells. Its power is only usable during combat. 
Sword of the High King
5/PW Magical Item
4
Rare
Cannot be used by monsters. In battle, this mighty weapon causes fear. The
opposing champion becomes level 1, and his allies are each reduced to a +1
bonus. (Off)
Dragonsbane
6/PW
Magical Item
6
Uncommon
Sword
During battle, Dragonsbane destroys all dragons. (Off)
Dragonsbane destroys all opposing dragon champions and allies. It does not
affect the champion holding the Dragonsbane.
Post-Hypnotic Suggestion
7/PW
Psionic Spell
2
Common
Offensive
Psionic power. Usable by psionicist champions. If the psionic champion with
this power is defeated, the opposing champion may not attack this player's
realms for the rest of the game.
Sword of the Black Rose
8/PW
Magical Item
3
Rare
Only usable by monster champions. This sword becomes a +7 weapon when
used by an undead champion or werebeast. (Off)
Davron Parscall
9/PW
Psionicist
9
Dark Sun
Uncommon
Offensive
Psionicist Champion; can use psionic power cards. Davron's psionic Death
Field can destroy the opposing champion automatically. Davron is sent to the
Abyss (taken out of play) if the power is used.
Davron's psionic power is offensive.
Yorgia Sandow
10/PW
Psionicist
3
Dark Sun
Common
Defensive
Psionicist Champion; can use psionic power cards. Discard one magical item from your pool to activate Yorgia's Metamorphosis, allowing her to imitate the power of any monster in play and add its level to her own.
Yorgia's power can be activated in phase 3 or in combat.
Roghal Baen
11/PW
Psionicist
8
Dark Sun
Uncommon
Offensive
Psionicist Champion; can use psionic power cards. When used in defense,
Roghal can employ his Precognition, forcing the attacker to lay face up all
cards he intends to use in this battle. The attacker can use only those cards.
If Good Fortune is among the cards placed down at the start of battle,
it may be played and any of the five cards drawn may be played. Roghal's
psionic power is offensive.
Kelsur Brighteye
12/PW
Psionicist
8
Greyhawk
Common
Offensive
Psionicist Champion; can use psionic power cards. Kelsur can employ his
Telekinesis to steal a single magical item or artifact from the opposing
champion for the duration of the battle. The item can be of any world.
Kelsur's psionic power is offensive.
Rand the Bowyer
13/PW
Psionicist
7
Dark Sun
Uncommon
Defensive
Psionicist Champion; can use psionic power cards. Rand can employ his Levitation, preventing all but flyers from battling him.
Rand's levitation power is similar to a wall spell. Upon using Rand's power, the round is over and champions return to their pools. The attacking player may continue the battle with a new champion. Rand's psionic power is defensive. Rand is not considered a flyer. 
Card Combo (from the Sussman Zone ): Attaching the Rod of 7 Parts, #4 (Flyers cannot be played against the attached champion) to Rand makes him nearly impossible to defeat.
13—Rand the Bower: Rand’s power works exactly like that of a Wall spell. This means that if Rand’s power is used as a defender, the battle ends unless the attacker can fly. If used while an attacker, the defender returns to his pool and the battle is over.
Seveia Shadowmaster
14/PW
Psionicist
7
Dark Sun
Common
Defensive
Psionicist Champion; can use psionic power cards. If defeated when attacking,
Seveia can employ her Shadow-form to return, invisibly, to her owner's pool.
The defender still gets the spoils of victory.
Seveia's psionic power is defensive.
Rafe Racker
15/PW
Psionicist
7
Dark Sun
Uncommon
Offensive
Psionicist Champion; can use psionic power cards. Rafe can psionically Cause
Decay, instantly destroying all of the opposing champion's magical items or an
artifact of +4 or less.
Rafe's psionic power is offensive.
Jacenelle Traen
16/PW
Psionicist
6
Forgotten Realms
Common
Defensive
Psionicist Champion; can use psionic power cards. While in the pool,
Jacenelle can psionically double another psionicist champion's level during
battle.
Jacenelle can use her power once per turn (from phase 3 of one turn until phase 3 of her next normal turn). Jacenelle doubles the champions adjusted level at the time he enters battle. Cards attached after the start of battle are not doubled.
Bilago Lumen
17/PW
Psionicist
5
Dragonlance
Uncommon
Offensive
Psionicist Champion; can use psionic power cards. At the start of a battle,
Bilago can employ his Mindwipe to subtract his adjusted level from the
opposing champion's adjusted level. A champion reduced to level 0 is
discarded.
Bilago's mindwipe power is used at the start of battle, before the effects of any other cards that may adjust the opponents level. Bilago's psionic power is offensive.
The Spellfire Reference Guide Volume II incorrectly describes a combination of Bilago Lumen and the Sword of the High King. Bilago's mindwipe power is used before the powers of any attached cards are activated. The power of the Sword of the High King thus reduces the opposing champion's adjusted level to 1 after Bilago uses his mindwipe power. 
Dawn d'Ereath
18/PW
Psionicist
6
Dark Sun
Common
Defensive
Psionicist Champion; can use psionic power cards. Through psionic Ejection,
Dawn is automatically immune to all psionic powers.
Dawn is only immune to offensive psionic powers. Dawn’s psionic power is
defensive.
Phridge
19/PW
Psionicist
6
Dark Sun
Common
Psionicist Champion; can use psionic power cards. Can also cast wizard and
cleric spells.
Phridge's psionic power is offensive.
Seluna Darkenstar
20/PW
Psionicist
5
Dark Sun
Uncommon
Defensive
Psionicist Champion; can use psionic power cards. Seluna can employ her
Appraise power, allowing her owner to look at the opponent's hand. She can
then withdraw from combat (treat as a defeat), returning to the pool.
Seluna's psionic power is defensive.
Kerm of Tyr
21/PW
Psionicist
5
Dark Sun
Common
Offensive
Psionicist Champion; can use psionic power cards. Kerm can employ his
Ultrablast to halve the opposing champion's level (round up) and discard all
allies in play. If victorious, he returns to his pool at the end of his player's
next turn.
Kerm's psionic power is offensive.
Havrum Riddle
22/PW
Psionicist
5
Dark Sun
Uncommon
Defensive
Psionicist Champion; can use psionic power cards. When in a battle, Havrum
may employ his Stasis Field power to end the battle with no victory or spoils
for either side. The opposing champion returns to his pool, and Havrum is
discarded.
Havrum's psionic power is defensive.
Lyr of the Mists
23/PW
Psionicist
5
Greyhawk
Common
Offensive
Psionicist Champion; can use psionic power cards. When in battle, Lyr may
employ her Banishment power to discard one champion in any pool. 
When Lyr enters a battle, she can send a champion in another pool to the
Abyss. When defending, Lyr may immediately use this power. When
attacking, the power is used immediately after a defender is put forward. Lyr
cannot banish the opponent in the current battle, since that champion is not
in a pool. Lyr's psionic power is offensive.
Card Combo (from Mark Towse): Attach Winged Boots to Lyr, allowing her to use her power, lose the battle, and then return to the pool (as long as the opposing champion is not a flyer) to do it again next turn.
Colum Calder
24/PW
Psionicist
5
Dark Sun
Uncommon
Defensive
Psionicist Champion; can use psionic power cards. When attacking, Colum
may employ All-Round Vision, allowing his owner to examine the hands of
all other players before deciding which realm to attack.
Colum's power is used in phase 4 before he enters a battle. If the player
chooses to use Colum's power, he must attack. A player with a champion
such as Erillika (262/3rd; When defending she can negate all psionic powers
for the battle.) is still subject to Colum's power because battle has not yet
begun. Colum's power is stopped by either Psychic Storm or
Psionatrix. Colum's psionic power is defensive.
Kelaser Redbelt
25/PW
Psionicist
4 Dark Sun
Uncommon
Offensive
Psionicist Champion; can use psionic power cards. When defeated in battle,
Kelaser may psionically Detonate an opponent's hand. The opponent must
discard the cards and draw a new hand of five.
Kelaser's psionic power is offensive. Any other player's hand can be detonated, not necessarily the opponent in battle.
Hijacking can be played on the target of Kelaser's power to take the five cards and leave the target player with no cards.
25—Kelaser Redbelt: This champion’s power can be used against any opponent in the game, not necessarily the opposing champion’s player.
Breshkll Logon
26/PW
Psionicist
4
Dark Sun
Common
Defensive
Psionicist Champion; can use psionic power cards. In battle, Breshkll may be
used as a champion or an ally. He may psionically Cannibalize, adding his
opponent's level to his won, but then must be discarded after battle.
Breshkll can be used as either an ally or a champion. If used as an ally, he is
discarded after battle just like any other ally. Breshkll's "cannibalize" power
can be used regardless of whether Breshkll is acting as a champion or an
ally. Breshkll's psionic power is defensive.
Masara d'Will
27/PW
Psionicist
4
Dragonlance
Common
Defensive
Psionicist Champion; can use psionic power cards. Masara can be used as an
ally or a champion. She psionically projects Invincible Foes, adding +4 levels
to each of her allies.
Masara's psionic power is defensive.
Rayden Valers
28/PW
Psionicist
4
Dark Sun
Uncommon
Offensive
Psionicist Champion; can use psionic power cards. When involved in battle,
Raydan can use Mindlink to use the level and power of psionicist in another
player's pool.
Rayden's psionic power is offensive.
Psychic Storm
29/PW
Event
Common
No psionic powers may be used and all psionicists are reduced in level by half
(round up). The effects of this card last until another event card is played.
Sandstorm
30/PW
Event
Common
All flyers are grounded and cannot attack or defend. All earth-walkers battle
at half their normal levels (round up). These effects last until the end of this
player's next turn.
Necromantic Wave
31/PW
Event
Common
Offensive spells, magical items, and artifacts have no effect on undead
champions and allies until the end of this player's next turn. 
Night of the Blue Moon
32/PW
Event
Rare
All werebeasts triple their levels and are immune to offensive spells, magic
items, and artifacts until the end of this player's next turn. 
The Spellfire Reference Guide Volume II incorrectly indicates that base level of werebeasts is tripled. It is the adjusted level that is tripled.
32—Night of the Blue Moon: This event triples the adjusted level of all werebeasts in play.
Zepherwind
33/PW
Event
Rare
Avangion's Protection
34/PW
Cleric Spell
4
Common
Grants this player's champions immunity to psionic power cards and
psionicist champion powers until the start of this player's next turn. (Def/3/4)
34—Avangion’s Protection: The +4 bonus granted by the spell remains until the stated duration has expired, regardless of what phase that the spell was cast. This makes it a good card for increasing the adjusted level of a champion before entering combat.
 
Nullification
35/PW
Event
Common
All spells in play must be discarded. No more can be cast until this player's
next turn, including Limited Wish.
Limited Wish may be immediately played as a counter-effect card to negate Nullification. If not immediately played, Limited Wish cannot be played until Nullification expires.
Tuigan Invasion
36/PW
Event
Rare
All holdings in play are destroyed (discarded).
Dark Negation
37/PW
Event
Rare
Negates the special power of one champion or one realm (this player's choice)
until the end of this player's next turn.
Caravan Raiders
38/PW
Event
Common
Play to cancel the Caravan event card just after it is played. This player may
also randomly draw and discard one card from each opponent's hand.
Caravan Raiders can only be played when another player plays Caravan.
Icedawn, Avatar of Auril
39/PW
Cleric/Avatar
12
Forgotten Realms
Rare
Avatar. A cleric must be discarded to bring Icedawn into play. Icedawn is
immune to events, walls, and offensive cleric spells. Limit one avatar per
pool.
Nightsinger, Avatar of Shar
40/PW
Cleric/Avatar
13
Forgotten Realms
Rare
Avatar. A cleric must be discarded to bring Nightsinger into play. Nightsinger
can create darkness, halving the levels of the opposing champion and his
allies (round down).
Bonemaster, Avatar of Nerull
41/PW
Cleric/Avatar
15
Greyhawk
Rare
Undead
Avatar. A cleric must be discarded to bring Bonemaster into play. Bonemaster
makes this player's undead immune to offensive spells, magical items,
artifacts, and events.
Lady of Fate, Avatar of Istus
42/PW
Cleric/Avatar
16
Greyhawk
Rare
Avatar. A cleric must be discarded to bring Lady Fate into play. Before combat, her owner can examine an opponent's hand and discard any two cards.
The Lady of Fate's power requires combat, which means that if she is attacking, a defender must be brought forward. If the opponent chooses not to defend, the Lady's power cannot be used.
The Lady's power, once activated by combat, can be used against any opponent, not necessarily the opponent in combat.
Istus, Avatar of Fate When attacking with Istus, if your opponent does not choose to put forth a defending champion, battle does not occur. Without battle, Istus may not force your opponent to discard two cards.
Misfortune, Avatar of Ralishaz
43/PW Cleric/Avatar
17
Greyhawk
Rare
Avatar. A cleric must be discarded to bring
Tempest, Avatar of Zeboim
44/PW
Cleric/Avatar
18
Dragonlance
Rare
Swimmer
Avatar. A cleric must be discarded to bring Tempest into play. Tempest makes
this player's swimmers immune to offensive spells, magical items, and
artifacts. If the Sea Queen is in play, Tempest cannot be.
Sirrion, Avatar
45/PW
Cleric/Avatar
19
Dragonlance
Rare
Avatar. A cleric must be discarded to bring Sirrion into play. Immune to
offensive spells. In battle, Sirrion forces the opposing champion's magic items
and artifacts to be discarded.
Mirror, Mirror
46/PW
Cleric Spell
Common
This spell remains in effect until the end of this player's next turn. Mirror,
mirror turns all spells against their casters. (Off/3/4)
Mirror, Mirror functions like a long-lasting Spell Turning. It is not a counter-effect card. Unlike Spell Turning, it can only be cast during phase 3 or 4. Like
Spell Turning, only offensive spells are affected.
Rope Trick
47/PW
Cleric Spell Common
Enables this player to end his attack at any time, counting it as a loss, but
returning his champion and allies to his hand. (Def/4)
Stasis
48/PW
Cleric Spell
Common
Play immediately after both champions have been chosen. No more cards can
be played in this round of battle. (Off/4)
Once Stasis is played, only champions (in battle or in pools) that are immune to offensive spells can continue to play cards. Stasis can be dispelled if played immediately as a counter effect card. Wish cannot be played on Stasis since it does not have a lasting effect.
Because events are played by the player, not the champion, event cards may continue to be played.
Giant Space Hamster
49/PW
Ally
3
Uncommon
Every friendly ally played after this one gains 3 levels. 
Polymorph Other
50/PW
Wizard Spell
Common
Replace an opposing champion's power with the power of any other
champion in play. Lasts until dispelled. (Off/3/4)
Phase Out
51/PW
Wizard Spell
Common
This player may not e attacked again until after his next turn. (Def/5)
Gith
52/PW
Monster
6 Dark Sun
Uncommon
Earth-walker. Psionicist; may use psionic power cards.
Crabman
53/PW
Monster
5
Forgotten Realms
Uncommon
Swimmer. In battle, the crabman can force one other player to contribute an
ally to his side. If he has none the power is wasted. After combat, the ally is
discarded.
Aquatic Elf
54/PW
Monster
4
Forgotten Realms
Uncommon
Swimmer. No elf champion or ally can oppose him in battle. Becomes level 9
if attacking a coastal realm.
Ixitxachitl
55/PW
Monster
5
Forgotten Realms
Uncommon
Swimmer. Gains 4 levels when opposing another swimmer in battle. Can cast
clerical spells. When attacking or defending a coastal realm, can cast wizard
spells.
Kirre
56/PW
Monster
5
Dark Sun
Uncommon Psionicist; may use psionic power cards. 
If Kirre is defeated, his owner may
draw one card and add it to his hand.
Locathah Champion
57/PW
Monster
4
Forgotten Realms
Uncommon
Swimmer. All opposing allies lose their special powers. 
Living Wall
58/PW
Monster
10
Forgotten Realms
Rare
This monster absorbs (discards) all champions and allies of level 6 or higher. It is immune to artifacts and offensive spells and magical items. Champions, offensive psionic powers, and allies must be level 5 or less to attack it.
Only champions and allies with unadjusted levels of 5 or less can battle the Living Wall. Champions of base level 6 or greater are automatically defeated. If Living Wall defends against Lovely Colleen (22/1st Chase), it automatically loses, since the attackers power is activated first. Living Wall is also defeated by the Iron Golem.
Tyvorg has the power to instantly defeat the Living Wall. Tyvorg's power takes effect when he is played, so if Tyvorg is played from the hand to defend against the Living Wall, the Living Wall is instantly destroyed. Because combat has not begun, the attacking player may put forth another champion, but Tyvorg must continue to defend.
Tako
59/PW
Monster
6
Forgotten Realms
Uncommon
Swimmer. In combat, the Tako multiplies its level times the level of its
lowest ally.
Tako multiplies his adjusted level (base level plus magical items and artifacts) at the time the first ally is played by the lowest level ally played with him. Any cards played after the first ally are added to Tako's adjusted level.
Card Combo: The Ogre loves to combine Tako with the Axe of the Dwarvish Lords, which supplies a +8 ally in addition to the Axe's +3 bonus. Tako's adjusted level with the Axe is 72 [(6+3)x8=72].
Earth Elemental
60/PW
Monster
4
Dark Sun
Uncommon
Earth-walker. In battle, the earth elemental automatically defeats any champion whose card number has a last digit of 3 or less.
The Earth Elemental defeats any champion with a last digit of 3 or less, including realm champions.
Skriaxit, Composite Elemental
61/PW
Monster
8
Forgotten Realms
Rare
Earth-walker. In battle, Skriaxit forces the opposing champion and all his
allies to fight at half their normal levels (rounded down).
Mountain Giant
62/PW
Monster
5
Forgotten Realms
Uncommon
Earth-walker. Reflects all psionic powers back to the projector.
The Mountain Giant reflects psionic powers back at the original projector.
This reflection only occurs when the Mountain Giant is the target of the
psionic power.
Grippli
63/PW
Monster
3
Forgotten Realms
Uncommon
Swimmer. The Grippli can use any magical item, with its highest level bonus.
When Grippli uses a magical item with different level bonuses depending on certain conditions, the Grippli always gets the highest possible bonus. Examples of such magical items are Sword of the Black Flame (+3, +7 if attached to undead), Staff of Striking (+3, +5 if attached to a cleric), and the Axe of Friendship (+2, +6 if the Sword of Friendship is in play). In each of these cases, Grippli would get the higher bonus.
Grippli always gets the full +10 bonus from Hero's Chalice, not just when defending.
Magical items with variable bonuses also carry the maximum possible level when attached to Grippli. For example, the Wand of Wonder calls for the player to draw and discard a card. The last digit of the drawn card is the level bonus of the Wand. When attached to Grippli, a card is still drawn and discarded, but the level bonus of the Wand is always +9.
Grippli can use any magical item, regardless of restrictions, such as Sword of the High King.
63—Grippli: Since the Grippli always receives the highest possible level bonus, assume that any card designated as “?” grants him the maximum possible level bonus. Likewise, if a magical item’s special power requires a “draw and discard” to determine its level, assume that the card drawn is the most beneficial (a “9” in most instances). Note that the card is still drawn, even though the numerical bonus indicated by the card is not followed.
Chameleon Power
64/PW
Psionic Spell 1
Common
Psionic power. Usable by psionicist champions. A psionicist with this power
can be used as an ally. (Off/3/4)
If the champion is used as an ally, it is discarded after battle just like any other ally.
Brandobaris's Inversion
65/PW
Rule
AD&D
Rare
All champions of base level 6 and above are reduced to level 2. The levels of all others are doubled.
The changes brought about by Brandobaris's Inversion are to champions' base levels. The new levels are base levels.
Card Combo: With Brandobaris's Inversion in play, cast Spectral Dragon. All champions with a base level of 6 and above (before Brandobaris's Inversion is played) are discarded.
Card Combo: Sword of Sharpness is very effective with Brandobaris's Inversion in play, instantly defeating champions with a base level of 3 or less.
Card Combo (from Shadowlord's Spellfire Page ): With Brandobaris's Inversion in play, play Supernatural Chill. All champions with a base level of 6 and above (before Brandobaris's Inversion is played) are discarded.
Card Combo (from The Dragon's Horde - Spellfire Home Page ): With Brandobaris's Inversion in play, the following cards are particularly effective: 
•	The Midas Orb: No one of a base level 3 or lower can face the attached champion 
•	Wearbear: The champion is immune to the powers of champion’s base level 6 or less, as well as their attached cards. 
•	Nemon Hotep: The champion discards all champions base level 5 or less, win or lose. 
•	Inertial Barrier: Champions base level 6 or lower can't attack the player's realms. 
•	Sri Raji: Same as above, but only for one realm. 
•	Bilago Lumen: The champion kills anyone equal or lower than his adjusted level. Since he is level 5, he already has an advantage. 
65—Brandobaris’s Inversion: The new levels assigned to champions are considered to be new base levels.
Energy Containment
66/PW
Psionic Spell
3
Common
Psionic power. Usable by psionicist champions. Until the end of the turn, the psionicist with this power is immune to all cards calling for a reduction of level(s). (Def/4)
Complete Healing
67/PW
Psionic Spell
Common
Psionic power. Usable by psionicist champions. The psionicist champion using this power may retrieve three allies from his discard pile and return them to his hand. (Def/3/4)
Wheel of Fate
68/PW
Rule
AD&D
Rare 
At the start of this player's turns, all players draw a card and discard it, except for the card with the lowest first digit. Upon drawing his last card, each player shuffles his discards to form a new draw pile.
Teleport Trigger
69/PW
Psionic Spell
2
Common
Psionic power. Usable by psionicist champions. Place this card under one of your realms; it acts as a holding. When this realm is attacked, you may switch it with any other in your formation. Switched realms remain in their new places afterward. (Def/3) 
Molecular Rearrangement
70/PW
Psionic Spell
Common
Psionic power. Usable by psionicist champions. Discard all magical items and artifacts in play. (Off/3/4)
Telekinesis
71/PW
Psionic Spell
4
Common
Psionic power. Usable by psionicist champions. The wielder may steal the use of one magical item or one artifact in play anywhere. That card returns to its owner's hand afterward. (Off/3/4)
Mind Shield
72/PW
Psionic Spell
3
Common
Psionic power. Usable by psionicist champions. When cast, it makes its player immune until the end of his next turn to all cards that look at his draw pile or hand. (Def/3/4/5)
72—Mind Shield: The +3 bonus granted by this card lasts until the stated duration has expired, regardless of when the power is used.
Molecular Agitation
73/PW
Psionic Spell
3
Common
Psionic power. Usable by psionicist champions. All magical items and artifact of the opposing champion are discarded. (Off/4)
Control Wind
74/PW
Psionic Spell
4
Common
Psionic power. Usable by psionicist champions. Negates for this player the effect of all spells, events, champion powers, and rule cards until the end of his next turn. (Def/3/4/5)
All spells, events, champion powers, and rule cards are negated for this player. Unfortunately, defensive spells, helpful events, and beneficial champion powers are also negated for this player. Control Wind is subject to Wish.
Control Wind is not a counter-effect card.
Cause Decay
75/PW
Psionic Spell
3
Common
Psionic power. Usable by psionicist champions. For this round of battle, change all of an opponent's magical item and artifact levels to +1 and negate all of their special powers. (Off/4)
Repugnance
76/PW
Psionic Spell
4
Common
Psionic power. Usable by psionicist champions. Used in battle, this power forces all allies of the opposing champion to join the user's side. (Off/4)
Mind Thrust
77/PW
Psionic Spell
4
Common
Offensive
Psionic power. Usable by psionicist champions.
Sea Queen, Avatar of Zeboim
78/PW
Cleric/Avatar
11
Dragonlance
Rare
Swimmer
Avatar. Discard a cleric to bring the Sea Queen into play. She makes swimmers of all this player's champions and allies and may reclaim one magical item each turn as it is discarded. If Tempest is in play, the Sea Queen cannot be.
Kiri, Avatar of Kiri-Jolith
79/PW
Cleric/Avatar
14
Dragonlance
Rare
Avatar. A cleric must be discarded to bring Kiri into play. In combat, Kiri negates all special powers of all champions in play. Limit one avatar per pool.
Kiri's power activates immediately upon entering combat, even before an opposing attacker's special power activates. Kiri can therefore defend against champions such as the Living Wall, that would normally instantly defeat an opposing champion.
Kiri retains his own special power while in combat.
Shadair Mesker
80/PW
Cleric
9
Dark Sun
Uncommon
Shadair can use wizard spells, and psionic power cards. 
Mental Barrier
81/PW
Psionic Spell
1
Common 
Psionic power. Usable by psionicist champions. For the remainder of this battle, all offensive psionic powers used against this champion become +2 and have no extra abilities. (Def/4)
Tower of Iron Will
82/PW
Psionic Spell
3
Common
Psionic power. Usable by psionicist champions. User becomes immune to offensive psionic powers until the beginning of his next turn.
Intellect Fortress
83/PW
Psionic Spell
1
Common
Psionic power. Usable by psionicist champions. Until the end of his next turn, the user of this power is immune to all offensive spells, magical items, and psionic powers except those of avatars. (Def/3)
83—Intellect Fortress: The +1 bonus granted by this card lasts until the stated duration has expired, regardless of when the power is used.
Control Flames
84/PW
Psionic Spell
4
Common
Psionic power. Usable by psionicist champions. This champion may force the discard of one non-champion card with the word flame or fire in its title. (Def/4)
Psychic Storm
85/PW
Rule
AD&D
Rare
No psionic power cards or artifacts may be played.
While prohibiting the play of new psionic power cards, Psychic Storm does not affect powers already in play.
Nullify Magic
86/PW
Rule
AD&D
Rare
No wizard or clerical spells may be played.
Mind of the Avatar
87/PW
Rule
AD&D
Rare
All avatars can use psionic power cards.
Gift of the Avatar
88/PW
Rule
AD&D
Rare
Only clerics may use psionic power cards.
Intensify
89/PW
Psionic Spell
1
Common
Psionic power. Usable by psionicist champions. Doubles the levels of all allies played on this champion. (Def/4)
Summon Planar Creature
90/PW
Psionic Spell
1
Common
Psionic power. Usable by psionicist champions. The user may search his draw deck for one champion of level 6 or less to aid him in this battle. Reshuffle the draw deck afterward. (Def/4)
The champion selected is treated as an ally and is discarded after battle, win or lose.
Graft Weapon
91/PW
Psionic Spell
4
Common
Psionic power. Usable by psionicist champions. In combat, the user of this power can use the level and effects of one magical item or artifact in another player's pool. (Def/4)
Melt Stone
92/PW
Cleric Spell
3
Common
The opposing champion is reduced in level to +3, and his allies to +1, for the duration of this combat. (Off/4)
The powers of Melt Stone apply to cards played before and after Melt Stone has been played.

Psionic Blast
93/PW
Psionic Spell
8
Common
Offensive
Psionic power. Usable by psionicist champions.
Psionic blast is an offensive psionic power.
Magnify
94/PW
Psionic Spell
1
Common
Psionic power. Usable by psionicist champions. A champion using this power doubles his level for the duration of this battle. (Def/4)
The Spellfire Reference Guide Volume II incorrectly indicates that base level is doubled. It is the adjusted level that is doubled.
94—Magnify: A champion who uses this psionic power doubles his adjusted level at the time the power is played.
Probability Travel
95/PW
Psionic Spell
4
Common 
Psionic power. Usable by psionicist champions. This power allows its user and his allies to attack any realm, regardless of its position. (Def/3)
Banishment
96/PW
Psionic Spell
2
Common
Psionic power. Usable by psionicist champions. No allies can be played against a psionicist champion using this power. (Off/3/4) 
When this card is played, any opposing allies are discarded and the opponent can play no more allies for the remainder of the round. 
Create Object
97/PW
Psionic Spell
1
Common
Psionic power. Usable by psionicist champions. The user can look through his draw pile and select any single magical item or artifact to play immediately. Reshuffle the draw pile afterward. (Def/3/4)
Psychic Lock
98/PW
Psionic Spell
Common
Psionic power. Usable by psionicist champions. Ends combat. Both champions return to their pools; all other cards are discarded. The battle is a draw; there are no spoils. (Off/4)
In the case of one champion being immune to offensive psionic powers, the Spellfire Reference Guide Volume II incorrectly indicates that the battle is over with no victor. However, if Psychic Lock is played by a defender against an attacker who is immune to offensive psionics, the defender returns to his pool and the attacker is victorious and may continue the battle with another champion. If Psychic Lock is played by an attacker against a defender who is immune to psionics, the battle ends and the attacker's turn moves to phase 5.
98—Psychic Lock: If Psychic Lock is played by a defender against an attacker who is immune to offensive psionics, the defender returns to his pool and the attacker is victorious. If played by an attacker against a defender who is immune to psionics, the battle ends and the attacker’s turn moves to phase 5.
Life Draining
99/PW
Psionic Spell
2
Common
Psionic power. Usable by psionicist champions. Automatically defeats undead
champions and allies. (Off/4)
Dimensional Door
100/PW
Psionic Spell
Common 
Psionic power. Usable by psionicist champions. Forces the attacker to redirect his attack to any other realm in play, ignoring its placement and special powers during the battle. (Off/4)
Dimensional Door is played by a psionicist in the defending player's pool after an attacking champion comes forward. The round then continues with the same attacker and any attached cards. If the attack is shifted to a realm in another player's formation, a defender must be brought forward by the player whose realm is now under attack or the realm is razed.
The card states that the attack may be shifted "to any other realm in play," however; the attack cannot be redirected to one of the attacker's realms.
Crystal Sphere
1/PW Chase
Realm
AD&D
Chase
Any psionicist champion defending the Crystal Sphere doubles his level.
Rock of Bral
2/PW Chase
Holding
AD&D
Chase
Can be attached to any realm. Any defender is considered a psionicist champion. If attached to the Crystal Sphere, it adds +6 to the defender's level.
Unipsi
3/PW Chase
Artifact
AD&D
Chase
Usable by any avatar. An avatar with this artifact attached can use any number of artifacts from any worlds.
This artifact allows an avatar to avoid the world restrictions of artifacts, but any other restrictions must still be met.
The Inverter
4/PW Chase
Artifact
AD&D
Chase
Usable by any wizard. This artifact enables wizards to use psionic power cards.
Royal Conscription/Tax Levy
5/PW Chase
Event
Chase
Fate's Promise
6/PW Chase
Magical Item 6
Chase
This sword negates all spells cast by the opposing champion. (Def)
Fate's Promise negates all spells, including defensive spells, cast by an opposing champion in combat.
Bando's Whitestone
7/PW Chase
Artifact
AD&D
Chase
Usable by any psionicist champion. This artifact enables psionicists to cast wizard spells.
Quill Pen of the Planes
8/PW Chase
Artifact
+4
AD&D
Chase
The attached champion may duplicate the effect of any one spell, psionic power card, or psionicist champion power in play 
The Quill Pen of the Planes can be used once per turn to duplicate a spell or psionic power. It operates in a similar fashion to the way Bell of Might duplicates events. Quill Pen continues to duplicate a particular spell, psionic power card, or psionicist champion power until phase 3 of the player's turn, at which time a new spell, power, or psionicist can be copied. If the Quill Pen is not used during a player's phase 3 to copy a champion power, it may be used later to copy a spell or psionic power card when such card is played.
If the Quill Pen is used to duplicate a spell, a player with Mulmaster in play can draw a card for both the original spell and the duplicated spell.
The Quill Pen cannot be used to duplicate a player's own spell. 
When used to duplicate a psionicist's power, it is considered defensive in nature. The copied power can therefore be used against a champion that is immune to artifacts. Only one psionicist can be copied at a time.
The artifact's +4 bonus remains after it has been used to copy a spell or power.
If the Quill Pen is used to duplicate Wish, and the target of the duplicated Wish is a dungeon card, the Quill Pen and the champion to which it is attached are removed from the game (sent to the Void).
Quill Pen The Quill pen allows you to copy any one card in play. If you choose to copy a spell or psionic power card, you may reselect what Quill Pen is copying each turn. 
 
The Tantelear
9/PW Chase
Artifact
AD&D
Chase
Usable by any champion. This artifact generates a wild talent. It allows the attached champion to duplicate the power of any one psionicist champion currently in play.
Powers gained through the Tantelear are in addition to the attached champion's own powers.
Boragh's Ring
10/PW Chase
Magical Item
2
Chase
Allows monsters to use psionic power cards, but the psionic card's levels are all reduced to +2. (Def)
A psionic power card of bonus level +1 or with no bonus does not change.
Shawl of Mordenheim
11/PW Chase
Magical Item
2
Chase
Sirrion's Brooch
12/PW Chase
Magical Item
1
Chase
Usable only by clerics. Grant immunity from all offensive spells, offensive magical items, and artifacts. (Def)
Psionicist Bracelet
13/PW Chase
Magical Item
Chase
Usable only by a psionicist champion. No wizard spells may be cast during any combat with this champion. (Off)
Psionicist Anklet
14/PW Chase
Magical Item
Chase
Usable only by psionicist champion. No cleric spells may be cast during any battle with this champion. (Off)
Psionatrix
15/PW Chase
Rule
AD&D
Chase
The Psionatrix reduces all psionicists to half their normal levels (round down) and prevents the use of their powers and psionic power cards.
Antimagic Cloud
16/PW Chase
Rule
AD&D Chase
While the antimagic cloud is in effect, all spells, magical items, artifacts, and champion abilities (except psionicists') are nullified.
If Ellorelloran is brought into play while Antimagic Cloud is in play, the rule card is discarded.
Poisoned Water
17/PW Chase
Rule
AD&D
Chase
Discard all swimmers in pools; no new swimmers may be put into play.
The Ultimate Rule Card
18/PW Chase
Rule
AD&D
Chase
Played at the beginning of the player's turn, this card is not discarded. It affects all players and remains in effect until the end of the game.
No new rule card can be played.
Note the different wording in the first paragraph of this rule card. Even if the Ultimate Rule Card is removed from play, such as with Wish, Ellorelloran, or Gib Kcir, no new rule card can be played for the remainder of the game.
A player can play Control Wind, which negates a rule card, and then play another rule card to remove the Ultimate Rule Card.
Cosmic Intervention
19/PW Chase
Rule
AD&D
Chase
Play at the beginning of your turn to cancel the Ultimate Rule Card. Both cards are sent to the Abyss (taken out of play). Limit one per deck.
Avatar's Edict
20/PW Chase
Rule
AD&D
Chase
Avatars can be played without discarding clerics.
This rule card allows avatars to be played without discarding a cleric. Avatars such as Shar that require cards in addition to a cleric to be discarded still have these other requirements.

Underdark

UnderAthas
1/TU
Realm
Dark Sun
Common
This realm extends under opponents' DARK SUN realms, allowing them to
be attacked by this player's champions and allies, regardless of position or
restrictions.
This realm allows the player to attack an opponent's Dark Sun realms that
could otherwise not be attacked due to movement restrictions (e.g. only flyers
or swimmers can attack). This realm does not allow a player to circumvent
other restrictions, such as champion type (e.g. only dragons can attack), of a
realm being attacked.
The Unipolar Triumvirate
2/TU
Realm
AD&D
Common
Adds a +3 Underdark ally to all champions of this player when attacking. The
ally is negated by any other Triumvirate realm in play unless in the same
player's formation.
Each Triumvirate realm in a player's formation provides a separate ally. Each Triumvirate realm provides its ally, as long as there is not a more powerful Triumvirate realm in an opponent's formation. If there is a more powerful Triumvirate realm in an opponent's formation, the player's Triumvirate realm allies are negated.
All Triumvirate allies are negated if Lair of the Shadowdrake is in play.
The three Cavern holdings are useful additions to decks with Triumvirate realms. The Unipolar Cavern holding makes the ally provided by the realm to which it is attached to immune to offensive spells. The Bipolar Cavern holding allows the attached realm's ally to have any racial or movement characteristics the player chooses. This is very helpful for attacks on realms with movement restrictions. The Tripolar Cavern holding allows Triumvirate allies to be used for defense. Unlike the Unipolar and Bipolar Caverns, the Tripolar Cavern affects allies provided by all of a player's Triumvirate realms, not just the Triumvirate realm to which it is attached.
UnderKrynn
3/TU
Realm
Dark Sun
Common
This realm extends under opponents' DRAGONLANCE realms, allowing
them to be attacked by this player's champions and allies, regardless of
position or restrictions.
This realm allows the player to attack an opponent's Dragonlance realms that
could otherwise not be attacked due to movement restrictions (e.g. only flyers
or swimmers can attack). This realm does not allow a player to circumvent
other restrictions, such as champion type (e.g. only dragons can attack), of a
realm being attacked.
The Bipolar Triumvirate
4/TU Realm
AD&D
Uncommon
Adds a +6 underdark ally to all champions of this player when attacking and
negates the ally gained from the Unipolar Triumvirate. This ally is negated
by the Tripolar and Ultimate Triumvirates unless in the same player's
formation.
Each Triumvirate realm in a player's formation provides a separate ally. Each Triumvirate realm provides its ally, as long as there is not a more powerful Triumvirate realm in an opponent's formation. If there is a more powerful Triumvirate realm in an opponent's formation, the player's Triumvirate realm allies are negated.
All Triumvirate allies are negated if Lair of the Shadowdrake is in play.
The three Cavern holdings are useful additions to decks with Triumvirate realms. The Unipolar Cavern holding makes the ally provided by the realm to which it is attached to immune to offensive spells. The Bipolar Cavern holding allows the attached realm's ally to have any racial or movement characteristics the player chooses. This is very helpful for attacks on realms with movement restrictions. The Tripolar Cavern holding allows Triumvirate allies to be used for defense. Unlike the Unipolar and Bipolar Caverns, the Tripolar Cavern affects allies provided by all of a player's Triumvirate realms, not just the Triumvirate realm to which it is attached.
The Underdark
5/TU
Realm
AD&D
Rare
This realm extends under all opponents' realms that have attached holdings,
allowing the realms to be attacked by this player's champions and allies,
regardless of position or restrictions.
This realm allows the player to attack an opponent's realms with holdings
that could otherwise not be attacked due to movement restrictions (e.g. only
flyers or swimmers can attack). This realm does not allow a player to
circumvent other restrictions, such as champion type (e.g. only dragons can
attack), of a realm being attacked.
The Tripolar Triumvirate
6/TU
Realm
AD&D
Rare
Adds a +9 Underdark ally to all champions of this player when attacking and
negates the ally gained from the Unipolar and bipolar Triumvirates. This ally
is negated by the ultimate Triumvirate unless in the same player's formation.
Each Triumvirate realm in a player's formation provides a separate ally. Each Triumvirate realm provides its ally, as long as there is not a more powerful Triumvirate realm in an opponent's formation. If there is a more powerful Triumvirate realm in an opponent's formation, the player's Triumvirate realm allies are negated.
All Triumvirate allies are negated if Lair of the Shadowdrake is in play.
The three Cavern holdings are useful additions to decks with Triumvirate realms. The Unipolar Cavern holding makes the ally provided by the realm to which it is attached to immune to offensive spells. The Bipolar Cavern holding allows the attached realm's ally to have any racial or movement characteristics the player chooses. This is very helpful for attacks on realms with movement restrictions. The Tripolar Cavern holding allows Triumvirate allies to be used for defense. Unlike the Unipolar and Bipolar Caverns, the Tripolar Cavern affects allies provided by all of a player's Triumvirate realms, not just the Triumvirate realm to which it is attached.
UnderToril
7/TU
Realm
Forgotten Realms
Common
This realm extends under opponents' FORGOTTEN REALMS realms,
allowing them to be attacked by this player's champions and allies, regardless
of position or restrictions.
This realm allows the player to attack an opponent's Forgotten Realms
realms that could otherwise not be attacked due to movement restrictions (e.g.
only flyers or swimmers can attack). This realm does not allow a player to
circumvent other restrictions, such as champion type (e.g. only dragons can
attack), of a realm being attacked.
UnderOerth
8/TU
Realm
Greyhawk
Common
This realm extends under opponents' GREYHAWK realms, allowing them to
be attacked by this player's champions and allies, regardless of position or
restrictions.
This realm allows the player to attack an opponent's Greyhawk realms that
could otherwise not be attacked due to movement restrictions (e.g. only flyers
or swimmers can attack). This realm does not allow a player to circumvent
other restrictions, such as champion type (e.g. only dragons can attack), of a
realm being attacked.
UnderDread
9/TU
Realm
Ravenloft
Common
This realm extends under opponents' RAVENLOFT realms, allowing them
to be attacked by this player's champions and allies, regardless of position or
restrictions.
This realm allows the player to attack an opponent's Ravenloft realms that
could otherwise not be attacked due to movement restrictions (e.g. only flyers
or swimmers can attack). This realm does not allow a player to circumvent
other restrictions, such as champion type (e.g. only dragons can attack), of a
realm being attacked.
The Burning Cavern
10/TU
Holding
Dark Sun
Uncommon 
Ancient magic from Athas's Blue Age decrees that this player's allies are
immune to psionic power cards.
The Unipolar Cavern
11/TU
Holding
AD&D
Common
If attached to any Triumvirate realm, the Underdark ally gained from the
realm is immune to offensive spells.
While this holding can be attached to any AD&D realm, it is only useful if attached to a Triumvirate realm (Unipolar Triumvirate, Bipolar Triumvirate, Tripolar Triumvirate, or Ultimate Triumvirate).
The Unipolar Cavern makes the ally provided by the attached Triumvirate realm immune to offensive spells. Only the ally from the attached realm is immune. Allies from any other Triumvirate realms in the player's formation are not immune, so the Cavern should be attached to the most powerful Triumvirate realm in the player's formation.
Subterranean Seas
12/TU
Holding
Dark Sun
Uncommon
The stormy underdark of Krynn grants this player's allies the ability to
become swimmers.
The Bipolar Cavern
13/TU
Holding
AD&D
Uncommon
If attached to any Triumvirate realm, the Underdark ally gained from the
realm can be dwarves, elves, earthwalkers, flyers, swimmers, or undead, as
needed.
While this holding can be attached to any AD&D realm, it is only useful if attached to a Triumvirate realm (Unipolar Triumvirate, Bipolar Triumvirate, Tripolar Triumvirate, or Ultimate Triumvirate).
The Bipolar Cavern gives the ally provided by the attached Triumvirate realm the racial or movement power to reach virtually any opposing realm. Only the ally from the attached realm is affected, so the Cavern should be attached to the most powerful Triumvirate realm in the player's formation.
The North Wind
14/TU
Artifact
AD&D
Common
Usable only by an AD&D avatar. The attached champion and its allies can
attack any realm, regardless of position or restrictions. If victorious, the realm
is automatically razed.
The Tripolar Cavern
15/TU
Holding
AD&D
Uncommon
If attached to any Triumvirate realm, this player's Underdark allies gained from Triumvirate realms can also be used to defend. 
While this holding can be attached to any AD&D realm, it is only useful if attached to a Triumvirate realm (Unipolar Triumvirate, Bipolar Triumvirate, Tripolar Triumvirate, or Ultimate Triumvirate).
If attached to any Triumvirate realm, the Tripolar Cavern allows the allies provided by all Triumvirate realms in player's formation to be used to defend, as well as attack. Because the allies from all of the player's Triumvirate realms are affected, the Cavern can be attached any Triumvirate realm in the player's formation.
Echoes from the Deep
16/TU
Holding
Forgotten Realms
Rare
The magic of the Deep seeps upward, rendering this player's allies immune to
psionic power cards.
Cavern of the Gods
17/TU
Holding
Greyhawk
Uncommon
The ancient power of the gods bestows immunity to this player's defending
allies against the special powers of champions.
The Dread Chamber
18/TU
Holding
Ravenloft
Uncommon
The dark powers, in a twist of fate, decree that this player's attacking
champions are immune to the powers of all RAVENLOFT allies.
God's Plague
19/TU
Event
Rare
All avatars in pools are destroyed. Immune to Limited Wish. (Harmful)
When God's Walk
20/TU Event
Rare
All avatars must attack until this player's next turn: avatars must be used first
in defense. If unable to attack they are discarded. (Harmful) 
Drow Justice
21/TU
Event
Rare
Played during combat, all champions and allies in the battle who are not elves
(including drow) or dragons are discarded. If both champions are slain, the
battle is over with no victors. (Harmful)
Note the wording of the card, Drow Justice can only be played during combat.
Memory Moss
22/TU
Event
Rare
This creeping fungus purges a spell caster of its spells. All spells currently
held by the targeted player are discarded, and the affected champion cannot
cast spells until the event is affected champion cannot cast spells until the
event is removed.
The East Wind
23/TU
Artifact
Dark Sun
Common
Usable only by a DRAGONLANCE avatar. The attached champion and its
allies can attack any "eastern" realm (to this player's right), regardless of
position or restrictions.
The Forest Oracle
24/TU
Event
Uncommon
This player's realms that show trees are protected from being razed or
destroyed by spells and events until the end of his next turn. (Helpful)
Mika's Magic Ban
25/TU
Event
Uncommon
All spellcasting champions (except Mika the Wolf Nomad) cannot cast spells
until the end of this player's next turn. (Harmful)
Mika's Dragon Charm
26/TU
Event
Common
Until the end of his next turn, only this player may attack or defend with
dragons. (Harmful)
Mika's Undead Ward
27/TU
Event
Common
This player's undead champions and allies are protected until the end of this
player's next turn. Cards that specifically harm the undead have no effect.
(Harmful)
Amulet of Protection from Artifacts
28/TU
Magical Item
2
Rare
The attached champion is immune to the effects of all artifacts.
The champion with the amulet is not effected by opponent's artifacts. Opponent's artifacts retain their defensive powers.
Armor of Dispel Magic
29/TU
Magical Item
3
Common
Once per turn, the attached champion can dispel one spell cast against
another player. The champion must then attack on its turn or be discarded.
The power of this item functions just like a Dispel Magic spell. It can in turn be dispelled.
The Spellfire Reference Guide Volume II incorrectly infers that the Armor can be used to dispel a spell directed at the owning player. As the card states, the Armor's power only works on spells directed at another player.
Cloak of the Gargoyle
30/TU
Magical Item
3
Common
The attached champion is immune to wizard spells. If defeated in battle, the
champion returns to its pool, stripped of all attachments.
Dori's Obsidian Steed of Wondrous Power 
31/TU
Magical Item
4
Uncommon
Created by Dori's friend Drawmij, this item lets the attached champion and its
allies attack any realm.
Goibhniu's Warhammer
32/TU
Magical Item
Rare
Usable only by champions of level 12 or higher, the hammer automatically
kills any wizard or psionicist. If the champion's level falls below 12, the
hammer is discarded.
Helmet of Selnor
33/TU
Magical Item
Rare
Once per turn, may charm a hero or cleric into acting as an ally to the attached
champion. Regardless of outcome, the charmed champion returns to its pool
stripped of attachments.
The target of the charm must be in a pool. An opponent in battle cannot be
charmed.
Necklace of Protection
34/TU
Magical Item
2
Rare
The attached champion (but not its allies) is immune to the special powers of all avatars.
The champion with the necklace is immune to any avatar powers that effect the champion.
Black Snail of Shnai
35/TU
Magical Item
Uncommon
Cannot be played on an undead champion. If the attached champion is killed
in battle, it returns at the end of the player's next turn as an undead
champion. Powers and abilities remain unchanged.
The Black Snail is discarded after it is used to bring back a defeated champion as an undead champion, since the Snail cannot be attached to an undead champion.
Shovel of Gravedigging
36/TU
Magical Item
2
Common
If used by an undead champion, its allies gain an additional +2. If the allies
are also undead, they gain +4.
Hornung's Guess
37/TU
Wizard Spell
Uncommon
The might of Hornung is such that this spell can be cast at any time. This
player can look at one other player's hand and discard one realm. 
Hornung's Baneful Deflector
38/TU
Wizard Spell
Common
This player's champion and its allies are immune to the special powers of
allies for this round of combat.
Maximillian's Earthen Grasp
39/TU
Wizard Spell
Common
Cast only on a hero. The affected champion cannot attack or defend until the
end of its owner's next turn.
Shattered Glass
40/TU
Wizard Spell
Rare
Opponent cannot play one specified type of card (cleric or wizard spells,
psionic power cars, allies, magical items, artifacts, or events) for this round of
battle. Any already in play are discarded.
Lorloveim's Creeping Shadow
41/TU
Wizard Spell
Common
The caster's shadow creeps around the table, letting him see all cards
concealed under realms or face down in pools.
Locate Creature
42/TU
Wizard Spell
Uncommon
Allows the caster to see all allies of a specific type (earthwalkers, flyers,
swimmers, or undead) held in players' hands. Discard one card of that type
from each opponent.
Summon Lycanthrope
43/TU
Wizard Spell
Common
All cards in players' hands that specify werebeasts or lycanthropes (except
realms and holdings) must be played to aid the caster. Discard summoned
cards after use.
Werebeast or lycanthrope champions that are summoned are treated like allies during battle and are discarded after the round.
43—Summon Lycanthrope: Champions can be summoned by the spell. In this case, they work as allies and are discarded along with other cards at the end of the round of battle.
Mind Fog
44/TU
Wizard Spell
Uncommon
Cast on one player's pool. All spellcasters and psionic power card users in
that pool cannot cast spell or use psionic power cards until the end of that
player's next turn.
Mind Fog must be immediately dispelled or turned (counter-effect), otherwise its power takes effect and the affected player can no longer cast spells.
44—Mind Fog: Dispel Magic can only be played if it is played immediately in response to this spell. Once this “Spell Pause” has passed, a player cannot choose to play a Dispel Magic to negate the effects of the spell.
Bloodstone's Spectral Steed
45/TU
Wizard Spell
Common
Only monsters can enter combat with this champion. The champion and its
allies become flyers for one round of combat.
Card Combo (from the Sussman Zone ): If Bloodstone's Spectral Steed is cast on Lovely Colleen, only monsters can enter combat with her, which are instantly defeated.
Summon Undead
46/TU
Cleric Spell
Uncommon
Cast only by champions of level 13+. All undead champions and allies from
players' pools and hands come to the aid of the caster. Allies are discarded:
champions return to pools.
Champions summoned from pools use their attached cards, in addition to level and special powers.
A player with the Herald of Mei Lung is immune to Summon Undead.
46—Summon Undead: Summoned champions use their level bonus and special powers in addition to those of any attached cards.
Warband Quest
47/TU
Cleric Spell
Common
Cast only by champions of level 13+. Each champion in one pool gains 4
levels until the player's next turn. The spell may be continued each turn by
discarding a realm.
The Spellfire Reference Guide Volume II incorrectly indicates that the champion's base level is increased. It is the adjusted level that is increased.
47—Warband Quest: The levels added to the champions in a single pool increase those champions’ adjusted levels.
Wolf Spirits
48/TU
Cleric Spell
Uncommon
Cast only by champions level 13+, this spell creates an ally equal to the base
level of the caster. The wolf spirits devour an equal number of points of
opposing allies.
Stalker
49/TU
Cleric Spell
Rare
The South Wind
50/TU
Artifact
Forgotten Realms Common
Usable only by a FORGOTTEN REALMS avatar. The attached champion and
its allies can attack any "southern" realm (opposite this player), regardless of
position or restrictions.
This artifact is only useful if there is an opponent directly across from you.
Animal Horde
51/TU
Cleric Spell
Rare
Cast only by champions of level 13+. All allies in an opponent's hand come
to the aid of this spellcaster. Discard allies after use. (Off/4) 
Elemental Swarm
52/TU
Cleric Spell
Uncommon
Cast only by champions of level 13+. This spell creates a swarm that sweeps through one player's pool. The swarm discards any cards equal in icon points to half the level of the caster (rounded down). (Off/3)
When Elemental Swarm is played, champions in the target pool with cumulative base levels up to one-half the caster's adjusted level are discarded. The caster chooses which cards are to be discarded.
The Spellfire Reference Guide Volume II incorrectly indicates that half the caster's base level is used to determine what level cards are discarded. Because the card does not specifically state base level, the caster's adjusted level is used.
All card types can be discarded, so long as the icon points of the cards chosen do not exceed half the adjusted level of the caster. If a champion is discarded, any attached cards are discarded. Attached cards may be selected to be discarded. For example, a champion with Dori the Barbarian's Cape cannot be discarded by offensive spells. However, the Cape itself can be targeted (counting as 5 icon points) and discarded by the Elemental Swarm. If a champion is immune to offensive spells, that immunity extends to attached items.
52—Elemental Swarm: When using Elemental Swarm, first take half the caster’s adjusted level, rounded down, to determine the potency of the spell.
Preservation
53/TU
Cleric Spell
Common
Cast only by champions of level 13+ on a realm, this spell remains in effect
until dispelled or negated. The realm is immune to offensive spells. (Def/3/5)
Ward Matrix
54/TU
Cleric Spell
Common
Cast only by champions of level 13+, this spell connects the first realm of each
player in a matrix, allowing each to be attacked (regardless of restrictions)
until the end of this player's next turn. (Off/3)
Age Dragon
55/TU
Cleric Spell
Rare
Cast only on dragons, the spellcaster can double the age (base level) of a
dragon or halve the age (base level, rounded down) and take away its special
powers. This spell lasts until dispelled. (Def/3/4) or (Off/3/4) 
Mindkiller
56/TU
Cleric Spell
Rare
The caster can send one champion to the Abyss or send one avatar to Limbo.
The avatar remains in Limbo until the end of its owner's next turn. (Off/3/4)
If cast in combat, Mindkiller need not be cast on the opposing champion.
If cast by an attacker in combat with a realm champion, the realm is razed.
Card Combo (from Spellfire Reference Guide Volume II): Halcyon can enter battle, cast Mindkiller on the opposing champion to win the battle, and then retrieve Mindkiller from the discard pile. If the Boots of Fharlaghn is attached, Halcyon can continue attacking, repeating the cycle.
Spacewarp
57/TU
Cleric Spell
Rare
All attacks until the end of this player's next turn must be made against one
realm chosen by the caster; if the realm is razed, a successful attack by the next
player discards it. No further attacks can be made. (Off/3/5) 
57—Spacewarp: If this spell is Spell Turned or Reflected, there is no effect.
Spirit of Power
58/TU
Cleric Spell
Common
Any 4 clerics (excluding avatars) may band together to send an avatar to the
Abyss. Each player who participates must discard a magical item, either from
his hand or pool. (Off/3/4/5)
The West Wind
59/TU
Artifact
Greyhawk
Common
Usable only by a GREYHAWK avatar. The attached champion and its allies
can attack any "western" realm (to this player's left), regardless of position or
restrictions.
Tentacle Walls
60/TU
Cleric Spell
Common
Cast on a realm, this spell creates a permanent ally that devours all nonflying
allies. The spell remains in effect until negated or dispelled. 
Timelessness
61/TU
Cleric Spell
Uncommon
Discard cards equaling in icon points to the level of the targeted champion,
who is sent to the Abyss.
Hovering Road
62/TU
Cleric Spell
Common
Creates a permanent one-way path to a chosen realm until dispelled.
Regardless of the realm's restrictions, this player's champions and allies can
attack that realm.
The Spellfire Reference Guide Volume II incorrectly indicates that the Hovering Road can be spell turned or reflected and used against one of the caster's realms. However, because Spell Turning and Reflection turn the spell back against the caster (as opposed to one of the caster's realms), the Hovering Road has no effect if turned or reflected.
62—Hovering Road: If this spell is Spell Turned or Reflected, there is no effect.
Breath of Death
63/TU
Cleric Spell
Common
Cast only by level 13+ champions. Kills all champions of level 6 or less in
one pool and prevents survivors from attacking until after that player's next
turn.
The Unnamed, Avatar of Gruumsh
64/TU
Avatar
19
AD&D
Rare
Avatar: a cleric of level 8 or higher must be discarded to bring the Unnamed
into play. All players must ask Gruumsh each battle for the number of allies
they can use. Limit one avatar per pool.
The Faceless One, Avatar of Jubilex
65/TU
Avatar
20
AD&D
Uncommon
Avatar; two clerics equaling 12 points or more must be discarded to bring the
Faceless One into play. It and any AD&D champions in the player's pool are
immune to magical items of less that +3 enchantment and offensive spells.
Limit one avatar per pool.
The immunity is only to offensive magical items.
Moradin's Avatar
66/TU
Avatar
21
AD&D
Common
Dwarf
Avatar; two dwarf champions or the Reorxcrown Mountains realm must be
discarded to bring Moradin's Avatar into play. All realms held by this player
can be attacked only by flyers or earthwalkers (or via Underdark realms).
Limit one avatar per pool.
Per the Spellfire Oracle, the Spellfire Reference Guide Volume II should have indicated Moradin's Avatar as a blueline dwarf. 
Invasion of the Undead
67/TU
Rule
Greyhawk
Uncommon
The undead rise up in wrath! Any undead champions killed in battle are not
discarded, but are sent to Limbo. They return to their pool at the end of their
next turn, without attachments. Any undead allies lost in battle remain with
them. This rule card is immune to Wish.
The Red Death
68/TU
Avatar
19
Ravenloft
Rare
Undead
Avatar; RAVENLOFT champions totaling 10+ must be discarded to bring the
Red Death into play. On its turn, if can corrupt a champion of base level 5 or
less. The player can allow his champion to be the avatar's ally, or he can
discard the champion instead. If used, the champion returns to its pool, minus attached cards. The
Red Death may be used once per turn, but only during the player's turn.
Things That Go Bump In The Night
69/TU
Rule
AD&D
Uncommon
All champions and allies native to the Underdark have infravision. All other champions and allies do not; they cannot see and their special powers don't work.
This rule card affects all champions and allies other than Underdark champions and allies. Underdark champions and allies have either the Underdark designation in the card text or are part of the Underdark booster set.
Sargonnas
70/TU
Avatar
6
Dragonlance
Common
Avatar; a cleric of level 8 or higher must be discarded to bring Sargonnas into
play. All cards with the word "fire" or "red" in their title are doubled in level
when played with Sargonnas. Limit one avatar per pool.
The Uncaring, Avatar of Boccob
71/TU
Avatar
21
Greyhawk
Rare
Avatar; can cast wizard spells; a Greyhawk wizard and one Greyhawk realm
must be discarded to bring the Uncaring into play. At the beginning of this
player's turn, the Uncaring can discard one razed Greyhawk realm in play.
The Avatar Shar
72/TU Avatar
17
Forgotten Realms
Uncommon
Avatar; a cleric and one Forgotten Realms holding must be discarded to bring
Shar into play. She absorbs all offensive spells cast against this player's
Forgotten Realms champions and realms, dispelling or deflecting them as she
wishes.
Shar's power works like the spell Re-target, allowing Shar to select the new target of the spell. This power effectively makes her immune to Wish, since she can deflect the spell.
Shar's power is considered a spell, in that her dispelling power can be negated with Dispel Magic and her deflecting can be negated or deflected back with Dispel Magic, Spell Turning, Magic Draining Field, Re-target, etc.
Baelnorn
73/TU
Ally
5
Common
Elf
Undead. If used in the successful defense of a realm, they remain with the
realm until it is razed.
Chitine
74/TU
Ally
4
Common
If played against a drow champion, it is +8. If played with Lolth, the Spider
Queen, it remains with her and is shuffled back into the deck if Lolth is
defeated.
Crypt Servant
75/TU
Ally
6
Common
Undead. Can be attached to any Underdark holding, where it becomes a
permanent defending ally until the holding is discarded.
Foulwing
76/TU
Ally
6
Common Flyer. Devours (discards) all opposing flying allies. Can be played during
another player's combat to devour one flying ally, returning to its player's
hand after battle instead of being discarded.
Gnasher
77/TU
Ally
4
Rare
Flyer. When played, devours one psionicist champion in any pool.
Magebain
78/TU
Ally
1
Rare
If defeated by a wizard, this ally remains with the winning champion.
Whenever he casts a spell, draw a card. The spell is only successful if the
card's last digit is 8 or 9.
Sword Slug
79/TU
Ally
5
Common
Reduces the level of all magical items played against it to 0, though it does not
negate any special powers.
Skum
80/TU
Ally
3
Rare
Fey Dwarf
81/TU
Ally
7
Common Undead. If played in the successful defense of a realm, this ally stays with the
champion. If defeated when attacking, it returns to the player's hand.
Corpse Dragon
82/TU
Monster
9
AD&D
Uncommon
Flyer. Can cast wizard spells. Undead champions and allies will not face this
horrid creature.
Earth Weird
83/TU
Monster
5
AD&D
Common
Earthwalker
Immune to offensive magical items. If defeated in combat, it regenerates and
returns to its pool at the end of the player's next turn. Attached cards are
discarded.
Gorynych
84/TU
Monster
7
AD&D
Rare
Flyer. Can attack twice per turn if it wins its first round. On its second attack, it can wishbone, automatically razing the realm if it wins the battle, but must then be discarded.
Noran
85/TU
Monster
5/9
AD&D
Common
When defending, its level rises to 9 and it can spit rocks, instantly destroying
all allies of level 3 or less.
Noran's use of its special power ("can split rocks") is optional. 
85—Noran: This card’s special powers can be activated on a whim; it doesn’t automatically destroy all allies of less than +3.
Gibbering Mouther
86/TU Monster
3
AD&D
Common
This foul minion of Jubilex becomes level 10 and can cast cleric spells if the
Faceless One is in play anywhere.
Umber Hulk
87/TU
Monster
6
AD&D
Common
This monster and its allies can attack any Underdark realm, regardless of
position.
Mind Flayer
88/TU
Monster
7
AD&D
Common
Can use psionic power cards and cast wizard spells. This monster and its allies
can attack any Underdark realm, regardless of position.
Myconid
89/TU
Monster
2
AD&D
Common
If attacking and Underdark realm, its level rises to 7. If defending an
Underdark realm, it can defend twice before being discarded.
Monster of the Lake
90/TU
Monster
10
AD&D Rare
Undead; swimmer. Can cast cleric spells; immune to offensive cleric spells. Its
bite is poisonous to avatars, negating special powers and halving their levels
(rounded down) in battle. If used to defend, the realm must show water.
Belwar Dissengulp
91/TU
Hero
4
Forgotten Realms
Common
Gnome (svirfneblin). This hero's magical items are doubled in level, as are all
dwarf and gnome allies played with him.
Jarlaxle
92/TU
Hero
5
Forgotten Realms
Common
Elf (drow). When defending Menzoberranzan or any Underdark realm,
Jarlaxle's level is doubled.
Ellorelloran
93/TU
Wizard
9
Greyhawk
Common
Elf (drow)
Can cast cleric spells and is immune to psionics. When Ellorelloran is first played, she can discard any rule card in play. She may be discarded to remove a subsequent rule card from play. 
Ellorelloran is blueline elf (drow).
Ellorelloran's power activates when the card is played. Thus even if Ellorelloran is played from the hand directly into battle as a defender, Ellorelloran's power to discard a rule card takes effect before any powers of the attacking champion.
Zaknafein, the Weapons Master
94/TU
Hero
9
Forgotten Realms
Common 
Elf (drow). Zaknafein can attack up to 3 times per turn. On the second attack,
he is level 6; on the third he is level 3.
If Barbarian's Decree is in play, Zaknafein can attack twice at level 9, once at level 6, and once at level 3.
Baldar Dwellardon
95/TU
Cleric
8
Forgotten Realms
Common
Dwarf (duergar). Immune to offensive spells. Baldar and his allies can attack any Underdark real, regardless of position. 
Fowron, the Giant
96/TU
Cleric
3
Greyhawk
Common
Fowron gains one level for each giant in play. Once per turn, he can duplicate the special ability of any other giant in play. (This player's use is secondary.)
Because Fowron is a giant himself, he gains one level even if no other giants are in play.
Card combo: If the Girdle of Storm Giant Strength is attached to another champion while Fowron is in play, Fowron can imitate that champion's power, even if not a giant. (from jones@ond.jupiter.vein.hu)
Chantal the Banshee
97/TU
Monster
7
Ravenloft
Common
Undead; can cast cleric spells and is immune to psionics. Because of the fear
this banshee instills, any allies played with or against her are at -1.
Allies in combat with Chantal have their icon levels reduced by 1. 
Aquilla
98/TU
Wizard
4
Dark Sun
Uncommon
Elf
Swimmer. Aquilla poisons all swimmers played against her, causing these
champions and allies to be discarded.
Iseult
99/TU
Cleric
7
Ravenloft
Uncommon
Iseult may have two artifacts attached to her. When attacking, her opponent
must hold out all spells and psionic power cards; Iseult randomly draws one
to be discarded.
If Iseult has two artifacts attached, one of which is the Fang of Nosferatu, and uses the Fang to substitute for the power of another champion, one of the artifacts must be discarded.
Xontra
100/TU
Psionicist
6
Dark Sun
Common
Psionicist; can use psionic power cards. If held by a player who has no Dark
Sun realms in his formation, Xontra and her allies can attack any Dark Sun
realm, regardless of position; otherwise, she must attack normally.
Lazarus, the Drow
1/TU Chase
Psionicist
4
Forgotten Realms
Chase
Inflict Pain
2/TU Chase
Psionic Power
Chase
Playable only on an avatar or psionicist, this power inflicts pain on a
champion, stripping away its powers and reducing its level to 1 until the end
of this player's next turn (Off/3)
The Hoof of Auroch
3/TU Chase
Artifact
5
Greyhawk
Chase 
This player's champions are immune to psionics.
The Ring of Gaxx
4/TU Chase
Artifact
3
Greyhawk
Chase
The attached champion can only be discarded as a result of battle.
The champion with the Ring cannot be discarded except as a result of battle. The champion therefore is not discarded by Wish, unless Wish is cast while the champion with the Ring of Gaxx is in combat.
The Deep
5/TU Chase
Realm
7
AD&D
Chase
This realm can defend itself as a level 7 hero who can cast wizard and cleric
spells in phase 4 only. The deep is immune to offensive spells and psionics.
The Ultimate Triumvirate
6/TU Chase
Realm
AD&D
Chase
Adds a +12 Underdark ally to all champions of this player when attacking and
negates the ally gained from all other Triumvirates unless in the same
player's formation. At the start of this player's turn, he may discard this realm from his
formation to send one avatar to the Abyss.
Each Triumvirate realm in a player's formation provides a separate ally. Each Triumvirate realm provides its ally, as long as there is not a more powerful Triumvirate realm in an opponent's formation. If there is a more powerful Triumvirate realm in an opponent's formation, the player's Triumvirate realm allies are negated.
All Triumvirate allies are negated if Lair of the Shadowdrake is in play.
The three Cavern holdings are useful additions to decks with Triumvirate realms. The Unipolar Cavern holding makes the ally provided by the realm to which it is attached to immune to offensive spells. The Bipolar Cavern holding allows the attached realm's ally to have any racial or movement characteristics the player chooses. This is very helpful for attacks on realms with movement restrictions. The Tripolar Cavern holding allows Triumvirate allies to be used for defense. Unlike the Unipolar and Bipolar Caverns, the Tripolar Cavern affects allies provided by all of a player's Triumvirate realms, not just the Triumvirate realm to which it is attached.
The Ultimate Triumvirate is the most powerful Triumvirate realm, providing a +12 ally and negating the allies provided by opponent's Triumvirate realms.
The Dispossessed
7/TU Chase
Realm
AD&D
Chase
If an Underdark realm is played adjacent to this realm in the player's formation, he may discard an ally from his hand at any time to cancel any spell or psionic power card.
The Cavernous Hall
8/TU Chase
Realm AD&D
Chase
This realm can defend itself by duplicating the level and powers of one
psionicist in play. This player's use is secondary.
8/Chase—Cavernous Hall: The example given for an instant-defeat is in error, since Gnasher can only destroy a psionicist champion in a pool (and the holding is in the formation). A better example would be the Undead Htimsen.
Underground River
9/TU Chase
Event
Chase
This mighty river rushes through each player's pool, sweeping away all
psionicists into the discard pile. (Harmful)
The Way Out
10/TU Chase
Event
Chase
Played after an opponent has chosen an Underdark realm to attack, the event player can change the attack to any other unrazed realm in play, regardless of position or restrictions. (Harmful) 
This event is played after an opponent puts forth an attacking champion and selects a realm to be attacked, but before a defender is chosen. The event player may not select one of the attacker's realms as the new realm to be attacked, but may select another player's realm in a multi-player game.
The new realm's restrictions, such as "can only be attacked by swimmers," need not be met throughout the battle. The Spellfire Reference Guide Volume II incorrectly indicates that the realms restrictions again take effect after the first round of battle.
10/Chase—The Way Out: The realm that is the target of the attack doesn’t gain use of its position or restrictions until the event has expired.
The Triumphant Barbarian
11/TU Chase
Event
Chase
All psionicists and clerics in play may not use power cards or cast spells until
the end of this player's next turn. (Harmful)
The Minotaur Attacks!
12/TU Chase
Event
Chase
Cave-in!
13/TU Chase
Event
Chase
Forces one player to discard an Underdark champion or holding from his pool or formation. If he has none, the event player may choose one of the player's Underdark realms to raze. (Harmful)
The Mandate of Dori the Barbarian
14/TU Chase
Event
Chase
All champions whose card number is "# of 25" (chase cards) gain 6 levels and
become earthwalkers until the end of this player's next turn. (Helpful)
Chase cards from Artifacts (# of 20) and chase cards from full editions (401-440 and 501-520) are not affected by the Mandate.
14/Chase—Mandate of Dori the Barbarian: This event only affects those champions whose number designation is “# of 25.” Champions from the Artifact booster (# of 20) and those chase cards from the full Editions (401–440 and 501–520) are not affected.
The Demi-Lich Zyenj
15/TU Chase
Monster
8
AD&D
Chase
Undead. Only magical items and artifacts of +4 or higher enchantment have any effect against the Demi-Lich. Allies cannot be played against it.
The Demi-Lich's immunity extends only to offensive magical items and artifacts. Teh Demi-Lich is affected by the Wand of Negation.
15/Chase—The Demi-Lich Zyenj: This card’s ability to ignore magical items applies only to offensive magical items.
The Minotaur
16/TU Chase
Monster
6
AD&D
Chase
Gains 3 levels when attacking and Underdark realm, and/or gains 3 levels
when attacking from and Underdark realm. All magical items attached to the
Minotaur gain +1.
Piercer
17/TU Chase
Monster
2
AD&D
Chase
Gains 1 additional level for every Underdark realm in play. If used to defend an Underdark realm, automatically defeats a champion of base level 6 or less.
Lurker in the Deep
18/TU Chase
Monster
5
AD&D
Chase
Can only be used to defend and Underdark realm. Engulfs all psionicists,
magical items, and nonswimming allies, causing them to be discarded.
The Lurker cannot attack, and can only defend Underdark realms. 
Oogly the Half-Orc
19/TU Chase
Hero
6
Greyhawk
Chase
Oogly is so ferocious he scares away all opposing allies of less than +6 (+5 and lower allies cannot be played against him).
The Marble Orb
20/TU Chase
Magical Item
3
Chase
If used by a monster, the attached champion is immune to harmful events. (Def)
The Sword and Helm of Garion
21/TU Chase
Magical Item
5
Chase
If the attached champion is attacking, only psionicists, clerics, and heroes can defend against it. (Off)
Card combo: If the Sword and Helm of Garion is combined with the Ring of Human Influence, only psionicists and clerics can defend.
Card Combo: If the Skull of Fistandantilus (only wizards or monsters can defend) is combined with the Sword and Helm of Garion (only psionicists, clerics, and heroes can defend), only champions with immunities to artifacts and magical items can defend.
Scourge of Mika
22/TU Chase
Magical Item
3
Chase
If the attached champion is undead and is defeated in battle, this item goes with the winning champion until dispelled. The scourge becomes a -4 and that champion cannot cast spells or use psionic powers. (Off)
Drow Assassin
23/TU Chase
Ally
3
Chase
When played in battle, this ally can also instantly kill one champion of base
level 5 or less anywhere in play if this player has an unrazed Underdark
realm in his formation.
Broken Arrow
24/TU Chase
Event
Chase
Play only during combat where this player is not involved. Peace is declared
and the champions return to their pools; combat is over. The event player is
victorious and draws spoils. (Harmful)
This event may be negated by any player, but may only be calmed by the attacker, not the defender, since it is only harmful to the attacker.
Broken Arrow is played during combat, which means that the special powers of the attacker and defender have already activated. Therefore Broken Arrow will prevent an instant defeat caused by one of the champion's special powers.
Mindshatter
25/TU Chase
Cleric Spell
 Chase
Attach to any enemy champion in a pool; the champion becomes catatonic and cannot take any action until the card is dispelled. (Off/3/4)

Runes and Ruins

Isle of the Ape
1/RR
Realm
9
Greyhawk
Rare
Can defend itself as a level 9 monster. Cannot be attacked by heroes or clerics.
Defenders are immune to offensive spells and offensive psionic power cards.
The Forbidden City
2/RR
Realm
AD&D
Common
Cannot be attacked by earthwalkers. Allies defending this realm are doubled
in base level.
The Lost Caverns of Tsojcanth
3/RR
Realm
AD&D
Common
Cannot be attacked by flyers or swimmers. Defenders of this realm are
immune to offensive spells.
White Plume Mountain
4/RR
Realm
AD&D
Uncommon
Players attacking this realm must discard a card from their hand during each round of battle.
The card must be discarded by the attacking player as soon as a champion is brought forward to attack, regardless of whether or not the defender chooses to defend the realm.
 Doc's Island
5/RR
Realm
AD&D
Common
Coast
Can only be attacked by swimmers or flyers. Magical items and artifacts of
attackers lose their bonuses but not heir powers.
The City of Phlan
6/RR
Realm
Forgotten Realms
Rare
Coast
Cannot be attacked by monsters unless Zhentil Keep is somewhere in play.
Immune to offensive cleric spells.
The Spellfire Reference Guide Volume II incorrectly states that Phlan's immunity to offensive cleric spells carries over to an attached holding. Attached holdings are not immune.
6—City of Phlan: An attached holding does not share in the realm’s immunity.
The Barrier Peaks
7/RR
Realm
AD&D
Common
Can only be attacked by flyers or earthwalkers. Defending dwarves double
their base levels and are immune to offensive psionics.
Tomb of Horrors
8/RR
Realm
AD&D
Common
Cannot be attacked by flyers. Defending monsters are immune to offensive
spells and the special powers of avatars.
Demonweb Pits
9/RR
Realm
AD&D
Common
Any elf (drow) defending this realm is doubled in base level and is immune
to offensive spells. Spells cast by defending drow during a round of battle
cannot be dispelled.
9—Demonweb Pits: Under normal circumstances, a spell cannot be cast by a champion outside the battle. If such a situation arises, though, the special power of the realm remains in effect.
The Hidden Shrine of Tamoachan
10/RR
Realm
AD&D Uncommon
Clerics defending this realm are immune to offensive psionic power cards.
Defending avatars are not discarded if defeated, but return to their pool at the
end of this player's next turn.
The Depths of the Earth
11/RR
Realm
AD&D
Common
Cannot be attacked by fliers or swimmers. Defending swimmers are doubled
in base level. If razed, the attacking champion must discard all attached
magical items and artifacts.
Isle of Dread
12/RR
Realm
7
AD&D
Common
Coast
Can defend itself as a level 7 monster. Can only be attached by flyers or
swimmers.
Desert of Desolation
13/RR
Realm
AD&D
Rare
Cannot be attacked by swimmers. Defending undead gain 4 levels.
The Spellfire Reference Guide Volume II incorrectly states that defending undead increase their base level by 4. Because the card does not specify base level, it is the adjusted level that is increased.
13—Desert of Desolation: Undead defenders gain +4 to their adjusted levels.
The Glacial Rift
14/RR
Realm
AD&D
Common
Cannot be attacked by swimmers. Defending giants gain 2 levels and are
immune to offensive spells and offensive magical items.
The Lendore Isles
15/RR
Realm
AD&D
Common
Coast
Cannot be attacked by monsters or heroes. If this realm is razed, this player
may return the bottom card from his discard pile to his hand. 
The Lost City
16/RR
Realm
AD&D
Uncommon
Cannot be attacked by flyers or swimmers. Only AD&D champions can attack
this realm; champions from other worlds cannot attack.
Village of Orlane
17/RR
Realm
AD&D
Uncommon
Defending heroes double their base levels. Attacking monsters are at half
their base levels (rounded down) and lose their special powers. 
Sunderhan, Isle of the Slave Lords
18/RR
Realm
7
AD&D
Rare
Can defend itself as a level 7 hero. Champions (and any attached items) and
their allies who are defeated while attacking this realm are sent to the Abyss.
Keep on the Borderlands
19/RR
Holding
AD&D
Rare
When this holding is played, choose one type of champion that cannot attack
the attached realm (hero, monster, etc).
Palace of the Silver Princess
20/RR
Holding
AD&D
Common
Champions attacking this realm are halved (rounded down) in total levels
and cannot use allies.
The adjusted level of the attacking champion is halved at the time it comes forward to attack. Additional cards played in battle are at normal levels.
Labyrinth of Madness
21/RR
Holding
AD&D
Common
Champions attacking the attached realm must draw and discard a card, noting
the last digit of its number. If the number is higher than the attacker's base
level, the champion is sent to Limbo. The attacker may continue. 
Village of Hommlet
22/RR
Holding
AD&D
Uncommon
The attached realm must be razed twice during one player's turn to earn
spoils of victory. The holding is not discarded until the realm is razed twice.
Oasis of the White Palm
23/RR
Holding
AD&D
Common
Events cannot be played when attacking the attached realm. 
Ghost Tower of Inverness
24/RR
Holding
AD&D
Common
The attached realm cannot be attacked by a champion of base level 6 or less.
Vault of the Drow
25/RR
Holding
AD&D
Common
Defending elf (drow) champion can cast spells and use psionic power cards.
Tenser's Castle
26/RR
Holding
AD&D
Uncommon
The attached realm can only be attacked by heroes or wizards, and all
attacking allies must be flyers or swimmers.
The Temple of Death
27/RR
Holding
AD&D
Common
The attached realm can only be attacked by clerics. Offensive spells cast in
defense of the attached realm are doubled in level.
Bigby the Great
28/RR
Wizard
9
Greyhawk
Rare
Bigby can cast one spell turning spell during one other player's turn. He is
immune to offensive spells and psionic power cards when defending a
Greyhawk realm.
Bigby's spell turning works just like the card Spell Turning. It can be
played to turn any offensive spell. Bigby's spell can be dispelled, and a player
with Mulmaster can draw a card when Bigby uses this power.
Tenser the Arch Mage
29/RR
Wizard 8
Greyhawk
Uncommon
Tenser can elect to be a hero able to cast cleric spells during any one battle,
chosen before combat begins. Tenser can cast wizard spells during another
player's phase 4 to aid a player in battle.
Oonga the Ape
30/RR
Monster
10
AD&D
Rare
Ignores the effects of any holding in play. The attached holding of any realm
he attacks is discarded at the beginning of the battle.
Falx the Silver Dragon
31/RR
Monster
6
AD&D
Common
Flyer. Can cast wizard spells. Any magical items attached to Falx cannot be discarded by any means. Gains 1 additional level for each attached magical item.
The Spellfire Reference Guide Volume II incorrectly states that Falx gains 1 to his base level for each attached magical item. Because the card does not specify base level, it is the adjusted level that is increased.
Falx's special power refers to removal of magical items against the player's will. Magical items whose power is triggered by voluntarily discarding the item, such as Blamblower and Well of Many Worlds can still be discarded and used normally.
31—Falx the Silver Dragon: Falx gains one to his adjusted level for each magical item.
Lord Robilar
32/RR
Hero
7
Greyhawk
Common
Robilar's mechanical steed grants him the ability to earthwalk. He is immune
to offensive cleric spells and the special powers of avatars. 
Phoebus the Lizard Man
33/RR
Monster
5 AD&D
Common
Swimmer. If defeated in battle, Phoebus's allies return to the player's hand.
Opposing champions' magical items are discarded at the end of battle, win or
lose.
The Spellfire Reference Guide Volume II incorrectly states that allies used with Phoebus return to the player's hand, win or lose. As the card states, allies only return to the player's hand if Phoebus is defeated.
33—Phoebus the Lizard Man: Allies only return to the player’s hand if they are on the losing side of the battle.
Vecna the Arch Lich
34/RR
Wizard/Avatar
18
Greyhawk
Rare
Undead
Avatar. A Greyhawk champion with the Eye and hand of Vecna must be
discarded to bring Vecna into play. Vecna is immune to offensive spells,
psionics, and unarmed combat cards.
All allies played with the lich are considered undead; they return to the
player's hand after a victorious battle.
Kas the Terrible
35/RR
Hero
9
Greyhawk
Uncommon
Undead. Immune tot the effects of harmful events while in combat. If
opposing Vecna in battle with the Sword of Kas, Vecna's base level is 0.
Grimslade the Gray
36/RR
Hero
4
Greyhawk
Common
Can cast wizard spells. Whenever Grimslade attacks, his player draws and
discards a card, noting the last digit. If it is 3 or less, the opponent can play no
more cards during battle.
The card is draw immediately after the defending champion is selected.
Ren o' The Blade
37/RR
Hero
7
Forgotten Realms
Rare
Ren can be sent to the Abyss to retrieve a realm from the discard pile, placing
it in the player's formation during phase 2 instead of playing a realm from his
hand.
Acererack the Eternal
38/RR
Monster
8
AD&D
Rare
Undead. Can cast wizard spells and use psionic power cards. Can summon
one undead ally from any discard pile to aid him in battle, which returns to
its original discard pile afterward.
Wulfgar
39/RR
Hero
8
Forgotten Realms
Common
Dwarves and halflings cannot stand against Wulfgar in battle. Because of his
hammer, the Aegis-fang, Wulfgar's base level is doubled against giant and
dragon champions.
Jarl the Frost Giant
40/RR
Monster
7
AD&D
Common
Earthwalker. Jarl ignores the special powers of all realms. He gains 6 levels
when defending the Glacial Rift.
King Snurre the Fire Giant
41/RR
Monster
7
AD&D
Common
Earthwalker. If King Snurre doesn't attack on his turn, at the beginning of
another player's turn he can order an opponent' champion not to attack that
turn.
King Snurre's power can only be used against one other opponent until the player's next turn. The player announces his use of King Snurre's power at the start of the targeted opponent's turn. The opponent then cannot attack during his phase 4. After the player has taken another turn, and not attacked with King Snurre, the player may target the same or another opponent with King Snurre's special power. 
41—King Snurre the Fire Giant: King Snurre’s power to order a champion not to attack occurs when specified on the card, not in phase 3 of the owning player’s turn as is normal.
Queen Frumpy the Fire Giant
42/RR
Monster
5
AD&D
Common
Can cast cleric spells. Queen Frumpy gains 2 levels when defending a realm.
She is so repulsive, allies of +4 or less cannot be played against her.
The Keeper
43/RR
Monster
5
AD&D
Uncommon
Giant. This deformed hill giant is immune to offensive psionics. One artifact
of any world can be attached to him; it is never discarded, returning instead to
the player's hand.
Nosnra the Hill Giant
44/RR
Monster
6
AD&D
Common
Nosnra can attack any AD&D realm, regardless of position or powers. Nosnra
is level 10 if no allies are played with him.
The Spellfire Reference Guide Volume II incorrectly states that Nosra gains 4 to his adjusted level if no allies are played with him in battle. However, it is Nosra's base level that is increased to 10 when no allies are played.
44—Nosnra the Hill Giant: Nosnra gains his base level increase whether he is attacking or defending and not using allies.
Ombi the Renegade Dwarf
45/RR
Hero
4
AD&D
Common
Ombi gains earthwalking if any player has a giant in play. He can be used as
an ally for any giant in battle, returning to his pool afterward unless discarded
during battle.
Mordenkainen's Disjunction
46/RR
Wizard Spell
Rare
Destroys all magical items and artifacts in one pool unless the affected player
can draw a card with a last digit of 2 or less. (Drawn card is discarded). (Off/3)
This spell affects all magical items and artifacts in a pool, unless the
champion to whom the magical item or artifact is attached is immune to
offensive wizard spells.
Slay Living
47/RR
Cleric Spell
Common
Kills any opposing champion or ally of base level 5 or less. Undead are
immune to this spell. (Off/3/4)
Intercession
48/RR
Cleric Spell
Uncommon
Can be cast at any time. This spell cancels the effects of any just-played event
card. (Off)
Despite the wording of the card, it can be used to cancel an event that remains
in play, such as Bronze Dragons.
Conjure Earth Elemental
49/RR
Cleric Spell 6
Uncommon
The +6 ally summoned with this spell stays with the casting champion until
the beginning of this player's next turn. Opposing earthwalking allies are
immediately discarded. (Off/4)
The Spellfire Reference Guide Volume II incorrectly states that this spell cannot be turned or reflected. However, because the spell is labeled offensive (it probably should have been labeled defensive), it has been ruled that this spell can be turned or reflected. If it is turned or reflected, the champion casting the Spell Turning or Reflection gains the benefit of the conjured ally.
49–5—Conjure (Earth, Air, Fire, Water) Elemental: These spells can be Spell Turned or Reflected normally.
Conjure Fire Elemental
50/RR
Cleric Spell
5
Common
The +5 ally summoned with this spell stays with the casting champion until
the beginning of this player's next turn. Opposing allies of +2 or less are
incinerated (discarded). (Off/4)
The Spellfire Reference Guide Volume II incorrectly states that this spell cannot be turned or reflected. However, because the spell is labeled offensive (it probably should have been labeled defensive), it has been ruled that this spell can be turned or reflected. If it is turned or reflected, the champion casting the Spell Turning or Reflection gains the benefit of the conjured ally.
49–5—Conjure (Earth, Air, Fire, Water) Elemental: These spells can be Spell Turned or Reflected normally.
Conjure Air Elemental
51/RR
Cleric Spell
4
Uncommon
The +4 ally summoned with this spell stays with the casting champion until
the beginning of this player's next turn. Opposing flying allies are
immediately discarded. (Off/4)
The Spellfire Reference Guide Volume II incorrectly states that this spell cannot be turned or reflected. However, because the spell is labeled offensive (it probably should have been labeled defensive), it has been ruled that this spell can be turned or reflected. If it is turned or reflected, the champion casting the Spell Turning or Reflection gains the benefit of the conjured ally.
49–5—Conjure (Earth, Air, Fire, Water) Elemental: These spells can be Spell Turned or Reflected normally.
Conjure Water Elemental
52/RR
Cleric Spell
3
Common
The +3 ally summoned with this spell stays with the casting champion until
the beginning of this player's next turn. Opposing swimming allies are
immediately discarded. (Off/4)
The Spellfire Reference Guide Volume II incorrectly states that this spell cannot be turned or reflected. However, because the spell is labeled offensive (it probably should have been labeled defensive), it has been ruled that this spell can be turned or reflected. If it is turned or reflected, the champion casting the Spell Turning or Reflection gains the benefit of the conjured ally.
49–5—Conjure (Earth, Air, Fire, Water) Elemental: These spells can be Spell Turned or Reflected normally.
Crystalbrittle
53/RR
Wizard Spell
Common
Destroys one magical item anywhere in play. (Off/3/4)
Energy Drain
54/RR
Wizard Spell
Uncommon
Draw and discard a card when this spell is cast, noting the last digit. Subtract
that number from the target champion's level. If the level reaches 0, the
champion is discarded. Undead are immune to this spell. (Off/3/4) 
Tyranthraxus, The Possessing Spirit
55/RR
Event
Rare
Play on an opponent's champion, who then becomes a monster able to cast wizard spells. The champion remains under control of the event player until canceled. (Harmful)
The target of this event becomes a monster able to cast wizard spells. It also loses any special powers. Powers associated with the type of champion (e.g. psionicist's ability to use psionic powers, clerics ability to cast cleric spells) are lost. 
Any cards attached to the champion when Tyranthraxus is played remain attached. Similarly, if the event is removed (such as with Limited Wish, or Wish), the champion returns to its original pool with all attached cards, whether they were attached before or after Tyranthraxus was played.
If Tyranthraxus is played on a champion with the Bell of Might, the Bell may duplicate the event so that the champion stays in his player's pool. 
If a player plays Tyranthraxus on an opponent's champion, and the opponent plays Deflection, directing the Tyranthraxus event to one of the original player's champions, that champion remains in the player's pool, but loses its special powers and becomes a monster that can cast wizard spells. 
When an opponent attacks, Tyranthraxus can be played on the opposing champion. If played before a defender is chosen, the opponent may attack with another champion. If played after the defender is chosen, the battle is over. 
Coming of the Phoenix
56/RR
Event
Common
Retrieve one champion (excluding avatars) from the discard pile and put into play. (Helpful)
The Forgotten King
57/RR
Event
Rare
If the first attack is successful, all heroes can make an additional attack until the end of this player's next turn. All heroes are considered earthwalkers during this event.
Elixir of Life
58/RR
Event
Common
Play on a champion who is about to be defeated. He returns to his pool instead
of being discarded. If the player was attacking, he can continue with another
champion. No spoils of victory are drawn for the champion's defeat.
(Helpful)
Giant Raid!
59/RR
Event
Uncommon
All giants in play double their total levels when attacking until their player's
next turn. (Helpful)
The Vampire Attacks
60/RR
Event
Uncommon
All attacking undead are immune to opposing champions' special powers
until this player's next turn. (Helpful)
Undead Guardian
61/RR
Event
Rare
Creates an undead level 5 monster until the beginning of this player's next turn. It is the first to defend this player's realms during attacks by all other players. Any spoils obtained by it are doubled. (Helpful)
Barbarian Charge!
62/RR
Event
Common
Attacking champions who do not use spells or psionic power cards are
doubled in base level until the beginning of this player's next turn. (Helpful)
Psionic Shield
63/RR
Event
Uncommon
This player's realms, champions, and allies are immune to offensive psionic
power cards
This event cannot be played as a counter effect card for psionic powers. The event provides immunity only to future psionic power cards.
Volcanic Eruption
64/RR
Event
Uncommon
This event razes all realms that can only be attacked by swimmers or earthwalkers. (Harmful)
All realms that can only be attacked by swimmers, only be attacked by earthwalkers, and only be attacked by swimmers or earthwalkers, are razed. The specific realms that are affected are Coral Kingdom and Blood Sea of Istar, as well as a realm with the holding Fortification: Inner Wall or the magical item Triton's Throne attached.
This event's effect is not limited to opponents' realms. A player's own realms fitting the card's descriptive language are also razed.
64—Volcanic Eruption: This event razes any realm that can only be attacked by swimmers and any realm that can only be attacked by earthwalkers. The realm doesn’t have to have both of these qualifications on it to get razed. If it has either one, it is subject to the power (even if additional requirements, like “only flyers and swimmers,” exist on the card).
The Midas Orb
65/RR
Artifact
2
AD&D
Common
Champions of base level 3 or less cannot defend against a champion with the Midas Orb. The Orb changes one opposing ally to gold, sending it to the Abyss.
Invulnerable Coat of Arnd
66/RR
Artifact
AD&D
Uncommon
Can only be attached to heroes of any world. Heroes wearing this artifact ignore the levels and powers of all magical items, and opposing allies' levels are halved (rounded down).
Ipsissimo's Black Goose
67/RR
Artifact
2
AD&D
Common
Can only be attached to clerics of any world. When the attached cleric is in this player's pool, it an all other clerics in the pool are immune to harmful events.
Tenser's Crystal Ball
68/RR
Artifact
AD&D
Common
Can only be attached to wizards of any world. At the beginning of this player's turn, inspect the draw deck of an opposing player. At any time, the player can discard the Crystal Ball to shuffle an opponent's draw pile.
Albruin
69/RR Artifact
5
Forgotten Realms
Common
Cannot be attached to clerics or wizards. Any monster opposing the attached champion is at half its base level (rounded down). Opponents cannot use psionic power cards.
Blackrazor
70/RR
Artifact
4
AD&D
Rare
The attached champion must attack during his turn or discard one champion from his pool. Allies attached to this champion during battle are immune to offensive spells, psionics, and the special powers of champions and allies.
Wave
71/RR
Artifact
5
Uncommon
Can only be attached to swimming champions of any world. Nonswimming allies played with the attached champion are considered swimmers. Allies who are already swimmers are doubled in level. 
Whelm
72/RR
Artifact
6
Rare
Can only be attached to dwarf champions of any world. This weapon automatically defeats giants. Whelm returns to the player's hand if the attached champion is discarded.
Girdle of Dwarvenkind
73/RR
Mag. Item
Rare
The attached champion is considered a dwarf for the purposes of card play,
gaining earthwalking ability.
Star Gem of Martek: Opal
74/RR
Mag. Item
2
Common
The attached champion can use psionic power cards. If joined with another
Star Gem, the attached champion is immune to offensive psionics. (Def)
Star Gem of Martek: Sapphire
75/RR
Mag. Item
3
Uncommon
Allies played with the attached champion cannot be removed by any means.
If joined with another Star Gem, the attached champion gains an additional 5
levels. (Def)
Star Gem of Martek: Ruby
76/RR
Mag. Item
2
Common
Undead cannot use their special powers when opposing the attached
champion. If joined with another Star Gem, the attached champion is
immune to harmful events. (Def)
Star Gem of Martek: Clear Crystal
77/RR
Mag. Item
1
Rare
Spells cast by the attached champion cannot be dispelled. If all five Star
Gems are joined, the attached champion can choose to win any battle,
automatically razing the realm. If this power is used, the Star Gems are
discarded. (Def)
Star Gem of Martek: Amethyst
78/RR
Mag. Item
4 Uncommon
If the attached champion is discarded as a result of combat, the opposing
champion is sent to the Abyss. If joined with another Star Gem, the attached
champion gains an additional 5 levels. (Def)
Being discarded as a result of combat means being defeated. For example, if the Headless Horseman uses its power to automatically win a battle, it is then discarded. However, if the Horseman has the Star Gem of Martek: Amethyst attached, the opposing champion does not go to the Abyss. The Horseman was discarded due to the use of its special power, not as a result of combat.
Big Giant's Rock
79/RR
Mag. Item
3
Common
Usable only by giants. Opposing champions must discard one ally of level 4 or
less if this item is played during a battle. (Off)
Huge Giant's Rock
80/RR
Mag. Item
6
Common
Usable only by giants. Opposing champions must discard one ally of level 7 or
less if this item is played during battle. Opponents cannot add magical items
in battle. (Off)
The Spellfire Reference Guide Volume II incorrectly states that the opponent selects the ally to be discarded. The ally is selected by the player, not the opponent.
80—Huge Giant’s Rock: This magical item works just like its lesser cousins, in that the owner of the Huge Giant’s Rock gets to choose which ally is discarded.
Enormous Giant's Rock
81/RR
Mag. Item
9
Rare
Usable only by giants. Destroys one opposing ally and artifact when played in battle, and no further allies can be played by the opponent. (Off)
Hypnosnake
82/RR
Ally
3
Common
This ally hypnotizes one opposing ally chosen at any time during the battle,
causing that ally to switch sides.
The Rahaisa
83/RR
Ally
2 Rare
If the attached champion is defeated in battle, the opposing player must discard
all champions and events in his hand.
Remorhaz
84/RR
Ally
6
Uncommon
This ally is +8 if played with a giant. Any additional allies played by this
player are immune to offensive psionics for this round of battle. 
The Incantrix
85/RR
Ally
3
Rare
Immune to offensive spells. When this ally is played, all spells in play are
dispelled.
Winter Wolf Pack
86/RR
Ally
4
Common
Increases to +8 when allied with giants. Doubles the base level of any
champion defending the Glacier Rift.
Hydra
87/RR
Ally
4
Common
Gains 2 levels for reach additional ally played by this player during a round of
battle. Immune to the powers of opposing allies.
Red Dragon
88/RR
Ally 5
Uncommon
Flyer. This ally's level increase to +7 if played with a dragon champion. All
allies played after the red dragon may be considered flyers (player's choice).
If Red Dragon is played with a dragon champion, its special power is activated and its level bonus becomes +7. If the ally is later forced to switch sides, its level bonus remains +7, even if the new champion is not a dragon, since its special power had already been activated.
Rampaging Oni
89/RR
Ally
4
Common
When played, all psionic power cards in play are canceled and no more can be
played during this round of battle. Oni becomes +7 if played with a Forgotten
Realms champion.
Spellfire Reference Guide Volume II incorrectly indicates that Oni is +11 if played with a Forgotten Realms champion. As the card indicates, Oni is +7 with a Forgotten Realms champion.
The Live Ones
90/RR
Ally
4
Rare
Playing this ally cancels the special powers of any opposing wizard for one round of combat. This ally returns to the player's hand at the conclusion of a victorious battle.

Flying Kick
91/RR
Unarmed Combat
5
Common
Unarmed combat card; usable only by heroes. This maneuver can either count
as +5 in any battle or it can destroy (discard) an ally or magical item of +5 or
less (this player's choice). (Off/4)
Haymaker
92/RR
Unarmed Combat
7
Rare
Unarmed combat card; usable only by heroes. Opponent must draw and discard a card, noting the last digit. If the opposing champion's base level is equal to or less than the digit, the opponent is defeated. Undead are immune to this maneuver. (Off/4)
92—Haymaker: The example given in the text is incorrect, since only a card that affects the base level of the opposing champion will help the champion who plays the Haymaker card.
Uppercut
93/RR
Unarmed Combat
4
Uncommon
Unarmed combat card; usable only by heroes. Victims of this maneuver
cannot cast spells or use psionic power cards during this round of battle.
(Off/4)
Disarm
94/RR
Unarmed Combat
2
Common
Unarmed combat card; usable only by heroes. This maneuver strips away
(discards) one magical item or artifact of an opposing champion (this player's
choice). (Off/4)
Kidney Punch
95/RR
Unarmed Combat
3
Rare
Unarmed combat card; usable only by heroes. The opposing player must
discard a card from his hand before he can play any more cards in battle.
Undead are immune to this maneuver. (Off/4)
Bear Hug
96/RR
Unarmed Combat
5
Common
Unarmed combat card; usable only by heroes. This maneuver halves the
levels (rounded down) of an opposing champion and one ally chosen by this
player. Undead are immune to this effect. (Off/4)
Knockdown
97/RR
Unarmed Combat
3
Common Unarmed combat card; usable only by heroes. 
When this card is played, the
opposing champion must draw and discard a card, noting the last digit. If the
number is 4 or less, the opponent returns to his pool defeated. (Off/4)
Headlock
98/RR
Unarmed Combat
3
Uncommon
Unarmed combat card; usable only by heroes. Any unarmed combat cards
played by this champion after this one are doubled in level. (Def/4)
Block
99/RR
Unarmed Combat
Common
Unarmed combat card; usable only by heroes. This maneuver counters any
just-played offensive unarmed combat card, negating its effect and sending it
to the discard pile. (Def/4)
The Monty Haul Campaign
100/RR
Rule Card
AD&D
Rare
All champions in play can cast any type of spell, use psionic power cards, and
attach artifacts from any world. Only legally allowable artifacts remain if this
rule card is removed from play.
The Dream Team
1/RR Chase
Ally
10
Chase
Playing this ally during a round of battle discards all other allies in play. Further allies played by opponents cannot use their special powers.
Allies played after the Dream Team cannot use their special powers, including special powers that are triggered upon defeat, such as Assassins.
Brain Drain
2/RR Chase
Event
Chase
Play this event to cancel a just-used psionic power card or psionic ability or play on an opponent's pool to prevent the use of psionics by champions until the end of this player's next turn. (Harmful)
The Spellfire Reference Guide Volume II incorrectly states that when played on an opponent's pool, Brain Drain only prevents psionic power cards and offensive psionic abilities form being used. As the card states, Brain Drain prevents all psionics from being used.
2/Chase—Brain Drain: The event stops defensive psionic powers as well as those of an offensive nature, as stated in the card text.
The Toad
3/RR Chase
Mag. Item
2
Chase
Play this magical item during a round of battle to reduce an opposing wizard's or cleric's base level to 0. If attached to a monster, the champion gains an additional 4 levels. (Off)
Lost Treasure
4/RR Chase
Event
Chase
Play this event to retrieve a magical item or artifact from the discard pile or to send a magical item or artifact to the Abyss. (Helpful/Harmful)
Holy Sword Chrysomer
5/RR Chase
Artifact
6
AD&D
Chase
Can only be attached to heroes of any world (excluding undead). Destroys up
to 10 levels of opposing undead allies. Undead champions of level 8 or less
cannot enter battle against the attached champion
If the Holy Sword is played after battle begins with an undead champion of
level 8 or less, it functions like a wall spell. The opponent returns to its pool
but is considered defeated.
Manshoon of the Zhentarim
6/RR Chase
Wizard
8
Forgotten Realms
Chase
If Manshoon is about to be discarded for any reason (including through combat but excluding being sent to the Abyss), his player can discard a card from his hand instead. Manshoon returns to his pool; he cannot be used again until his player's next turn.
If Manshoon has recently cast Wish, he may not be saved by discarding a card, since he cannot use his special power.
If Manshoon is defeated in battle while the Libram of Ineffable Damnation is attached, he is sent to the Abyss.
Manshoon's power can be used to keep him from going to Limbo or the Void.
Card Combo (from Shadowlord's Spellfire Page ): Use Manshoon of the Zhentarim to cast Raze, then discard a card from the hand to keep Manshoon from being discarded. If cast on a realm Manshoon is attacking, the player draws Spoils of Victory.
Undead Regeneration
7/RR Chase
Event
Chase
Retrieve all undead from the event player's discard pile. Champions go directly to the pool, and allies to his hand. (Helpful)
Undead avatars retrieved from the pool must still have the normal conditions met for bringing the avatar into play.
The Dark Lens
8/RR Chase
Artifact Dark Sun
Chase
Can only be attached to psionicists. Adds 3 levels to any psionic power card bonus. Can be discarded to use a psionic power card that cannot be canceled or countered by any means. Opposing champions cannot use psionic power cards.
Book of the Damned
9/RR Chase
Mag. Item
Chase
Can only be attached to wizards. If successful during a round of combat, one
friendly ally remains with the wizard, becoming undead; its level and powers
are unchanged. (Def)
Horn of Change
10/RR Chase
Mag. Item
Chase
Can only be attached to monsters. Once per round of battle this item forces an
opponent to discard a just-played card and replace it with another. If he
cannot legally play another card, he automatically loses the battle. (Off)
The Spellfire Reference Guide Volume II incorrectly states that cards affected by the Horn return to the player's hand, in exchange for another card. As the card states, a card targeted by the Horn is discarded.
Cards attached to the champion before combat or before the Horn is played are immune to the power of the Horn.
10/Chase—Horn of Change: The explanatory text is incorrect. A just-played card is discarded, not returned to the hand.
Kuroth's Quill
11/RR Chase
Artifact
Greyhawk
Chase
Once per round of combat the attached champion can choose to ignore the
level bonus or power of any card.
Like the Rod of 7 Parts, Part 7, this artifact can ignore the level of an
opposing champion, making it level 0 for the round.
Dodge
12/RR Chase
Event
Chase
Play to instantly counter one unarmed combat card or ignore one opposing ally's special power. If played to counter an unarmed combat card this player draws two cards. (Helpful)
While this event's nature is actually harmful (countering a card played by an opponent) it is considered helpful, and therefore is not affected by Calm.
Runes of the Future
13/RR Chase
Mag. Item
2
Chase
The attached champion can be discarded at the end of his player's turn to
search his draw deck for any one card. Place this card so it is the first or second
card drawn on the next turn. (Def)
Cursed Idol
14/RR Chase
Mag. Item
1
Chase
If the attached champion is discarded as a result of combat, the idol transfers to the opposing champion and inflicts a terrible curse. The cursed champion must attack every round. If he cannot, his player must raze his foremost realm. (Off)
A champion cursed with the Idol must attack or the player must raze his foremost realm. If for any reason the champion cannot attack, including realm restrictions or another player casting Fear, the player must raze a realm.
Tower of Spirits
15/RR Chase
Holding
Ravenloft
Chase
Only undead may attack the attached realm.
15/Chase—Tower of Spirits: The strategy described in the text is incorrect, since any champion selected to attack must be legal in all respects (you can’t choose a champion unable to attack in an effort to end the battle).
Gib Kcir
16/RR Chase
Hero
5
AD&D
Chase
Immune to harmful events. Discard this champion from her pool to the Abyss to send any nonrealm card in play to the Abyss as well.
Gib Kcir's power can be used in phase 3 to remove a nonrealm card from play.
If Gib Kcir is used to remove a Dungeon card from play, she goes to the Abyss. The Dungeon card goes to the Void.
Dispel Psionics
17/RR Chase
Cleric Spell
Chase
This spell can be cast at any time to negate the effects of a psionic power card
or a psionicist's special power. Negated special powers cannot be used again
until the end of that player's next turn. (Def)
This is a counter-effect card, usable to negate psionics.
Psionic Reflection
18/RR Chase
Cleric Spell
Chase
This spell can be cast at any time to reflect back the effects of a just-played offensive psionic power card upon the original user. (Def)
This is a counter-effect card, able to reflect psionic power cards.
18/Chase—Psionic Reflection: This spell can only be used to reflect back an offensive psionic power card that has been cast at the player of this spell. Just like with Spell Turning and Reflection, a player cannot “turn back” a spell that is not aimed at him. A champion outside the battle can aid a fellow champion, just like Dispel Magic and similar spells.
Icon of Magic
19/RR Chase
Artifact
AD&D
Chase
All champions in play must ask this player's permission to use offensive wizard spells.
All champions must ask permission of the holder of the Icon before casting
offensive wizard spells. Realms and holdings capable of casting spells do not
have to ask permission. Similarly, items such as the Quill Pen of the Planes
that can duplicate spells do not have to ask permission to
duplicate a spell, as long as the original spell was allowed.
Nectar of the Gods
20/RR Chase
Artifact
AD&D
Chase
All champions in play must ask this player's permission to use offensive cleric spells.
Boots of Fharlanghn
21/RR Chase
Mag. Item
Chase
Defensive
The champion wearing these boots gains earthwalking and swimming abilities as needed. A cleric wearing these boots can make unlimited attacks upon an opponent's realm until it is razed or the cleric is defeated. (Off)
The Boots of Fharlanghn is incorrectly identified as an offensive magical item. It has no effect on the opponent, so is actually a defensive magical item.
Card Combo (from Spellfire Reference Guide Volume II): Halcyon can enter battle, cast Mindkiller on the opposing champion to win the battle, and then retrieve Mindkiller from the discard pile. If the Boots of Fharlaghn is attached, Halcyon can continue attacking, repeating the cycle.
Card Combo: Attach the Chest of Many Things to Joliet the Rash and choose for Joliet to become a cleric. Then attach the Boots of Fharlanghn. Now Joliet may make unlimited attacks on an opponent's realm and draw a spoils after each victory.
The Crystal Cave
22/RR Chase
Realm
AD&D
Chase
Only spells can be used when attacking this realm by combat. Allies magical items, and artifacts have no effect.
The Fair Princess
23/RR Chase
Hero
AD&D
Chase
In combat, this champion banishes opposing dragons to Limbo until the end
of their owner's next turn. Dragon allies cannot be played against her.
The Phylactery
24/RR Chase
Mag. Item
Chase
Defensive
Can only be attached to a spellcasting undead champion. If this champion is defeated as a result of combat, send this item to the Abyss to return him to his pool instead.
Though not marked on the card, this magical item is considered defensive.
If this item is attached to Strahd Von Zarovich, he immediately returns to his pool upon defeat, rather than going to Limbo.
24/Chase—The Phylactery: Any undead capable of casting spells can use the Phylactery; they do not have to be a wizard or cleric.
Portal to Limbo
25/RR Chase
Event
Chase
Play this event on an opponent's champion, who must draw and discard a card noting the last digit. The affected champion is sent to Limbo for a number of turns equal to the digit. (Harmful)

Birthright

Roesone
1/BR
Realm
Birthright
Common
Can defend itself as a level 5 hero who can use blood abilities.
Ilien
2/BR
Realm
4
Birthright
Common
Coast
Can defend itself as a level 4 wizard. Any champion can cast wizard spells
when defending Ilien.
The Spiderfell
3/BR
Realm
Birthright
Uncommon
Before a defender is chosen, the attacking champion must draw and discard a card, noting the last digit of the card number. If it's higher than or equal to his base level, he has been poisoned and is discarded. Combat ends with no spoils.
Card Combo (from Tim Barth, barth@twcny.rr.com ): Play the holding Caves of Mystery on the Spiderfell. This allows all attacking champions to have a chance at being discarded. If the player has also put A Sure Thing in play, the opponent's champion must be discarded.
The Gorgon's Crown
4/BR
Realm
Birthright
Rare
Defending monsters are doubled in base level and can use blood abilities. This realm is immune to offensive spells and harmful events.
Avanil
5/BR
Realm
Birthright
Uncommon
Coast
If unrazed, may be discarded from the player's formation at any time to draw five cards.
Avanil can be discarded at any time to draw five cards. When Avanil is discarded in order to draw five cards, it is sent to the Abyss.
If Avanil is discarded while being attacked, the attacker draws spoils. However, if a defender has not yet been chosen (i.e. combat has not begun), the attacker does not draw spoils and may choose another realm to attack.
If Avanil is targeted with a card that forces it to be discarded, such as Cataclysm! or Disintegrate, cards may not be drawn.
Avanil Avanil may be discarded at any time (during any phase) to draw five cards and it is then placed in the abyss. Note that if Avanil is discarded during battle, the attacker gets spoils. If no defender is put forward and Avanil is discarded, then no battle has occurred and an attacker may choose another realm to attack. Finally, Avanil may not be used to counter cards. Thus you cannot discard Avanil, draw five cards, and use one of those cards to stop a Cataclysm, Estate Trasference, etc.
Ghoere
6/BR
Realm
Birthright
Rare 
Any ally may be played in defense of Ghoere as a hero. If successfully defended, the ally remains, acting as a hero champion for future attacks against the realm.
In addition to using allies as heroes to defend Ghoere, normal champions may be used.
Tuarhievel
7/BR
Realm
Birthright
Common
Doubles the base level of any defending elves (champions and allies). Any champion defending Tuarhieval can cast wizard spells and use blood abilities.
Mur-Kilad
8/BR
Realm
Birthright
Common
Cannot be attacked by flyers or swimmers. Defending earthwalkers gain 2 levels.
Baruk-Azhik
9/BR
Realm
Birthright
Rare
Cannot be attacked by flyers. Bazuk-Azhik prevents this player's realms from being attacked via the Underdark realms. 
The Impregnable Heart of Haelyn
10/BR
Realm
Birthright
Common
Coast
Defending champions can cast cleric spells and use blood abilities. Defending
clerics are immune to offensive blood abilities.
Tower of the Sword Mage
11/BR
Realm
Birthright
Common 
Cannot be attacked by awnsheghlien. Defending champions can cast wizard
spells.
Imperial City of Anuire
12/BR
Holding
Birthright
Uncommon
Draw a card whenever an opposing player plays an event card.
The Heartland Outfitters
13/BR
Holding
Birthright
Common
This player's Birthright champions can fly, swim, or earthwalk as needed.
Proudglaive
14/BR
Holding
Birthright
Uncommon
The base level of a hero defending the attached realm is doubled or the base level of a defending champion is tripled if he doesn't use allies.
Kal-Saitharak
15/BR
Holding
Birthright
Rare
The base level of a defending monster is doubled. Monsters in this player's pool are immune to psionic power cards.
Magical Source
16/BR
Holding
Birthright
Common
Phase 4 spells cast by champions of this player gain a +4 level bonus.
The Maze of Maalvar the Minotaur
17/BR
Holding
Birthright
Common
Only flyers or earthwalkers can attack the attached realm. 
Espionage!
18/BR
Event
Common
Examine another player's draw pile and place four cards of your choice on the top. (Harmful)
Chaos!
19/BR
Event
Rare
All players (starting with the event player) take turns playing event cards until all event cards in all hands have been played. Events which state they can only be played at certain times (Caravan, Weasel Attack, etc.) are played with no effect. (Harmful)
While it make take a while for the effects of Chaos! to be played out, this event does not have a lasting effect, and thus is not affected by Wish.
Investiture Ceremony
20/BR
Event
Common
Play on one champion to allow him to use blood abilities. Lasts until negated or champion is discarded. (Helpful)
Forge Ley Line
21/BR
Event
Rare
Negates for this player any champion's immunity to offensive spells until the end of this player's next turn. (Harmful)
Biding Your Time
22/BR
Event
Uncommon
Player can skip his turn and use it later in the game between any two players' turns. This event remains in play until used or canceled. (Helpful)
In Search of Adventure
23/BR
Event
Uncommon
Send one of your champions to Limbo until the beginning of your next turn. When he returns, draw a card from the draw pile and add the last digit of the card number to the champion's base level as a permanent increase. (Helpful)
Revolution!
24/BR
Event
Common 
Until the end of this player's next turn, no realm champions may be used to defend. (Harmful)
The Spellfire Reference Guide Volume II incorrectly states that if Revolution is played during a battle with a realm champion, the round is over but the realm is not razed. Any time a realm champion is defeated, as would be the case if Revolution! is played during a battle with a realm champion, the realm is razed.
24—Revolution: Any time a realm is defeated in combat, it is razed.
The Kraken Attacks!
25/BR
Event
Rare
Razes two realms in one player's formation that have coastlines. The kraken can be satisfied (negated) by discarding champions totaling 8 levels or more from hand or pool. (Harmful) 
Crown of Regency
26/BR
Magical Item
Common
When the attached champion is used in defense, the crown copies the powers of any holding in play for the defending realm. (Def) 
Armor of The High King
27/BR
Magical Item
4
Common
During phase 3, the attached champion can retrieve one blood ability card
from his discard pile to his hand. (Def)
Card Combo (from Bluntaxe's Spellfire Page ): Use Armor of the High King to recover Create Minion each time it is used to retrieve a champion from the discard pile. If the Staff of Mimicry is used to duplicate the Armor, two champions can be recovered each turn. This combo is very effective to recover champions like Korgunard the Avangion that are often intentionally discarded.
Dragon's Teeth
28/BR
Magical Item
+?
Common
Draw and discard a card each time the Teeth are used in battle, noting the last
digit of the card's number. For that round, the attached champion gains an
undead ally equal to that digit. (Def)
Bracers of Brachiation
29/BR
Magical Item
Common
Allows the attached champion and his allies to attack any realm showing
trees, regardless of position or special powers. (Def)
Ring of Human Influence
30/BR
Magical Item Uncommon
Heroes cannot defend against the attached champion (Off) 
Card combo: If the Sword and Helm of Garion is combined with the Ring of Human Influence, only psionicists and clerics can defend.
Ring of Spell Storing
31/BR
Magical Item
Rare
Up to three spells playable in phase 4 may be stored in this item, remaining until used or dispelled. These spells may be cast during any battle, including combat where this champion is not involved. New spells may be attached during phase 3 only. (Def) 
Stored spells are kept face up with the Ring, unless the player has Cyric or Ethereal Champion in play. Only phase 4 spells can be stored and they must be used in phase 4 (combat).
Rod of Lordly Might
32/BR
Magical Item
4
Common
Can only be attached to heroes. This champion and attached allies are
considered flyers. Allies of level 5 and lower cannot be used against this hero.
(Off)
Amulet of Plane Walking
33/BR
Magical Item
Common
The attached champion and its allies may attack any realm, regardless of position or special powers, ignoring the effect of an attached holding. (Def)
Cloak of Displacement
34/BR
Magical Item
Uncommon
The attached champion can attack twice if he wins on his first round, but
doesn't raze a realm. He uses new allies. (Def)
Alertness
35/BR
Blood Ability
Uncommon
Blood ability. This champion can use his special power first, when defending. Alertness lasts until the end of this player's next turn and can be dispelled. (Def/3/4)
Animal Affinity
36/BR
Blood Ability
Common
Blood ability. Creates a +4 ally which remains with the user until he is defeated. This ally cannot be forced to switch sides for any reason. (Def/3/4)
Battlewise
37/BR
Blood Ability
Rare
Blood ability. Double the affected champion's current total level until the end of this player's next turn. Can be dispelled. (Off/3/4)
37—Battlewise: This card should be marked as Defensive.
Courage
38/BR
Blood Ability
Common
Blood ability. Allies of this champion cannot be discarded during battle or
made to switch sides. (Off/3/4)
38—Courage: This card should be marked as Defensive.
Divine Wrath
39/BR
Blood Ability
Common
Blood ability. All opposing allies are instantly discarded. No new allies can be played against this champion. Lasts until the end of this player's next turn. (Off/4)
Card Combo (from Tim Barth, barth@twcny.rr.com ): Play Divine Wrath so that your opponent cannot play allies. Then follow with Melt Bone, which requires the opponent to play an ally or be defeated.
Regeneration
40/BR
Blood Ability
Uncommon
Blood ability. The attached champion is not discarded when defeated in battle;
instead it goes to Limbo until the end of this player's next turn, when it
returns to its pool. (Def/4)
Touch of Decay
41/BR
Blood Ability
Uncommon
Blood ability. Examine an opponent's hand and pool. Discard one magical
item or artifact from either one. (Off/3/4)
The Touch of Decay allows the player to examine an opponent's hand and all cards in his pool, including any cards face down.
Unreadable Thoughts
42/BR
Blood Ability
Common 
Blood ability. This champion is immune to the effects of offensive psionic
power cards and the special powers of psionicists. Play anytime to negate the
effects of any just played psionic power card. (Off/3/4)
42—Unreadable Thoughts: This card should be marked as Defensive.
Death Touch
43/BR
Blood Ability
Rare
Blood ability.
Blood ability. Opposing champion must draw a card from his draw pile and note the last digit of the card number. If it is equal to or greater than his base level, he is instantly discarded. Can be dispelled. (Off/4)
Detect Life
44/BR
Blood Ability
Common
Blood ability. An opponent must display his hand for this round of combat.
(Def/4)
Invulnerability
45/BR
Blood Ability
Uncommon
Blood ability. This champion ignores the special powers of offensive magical items of less than +4 enchantment or cancels one offensive blood ability card. (Def/4)
Tighmaevril Sword
46/BR
Artifact
Birthright
Rare
The attached champion can use blood abilities and instantly defeats regent.
Wintering
47/BR
Artifact
Birthright
Rare
The attached champion is immune to either the special power of a champion or the special powers of his allies. The choice must be made at the start of the player's turn and remains the same until his next turn.
Emperor's Crown of Anuire
48/BR
Artifact Birthright
Rare
No Birthright champions can attack this player's realms or cast offensive spells against those realms.
Kingstopper
49/BR
Artifact
Birthright
Rare
Protects the attached champion and all monsters in this player's pool from harmful events.
Bless Land
50/BR
Cleric Spell
Uncommon
All realm champions are doubled in level and are immune to the special powers of allies until the end of this player's turn. (Def/3/4)
The Spellfire Reference Guide Volume II incorrectly states that if Bless Land is played during a battle with a realm champion, only the realm champion is doubled, not attached cards. Because base level is not specified on the card, it is the adjusted level (which includes attached cards) at the time Bless Land is played that is doubled.
50—Bless Land: When this spell is cast, it doubles the current adjusted levels of all realm champions in play.
Blight
51/BR
Cleric Spell
Common
All realms, artifacts and holdings that grant extra cards are negated while this
spell is in play, which lasts until dispelled. (Off/3)
Investiture
52/BR
Cleric Spell
Common
Cast at any time. Discard a regent champion from your pool to transfer the
power to use blood abilities to another champion. (Def)
Control Weather
53/BR
Cleric Spell
Uncommon
No flyers or swimmers can be involved in combat until the end of this
player's next turn without this player's permission. (Off/3/4/5) 
Transmute Metal to Wood
54/BR
Cleric Spell
Common
Destroy one magical item or artifact in any player's pool. 
Part Water
55/BR
Cleric Spell
Common
This player's champions and allies can attack any realm showing a coastline
until the end of this turn. (Def/3)
Speak with Monsters
56/BR
Cleric Spell
Common
Instantly ends a battle with a monster. Both champions return to their pools. No spoils of victory are drawn. (Off/4)
The Spellfire Reference Guide Volume II incorrectly states that if Speak with Monsters is played by a defender, the opponent can continue the battle with another champion. In fact, in this situation, the battle is over.
56—Speak With Monsters: The explanatory text is incorrect. If an attacking monster is defeated, that player can make no further attacks and his turn moves into phase 5.
Summon Insects
57/BR
Cleric Spell
Common
Creates a +7 ally for the caster that devours (discards) one opposing ally. (Off/4)
Legion of Dead
58/BR
Wizard Spell
Uncommon
Creates an undead monster equal to the adjusted level of the casting champion. The spell acts as a champion and may attack or defend, lasting until the end of this player's next turn. Attachments may be added normally, though are discarded when the spell ends. (Off/3)
Raze
59/BR
Wizard Spell
Rare
This spell razes an opponent's realm that has no attached holding, chosen by this player. The caster is immediately discarded. (Off/3/4)
The caster of Raze is discarded, regardless of whether the spell is successful or not. For example, if the opponent plays Dispel Magic or Spell Turning, the caster of Raze is still discarded. Similarly, if the target realm is in a formation that has the spell Dragon's Eye Symbol of Power under one of the realms, the realm is not razed, but caster of Raze is still discarded.
If the caster is immune to offensive spells, he is still discarded. The caster being discarded is a requirement for use of the card.
If an attacking champion casts Raze on the realm being attacked, both the attacker (since the realm is razed) and the defender (since the attacking champion is discarded) draw Spoils of Victory.
Card Combo (from Shadowlord's Spellfire Page ): Use Manshoon of the Zhentarim to cast Raze, then discard a card from the hand to keep Manshoon from being discarded. If cast on a realm Manshoon is attacking, the player draws Spoils of Victory.
Blood Drain
60/BR
Wizard Spell
Common
The affected champion can no longer use blood abilities. Lasts until dispelled. (Off/3/4)
Otto's Irresistible Dance
61/BR
Wizard Spell
Common
Cast on any enemy champion in a pool; he cannot attack or defend until the
Dance is dispelled. (Off/3)
Clone
62/BR
Wizard Spell
Rare
Cast at any time to allow this player to bring a champion currently in play elsewhere into this player's pool. The champion's powers are unchanged. (Def)
Clone, which may be cast at any time, allows a player to bring a champion into play when that champion is already in play. In other words, this spell negates the Rule of the Cosmos. The spell stays with the champion. If dispelled at any time, the Rule of the Cosmos is restored and the champion is discarded if the original champion is still in play.
62—Clone: This spell can be cast at any time (even during another player’s turn) to allow a player to play a champion from his hand into his pool.
Drawmij's Instant Summons
63/BR
Wizard Spell
Uncommon
Take any ally, magical item, or artifact from your draw pile and play it immediately. Reshuffle the draw pile. (Def/3/4)
The Gorgon
64/BR
Monster
Birthright
Rare
Awnshegh. Can use blood abilities and wizard spells. This creature is so horrible that no allies can be played against him. Immune to harmful events.
The Spider
65/BR
Monster
Birthright
Uncommon
Awnshegh. Can use blood abilities. Immune to offensive cleric spells. The
Spider can attack a razed realm. If victorious, the realm is discarded.
The Spider only needs to win its one round of battle, and the realm is discarded and the player draws spoils.
65—The Spider: Unlike normal battles, where a realm has to be undefended to be razed, if the Spider is victorious in her battle, the realm is removed from play. This includes both defended and undefended realms.
Banshegh
66/BR
Monster
Birthright
Rare
Awnshegh. Between 6 pm and 6 am the Banshegh is a level 10 monster that can use blood abilities. Between 6 am and 6 pm the Banshegh is a level 5 wizard capable of also casting cleric spells. In either form the Banshegh is immune to offensive spells.
The Lamia
67/BR
Monster
Birthright
Rare
Awnshegh. Immune to psionics. Can use blood abilities. Wizards and clerics are a half their base level (rounded down) against the Lamia.
The Siren
68/BR
Monster
Birthright
Rare
Swimmer. Awnshegh. Can use blood abilities. Can be sent to Limbo to force another player to attack this player's formation. The Siren is returned at the end of this player's next turn.
The Siren's power is used in phase 3 of the player's turn.
The White Witch
69/BR
Monster
7
Birthright
Common
Awnshegh. Immune to offensive spells and harmful events except those that have the word "fire," "flame," or "flaming" in the title.
The Hag
70/BR
Monster
Birthright
Uncommon
Awnshegh. Can cast wizard spells. Immune to psionics. If defeated in combat,
the Hag can "curse" an opposing player, forcing him to discard a holding in
play.
Cerilian Dragon
71/BR
Monster
Birthright
Uncommon
Flyer. Can cast cleric spells. When attacking, the Cerilian Dragon may use its breath weapon to destroy any holding in the defender's formation.
The Shadow World
72/BR
Rule Card
Birthright
Common
If defeated in combat, all halfling champions and allies can dimension door
away, returning to their player's hand instead of being discarded.
Divine Right
73/BR
Rule Card
Birthright
Common 
All heroes in play may use blood ability cards.
Orogs
74/BR
Ally
2
Common
Orogs are +4 when attacking and/or +6 if attached to an awnshegh.
Green Slime
75/BR
Ally
4
Rare
The Green Slime destroys the first magical item or ally played after it enters battle.
Nightmare
76/BR
Ally
4
Common
Flyer. The Nightmare becomes +8 vs. clerics or wizards. 
If Nightmare is played against a cleric or wizard, its special power is activated and its level bonus becomes +8. If the ally is later forced to switch sides, its level bonus only remains +8 if it is still opposing a cleric or wizard, since the wording of the card indicates the bonus is increased "vs" (i.e. when opposing) clerics or wizards.
 
Unicorn
77/BR
Ally
6
Common
The attached champion can cast wizard or cleric spells. 
Wraith
78/BR
Ally
4
Uncommon
Flyer. Undead. Reduces an opposing champion's base level by 2. If the reduced
base level is 0 or less, the champion is discarded.
Stirge Swarm
79/BR
Ally
+?
Rare
Flyer. Draw and discard a card from any opponent's draw pile when the Stirge Swarm is played, noting the last digit of the card number, which is the bonus for this ally.
Ankheg
80/BR
Ally
+7
Common
Earthwalker. Destroys one opposing nonflying ally.
Wood Nymph
81/BR
Ally
+3
Common
The Wood Nymph becomes +6 if defending a realm showing trees.
Giant Squid
82/BR
Ally
+8
Uncommon
Swimmer. Instantly destroys (discards) any opposing Brine Dragons, ignoring their special power.
Lord Cronal
83/BR
Regent
9
Birthright
Common
Can use blood abilities and hero unarmed combat cards. Inspires confidence in all allies played with him, who each gain 2 levels. 
Grimm Graybeard
84/BR
Regent
6
Birthright
Common
Dwarf. Earthwalker. Can use blood abilities and can cast cleric spells. Immune to offensive magical items of less than +2 enchantment.
Grimm's immunity extends to magical items with no icon level, since these items have a bonus of less than +2.
Teodor Profiev
85/BR
Regent
7
Birthright
Common
Can use blood abilities. Gains 5 levels against monsters. 
Darien Avan
86/BR
Regent
Birthright
Rare
Can use blood abilities and hero unarmed combat cards. Can attack twice; if he wins his first round and doesn't raze a realm, he can attack again, retaining one of his allies form the previous round of battle.
Caliedhe Dosiere
87/BR
Regent
Birthright
Common
Can use blood abilities. When attacking, he can cast cleric spells; when defending, he can cast wizard spells.
Tomkin Dross
88/BR
Regent
Birthright
Common
Halfling. Can use blood abilities. Tomkin and his allies may attack any realm in play, regardless of position or special power.
The Elf Fhileraene
89/BR
Regent
Birthright
Rare
Can use blood abilities.
Tie'skar Graecher the Goblin King
90/BR
Regent
3
Birthright
Common
Can use blood abilities. He can "borrow" one monster from any pool to act as an ally. If defeated, the monster ally is stripped of attachments and returned.
The Noble Outlaw
91/BR Regent
Birthright
Rare
Can use blood abilities and hero unarmed combat cards. Once per turn, he can prevent a player from receiving a spoils of victory, giving it to a third player instead. (In a two-player game, no one collects spoils.)
The Noble Outlaw can only shift spoils to a third player, not to the player owning the Noble Outlaw.
High Mage Aelies
92/BR
Regent
6
Birthright
Uncommon
Elf. Can use blood abilities and cast wizard spells. Gains +2 to his base level for
every unrazed Birthright realm in play.
The Sword Mage
93/BR
Regent
7
Birthright
Common
Can use blood abilities and cast wizard spells. Gains 4 levels if spells are used
against him.
The Wizard
94/BR
Regent
Birthright
Uncommon
Can use blood abilities and cast wizard spells. The Wizard can discard a realm in his player's formation to instantly win a round of battle.
The realm discarded to activate The Wizard's power can be razed or unrazed.
Because of its name, the Wizard is affected by cards affecting wizards.
Nadia Vasily
95/BR
Regent
9
Birthright
Common 
Can use blood abilities and cast cleric spells. Clerics facing Nadia are at half their base level (rounded down).
Moergan
96/BR
Regent
6
Birthright
Common
Can use blood abilities and cast cleric spells. Once per any battle, Moergan can summon rains that force flying allies from the sky. They are discarded instantly.
The Spellfire Reference Guide Volume II incorrectly states that Moergan's power can be used once per turn. As the card states, the power is usable once per battle.
96—Moergan: This regent’s power is usable once per battle, not once per turn as stated in the Reference Guide.
Barak the Dark
97/BR
Regent
Birthright
Common
Can use blood abilities and cast cleric spells. Gains 3 levels if using a magical item weapon; gains 2 levels if allies are used against him.
Jana Orel
98/BR
Regent
Birthright
Uncommon
Can use blood abilities and cast cleric spells. Immune to offensive cleric spells. If Jana is to receive a spoils, this player can look at the top two cards in his draw pile and choose the one he wants.
The Flower of Roesone
99/BR
Hero
6
Birthright
Common
This foppish fighter tends to be underestimated in combat. Allies played
against him lose 3 levels. Allies may have negative levels.
Gwenyth the Bard
100/BR
Hero 3
Birthright
Uncommon
Elf. Gwenyth's music is so enchanting she can prevent a champion in
another pool from attacking her player's formation. The music lasts until the
start of this player's next turn, at which time she can select a different
champion to be affected.
It's Good to be the King
1/BR Chase
Event
Common
Until the beginning of his next turn, this event player chooses which champions are able to attack. Even if negated, all players must still address the event player as "Sir" or "Madam." (Harmful) 
The event player may choose any champion(s) or champion type to be able to attack, or may choose no champions to be able to attack.
Because this event has a duration, it can be removed with Wish.
The Shadow World
2/BR Chase
Event
Common
 Until the end of this player's next turn, all undead are immune to offensive spells, magical items, and events that specifically target undead or monsters. (Helpful)
Forced Conscription
3/BR Chase
Event
Common
All players must donate an ally to the event player's side in battle, if they have one. All allies are discarded at the end of combat. (Harmful)
Donated allies come from players' hands. Allies already in play are not affected.
Sphere of Annihilation
4/BR Chase
Magical Item
+5
Common
Opposing champions defeated by the attached champion are sent to the Abyss instead of being discarded. (Off)
The Sphere of Annihilation's power only works were the opposing champion would normally be discarded. For example, the Sphere does not work on champions such as Drizzt Do'Urden and Ochimo that return to the pool after one defeat. Strahd Von Zarovich still goes to Limbo after defeat. Similarly, an opposing champion with Winged Boots returns to its pool if the champion with the Sphere is not a flyer. The realm Mistmoor also saves a defending champion from the effects of the Sphere. Sphere of Annihilation Only defeated champions that would normally go to the discard pile upon defeat are sent to the Abyss as a result of the Sphere's power. Thus, Strahd still goes to limbo (limbo is not a type of discard) and Tiamat's dragon's return to the pool.
Vacuous Grimoire
5/BR Chase
Magical Item
Common
If the attached champion is defeated by a champion able to cast spells, the book is attached to that champion, subtracting 5 from his base level. If the base level is now 0 or less, the champion is discarded. (Off)
Manual of Puissant Skill at Arms
6/BR Chase
Magical Item
Common
The attached hero may make an extra attack if he win his first round and doesn't raze a realm. (Def)
Book of Infinite Spells
7/BR Chase
Magical Item
Common
The attached champion can cast wizard and cleric spells. Phase 4 spells cast by the attached champion cannot be dispelled. (Def)
Libram of Ineffable Damnation
8/BR Chase
Magical Item
Common
Can only be attached to a wizard, who is now immune to offensive spells. If defeated in combat, this champion is sent to the Abyss. (Def)
The Count of Muden
9/BR Chase
Regent
8
Birthright
Common
Swimmer. Can use blood abilities and psionic power cards. The Count controls the most powerful navy in Cerilia. All attached swimming allies of this champion are doubled in level.
The Wizardess Carrie
10/BR Chase
Regent
4
Birthright
Common
Can use blood abilities and cast wizard spells. Carrie can summon a djinni to aid her in battle, which acts as a +8 flying ally.
The Pontifex of the Southern Coast
11/BR Chase
Regent
Birthright
Common
Can use blood abilities and cast cleric spells. The Pontifex can be discarded in phase 5 to call for a crusade against another player. Until the end of this player's next turn, all clerics in pools must attack that player, if possible.
When the Pontifex orders a crusade, all clerics must attack on their turn. Clerics may not be voluntarily discarded (such as discarding a cleric to bring an avatar into play or sending Karlott to the Abyss to retrieve an event) to avoid attacking.
Olaf the Sly
12/BR Chase
Regent
Birthright
Common
Can use blood abilities and hero unarmed combat cards. In combat, Olaf can "borrow" any magical item in play. At the end of the battle the item can be discarded or returned to the player; if returned, this player draws one card.
Olaf can borrow one magical item during each round of battle in which he
participates.
Targoth the Unclean
13/BR Chase
Regent
4
Birthright
Common
Can use blood abilities and cast wizard spells. All non- cleric champions are halved in base level (rounded down) against Targoth.
Rhuobhe the Manslayer
14/BR Chase
Regent
Birthright
Common
Elf; Awnshegh. Can use blood abilities and cast wizard spells. When attacking, Rhuobhe can imitate the special power of any champion in any pool. Gains 4 levels against non- monster champions.
Rhuobhe's power is triggered as soon as he comes forward to attack.
However, the power copied is subject to normal rules for the power. If it is a
power only used in battle, Rhuobhe cannot use the power until a defender is
chosen. Once the battle is over, Rhuobhe loses the imitated power. 
Kaeriaen Whiteheart
15/BR Chase
Regent
6
Birthright
Common
Can use blood abilities and cast cleric spells. Gains 5 levels vs. awnshegh.
Adara Addlepate
16/BR Chase
Regent
4
Birthright
Common
Can use blood abilities and cast wizard spells. Instantly defeats any champion with a card number of "# of 25" (chase cards), but must then be discarded herself.
The Blood of Azrai
17/BR Chase
Event
Common
Adds 5 levels to any monster and makes it an awnshegh, who can now use blood abilities. The event lasts until negated or the champion is discarded. (Helpful)
Taxation
18/BR Chase
Rule Card
Birthright
Common
Instead of drawing three cards at the beginning of a turn, each player draws one card plus a card for each Birthright realm in his formation. A minimum of one card is drawn; nothing can reduce the draw below one.
Diplomacy
19/BR Chase
Event
Common
Playable only when first being attacked, the event player requests that the attacker attack someone else's realm instead. If he chooses to ignore the event, he must discard two cards from his hand to continue his initial attack. (Harmful)
Blood Challenge!
20/BR Chase
Event
Common
Play at any time to make an attack directly against a champion in any pool. Combat lasts for one round and the loser is discarded. The winner receives a spoils of victory, even though no realm was razed. (Harmful)
Blood Challenge interrupts the current turn and phase, so if the event is played during the event player's turn, the player may still attack a realm during phase 4.
Festival
21/BR Chase
Event
Common
No combat can occur until the start of the player's next turn. Each player draws a card when this event is played. (Harmful) 
And a Child Shall Lead Them... Child's Play
22/BR Chase
Event
Common
Subtract the age of the youngest player from the age of the oldest player in the game. That number is counted as a bonus to your side in this round of combat. (Helpful)
The Fates
23/BR Chase
Event
Common
Each player draws and discards a card, noting its last digit. If it's even, lose that many cards from hand, pool, or formation. If it's odd, draw that many cards.
If forced to discard cards, they must come from hand, pool, or formation. A dungeon card or may not be discarded to meet the requirement of the Fates.
When A Sure Thing is in play, the player of the rule card draws nine cards, all opponents discard eight cards.
War Declared!
24/BR Chase
Event
Common
Until the end of this player's next turn, all players must attack on their turn if they have champions in their pools. All champions and allies can fly, swim, or earthwalk as needed. (Harmful)
Only champions in pools are affected by this event. If a player's champions in his pool are immune or otherwise not affected by the event, but the player has champions in his hand that are not immune, he does not need to attack.
Mebhaigl Surge
25/BR Chase
Event
Common

DRACONOMICON

Rauglothgor's Lair 
Forgotten Realms Realm 
"Any nondragon champions attacking this realm are at half their base level (rounded down). Undead defending this dragon's lair are immune to harmful events." 
#1 of 100 
Rauglothgor's Lair is an excellent realm to add to your deck. Unless you are up against a dragon deck, most opponents will start at half their base level. This alone makes it worthwhile. Once you add in the fact that defending undead are immune to harmful events, it becomes a must to any undead theme deck. Be aware that only the undead defenders are immune to the events, not the realm itself, so although Nemon Hotep [NS-67] would be immune to the effects of any harmful events while defending this realm, Rauglothgor's Lair could still be affected by Cataclysm! [4th-119]. One of the best ways to make the most out of Rauglothgor's Lair is to put it in the front rank of your realms and put down the rule card Negative Planar Energy [NS-83]. Now, not only are nondragons at half base level, your undead defenders can first subtract their base level from the attacker's base level. If reduced to 0 or less, they are discarded, and the spoils is yours. You can make this even more deadly by having Powers of the Land [DR-12] attached to another realm in your formation, (Powers of the Land is a Ravenloft holding, so it cannot be attached to Rauglothgor's Lair) and have all of your defending undead double their base levels. 
Rauglothgor is the dracolich that Shandril defeated with spellfire in the novel that is Spellfire's namesake. 
Only undead defenders are immune to the events, not the realm itself. For example, Rauglothgor's Lair is affected by Cataclysm!.
Card Combo (from Tony Novello): Put Rauglothgor's Lair in the front rank of your formation and play the rule card Negative Planar Energy. Now not only are nondragons at half base level, your undead defenders can first subtract their base level from the attacker's base level. If reduced to 0 or less, they are discarded, and the spoils is yours. You can make this even more deadly by having Powers of the Land (12/DR) attached to a Ravenloft realm in your formation. Now all of your defending undead double their base levels.

Dragon Mountain 
AD&D Realm 
"Can only be attacked by flyers or earthwalkers. Infyrana the Dragon's base level is doubled when defending this realm." 
#2 of 100 
This realm is very similar to several other realms, in that it can only be attacked by flyers or earthwalkers. If you are constructing a deck that limits the number of possible attackers that an opponent may use, this one should be considered. The ability of doubling Infyrana's base level when defending is a nice touch, but not altogether practical, because it means you must rely on having that one card in your hand or pool when attacked. Although not a bad realm, if you're debating over one realm of this sort, Shining Lands [AR-87] is a better choice, as it also adds spell immunity and the ability to have any holding attached to it. In addition to the Shining Lands, Dragon Mountain is a fine choice. 
What can be more dangerous than trying to sneak into a dragon's lair? Trying to assault one that used to be a Dwarven stronghold, defended by magic-wielding kobolds, and having the dragon know you're coming. Beware the Dragon Mountain. 
The major advantage of this realm is that it is difficult to attack, since only flyers or earthwalkers and reach the realm. The realm's power to double Infyrana the Dragon's base level is of limited usefulness, since it is so specific.

Lair of the Shadowdrake 
AD&D Realm 
"If Menzoberranzan is in play when this realm is played, Menzo is discarded. While this realm is in play, the Underdark allies gained by the Triumvirate realms are negated." 
#3 of 100 
Lair of the Shadowdrake is an excellent response to someone using Menzoberranzan [4th-1]. Not only do you get a new realm when you put it down, you can discard another. This power only works when Menzoberranzan is already in play, so if you put the Lair of the Shadowdrake down before Menzo is in play, it has no effect on that realm. Be careful that you don't put this realm down while Menzo is in your own formation, or you will discard your own realm. If multiple players wish to play Menzoberranzan after the Lair discards it, the option to play the realm start with the active player (most likely the one playing the Lair) and moves around the table in the order of play (clockwise, unless Wild Magic Surge [FR-10] is in effect). The additional power of negating the Underdark allies gained by the Triumvirate realms can make this a very powerful target for your opponents. Again, beware, for this realm can cancel out your own Triumvirates if you choose to include them in the same deck. 

Dragonspine Mountains 
Forgotten Realms Realm - Level 6 
"Dragons defending this realm are immune to offensive spells, psionics, and blood abilities. This realm can defend itself as a level 6 dragon champion." 
#4 of 100 
This realm is a coastal realm. This realm allows all defending dragons immunity to offensive spells, psionics, and blood abilities. This immunity extends to include special powers that fall under these three categories, like the ultrablast power of Kerm of Tyr [PO-21], but only those that affect the defender, not the defender's pool or hand. Keep in mind that the level 6 realm champion is a dragon, and therefore is also entitled to the immunities. This realm should be considered for dragon theme decks, but does not give a lot of benefits to decks with few dragons in them. It should be remembered that the realm has none of these immunities except when defending itself in battle. If you are considering a deck whose realms all possess realm champions, keep Dragonspine Mountains in mind, for the added immunity to the champion makes this realm champion quite a challenge. 
This mountain range separates the Moonsea from the Ride, and is home of the Citadel of the Raven. In it's shadow sits the once-powerful ruins of Zhentil Keep, now slowly being rebuilt. 
This realm has to powers that make it a good addition to any deck. Since Menzoberranzan appears in virtually every deck, the Lair's power to discard Menzo is very useful.
While Triumvirate realms are not seen nearly as much as Menzo, negating Triumvirate allies is a nice additional benefit to this realm. But this power is a double-edged sword, since it also negates a player's own Triumvirate allies.

Griff Mountains 
Greyhawk Realm 
"Defending dragons and giants are doubled in base level and are immune to offesive magical items. Attacking champions and allies that are not flyers lose their special powers." 
#5 of 100 
This is a coastal realm. The Griff Mountains is an excellent realm for those dragon and giant theme decks, and a good choice for many other decks. The doubling of base level and immunity to offensive magical items only benefits the defending dragons and giants, but this will affect both champions and allies that are designated as dragons or giants. The Griff Mountains will cancel all non-flying attackers special powers, regardless of whether the defender is a dragon/giant or not. Having something in the pool that adversely affects flyers, such as Gloriana [1st-3] will help insure that any attackers of the Griff Mountains will not be using their powers. 
The Griff Mountains divide the Hold of Stonefist from the Duchy of Tenh, and from the Theocracy of the Pale below. Very few humans are sturdy enough to live in the Griff Mountains, although there is a rumor of a tiny realm hidden in the heart of the range that overflows with gold and jewels. 

Vesve Forest 
Greyhawk Realm 
"Swimmers cannot attack this realm. For each magical item and artifact attached to an attacking champion, subtract 2 levels from his total. The champion's level cannot drop below 1." 
#6 of 100 
This is a coastal realm. The Vesve Forest has two separate powers that can affect the attacking champion. First, it restricts swimmers from attacking this realm. This includes both champions and allies, and is always in effect, even if in the front ranks where the champion wouldn't have to swim to reach the Vesve Forest. It's second power is that for every magic item and artifact attached to the champion, 2 levels must be subtracted from the attackers adjusted level. Therefore, if Merika [4th-326] attacked the Vesve Forest with the Shield of Devastation [4th-174] and the Wand of Magic Detection [DR-76], her adjusted level would be 1 (3 + 2 + 0 = 5 - 2 for each magic item, so 5 - 4 = 1). If she decided to add The Necklace (176/4th), her level would stay at 1, (because it cannot drop below 1) but if another card, like a spell or ally, were added later, the -2 for the necklace would have to be factored in. 
The Vesve Forest is the largest hardwood forest in the Flanaess. It is renowned for it's variety of excellent woods and other commodities, including a fungi unique to the forest that is used in the creation of several magical oils. 

Mt. Nevermind 
Dragonlance Realm 
"Champions cannot use other cards (even events) or special powers when attacking or defending this realm. Instead, each champion draws one card and adds the last digit to the champion's level. The champion with the hight total wins the battle." 
#7 or 100 
This is a coastal realm. Mount Nevermind is a very potent Dragonlance realm. This realm causes each combatant (attacker and defender) to draw a card and add the last digit of it's series number to that champion's base level. No other cards can effect the outcome of the battle, including events and the special powers of the champions involved. So if the Living Wall [PO-58] was defending, and drew Perrenland [4th-19], the Living Wall would be at level 19, but would not be able to absorb any opposing champion, regardless of their level. As an interesting side effect, since Mt. Nevermind doesn't actually say to discard the drawn card, Perrenland would go to the hand of the Living Wall's owner. This realm can be exploited by using a card that allows you to re-arrange or place cards on top of someone's draw pile, thereby knowing what variable they will receive. Of course, this must be done before combat is declared on Mount Nevermind. Since rule cards are the only cards that activate before a realm's power, someone with A Sure Thing [NS-74] would still benefit from this rule's power and make this realm practically automatic victory for the rule card's owner. 

Palanthis 
Dragonlance Realm 
"Dragons and wizards cannot attack this realm. Defending dragons and wizards are immune to offensive spells and harmful events." 
#8 of 100 
This is a coastal realm. Any realm that reduces the range of possible attackers is worth considering. Palanthas takes two champion types out of the running. This restriction applies to all champions that bear the wizard icon, and all cards designated as dragons. The connection of wizards and dragons continue, as defending dragons and wizards are granted immunity to offensive spells and harmful events. Note that this immunity does not apply to the realm, only the dragons and wizards that defend it. Remember that defending wizards and dragons become immune to events, so those targetted by stealing events (such as Cure of the Azure Bonds [FR-4]) will be immediately freed, with both the attacker and defender going to their pools. If Palanthas is your front realm, you can reduce your chances of attack for a turn by using The Apple of His Eye [FR-c12] to limit attackers and defenders to wizards (since you can't specify champion characteristics like being a dragon). 

Mount Deismaar 
Birthright Realm 
"This player's champions are immune to offensive blood abilities. Any champion defending this realm can use wizard spells and blood abilities." 
#9 of 100 
This realm's powers are pretty straight forward. As long as Mount Deismaar remains unrazed, all of this player's champions are immune to offensive blood abilities, whether attacking, defending, or in their pool. This is an excellent immunity for someone going up against any Birthright or regent based deck. As long as a champion is defending this realm, he also has the ability to use blood abilities and cast wizard spells. This does not give the realm itself the ability to cast spells, nor does it extend this ability to champions in the pool, so a spell like Shadow Engines [4th-404] could not be countered by a Dispel Magic [4th-370], unless a champion in your pool already had the ability to cast spells, because it would come during phase 3, and there wouldn't be a defending champion yet. The best way around this card is the dungeon The Torture Room [DU-12], which strips all opponents of their immunity to blood abilities, making this realm much weaker. 

Dragon's Horde 
AD&D Holding 
"Dragons attacking this player's formation can attack only the attached realm; else they cannot attack." 
#10 of 100 
This holding is an AD&D holding and can only be attached to AD&D realms, or realms that allow any holding to be attached. This is quite the risky holding to include in your deck. The power only limits cards designated as dragons, and if your opponent(s) have none in their deck, it will be worthless. However, if your opponent(s) have dragons, it can be quite devastating. This holding forces all dragons (champions and allies) to attack only the attached realm when attacking this player's formation. Exploit this by attaching it to a realm that puts further limits on the attacker. A good choice is The Lost City [RR-16], because now the only dragons that can attack are non-flying, non-swimming AD&D dragons. An even more effective approach would be to have it attached to any realm in your formation except Border Garrison [DU-31], because now dragons could not attack any of your realms until Border Garrison is razed or discarded. The same effect can be had by attaching the Dragon's Horde to Council Aerie [AR-86], which prevent dragons from attacking it. A dragon deck must have a good way to defeat this holding if it wishes to attack. 

Dark Depths 
AD&D Holding 
"A realm with this holding is immune to the special powers of Underdark realms." 
#11 of 100 
This holding is an AD&D holding and can only be attached to AD&D realms, or realms that allow any holding to be attached. Although any time you see the word immune you may feel inclined to include that card, don't be fooled by this holding. It confers immunity to the attached realm, but this immunity is only from the special powers of Underdark realms. Only six Underdark realms would be affected by Dark Depths if it is attached to an AD&D realm (TU-2, TU-4, TU-5, TU-6, TU-c6, & IQ-5). This does include the Triumvirate realms, however, and for that reason should not be completely dismissed. It's value increases slightly if your deck contains several realms that can have any holding attached to it. 
This magical land was once deep beneath the City of Greyhawk. Filled with giant mushrooms and roaming Trolls, the Dark Depths were deemed to dangerous and the Circle of Eight estate transferrenced the entire area to the nether world. 

Powers of the Land 
Ravenloft Holding 
"The base level of undead champions defending any realm of the player is doubled. Undead champions defeated while defending the attached realm return to their pool instead of being discarded." 
#12 of 100 
"This holding is a Ravenloft holding and can only be attached to Ravenloft realms, or those realms that allow any holding to be attached. Powers of the Land is a must card for any undead themed deck. This holding doubles the base level of all defending undead (champions and allies), but not just for the attached realm, but for all of this player's formation. Note that this doubling only takes place during defense of a realm, so spells and powers that affect champions of a given base level will work normally against this player's pool, but will have to take the base level adjustment into consideration when affecting an undead defender in combat. As an added bonus, any undead champions defeated while defending the attached realm are returned to their pool with any attachments. They keep their attachments because they are not really discarded, just defeated. Other cards that benefit undead work well with Powers of the Land. Cards like Negative Planar Energy [NS-73] and Ancient Arms of the Great Kingdom [3rd-145] are great choices. 
All of Ravenloft can feel the presence, but none can control it. Even those who are considered Lords in the lands of Ravenloft are trapped and must answer to the powers of the land, and the ever-present Ravenloft Mists 

The Mistmarsh 
Greyhawk Holding - Level 5 
"Flyers cannot attack the attached realm, and defending swimmers return to their pool if defeated. This holding can defend the attached realm as a level 5 monster." 
#13 of 100 
This holding is a Greyhawk holding and can only be attached to Greyhawk realms, or realms that allow any holding to be attached. This is a very nice holding if you're looking for defensive abilities. The Mistmarsh prohibits flyers from attacking the attached realm, and this includes both champions and allies. Any defending champions that are swimmers return to their pool instead of being discarded. This means it works well with Song of the Dragonlance [DU-22], since it allows all your champions to be swimmers. The Mistmarsh also is able to defend the realm as if it had a realm champion of it's own. If the attached realm has a realm champion, like Isle of the Ape [RR-1], the Mistmarsh defender can still defend the realm. However, if the Mistmarsh OR the realm champion is defeated, the realm will be razed. It doesn't matter which way the realm defends itself. An excellent way to use the Mistmarsh is to attach it to the Shining Lands [AR-87], because then only earthwalkers would be able to attack the realm. 

The Mist Caves 
Forgotten Realms Holding 
"The attached realm cannot be attacked by flyers or swimmers. Giants defending this realm are immune to offensive magical items." 
#14 of 100 
This holding is a Forgotten Realms holding and can only be attached to Forgotten Realms realms, or realms that allow any holding to be attached. This is a great holding, because there are several realms that it can be attached to that already limit the attackers to flyers and/or swimmers, and by attaching the Mist Caves, it effectively makes it almost impossible to attack the attached realm without magical aid. Some of these realms include Kozakura [FR-13], and the Coral Kingdom [4th-10]. This restriction also extends to the champion's allies. The ability to give defending giants immunity to offensive magic items is more of a secondary power, but if you have any giants in your deck, it's just an added bonus to an already efficient holding. 

Dragon's Crown 
Dark Sun Holding 
"If attached to the Dragon's Crown Mountains, this player's champions all become dragons. If attached to other realms, the defending champion is immune to offensive spells." 
#15 of 100 
This holding is a Dark Sun holding and can only be attached to Dark Sun realms, or realms that allow any holding to be attached. When this holding is attached to any realm but Dragon's Crown Mountains [4th-39], it bestows offensive spell immunity to it's defending champions. When it is attached to Dragon's Crown Mountains, it causes all of this player's champions to be considered as dragons. In turn, this grants immunity from offensive spells and offensive psionic power cards to all of this player's champions (see the Dragon's Crown Mountains). The only hindrance this bestows is that now all of her champions can be affected by cards (not counting offensive spells and psionic cards of course) that affect dragons specifically. Dragon avatars such as The Celestial Emperor [DR-43], Tiamat, God of Evil Dragons [DR-44], or Bahamut, God of Good Dragons [DR-45] would be a good addition to decks containing both the Dragon's Crown and Dragon's Crown Mountains, for their special powers affect all of this player's dragon champions which could possibly affect all of this player's champions. It is important to remember that this power only effects champions in play, and not in your hand, discard pile, deck, Limbo or the Abyss. This important due to cards like Dragon's Graveyard [DR-18]. 

Council of Wyrms 
Event 
"Dragons meet to discuss war and peace! Players may draw a card for each dragon in their pool; these champions may not attack or defend until the beginning of the event player's next turn." 
#16 of 100 
This event is useful in decks with a lot of dragon champions, because it allows you to draw a card for each dragon in your pool. This does come with a penalty. For each card you draw, one of these dragon champions cannot attack or defend until the event player's next turn. This event can affect all players, but is considered helpful because each player has the option to draw cards; they are not forced. You also have the choice as to how many cards you draw. If you have three dragon champions in your pool, you could draw from 0 to 3 cards, but for each card drawn, you must designate a dragon that is taking place in the Council of the Wyrms. Since it is a helpful event, cards such as Calm [4rd-400] have no effect, although it could still be canceled by a card such as Limited Wish [4th-382]. 
Once every hundred years the dragons meet. What is discussed is unknown to outsiders, but it is believed that they exchange information and gossip from their respective corners of the world. This must also be a time of truce for these ancient creatures, as even bitter enemies are said to exchange information. 

Dragon Magic 
Event 
"Until the end of this player's next turn, only dragons can cast spells." 
#17 of 100 
This event creates a large limit on who is able to cast spells. Only cards designated as dragons can cast spells, but this does not confer spell-casting ability onto non-spellcasting dragons. Therefore, while Dragon Magic is in effect, Sharla [4th-290] could not cast spells, but neither could Flashburn [DR-32], even though he is a dragon, unless he had an attachment that allowed him to cast spells, such as Viperhand [3rd-103]. Dragon Magic can be stopped by Calm [3rd-400] for individual players, or canceled for everyone with Limited Wish [4th-382] or Intercession [RR-48]. Such spells can be cast by non-dragons to counter Dragon Magic when first played, but not once the event has fully taken effect. Coupling this event with another, such as Dragon Raid! [DR-20] can make a dragon deck even more dangerous for a short time. 

Dragon's Graveyard 
Event 
"Return one dragon champion and one dragon ally from the discard pile to your hand." 
#18 of 100 
This event is most useful in a deck with a lot of dragons, so that you can take full advantage of this event and retrieve both a champion and an ally. This is more useful than several other cards that retrieve champions from the discard pile, because it is not restricted by being a spell, therefore you don't need a champion in the pool to cast the spell, or conform to turn phase restrictions. This event does cause you to return the cards to your hand, so make sure you don't use this right before you have to discard down to the maximum number, unless you have room for two more cards. Since Dragon's Graveyard is a helpful event, cards such as Calm [3rd-400] have no effect, although it could still be canceled by a card such as Limited Wish [4th-382]. 
The Dragon's Graveyard is a legend as old as the dragons themselves. Said to be located somewhere in the Hell Furnaces, this massive graveyard is covered with the remains of hundreds of Wyrms. 

Wyrm's Decree 
Event 
"Until this player's next turn, cards cannot be drawn by another player from your draw deck, discard pile, or hand, and opposing players cannot force you to draw or discard cards." 
#19 of 100 
This event stops all opponents from drawing cards from your hand, draw or discard piles, or forcing you to do the same. This protects your deck from many different cards, including Great Shout [FR-41], Deja Vu [AR-100], Ninjas [4th-239], and many others. It can partially affect some cards, such as Discovery of Spellfire [2nd-401]; whose player would still be able to look at the hand of the player protected under the Wyrm's Decree, but would not be able to discard a card. As this is a helpful event, cards such as Calm [3rd-400] and Delsenora [1st-c10] have no effect, but Wyrm's Decree can still be canceled by Limited Wish [4th-382] or Intercession [RR-48]. A useful time to use Wyrm's Decree is when you know your opponent has cards that force you to draw or discard cards. If your opponent attacks with a champion that has the Vorpal Blade [FR-56] attached to it, put down Wyrm's Decree before you bring forward your defender. You can also make it work on the offensive, by using one of the cards that enable you to examine another's hand, such as Discovery of Spellfire, and if someone has several spells, events, allies, etc. that will be affected by the Wyrm's Decree, play it before you attack. 

Dragon Raid! 
Event 
"Until the end of this player's next turn, all dragons can attack as many times as they wish (if successful) until a realm is razed." 
#20 of 100 
Here is another event that mainly benefits those decks that focus on dragons. This event allows all dragons the ability to repeatedly attack a realm, as long as they are victorious, until the realm is razed or the attacker wishes to call off the attack. This event does affect all players, but only when attacking, therefore your dragon champions could not defend more than once a battle, unless it has been granted that power by something else. A wonderfully nasty way to use this card is to do so in conjunction with Apple of His Eye [FR-c12], so that only monsters can attack or defend (since you cannot choose dragons), and then attack with Edormira, Red Dragon [1st-c2]; now only non-monster champions immune to events can defend. It would work also if you attacked with the Dragon Hatchling [DR-c8]. As this is a helpful event, cards such as Calm [3rd-400] and Delsenora [1st-c10] have no effect, but this event can still be canceled by Limited Wish [4th-382] or Intercession [RR-48]. 
"The dragon raid of Mulmaster 2 winters ago was a terrible sight indeed. The great red beast came again and again, slaying all in it's path. When the dragon had it's fill of feast and booty the city lay in ruin." 
- Lord Bo the Champion 

Dragon Fear 
Event 
"All champions of base level 5 or less suffer from dragon fear and cannot act (attack or defend, cast spell, use psionics, etc.) unti the end of this player's next turn." 
#21 of 100 
This event stops all champions of base level 5 or less from any activity at all until it expires. This includes any champions entering into play from the hand. This event is very effective in keeping at bay those pesky low-level champions with devastating special powers, like Hettman Tsurin [4th-257]. This event lasts until the event player's next turn, so is most effective if played during his turn. This event can be quite catastrophic to all players if coupled with the rule card Time of Troubles [FR-99]. While both of these cards are in play, only champions of base level 6 are able to attack or defend. Dragon Fear can be stopped by Calm [3rd-400] for individual players, or canceled for everyone with Limited Wish [4th-382] or Intercession [RR-48]. 
Only the strongest can withstand the Dragon Fear. The sight of a great Wyrm in all it's glory has caused many young adventurers to seek a career change. 
- Athena Fernwood, halfling mercenary annd collector of many fine baubles. 

Trapped! 
Event 
"Play on an opposing player's champion, who can do nothing until this event is negated. A trapped champion remains in his pool while imprisoned. (Harmful)" 
#22 of 100 
"Trapped! is a very powerful event, as it remains in effect until it is negated. This event can be played on any champion not immune to events, and it stops that champion from performing any actions at all. This includes attacking, defending, casting spells, psionics, blood abilities, etc. If this event is played on a champion while in battle, he returns to his pool with any attachments, defeated, and any allies or power cards are sent to the discard pile. It cannot be played on realm champions. Because this event has an extended duration, it can be removed by Wish [4th-384], although the trapped champion could not cast the spell. Calm [3rd-400], Limited Wish [4th-382] and Intercession [RR-48] can all also cancel Trapped! This event works best on those champions that make everyone nervous, like the Living Wall [PO-58], but is most effective when it cannot be quickly canceled. Wait until you know your opponent has no way of countering it, either by inspecting his hand, or waiting until after he plays a Calm or the like. The most effective use of Trapped is with the card Wrath of the Immortals [4th-157]. Since the Wrath states that the targeted champion must attack or defend first, and Trapped means it cannot attack or defend, that player can be attacked with no hope of defense without a counter. If this event is played on a champion that grants other champions abilities, like many of the avatars, it may not cancel all special powers. Bahamut, God of Good Dragons [DR-45], for example, would not be able to attack or defend, but that player's defending champions would still be doubled in base level, because this power doesn't take any action on the part of Bahamut, just his presence in the pool. Cards may be attached to a trapped champion while in the pool. For example, the magical item Runes of the Future [RR-c13] can be attached, allowing the trapped champion to be discarded so that a selected card can be placed on top of the draw pile. 
Trapped! cannot be played on a realm champion.
Cards can be attached to a trapped champion while in the pool. For example, the magical item Runes of the Future can be attached, allowing the trapped champion to be discarded so that a selected card can be placed on top of the draw pile.

Forced Revolt 
Event 
"An opposing player must either discard all allies in his hand or may discard one champion from his pool. If he has no allies, he must discard a champion from his pool. (Harmful)" 
#23 of 100 
This event targets neither allies or a champion. The choice goes to the person who had the event played on him. If he chooses allies, he must discard all allies in his hand, and if he has no allies, or chooses a champion, he must discard one champion (and his attachments, if applicable) from his pool. Although getting rid of an opponent's allies is great, disposing of a champion can be even better. Try to control the selection process by waiting until your opponent's pool has just a few champions, or better yet, only the one you want to get rid of. Then hit him with the Forced Revolt. If he hasn't any allies, you've knocked off your target, otherwise, he no longer has any allies, and is more vulnerable to attack. This event can be canceled by Calm [3rd-400], Limited Wish [4th-382], or Intercession [RR-48]. If your opponent chooses to discard a champion, he must choose any champion from his pool. Champion immunity to events means nothing for this event, since the event does not target the champion, but the player. 
The Forces Revolt event is played on a player, not a champion or pool. However, if the target player has no allies, and all champions in his pool are immune to events, nothing is discarded.

Favorable Winds 
Event 
"Must be played immediately upon being drawn. Each player draws one card for each flyer in his pool. (Helpful)" 
#24 of 100 
Upon first glance, this sounds like a good card for a flyer deck. You get a free card for each flyer in your pool. But this card doesn't always work out the way one might like. First of all, it affects all players, so you can just as likely give your opponent(s) more cards then you can get. Secondly, and more important, Favorable Winds must be played as soon as it's drawn. If this event comes up early in a game, you could end up with no extra cards and an event wasted in your Void. Unless you like the gamble of possibly being able to get a lot of cards, stick with one of the other cards that grant you extra cards, like Good Fortune [4th-120]. As a theme deck idea though, Favorable Winds combined with Council of Wyrms [DR-16] are mainstays in the "Liquid Dragon" deck. This deck is filled with flying dragon champions and can result in huge card draws from the above two events. This is still risky, as you might draw Favorable Winds too early to be put to good use. 

Blessing of Zorquan 
Event 
"Until the end of this player's next turn, cards specifically designed to harm dragons or monsters do not function agtainst this player's champions. (Helphful)" 
Here is an event that is a good defensive card for those monster and dragon decks. This causes all types of cards that specifically target monsters or dragons to not function in that capacity. Therefore, Agis [3rd-261] could still attack, but could not destroy a monster from the pool of the event player, and a card like Dragon Slayer [AR-51] would have no effect against this player, but would affect all others normally. This is a helpful event, and cannot be effected by Calm [3rd-400] or Delsenora [1st-c10], but this event can still be canceled by Limited Wish [4th-382], Intercession [RR-48] or Wish [4th-384]. 

Infyrana the Dragon 
AD&D Monster Level 8 
"Flyer. Infyrana can cast wizard spells and is immune to the special powers of heroes and allies. If discarded as a result of combat, she can destroy one magical item or artifact in play." 
#26 of 100 
Infyrana is loaded with special powers. First of these is that she is a dragon (by her title), allowing her access to the dragon-only spells and unarmed combat cards. This power also allows her to be targeted by cards that do bad things to dragons of course. Next is Infyrana's power of being a flyer, giving you access to attack realms in the rear of your opponent's formation(s). The most powerful of her powers are the immunities to Heroes and allies, this includes all allies, not just allies of heroes. Infyrana is immune to the 'special powers' of heroes, not heroes themselves, so your opponent's heroes can still face her in battle. Being the only non-avatar immune to Gib Kcir [RR-c16] is a good thing (though being immune to Bahamut [DR-45] is not)! What makes this champion great for combat decks is her immunity to allies coupled with the avenging power of discarding a magical item or artifact if she is discarded in battle. Your opponent's The Winner's Cape [4th-520] would be a great choice to use this power on. All in all, Infyrana is a great choice for a wide range of decks. From dragon themes to combat to even tournament decks. With all of this card's powers you would find many uses for her. If you intend to use her, you also might consider using Dragon Mountain, which boosts Infyrana nicely if she defends it. 
If Infyrana is in your deck, you may want to add Dragon Mountain. When Infyrana defends Dragon Mountain, its base level is doubled to 16.

Flame 
AD&D Monster Level 9 
"Dragon; flyer. Flame must be defeated twice while defending before being discarded. Allies of +3 or less cannot be played against him." 
#27 of 100 
Flame is an all combat champion. Being one of the few dragons that cannot cast spells makes him a little one dimensional, but if combat is your goal Flame is a good choice. Being a dragon allows him the use of the dragon-only combat cards like Swallow Whole [DR-97] and being able to fly almost guarantees you chance to use Flame in combat. Flame really comes into his own when defending. Having to be defeated twice in one battle makes him a great choice to defend against instant win cards like the Living Wall [PO-58] and Headless Horseman [RL-88] without having to give anything up. A viable and fun theme for Flame is the 'Energizer Champion' theme using Drizzt Do'Urden [4th-253] and Ochimo [FR-95], who have similar special powers. This makes it very difficult to get a spoils off of you as each champion gets a free defense before having to worry about losing them to the discard pile. Add to all this that +3 and smaller allies cannot be played against Flame and he can be a tough nut to crack, since many of the more powerful avenging allies are +3 and under. Still, Flame is difficult to put into a high powered tournament deck as he lacks the ability to cast spells or use psionic power cards. In an all combat format though this champion is a winner. 

Pelath the Bronze Dragon 
Forgotten Realms Wizard Level 7 
"Flyer; swimmer. Swimming champions an allies cannot face this dragon in combat. At the end of this player's turn, Pelath can retrieve one magical item from the discard pile, which is then attached to him." 
#28 of 100 
One of the best champions to come out of the Draconomicon set. Pelath has many advantages for both phase 3 and combat. He can fly and swim giving a great range of choice when attacking. The lesser combat power of opposing swimmers (champions and allies) not being able to face Pelath in combat is an added bonus to a great card. This means when attacking, swimmers may not defend, and when defending against a swimmer, the opponent goes back to their pool defeated, with no spoils of victory awarded. Also, being a dragon and a caster allows Pelath to use the dragon-only unarmed combat cards and spells. Being a wizard champion rather then a monster is rare for a dragon and is a huge plus if playing a dragon theme deck, because so many cards target monsters to be discarded or limit their attacking choices, such as Black Waters [4th-98] or Treasure [4th-130]. It is Pelath's last power, to get back a magic item in phase 5, that makes this champion a good choice for a tournament deck. The magic item taken from the discard pile must be attached to Pelath, which quickly makes this champion a target. A good combo for this card is the realm Cromlin [NS-7] and Tasslehoff Burrfoot [DL-39]. This allows you to recycle much needed magic items like Blamblower [DL-56] and place them on the champion of your choice on your next phase 3. 
When Pelath attacks, swimmers may not be selected to defend. If a swimmer attacks and Pelath is chosen to defend, the attacking champion returns to his pool, the battle is over, and there is no Spoils of Victory.

Maldraedior, Great Blue Wyrm 
AD&D Wizard Level 9 
"Dragon; flyer. Maldraedior can cast any spell. Phase 4 spells cast by him during combat are shuffled back into the draw pile instead of discarded." 
#29 of 100 
Maldraedior is one of the few dragon wizards to date. Maldraedior is well suited to combat, as many of his powers are geared to phase 4. Being a dragon able to cast allows this champion the use of the dragon-only spells and unarmed combat cards like Dragon's Calm [DR-47]. Also being a flyer gives you a greater choice of realms to attack. It is this champions other 2 powers that need some clarifying. The ability to cast any spell lets this champion cast both wizard and cleric spells. Reshuffling phase 4 spells cast by Maldraedior means that spells cast during phase 4 that also have a phase 4 casting time are shuffled into the draw pile. Spells like Wish [4th-384], which can be cast at any time, that are cast in phase 4 are not shuffled into the draw pile as they do not have a phase 4 casting time. Spells that have multiple casting times, including phase 4, are only reshuffled if cast during phase 4. This may seem restrictive, but there are many phase 4 wizard and cleric spells to choose from. One of the best for Maldraedior is Stasis [PO-48], considering his high base level. 

Tamarand, Great Gold Wyrm 
Forgotten Realms Cleric Level 8 
"Dragon; flyer. While Tamarand is in play all flying monsters must ask his permission to fly. Allies of +3 or less cannot be played against him." 
#30 of 100 
Tamarand is rare in that this card is both a dragon and a cleric but not an avatar. This alone makes this card a great choice for a dragon theme deck. As with most dragons, he is also a flyer. Since the majority of flyers are also monsters, Tamarand is a very powerful card. Opponents that want to use their flying monsters to attack realms that they could not reach without flying must ask this player's permission to fly to that realm in order to attack it. This power does not cover allies and non-monster flyers. Flying monsters need not ask permission if they can get to the realm in question without flying, i.e. it is unprotected or the attacking champion has some other card in play that allows him to reach the realm. Lastly, not being able to play +3 or lower allies against Tamarand takes many of the more powerful avenging allies out of the running in combat against him. Allies like the Assassins [4th-221] and the Starving Artist [3rd-439] will just have to wait for another champion to put the screws to. 
Flyers only need Tamarand's permission to fly, not to attack. If flying ability is not necessary to reach the target realm, no permission is necessary. For example, Mykell, who is both a flyer and swimmer, does not need Tamarand's permission to attack Kozakura, which can only be attacked by flyers or swimmers.

Lareth, King of Justice 
Forgotten Realms Wizard Level 10 
"Dragon; flyer. All dragons must ask Lareth's permission to cast wizard spells. Lareth never needs permission to cast spells. He is immune to cards designated as offensive." 
#31 of 100 
This level 10 wizard is a great card for many decks, both for combat and phase 3. Being a dragon and a flyer allows Lareth to use the dragon-only wizard spells and unarmed combat cards. Being a flyer also opens up the range of realms you can attack a great deal. Lareth's permission granting power is his weakest as it affects only dragons casting wizard spells, although the dragon need not be a wizard, just trying to cast a wizard spell will do to activate this power. Not needing to ask permission himself to cast spells is a very positive power. This means Lareth can cast wizard spells even if an opponent has out Midnight, Goddess of Magic [3rd-46] or the Icon of Magic [RR-c19] or any other card that would force Lareth to have to ask permission to cast. This would also work for cleric spells if Lareth somehow got the ability to cast them. The most potent of Lareth's power is his immunity to all cards designated as offensive. This includes unarmed combat cards like Fighting Dirty! [DU-c3] as well as spells, blood abilities, psionic power cards, thief skills, and magic items. Since immunities are always in affect, Lareth is protected from such cards even while in the pool. What Lareth's immunity doesn't protect against are the powers of artifacts, allies, rule cards and champions as well as harmful events or any card marked (Def). It is important to note that some early editions of champions or artifacts are marked as being (Off). Lareth is not immune to these champions as these are typos. 
Lareth's immunity to offensive cards (spells, psionic powers, unarmed combat cards, blood abilities, thief skills) includes cards designated as offensive through blueline rules. Champions and allies are never designated as offensive or defensive (although some champion and ally powers are offensive), therefore Lareth has no immunities to champions or allies.

Flashburn 
AD&D Hero Level 9 
"Dragon; flyer. Flashburn has access to a non-flying +9 orc ally that cannot be forced to switch sides during battle." 
#32 of 100 
Flashburn is a combat orientated champion that will find little use in a non-combat deck. Being a hero dragon is rare and makes him a good choice for a dragon combat deck when coupled with his flying ability. Flashburn can use all hero unarmed combat cards as well as the dragon-only unarmed combat cards. He cannot, however, use the dragon-only wizard spells because he is not able to cast wizard spells. If he somehow gains the ability to cast wizard spells, then these cards become available to him as well. Flashburn's +9 orc ally has two options for when it can be played. It may be played immediately when Flashburn's power activates, to help protect against a Blamblower [DL-56]. If not used immediately, it can only be summoned when Flashburn is down in levels. It may not be played as a counter in battle (such as if the Blamblower were played after Flashburn's power activates). Once the ally is brought into play it may not be forced to switch sides and join the opposing champion, even if the opposing champion had some card that would cause this to happen such as the Shield of Wickedness [4th-175]. The ally can still be discarded by cards that discard allies however, such as the Net of Entrapment [4th-169] or The Living Wall [PO-58]. The orc ally is also affected by cards that affect orcs, such as Orcs of Dragonspear [FR-72]. 
Flashburn's ally cannot be brought into play until the player is losing the round of battle, just as cards cannot be played unless a player is losing the round.

Fi Lendicol 
Forgotten Realms Wizard Level 7 
"Dragon. Fi Lendicol can teleport with his allies to attack any realm. He can use any unarmed combat card and is immune to offensive cleric spells and offensive psionics." 
#33 of 100 
Fi Lendicol has been a bluelined Flyer in many places, but he is not a flyer. Being able to teleport with allies to attack any realm in play makes Fi Lendicol a great addition to any combat deck, especially one that uses lots of allies. Fi can also use any unarmed combat card, even those restricted to champion types other then wizards and dragons. Fi Lendicol is also immune to all offensive cleric spells, offensive psionic power cards, and the offensive psionic powers of champions. A good example of the latter would be Davron Parscall's [PO-9] psionic death field power. Again, if you want your deck to attack, then Fi Lendicol is a prime choice. Some other good choices for an attack deck containing this champion would be the Net of Entrapment [4th-169] and the Triumvirate realms from the Underdark Set. Also consider the Scroll of 7 Leagues [3rd-412] and the Amulet of Plane Walking [BR-33]. These two items give a teleport ability similar to Fi Lendicol so you could bring many champions to attack otherwise protected realms. 

Rauglothgor 
Forgotten Realms Monster Level 7 
"Dragon; undead. Rauglothgor can cast wizard spells and is immune to offensive spells. His total level is doubled if defending Rauglothgor's Lair." 
#34 of 100 
Rauglothgor is a bluelined Flyer. This champion is a good choice for an undead theme deck. Being able to cast wizard spells and fly makes Rauglothgor an excellent attacking champion. He also has access to the dragon-only spells and unarmed combat cards. Add to this his immunity to offensive spells (both wizard and cleric) and Rauglothgor is a well rounded champion with many uses. However, his final power is much more difficult to achieve. When defending the realm that bears his name [DR-1], Rauglothgor's adjusted level is doubled. This is in addition to any other multipliers already affecting him. So his level can get very high very fast! Some other cards to think about if playing with Ruaglothgor would be Negative Planar Energy [NS-73], Haven of the Undead [4th-71], and Bonemaster, Avatar of Nerull [PO-41]. 
Rauglothgor was a powerful dracolich featured the Forgotten Realms novel Spellfire, for which this game is named. 

Sparkle, Crystal Dragon 
AD&D Psionicist Level 6 
"If an opponent wishes to play an ally in battle against Sparkle, she psionically inspects the player's hand and chooses which ally to play; no more allies can be played by that player. (Off)" 
#35 of 100 
Sparkle is a popular card for many reasons. First is her special power to look at an opponent's hand in battle and choose the one ally the opponent can play in that round of battle. You can only activate this power if your opponent is going to play an ally against Sparkle. If your opponent chooses not to play an ally against Sparkle, you do not get to inspect your opponent's hand. This will often be the case as your opponent would rather keep his hand hidden most of the time, but he has to waive the chance to play any allies, including allies gained from other cards already in play like Axe of the Dwarvish Lords [4th-457] and the Triumvirate realms from the Underdark set. When Sparkle chooses which ally can be played she may choose from allies gained by these other cards as well as those in the opponent's hand. It is also important to note that Sparkle's special power is psionic and therefore affected by cards that affect psionics. Her power is also offensive when determining immunities to psionics. One of the other reasons you may encounter Sparkle often, is that she is one of few AD&D psionic champions and is a great choice for an AD&D world deck. Some other great cards to play with Sparkle are Highmaster Illithios [DU-c21], bunches of psionic power cards and The Tantelear [PO-c9] for high speed fun! 
Sparkle's power works only against the player she is opposing in combat. If the optional rule, Aiding the Attacker or Defender is being used, other players can play allies normally. In addition, the player opposing Sparkle can play the event Forced Conscription, and other players must contribute allies.

Shadow Dragon 
AD&D Monster Level 7 
"This dragon and his allies can attack any realm in a formation. Opposing champions are at half their base level (rounded down) with lost levels being added to the Shadow Dragon's total. He is immune to the special powers of Underdark champions." 
#36 of 100 
Shadow Dragon is another excellent fighting champion. His power to attack any realm and bring allies is a must for an attacking deck. This power allows Shadow Dragon to attack any realms that he would normally have to fly, swim or earthwalk to reach such as the Shining Lands [4th-54]. This power does not negate any realm restrictions based on champion type, world logo, or any restriction other then movement restrictions. So a realm that had a 'no monster can attack' restriction is still protected from the Shadow Dragon, like a formation with Black Waters [4th-98] in it. Shadow Dragon's second power, being immune to the special power of Underdark champions, is somewhat less useful because there are few Underdark champions that have offensive special powers. This immunity covers all champions from the Underdark booster set as well as those marked Underdark in their text box. This power is very useful if you ever run up against an opponent playing with The Unnamed, Avatar of Gruumsh [TU-64] though! 

Greyhawk Dragon 
Greyhawk Wizard Level 6 
"Flyer. This dragon brethes a toxic gas at the beginning of the battle, preventing an opposing champion from using spells, unarmed conbat cards, and blood abilities." #37 of 100 
The special power only stops the opposing champion from playing any spells, unarmed combat cards and blood abilities into battle against Greyhawk Dragon. These cards are not discarded by the Greyhawk Dragon, they are just treated as if they didn't exist. Good examples of this would be Find Familiar [FR-40] and Battlewise [BR-37]. 
There are rumors along the Savage Coast of a wandering dragon sage, moving from village to village in that war torn land. Some believe this creature to be a mighty spellcaster or adviser to some lord in the Pomarj or possibly both. Whatever the case, it does not bode well for the folk that live there. 

Flare 
Dragonlance Monster Level 7 
"Dragon; flyer. One Dragonlance champion in play can be used as an ally (base level only). Win or lose, the borrowed champion returns to his pool." 
#38 of 100 
The ally Flare gains from her special power only adds his base level to Flare's. No other attachments or special powers are figured into the battle. The attachments of the borrowed champion still remain with that champion. No matter if Flare wins or losses, the borrowed champion would be returned to his original pool with his attachments at the end of the battle. If some card would discard the borrowed champion before the battle is resolved however, he would be discarded along with his attachments. A card that would do this would be the ally Clay Golem [4th-247]. This is a strategy commonly used in tournament play to get rid of pesky champions and it is fun too! Flare can borrow a Dragonlance champion from anywhere in play, including her own pool. Once a champion has been involved in a battle, either as an ally or a champion, it cannot be used to attack or defend again in that same combat. This is another strategy that can leave your opponent champion short in battle. Once you use his champion as an ally, it cannot attack or defend again in that battle. 

Sleet 
Dragonlance Monster Level 6 
"Dragon; flyer. Sleet's numbing cold prevents nonflying allies from being played against him. If instantly defeated by a card's special powers, he returns to his pool instead of being discarded." 
#39 of 100 
When Sleet is instantly defeated by a card's special power, such as Lovely Colleen [1st-c22] or the Living Wall [PO-58], he gets to return to his pool with attachments instead of being discarded, even if the card says discard instead of defeat. Since many of the instant defeat cards are popular, it is worth considering Sleet for a combat deck. Some cards end the battle early, but are not considered instant defeats for Sleet's power. A good example of this would be Stasis [PO-48], which ends the battle, but doesn't instantly defeat Sleet because you still determine the winner normally. A good rule of thumb for Sleet's power to activate is if the opposing card states in the text box that Sleet is "defeated" or "discarded", thus ending the combat and causing Sleet to be discarded. Sleet's power also works against instant defeats that would send him to the Abyss or the Void, such as Davron Parscall [PO-9], so he is returned to the pool instead. It is also important to remember that Sleet's power only works in battle, so she's open game against Banishment [1st-392]. 
Sleet's power is only used in battle. Sleet's power saves him from instant defeat by the Heartwood Spear.

Khisanth 
Dragonlance Monster Level 7 
"Dragon; flyer. If Khisanth razes an opponent's realm in combat, one other unrazed realm anywhere in play is sent to Limbo until the end of the defender's next turn. Realms return from Limbo to any place in that player's formation." 
#40 of 100 
The player of Khisanth chooses which realm goes to Limbo, this can be devestating in a close game. This card is also a two-edged sword because if you have the only unrazed realms in play when Khianth's power activates, then you must choose one of your own realms to send to Limbo. Any realm sent to Limbo by Khisanth returns to that player's formation during phase 5 of the next turn of the player whose realm Khisanth razed in combat. The realm sent to Limbo losses it's place in the formation, so if it were in the A slot of the formation the next realm played by that player must go into the A slot. When the realm returns from Limbo it still may go into the formation into any open slot. Also, if another player has the same realm in play by the time the realm returns from Limbo, it is discarded. As you can see, this is a good way to get your own realms in to play that may be blocked by the Rule of the Cosmos. All this aside, it is often difficult to activate Khisanth's power, since it only takes effect when Khisanth attacks AND razes a realm, which only happens when the opponent doesn't defend. Otherwise, you need to find a way to raze the realm in that round, such as using Tithian [1st-301] as an ally with the Helm of Teleportation [1st-219]. 
When the realm returns from Limbo, the owner of the realm can place it anywhere in the formation, even a position that would not normally be allowed. For example, if the only realm in the formation is in position A, the player could place the realm in the third row.

Cyan Bloodbane 
Dragonlance Monster Level 7 
"Dragon; flyer. Cyan can use wizard spells. Magical items attached to him cannot be removed by any means. Draognlance allies attached to this champion are doubled in level and cannot be removed or forced to switch sides." 
#41 of 100 
Cyan is another awesome champion to consider for a combat deck, especially one that uses lots of magical items and allies. When a magical item is attached to Cyan, your opponent may not discard (or send to the Abyss or Void) that magical item short of discarding Cyan Bloodbane. The only exception to this is the Wish spell [4th-384]. Your opponent may not use Jella [4th-329] or the Wand of Telekinesis [DL-63] to discard any magical item attached to Cyan. When playing with Cyan it is usually best to attach your most important magical items to him. Cyan's special power does not stop you from discarding magical items attached to him however. Magical items that must be discarded to activate, such as Well of Many Worlds [DR-77], are still discarded when you activate them. Check out Flax the Silver Dragon [RR-31] and Mordenkainen [4th-275] for powers similar to Cyan and are a good basis for a theme deck using lots of magical items. Any Dragonlance allies attached to Cyan are protected in a similar manner to his magical items, they may not be discarded or removed from him by your opponent with such cards like Net of Entrapment (169/4th) and Shield of Wickedness (175/4th). Dragonlance allies are defined as any allies from the Dragonlance set (picturing the DL logo near the card number) or any ally from later sets with Dragonlance as its designated world. 
Dragonlance allies are those from the Dragonlance booster set, with the small Dragonlance logo at the bottom of the card.

Verminaard the Dragonmaster 
Dragonlance Cleric Level 7 
"Once per battle Verminaard can use any dragon champion in play as an ally (level only). The borrowed champion returns to its pool. He gains 4 levels if Tiamat or Takhisis is in play." 
#42 of 100 
The dragon champion borrowed by Verminaard adds its adjusted level to Verminaard's like a normal ally, however it's special powers do not function for Verminaard. This does not negate any immunities that the borrowed champion has, the immunities just do not extend to Verminaard and any of his other attached cards. Win or lose, the borrowed champion returns to its original pool at the end of the battle. If the borrowed champion is somehow discarded before the battle is resolved however, it is discarded. A good example of a card that would do this is Clay Golem [4th-247]. The borrowed champion is considered an ally for all cards that affect allies. Verminaard gains the 4 levels for having Tiamat, God of Evil Dragons [DR-44] or Takhisis, Queen of Darkness [DL-33] in play no matter who has them in play. If both are in play, Verminaard still gains just 4 levels. Remember that champions can be involved in combat only once a player turn, no matter if used as champions or allies. This is a good way to leave your opponent champion short in combat. You must wait until you can legally play an ally (i.e. you are losing and can play a card) before you can activate Verminaard's power. Verminaard is not considered a dragon for cards that affect dragons. His name is Dragonmaster, all one word. 
If both Tiamat and Takhisis are in play, Verminaard still only gains 4 levels in total.
When Verminaard uses a dragon champion as an ally, he only gains the level bonus of the champion/ally, including any attached cards. Verminaard does not benefit from any special powers of the champion/ally or any attached cards. The champion/ally does retain any immunities it may have, but these immunities are not transferred to Verminaard.
The borrowed champion only returns to its pool if it is still in play at the end of battle. Cards that destroy allies during battle, such as Airship or Brine Dragon, would cause the borrowed champion to be discarded immediately and not return to the owning player's pool.
Verminaard cannot bring an ally into play until the player is losing the round of battle, just as cards cannot be played unless a player is losing the round.

The Celestial Emperor 
AD&D Cleric Level 23 
"Avatar; dragon. Discard 15+ levels of dragons to bring the Emperor into play. Immune to offensive spells and the special powers of champion and allies. When this player's dragons attack, the Emperor chooses which of the opponent's champions will defend. Limit one avatar per pool." 
#43 of 100 
You need only discard a single dragon, so long as it's adjusted level is 15 or greater, to bring the Celestial Emperor into play. This only is dragons from play, so allies can only be used if they stay in the pool (such as with Azalin [RV-82]). One of only 3 printed champions immune to Gib Kcir [RR-16], when this champion is combined with The Winner's Cape [4th-520] it is extremely difficult to discard. Being immune to offensive spells (cleric and wizard) and the special powers of allies makes this card very tough, well worth the avatar restriction. Note however, that the Celestial Emperor is immune the special powers of champions and allies, not to their icon level. This means that if he is in play when the Poor Oriental Lord [DU-c19] is played, the Celestial Emperor can still play first edition cards, though the Emperor can't be played if the POL is in play first. It is still possible to defeat this champion in combat through sheer adjusted level, your opponent just has to get at least 23 for this to happen when you are attacking. When your dragons (The Celestial Emperor included) attack, you get to choose which champions defend from among those in the opposing player's pool. The Celestial Emperor may not choose a realm champion to defend. So long as the opposing player has champions in his pool that have not yet been involved in the current battle, he may not play any champions from his hand to defend. Once the pool has been exhausted, he may then play champions from the hand. The opposing player may choose not to defend his attacked realm at any time, therefore saving his champions for better uses. Needless to say, the Celestial Emperor is powerful card. If played in a deck filled with flying dragons, your opponents will be hard pressed to keep many realms face up. To complete the already staggering immunities of this champion try to attach The Winner's Cape [4th-520] and Pearl Pegasus [DU-70]. The Celestial Emperor cannot be played if you already have another avatar in your pool, and once he is played you may not play another avatar while he remains in your pool. This is rarely a problem, given the high levels of avatars. 
The attacking player with the Celestial Emperor gets to choose which of the champions in the defending player's pool will defend (when a dragon is attacking). The player being attacked can still choose not to defend, in which case the realm is razed. If the player being attacked has no champions in his pool, he may play a champion of his choice from his hand.
If the realm being attacked has a realm champion, the Celestial Emperor still gets to choose among champions in the pool. The Emperor cannot select the realm champion to defend.
Celestial Emperor's immunity to champion powers allows it to play first edition cards into battle or cast spells while the Poor Oriental Lord is in play. However, Celestial Emperor may not be brought into play while the POL is in play.

Tiamat, God of Evil Dragons 
AD&D Wizard Level 20 
"Avatar; flyer. Discard two spellcasting dragons to bring Tiamat into play. She is immune to offensive psionics, unarmed combat cards, and blood abilities. If this player's dragons lose in battle, they return to their pool instead. Limit one avatar per pool." 
#44 of 100 
Tiamat is a dragon. Tiamat is immune to offensive psionic power cards, offensive blood ability cards, and offensive unarmed combat cards as well as the offensive psionic power and offensive blood ability of opposing champions. Any dragon champion of Tiamat's player that is defeated in battle is returned to the pool with attachments, instead of being discarded (or sent to the Abyss or Void). This makes Tiamat a good choice for a dragon combat deck. Tiamat may not be played if you already have an avatar in your pool, and so long as Tiamat is still in play you may not play another avatar. Although Tiamat is a solid avatar, you are much more likely to encounter the Celestial Emperor when facing dragon decks. If you are playing a dragon deck and expect to play against one then this avatar may be a good choice to avoid a Rule of the Cosmos problem. 

Bahamut, God of Good Dragons 
AD&D Hero Level 21 
"Avatar; flyer. Discard two spellcasting dragons to bring Bahamut into play. He is immune to the special powers of champions and allies. Champions in Bahamut's pool are doubled in base level when defending, as are all dragon allies. Limit one avatar per pool." 
#45 of 100 
Bahamut is a dragon. Being immune to the special powers of champions is one of the rarest and most powerful immunities in the game. Add this to his high level (21) and immunity to allies of Bahamut, and he is clearly a worthy avatar. Bahamut's immunity does not negate the level of opposing champions and allies in battle, so he may still be defeated by adjusted level in combat. This power also does not negate an opponent champion's special power; Bahamut (and his attachments) simply cannot be the target of that special power. Once Bahamut is in play, all of your defending champions, not just your dragon champions, have their base level doubled. Your dragon allies are doubled in level also when defending (not when attacking). This makes Bahamut a good avatar for AD&D world decks. Bahamut may not be played if you already have an avatar in your pool, and so long as Bahamut is still in play you may not play another avatar. 

Astral Spell 
Wizard Spell 
"Cast at any time to create an astral duplicate of the caster (level and special powers) to defend this player's realms once an attacker comes forward. Cards can be attached as normal but are discarded with the duplicate at the end of that round of battle. (Def)" 
#46 of 100 
This spell is cast when an attacking champion is pushed forward to attack any of your realms. It can be cast at anytime an attacking champion is pushed forward, even if the casting champion has already been involved in the combat. Once the Astral Spell enters combat you may attach other cards to it as if it were a champion, such as allies, magical items and any support cards the caster could have used. Once the battle involving the Astral Spell is finished, the spell and all cards attached to it are discarded. This happens no matter if the Astral Spell won of lost the battle. A good time to use this spell is if your opponent has attacked you with a champion that would instantly defeat any of your other champions. A good example of this would be if your opponent attacked with Lovely Colleen [1st-c22] and you had only Strahd [RL-100] in your pool. Strahd can cast Astral Spell to fight the battle for you, and even though the Astral Strahd would be discarded (since the spell champion is vulnerable both as a monster and as a spell), your original Strahd would be unharmed.

Dragon's Calm 
Wizard Spell 
"Castable only by dragon champions. Can be cast at any time to cancel the effects of a harmful event. (Def)" 
#47 of 100 
The casting dragon must have the ability to cast wizard spells to cast this spell. Dragon's Calm completely negates a harmful event, causing it to be discarded when this spell is cast. This is different from the card Calm [3rd-400] which just protects the player. You can cast Dragon's Calm at any time after a harmful event comes into play; you need not always cast it immediately. So if one of your opponents plays Map of Life [3rd-413] you can wait until the event would effect you to cast Dragon's Calm, possibly subjecting other players to the harmful event's effects but saving yourself. Events are the most powerful cards in the game, which makes Dragon's Calm a very useful card and a great addition to any deck that uses dragon champions. 
When the really powerful Wyrms travel the world, its as if even nature itself stands in awe. 
- Athena Fernwood, Halfling mercenary annd collector of many fine baubles. 
Dragon's Calm works just like the Calm event, canceling the harmful effect of an event for the player.

Humanoid Familiar 
Wizard Spell 
"Castable only by dragon or monster champions. Cast this spell on a hero not involved in combat to bring him in as an ally. The caster gains the hero's special power and level, and the hero is discarded after the battle. (Off/4)" 
#48 of 100 
The casting dragon or monster must have the ability to cast wizard spells to cast this spell. You may target almost any hero not involved in combat for this spell, except your own champions (since you can't cast offensive spells at your own champions). You also cannot target a hero that has already been involved in the current combat, not just the current round of battle. The caster gains the total adjusted level of the borrowed hero as well as the special powers of the hero and any attached cards. Once the battle is resolved, the hero and his attached cards are placed in the discard pile. This happens even if the caster of Humanoid Familiar won the round of battle. While the borrowed champion is attached to the caster, he is considered an ally for all cards that affect allies. 
What do you mean? Flax the Silver Dragon is a stalwart friend! What danger could come from having one such as he for a friend? Why I never.....uuhh. I suddenly feel the urge to travel to Flax's aid. I shall return!! 
- Some unknown knight never seen again.< 
Because this is an offensive spell, cannot be cast on a player's own champions. Humanoid Familiar cannot be used if the opposing champion is immune to spells, and it cannot target a hero that is immune to spells.

Venomdust 
Wizard Spell 
"Castable only by dragons, this spell slays one champion of base level 5 or less, or slays one opposing ally. (Off/3/4)" 
#49 of 100 
The casting dragon must have the ability to cast wizard spells to cast this spell. A champion targeted by this spell must have a base level of 5 or less, the champion's adjusted level doesn't matter. So Tasslehoff Burrfoot [DL-39](base level 3) with the Girdle of Storm Giant Strength [4th-183] (+9) would still be slain by Venomdust. You may instead choose to slay an ally of any level that is in play when you cast this spell. It is important to remember that the World Bonus rule adds +3 to the base level of any champion attacking or defending a realm with the same world logo. So a base level 3 Ravenloft champion defending a Ravenloft realm becomes a base level 6 champion and could not be targeted by Venomdust. For this reason it may be better to use the spell in phase 3. 

Firetail 
Wizard Spell 
"Castable only by dragons, this spell destroys any one holding in play. (Off/3)" 
#50 of 100 
The casting dragon must have the ability to cast wizard spells to cast this spell. When Firetail is cast the player picks a holding in play and it is placed in the discard pile. The player may even pick one of his own holdings to discard. This is very similar to Shadow Engines [FR-35], except for the type of spell and a lack of restriction. In most situations, that spell should work easier for this spell. Prime holdings to destroy include Black Waters [1st-246] or Dragon Horde [DR-10]. 
The beast appeared out of the noon sun and rained hell down on us. Ash, smoke and debris flew in every direction! I barely got my family out in time. There is nothing left now but charred earth and smoking ruin. 
- Refugee from the City of Mulmaster. 

Dragon's Death Door 
Wizard Spell 
"Castable only by dragons. Cast at any time to save a dragon champion from going to the discard pile for any reason, or to send it to the discard pile instead of the Abyss. (Def)" 
#51 of 100 
This wizard spell is castable only by champions able to cast wizard spells and designated as dragons either in the text box, champion name or if they have been blueline ruled. Also by using Talisman of the Beast [DR-75] a non-dragon champion may cast this spell as well. Cast this spell at any time to save a dragon champion from going to the discard pile for any reason, such as battle, a spell, etc. If the dragon is sent to the Abyss by such cards as Mind Killer [TU-56] this spell can keep them from going to the Abyss, sending them to the discard pile instead. Note that the champion is not discarded but is kept from going to the discard pile. This becomes important for such events as discarding champions to bring out an avatar - like Bahamut, God of Good Dragons [DR-45] who can only be brought out if two spellcasting dragons are discarded. Since this spell prevents the dragon from being discarded it cannot be used in conjunction with an avatar to bring out the avatar and save a dragon. Also any cards attached to the dragon are saved as well since he was never discarded. So cards that work upon being discarded will not activate until they are actually discarded. Finally the caster cannot be the dragon being discarded, it must be another dragon caster because the dragon being discarded is considered out of play since he is "going" to the discard pile. Allies cannot be saved in this manner since the card does state champions. To make sure this spell will have any effect a player must have two dragon casters in their pool at all times that they have the spell, he should not hold any dragons in his hand for protection or otherwise he will find one of his dragons being discarded without any one to cast the spell. This is especially true since it only saves dragons in play, not ones being discarded from the hand or deck. Also a player should consider attacking more with this card in their hand since even a lost battle generally will not end up in giving the opponent a spoils (since the attacking champion isn't likely to be discarded. 
This spell may be cast by a dragon that is losing in combat. If the spell is used to prevent a defeated attacking dragon from being discarded, the defender does not receive spoils of victory.
This spell prevents a dragon champion in play from being discarded. It does not prevent a dragon champion from being discarded from the hand (such as through the use of Hettman Tsurin).

Cold Curtain 
Wizard Spell 
"Castable only by dragons. This spell creates a wall of dragon ice that instantly ends combat. Champions return to their pools and phase 4 of the attacker's turn is over with no spoils of victory. (Def/4)" 
#52 of 100 
Castable only by champions able to cast wizard spells and designated as dragons. This spell ends combat with no victor. Both champions return to their pools and phase 4 is over for the attacker. Immediately go to phase 5 if this spell is not countered. A Spell Turning would not work on this card since it is defensive. If a champion is specifically immune to defensive spells, they remain in battle, and win the combat (no spoils). No matter whether cast by the attacker or defender neither player gets a spoils of victory. This is a must have mage spell for decks containing dragon casting champions. With the defensive nature of this card it is very hard to counter it, leaving an attacker with no recourse but to end their turn. A very good tactic with this card is to let an attacker charge forward with a full hand of nine plus cards, then play Cold Curtain in defense. If it works correctly the attacker will have no other choice but to decide which cards they want to discard to bring their hand size down to eight, and end the current turn. This is another good spell to give a dragon deck the ability to attack head long with little concern for losing a battle. If the attacking dragon starts to lose he may cast this spell and flee battle safely and give the defender no spoils of victory. Also a great card to halt the nasty Weasel Attack! [3rd-428] since neither side wins the weaseling player gets nothing out of the deal except the loss of his thwarted event. 

Summon Dragon 
Wizard Spell 
"May also be cast by any dragon. This spell summons a dragon champion from any pool to act as an ally (level only). Win or lose, the summoned champion returns to his pool. (Def/4)" 
#53 of 100 
Bluelining has changed this spell to (Off/4), meaning it can only summon dragons not immune to offensive spells. This card is an interesting spell in the fact that it may be cast by all wizard casters and all dragons, no matter if they can normally cast wizard spells or not. This spell summons a dragon champion from any pool to act as an ally. The dragon puts forth his level only not any special powers it possesses, but it is considered a dragon ally for cards that may effect dragons such as the event Dragon Slayer [AR-51]. No matter if the summoned dragon's side wins or loses the dragon goes to its original pool. If during combat the opponent discards an ally they may discard the summoned dragon since it is considered an ally for the duration of battle. In that case the dragon is discarded and does not go back to the pool. This spell goes great in any dragon deck. The preferred method of summoning dragons would be to use the opponent's dragons, but to make this card more usable it would be wise to put a few dragons within the same deck to make sure a dragon could be summoned into battle. A player must also be careful of summoning their own dragons since they might get discarded during battle by the opponent. This card, though not too powerful, may lend a nice high level ally to battle with most dragons levels being eight or higher. Good champions to summon with this spell are Tiamat, God of Evil Dragons [DR-44], Fire Dragon [DU-38], or Borys the Dragon [4th-268]. 
The dragon summoned as an ally remains a dragon. The Summon Dragon spell overcomes all movement restrictions in bringing the summoned ally to the battle.

Dragon Mark 
Wizard Spell 
"Castable only by dragon champions. Cast on an opposing champion to prevent him from defending against dragon champions attacking this turn. (Off/3)" 
#54 of 100 
This is another card castable only by dragon casting champions, not any other type of wizard casting champion. This spell may prevent an opponent's champion from defending against any attacking dragon for the duration of the casting player's turn. The spell ends as soon as this player's turn ends, even if he gets an extra turn from cards such as a The Caravan [4th-131]. Champions that are hit by this spell may still do actions outside of battle. This includes champions like the Stone Giant [4th-264], who could still discard an ally in battle even though he could not enter battle against a dragon, or The Hapless Halfling [DU-42], who would still give levels to adventurers and halflings. This spell is a dragon only spell, and should not be put in a deck that does not contain many dragon champions. In conjunction with other debilitating spells, such as Otto's Irresistible Dance [BR-61], a player could leave a defender's pool full of useless champions and open for dragon attack. This spell's power comes from the ability to stun a particularly nasty champion that could stop an attack upon it's realms, giving the attacking dragons a better chance of razing a realm. Use this spell on a champion with either a high level or a power that could stop an attacker cold in its tracks, such as a champion with the Net of Entrapment [4th-169] when the casting player's support is mainly allies, or Lovely Colleen [1st-c22]. With careful selection this spell could win a close battle that might be lost otherwise. 

Meteor Storm 
Wizard Spell +6 
"This spell destroys one magical item or artifact of an opposing champion as well as any opposing allies of +3 or less in combat. (Off/4)" 
#55 of 100 
Meteor Swarm can destroy either a magic item or an artifact attached to an opposing champion, and all allies of +3 or less in combat. Allies of +3 or less maybe played after the spell is cast, but any in battle when the spell is cast are discarded. The caster may chose a magic item or artifact, but the choice must be immediate (he cannot wait until one is played) to be discarded. This spell has a nice +6 bonus that rivals many mage spells in the game and a power similar to but much better than Lightning Bolt [4th-364]. A solid spell that is great for a wizard battle deck, or a multi-casting battle deck. This spell is good at foiling nasty magic items such as the Clockwork Ogre [DU-71], discarding it so it cannot go back to the pool. A powerful artifact like the Wand of Orcus [4th-456] would be great to get rid of. Even the little +3 or less allies, like the notorious Assassins [4th-221] or the dragon doubling Cult of the Dragon [DU-80], are good to destroy since many low level allies have good powers. To get the most from this spell save it till late in battle making sure the opponent has played most of the cards he plans on putting into battle, then drop Meteor Swarm getting the best choice of items to discard and allies to destroy. The Greyhawk Dragon [DR-37] would be a great wizard to use this spell, as well as Maldraedior, Great Blue Wyrm [DR-29]. 
The player of the spell chooses which magical item or artifact is destroyed (discarded).

Enchanted Flight 
Cleric Spell 
"Cast to make a champion and its allies flyers or to make a flyer immune to any card's special powers that directly affect flyers. (Def/3/4)" 
#56 of 100 
This card has two powers depending how the player wishes it to act. Enchanted Flight may be cast to make a champion and his allies for the current battle, or it may make a flyer immune to cards' special powers that directly affect flyers, like the holding Mistmarsh [DR-13] that states a flyer cannot attack the attached realm. A champion using this spell's second power still could. This may be cast during phase three or four of the player's turn. If cast during phase three it can still allow allies to fly once battle begins. This spell lasts until the end of this player's turn, once they have knocked the spell ends. If this spell is cast to make a champion and his allies fly the champion is not immune to cards that affect flyers. The spell only makes champions that already fly immune, and if the spell is cast to make a champion immune to cards that affect flyers it can not make allies fly at the same time. This is a good addition to a cleric spell based deck giving a player a way to protect his flyers or to make one of his non-flyers fly if need be. A good trick to keep the opponent off guard would be to attack a realm that only flyers can attack then during the battle make one of your non-flying champions a flyer by casting this spell from battle onto a champion in the pool. 
The art for this card is featured on the cover of the campaign expansion Elminister's Ecologies and made by Fred Fields. 

Blessing of Tiamat 
Cleric Spell 
"May also be cast by any dragon. Cast on a dragon champion to ignore the levels or special powers of any opposing allies until the end of this player's next turn. (Def/3/4)" 
#57 of 100 
This cleric spell can be cast by any caster of cleric spells or any champion designated as a dragon either in the text box, their name, or blueline ruled since blueline rules are official rulings on all cards. Blessing of Tiamat may only be cast upon a dragon champion allowing that champion to ignore the levels or special powers of any opposing allies until the casting player's next turn. The caster must choose either the levels or the special powers of opposing allies, this spell does not grant immunity to both in the same casting. With the ability for any dragon to cast this spell, there is little reason for not putting it in a dragon based deck. With nasty allies like the Master Illithid [DU-53], Zombie Horde [NS-79], Undead Dragonrider [DR-81], and The Dreaded Ghost [4th-246] this spell could stop many powerful allies in combat. Although it would seem obvious to stop the special powers of allies it should not be overlooked that many allies have a high bonus with numerous ones well over +5. If an opponent cannot defeat you with special powers, levels can work just as well. The number of champions to protect with this spell is great, but a few good choices would be Infyrana the Dragon [DR-26] who is already immune to ally powers, Flashburn [DR-32], or Shadow Dragon [DR-36]. Bad choices for this spell to protect would be Sparkle, Crystal Dragon [DR-35] because few allies enter battle with him leaving the spell unused. In a dragon deck, this spell is great protection, and with it being easily playable by dragons there is little reason this card should not be considered. 

Blessing of Bahamut 
Cleric Spell 
"May also be cast by any dragon. Cast on a dragon champion to ignore the levels or special powers of any opposing champions until the end of this player's next turn. (Def/3/4)" 
#58 of 100 
This spell is castable by any dragons and cleric casters, its evil counter part being The Blessing of Tiamat (57/DR). The player may choose to ignore either the levels or the special powers of any champions facing the protected dragon in combat. The spell does not make a dragon immune to both, only one or the other. The spell lasts until the end of casting player's next turn. If the dragon is immune to the special powers of a champion that includes offensive powers and not defensive ones. This can be tricky since champions do not have offensive or defensive designations. An example of an offensive power would be the Fire Dragon [DU-38], its breath weapon destroys all cards attached to an opposing champion. Since it affects the protected dragon, he would ignore the Fire Dragons power. A defensive power from a champion - like Eye Tyrant [4th-320] would still work since the champion's special power does not directly affect the protected dragon. This is a more powerful spell than the Blessing of Tiamat since champions usually have better special powers, and battle does not happen without an opposing champion, this spell will be sure to aid during any encounter on the battlefield. Some great powers to stop would be The Living Wall [PO-58], El-Hadid [NS-40], or the spell casting Pellgrade the Inexorable [4th-312] who's lightning bolt would be ignored even though it is a spell, it is still a champion special power. Any dragon can benefit from this spells protection, and a good combination is to play this on a dragon that will get multiple attacks with the aid of other dragon enhancing cards - like Dragon Raid! [DU-20]. This card is a must for any deck built around dragon champions, the ability to ignore a champion's special power is too good to pass up, even if for just one or two turns. 

Symbol of Pain 
Cleric Spell 
"This spell inflicts terrible pain on a champion, preventing casting spells or using psionic power cards. Lasts until dispelled." 
#59 of 100 
This cleric spell stops a champion from casting spells or from using psionic power cards until it is dispelled. The spell is only discarded if the champion is discarded or if another card removes spells from play - like Magic Draining Field [DU-74], The Master Strategist [4th-500], Dispel Magic [4th-370], or Dispel [4th-400]. To rid the pained champion of this spell, another caster will be needed if a Dispel Magic is to be used since the affected champion cannot cast (except when the Symbol is first cast). This card is nice in the fact that to take the spell away a player must use a card to dispel the Symbol, but a well built deck should have many champions able to cast spells or use psionic power cards if they are using that type of support. Also take into consideration that an opponent might not want to dispel the symbol since they probably already have another champion able to use spells or psionic power cards even if the opponent can get rid of the symbol. Good targets for this spell would be multi-purpose champions such as Shadair Mesker [PO-80] who can use spells and psionic power cards and are usually key champions in a multi-support deck. If an opponent plays with few casters this spell might make them reevaluate their decks, but against a well thought out deck this card might have limited uses. 
The Blessing of Bahamut allows a dragon champion to ignore the powers of a champion it is opposing in battle.

Symbol of Persuasion 
Cleric Spell 
"Cast during battle to force two opposing allies (caster's choice) to switch sides. Allies must be present when the spell is cast. (Off/4)" 
#60 of 100 
This cleric spell will allow a champion to switch two allies from the opposing player's force as long as the allies are already present. Any allies with a one time power do not use their powers again. Once an ally is in play and their power has been used it is used up, an example would be the Cat Burglar [NS-78], after the opponent uses the Cat Burglar to discard cards, another player cannot switch the ally and then discard even more cards. If during the course of battle this spell is discarded, the switched allies move back to their original champion. Also, with so many cards that can switch cards from one side to another, it is important to remember that if a card that is controlling other cards is the cards that it controls go back to the original owner. An example is if the ally Master Illithid [DU-53] has shifted two magic items from an opponent and the opponent plays this symbol, then the ally switches sides and the magic items also switch sides since that player no longer controls the Master Illithid. Even though this spell does not have a bonus, it still could lend some aid during a heated battle. Good allies to steal with this spell are The White Weird [DU-51], Ancient Dracolich [NS-81], FireDrake [DR-84], and the Clay Golem [4th-247]. This is a good card to help mix up a deck filled with allies and magic items, too many cards of the same type in one deck can sometimes spell defeat when the opponent has all the counters for that support card type. 

Symbol of Death
Cleric Spell
"This spell destroys up to 10 levels of opposing allies or prevents an opponent from playing magical items in this round of battle. Any already attached are unaffected. (Off/4)"
#61 of 100

This symbol has two powers depending on the casters choosing. This spell destroys up to ten levels of an opposing player's allies or may stop a player from playing magic items for the rest of the battle. Magic items already in the battle are not affected by this spell. The level of the allies destroyed by this spell uses the adjusted level; a champion that increases an allies level such as Adan El-Mesir [4th-349], who increases the level of an ally by two, can make this spell's power for destroying allies a little weaker. When this spell is stopping magic items, a player cannot put a magic item into play that makes a champion immune to offensive spells as long as this card is in battle, since no magic items can be played. If an ally has more levels than the spell can destroy, the ally is safe from the Symbol, since allies cannot be partially discarded. Since this spell can only do one power at a time the caster should have an idea of what the opponent is going to play next either by watching what support they have already played or by just knowing the opponents tactics. For this reason (and others), it is not favored in tournaments.
Allies destroyed are chosen by the caster of the spell. The total of allies chosen may be less but may not be more than 10 levels.

Confusion
Cleric Spell
"Cast on an attacking champion who must choose another player's realm to attack. If he cannot attack another realm, or it's a two-player game, the champion returns to his pool defeated. (Off/4)
#62 of 100

This spell is cast on an attacking champion, and has no effect on a defender. The attacker must choose another player's realm to attack, they have no choice other than which realm to attack. If they cannot attack another realm, or there are no other player to attack, then the champion goes home defeated. A champion defeated in this manner does not give the defender a spoils of victory since the attacker was not discarded. The way this card is worded gives it a unique power, even though battle has begun and an attacker and a defender have been chosen the attacker may be forced at anytime during the battle to attack another player or go home defeated. It could be the first, second, or third attacker this battle, but if this spell is played the attack must continue on another players realm. The attacker moves to the new realm with all their current support and continues the attack. This card can be very devious to either repel an attack or to just to make the opponents fight it out using up support they would rather be using on the casting player. In a multi-player game, this spell works best on flyers, earthwalkers, or other champions able to attack many different types of realms. A killer combinations to use with this card would be Drow Justice (21/UD), forcing an opponent to attack another player then killing both the defender and attacker. Or to really confuse the opponent, play Confusion and then once they attack another player drop Broken Arrow [TU-c24] onto the table declaring peace thus gaining a spoils of victory. Even if this card is just used to stop an attack, it has a place in any deck able to cast cleric spells, but in a multi-player game being able to force the opponents to fight makes this card a deadly addition.

Find the Path
Cleric Spell
"This player's champions and allies can attack any opposing realm, regardless of position or restrictions, until the end of this turn. (Def/3)"
#63 of 100

The casting player's champions and allies can attack any opposing realm, regardless of formation position or restrictions placed on a realm. If a realm can discard an ally (like Gulg [4th-29]), the ally is still discarded. Any realm that states that a champion type cannot attack - like Ruins of Zhentil Keep [4th-2] – can’t be attacked by this player's champions or allies for the duration of this spell. A realm stating allies cannot attack - like Daggerdale [4th-7] - still prevents allies from attacking; Find the Path only allows the cards to get there. If the spell is suddenly ended by an opponent the current battle must be adjusted accordingly. If allies cannot be played, as with Daggerdale, then no more can be added, but the ones in battle remain. If the current champion type cannot attack the realm - like a monster attacking Valley of the Mage [4th-26], the battle is finished as normal, but no more champions of that type can attack this round. If the realm can only be attacked by a certain type of champion as Mintarn [NS-3] (which can only be attacked by flyers or swimmers), then the current battle finishes as normal, but then only flyers or swimmers can continue attacking. Find the Path is a good cleric spell to allow the whole pool to attack an opponent, especial when their land is almost impossible to reach, and the opponent's pool is well stocked with defenders. This card should not be put in a deck with champions able to attack a variety of different realms, in such a deck an offensive card usable in battle would be more preferable.
This powerful priest spell is bestowed by the gods to give a faithful priest the ability to find the shortest path to what he seeks. Given extra sensory perception, the priest enchanted can find the correct direction, steering away from danger and through mazes created to deter trespassers.

True Seeing
Cleric Spell
"This spell can be cast at any time to inspect an opponent's hand or the next three cards of one draw pile. (Off)"
#64 of 100

With this spell a player may look at an opponent's hand or the next three cards of one draw pile, but not both. The player casting this spell is the only one to look at the cards, and he may not show anybody else another players cards. If a player inspects the top three cards of a draw pile the cards must be put back in the order they were found. Using this card to inspect a players hand can be dangerous since it leaves a player open to be hit by the event Handmine [DU-c16]. The Herald of Mei Lung [NS-54] makes a player immune to this card's powers. This is a good spell to give a player the ability to examine a player's hand before he decides to attack or play a particular card. Although other cards have similar powers and stay in play longer - like All-knowing Eye of Yasmin Sira [AR-10] or the very powerful Rings of All Seeing [4th-171] - this spell has another unique power allowing the player to inspect a player's top three cards. With this ability a player may look to see if an opponent would get a spoils of victory or plan a nasty battle strategy. It can be used with cards like Use Poison [NS-63], Galek [4th-227], The Fates [BR-c23], or The Guildhall [DU-27] dungeon card to find a ways to steal and kill an opponent's champion. 
This spell gives the recipient the ability to see all things as they truly are, no matter if magically altered. The power of this spell is so great that it is said a person can even detect a creature's alignment just by his aura, and adjacent planes of existence are even within the enchanted caster's sight.

Plague
Cleric Spell
"When this spell is cast on an opposing champion, that player must draw and discard a card, noting the last digit. If the number is higher than the champion's base level, he is discarded. (Off/4)"
#65 of 100

The opponent that this spell is cast upon must draw and discard a card, noting the last digit of the card. If the number is higher than the champion's base level, he is killed and put in the discard pile, ending battle. The card the opponent draws must be discarded and cannot be used; if an event is drawn, it goes to the Abyss unless that player is using the dungeon card The Azure Tower of Onad the Fallen [DU-24]. This card is better used on lower level champions giving a player a better chance of discarding them. A good combinations to make sure that a champion dies is use another cleric spell True Seeing [DR-64] to check the cards they will draw, giving you the ability to predict the outcome. Or, to make sure a champion dies, play the rule card A Sure Thing [NS-74] to automatically kill a champion of base level eight or less. The only down side to this spell is it can only be used during battle, so the choice of who you can use it upon is limited. A crafty player can manipulate things to their favor by using the cleric spell Command [4th-416] to make a player attack with a certain champion. Other ways to help this spell kill a champion would be to lower the opponent's base level with nasty cards like Ray of Enfeeblement [4th-393], Negative Planar Energy [NS-73], or the wicked unarmed combat card Level Drain [NS-97]. With no bonus this spell is either a hit or miss card; if a player cannot manipulate things into their favor they probably should look at other ways to defeat their opponent.

Inertial Barrier
Psionic Power
"Until the beginning of this player's next turn, champions of base level 6 or less cannot attack this player's realms. (Def/5)"
#66 of 100

This psionic power prevents champions of base level six or less from attacking this player's realms, until his turn. Adjustments do not count when looking at a champion's base level unless it specifically states their base level, such as Tower by the Sea [DU-33], Orcus [NS-44], or the event The Crystal Dome [4th-515]. Champions over level six may attack this player's realms as normal, but still must follow normal restrictions when attacking. Champions that enter battle as allies, by another cards power - like the champion Kai'Rik'Tik [4th-340] - must still abide by this cards power since the ally is still a champion. This card is only playable in step five of the player's turn and lasts until the beginning of his next turn, giving a player just one turn of protection. A great combination to go with this card is using the rule card Time of Troubles [4th-492] that prevents champions of base level seven or higher from attacking or defending. This would leave an opponent no way to attack this player's realms for one turn. Death Field [DU-81], or The Living Wall [PO-58] are some other great cards to have in the hand to kill those high level champions that could attack this player. Bilago Lumon [PO-17] would be a great champion to combo with this, since he can use psionic power cards and can instantly destroy opposing champions of level 5 or less (or more with attachments). Just remember that Bilago affects adjusted level, not base like this card does.

Combat Mind
Psionic Power
"Until the end of this turn, the champion using this power can attack an opposing realm multiple times until he is either defeated or the realm is razed. (Def/3)"
#67 of 100

A champion with this psionic power attached may attack an opposing realm as many times has they wish, until either it is defeated or the realm is razed or discarded. When attacking multiple times, after each round of battle the champion must discard all cards that would normally be discarded after a round of battle such as allies, spells, psionic powers, etc. Combat Mind cannot be added to a champion after battle begins due to its phase three designation so playing this card is a must before a player engages in battle. This can be a devastating card if put upon a champion built up to defeat any champion the opponent could send forward. This card can also make it easier for a player to weed through a large pool of champions when the user only has a few champions to bring to battle. Other good cards to attach to such an attacker would be Energy Containment [PO-66], Control Wind [PO-74] (If your champion's power isn't that good), Tower of Iron Will [PO-82], Intellect Fortress [PO-83], or Phase [DR-68] since they would stay with the champion from round to round. Good Psionisist's to attach this power to are Lyr of the Mists [PO-23] who would kill a champion in a player's pool for each attack she got, or Bilago Lumen [PO-17] who could chip away at the opposing force weakening them with his level draining power,which is espeically deadly with other large icon bonus cards attached. One way to foil this card would be to use the event Spirit of the Land [1st-288] if defending a Dark Sun realm, or use a nasty avenging card to kill the psionisist that is attacking such as the magic item Dagger of Venom [4th-341].

Phase
Psionic Power
"Before attacking, a champion can use this power to ignore any realms special power. (Def/3)"
#68 of 100

When this power is attached to a champion, that champion may ignore any realm's special power that it attack's for the current turn. This psionic power is discarded as soon as this player ends his turn. The champion must still abide by formation restrictions, they cannot attack a realm in the back of the formation unless they have other means of getting to it. Only offensive powers are ignored by the champion, defensive abilities of a realm still function normally. An example of an offensive special power would be in the Griff Mountains [DR-5], champions and allies that are not flyers lose their special powers attacking this realm. A defensive power also on the Griff Mountains is, defending dragons and giants are double in base level, and immune to offensive magical items. Since realms do not have offensive or defensive designation each player will have to judge the cards in question. A good rule to follow is that offensive special powers are ones that directly affect an attacker, and a defensive special power is one that affects the defender or realm only. This card works well with Combat Mind [DR-67] giving the attacker multiple attacks and making them immune to a realm can be devastating to the defender. Be on the lookout for nasty spells that can destroy this card during battle, like Dispel [4th-400]. There is nothing worse than entering the Falkovnia [NS-5] realm with at powerful champion just to find out he might die if the realm is razed since he just lost his phase protection.

Death Field
Psionic Power +3
"Usable only during combat, the opposing champion can no longer use spells, psionic power cards, blood abilities, or unarmed combat cards. (Off/4)"
#69 of 100

Death Field renders an opposing champion without the ability to use spells, psionic power cards, blood abilities, or unarmed combat cards. The affected champion cannot use either defensive or offensive support cards of this nature during the current battle. Any spells, psionic power cards, blood abilities, or unarmed combat cards already in play remain after this psionic power card enters battle. The +3 bonus of this card is minimal for a psionic power card, but the ability to shut down four different types of support cards makes this a worthy card for any deck with psionic power card users. Just the ability to stop blood abilities, and unarmed combat cards is great since few cards can stop these devastating support cards currently. This card will weaken many decks based upon undead champions, dragon champions, regents, psionisist champions, or casting champions since many of these decks are based upon the support cards stopped by Death Field. Good cards to team with this psionic power are cards that limit an opponents ability to play their support into battle, such as the unarmed combat card Claw [DR-91], or the mighty magic item, Orb of Power [4th-170]. With the dungeon card Powers from the Savage Land [DU-20] the bonus will rise to a nice plus six. A player that can limit options in battle will strangle his opponents deck and hopefully beat it, and this psionic power card is one that can tighten the grip bringing an opponent closer to defeat during battle.

Ultrablast
Psionic Power +5
"When this card is used, the opponent must draw and discard a card, noting the last digit. If the number is 2 or less, the opposing champion is discarded. (Off/4)"
#70 of 100

After the opponent draws and discards a card, checking the last digit for a zero, one, or two. If he or she find one of these numbers they must discard their champion to the discard pile. If the card number is higher than a two, the psionic power only gives a plus five during the course of battle, but with the Dungeon card Powers from the Savage Land [DU-20] it would become a mighty +10 bonus. This card is a weaker form of the famous Vorpal Blade [FR-56], which is more likely to behead, and can be used in more than one battle. If a two or less is drawn the champion dies and the battle is over. Good cards to use with this are the champion Marco Volo [3rd-50], or Ren's Crystal Ball [4th-451] since they can do some recon work on an opponent's deck to make sure the opponent will draw a two or less when in battle. The rule card A Sure Thing [NS-74] will also ensure a victory in battle without making them draw a card. With this card's nice plus and the ability to instantly win a battle it fits well in a deck based around psionic powers, or support cards looking for a quick and easy win in combat. Cards that negate the affect of this power are the Herald of Mei Lung [NS-54], Wyrm's Decree [DU-19], and Mind Shield [PO-72] since they protect a player from cards that examine or discard cards from the draw pile. In the event this psionic power is put into battle with one of these protective cards in play only its bonus has any affect.

Synaptic Static
Psionic Power
"Use this power at any time to cancel an offensive psionic power card when it is first played. (Off)"
#71 of 100

This psionic power card cancels an offensive psionic power card, not a defensive one, when it is played. The psionic power card must be canceled as it is played, otherwise it will be too late to remove it with this psionic power card even though it might stay in play for awhile. Cards that might be canceled are Chameleon Power [PO-64], Molecular Rearrangement [PO-70], Psionic Blast [PO-93], Body Weaponry [4th-429], and Ultrablast [DR-70]. Some cards that cannot be affected by this psionic power are Combat Mind [DR-67], Superior Invisibility [4th-425], and Lend Health [4th-430]. Even though Mindwipe, and Death Field state that no more psionic power cards can be played, Synaptic Static may still be played as a counter card. This breaks the general rule of first in play, first power to be used. A player that knows the opponent uses a lot of psionic power cards should consider this card as long as they can find some champions able to use Synaptic Static. Even if a player is not sure what to expect this is still good protection from those nasty psionics. This card is also unique, in that it is an offensive counter, meaning it can not be used to counter a psionic power card used by a champion immune to psionic power cards. Other cards that help stop the playing of psionic power cards are Sadira [4th-277], Vaerhirmana [3rd-263] and for cleric casters, Dispel [4th-400] can be used in the same manner as Synaptic Static. Finally for a player looking for protection from psionics altogether check out the Dark Sun realm Ur Draxa [4th-32].

Daydream
Psionic Power
"A champion using this power cannot act agian until the end of his player's next turn. At the beginning of this player's next turn, he may draw five cards instead of three if the daydreaming champion is still in play."
#72 of 100

A champion in the Daydream cannot act, they may not enter battle, aid in battle, use attachments, or use their special powers in any way until the end of this players next turn, even though the Daydream gives its bonus at the beginning of the turn. At the start of the player's next turn, he or she may draw two more cards on this turn as long as the champion Daydreaming is still in play. In play means that the champion is in the pool, not the discard pile, Limbo, Abyss, or Void. The card states they may draw five cards this turn instead of three. If a player draws more than three on his turn due to a realm or holding, like Point East Trading Guild [4th-101], then they would get six cards this turn since the card grants two bonus cards. If in Limbo on the turn the champion is to come out of the Daydream, the psionic power is wasted, it must be used on the next turn and cannot wait until the champion returns from Limbo, making the Horned Society [3rd-117] a good way to battle this card. This is a nice little boost to a player's turn if they can keep the champion alive for one full round. Even if he loses the champion during the round it still made the opponent play a card to kill him. A good tactic is to put the Daydream on a weaker champion in hopes that the opponent will use a nasty card to kill the Daydreaming champion instead of more powerful champions in the pool. The event Trapped! (22/DU) has no affect upon the Daydreaming champion for purposes of foiling this card, since the champion is still in play it has fulfilled is obligation and grants the two cards anyway. Any card that gives a player more cards is always welcome.

Psychic Blade
Psionic Power
"Until the end of this player's turn, all magical items used by this player's champions are doubled in level. (Def/3)"
#73 of 100

This psionic power lasts until the end of this player's turn, and doubles the level of all magical items used by this player. This doubles all the magic items used, not just the ones attached to the champion using this psionic power. Magic items without level bonuses are not affected by this card unless they gain a level due to another special power such as Blackmoor [1st-116] that give levels to magic items. With many magic items having pluses of five or higher this card can really boost a magic item heavy deck. Some magic items such as Girdle of Storm Giant Strength [4th-183], Holy Avenger [4th-207], Maul of the Titans [DR-79], Dancing Sword [NS-46], and the Clockwork Ogre [DU-71] have a +7 or higher bonus, bringing them to over +14 with this psionic power card. A good card to combine with this psionic power card is the wizard spell Steel [DL-71] since it increases a magic items bonus. A very good tactic with this psionic power card is to place it on a champion that will either enter battle last or does not plan on going into battle at all, because once the champion with the Psychic Blade attached dies this psionic power is lost. An interesting twist is that the Dancing Sword becomes a 14th level champion during the Psychic Blades duration, its base level is still seven.

Gauntlets of Combat
Magic Item +4
"The attached champion can use any type of unarmed combat card. (Def)"
#74 of 100

This magic item will allow any champion the ability to use all types of unarmed combat cards, from hero unarmed combat cards to undead unarmed combat cards to dragon unarmed combat cards to the only elf (drow) unarmed combat card Blind Side! [4th-440]. This card has a small +4 bonus, but its real power is in the ability to let one champion use any type of unarmed combat card. Building a deck with this card in mind a player can mix the unarmed combat cards to come up with a deadly combination of using Undead unarmed combat cards with Dragon unarmed combat cards. An example is to weaken an opponent with Level Drain [NS-97] and then go in for the kill with Breath Weapon III [DR-96]. This magic item goes well on high level champions giving them more of an advantage with dragon and undead unarmed combat cards since there are a few that double the base level, like Supernatural Strength [DU-78]. Before a player goes wild trying to use all the unarmed combat cards in Spellfire, there have been a few counter cards created to halt these nasty support cards, like Body Weaponry [4th-429], Amulet of the Wyrm [DR-86], and Concealed Weapon [NS-64] to name a few. A great champion to attach this magic item to is Shan, Karate Master [DU-c15]. He doubles the level of unarmed combat cards, this would allow him to use the big bonuses of the dragon unarmed combat cards like Bite [DR-93] that normally has a plus six, but with Shan is a +12. Another card like this is Belly of the Beast [DU-10], which grants this same power to all monsters one player has.
The champion with the Gauntlets can use any unarmed combat cards, including those usable only by dragons.

Talisman of the Beast
Magic Item +3
"A champion wearing the talisman can fly and is considered a dragon. (Def)"
#75 of 100

The wearer of the talisman gains the ability to fly and is designated a dragon until the Talisman is removed. The attached champion gains all the benefits and hindrances of being a dragon, as well as flying benefits and hindrances. In a well constructed deck this item can make a normal champion extra powerful. A deck built with a few dragons and a mixture of regular champions can turn into a deadly combination. The benefits of being a dragon are the champion can, use dragon unarmed combat cards like Swoop [DR-90], use allies only playable on dragons such as the Cult of the Dragon [DR-80], the rule card Age of the Dragon [DR-99] would protect the attached champion, and the use of all the spells castable only by dragons. Hindrances come in the fashion of champions that affect dragons, like Uldo Dracobane [NS-43] who would ironically discard this magic item that made the champion a dragon in the first place, and cards that kill dragons, like Dragonsbane [PO-6] and the event Dragon Slayer [AR-51]. A good way to protect a champion with this magic item would be the spell Enchanted Flight [DR-56] making it immune to cards that affect flyers. Good champions to attach this magic item to are Caller in Darkness [NS-70], Nemon Hotep [NS-67], Tyvorg the Frost Giant [DU-45], and Kalid-na [4th-279]. With so many ways to create a beneficial deck around dragons this is a great card to aid those nice champions that are not dragons to a dragon based deck.
A champion with the Talisman is considered a dragon in all respects, including use of unarmed combat cards usable only by dragons.

Wand of Magic Detection
Magic Item 
"Use this wand in phase 3 of your turn to force all opponents to show you all magical items and artifacts in their hand and face down in pools. (Off)"
#76 of 100

This magic item does not affect combat in any way, except to satisfy a requirement like on the Loup-Garou [4th-236]. Instead, it is used during phase 3, and does nothing more then allow the owner of the Wand of Magic Detection to see all magic items and artifacts in everyone's hand and pool. This may, at first, seem like kind of a mundane power, but when applied properly, can have devastating results. When combined in a deck with such cards as the Loup-Garou, or the Ebony Cup of Fate [FR-c8] the ability to know whether someone has a magic item or artifact can determine where one will attack. This wand also works well with Drawmij [4th-276] and his special power, especially when someone's pool contains champions that can remain face down. Although this is an offensive magic item and is affected by champions that have immunities against it, the Wand will still allow the owner to look at another player's magic items and artifacts in the hand.

Well of Many Worlds
Magic Item
"Discard this card from the attached champion during a round of combat to send two cards attached to the opposing champion to the Abyss. (Off)"
#77 of 100

This magic item has the ability to send two cards attached to an opposing champion to the Abyss. When this power is activated, this card is discarded. This is a very powerful card, and may become a target for magic and events if left attached to someone in the pool. It can be best used if you keep it in your hand until you wish to use it, then attached it to your champion, discard it, and send two cards to the Abyss. As long as the opponent isn't immune to offensive magic items, or has some power that inhibits magic items from being played against him, this card is difficult to defend against. This card can be most effective when used in a deck that has several cards able to retrieve items from the discard pile, like Halcyon [1st-c16], Remnis [4th-481], and Tasslehoff Burrfoot [DL-39]. Attaching the Well of Many Worlds to Halcyon makes it easier for her to win her round of battle; but beware, because once you've sent four or more cards to the Abyss, your cards that enable you to get the Well back will become targets, too.
This strange magic item is an excellent way to travel to other planes of existence, but not without a price. Any movement of the Well can change the destination through the Well. A Well of Many Worlds looks remarkably like a portable hole, and many unwary adventurers have dumped their treasure inadvertently into another dimension.

Wand of Negation
Magic Item
"During combat only, this wand negates all the immunities of an opposing champion (including immunity to offensive magical items). (Off)"
#78 of 100

The Wand of Negation is pretty straight forward. It cancels all immunities granted to the opposing champion, even if that immunity comes from a source other than the opposing champion or his attachments. In other words, a pool with the Codex of the Infinite Planes [4th-452] in it would not grant immunity to a Greyhawk champion that was opposing a champion holding the Wand of Negation. Because the Wand specifically mentions that it negates immunity to offensive magic items, the order of activation for this item is skewed. Simply consider it's effects first, before all other cards. Because this card causes no hindrances, this out-of-order activation will not unbalance a combat. The wand even overpowers opposing attachments which grant immunity, such as the Orb of Power [4th-170]. This wand has no effect on cards that hinder the play of certain cards without a stated immunity; i.e. Flesh Golem [4th-235] would not be affected by this wand, and the Golem would in turn discard the wand, because the Flesh Golem does not grant immunity to magic items, just removes them. 
The Wand of Negation functions against champions with immunity to magical items, and against champions with the Orb of Power.

Maul of the Titans
Magic Item +9
"Usable only by giants. The attached champion ignores the special powers of opposing realms, holdings, and allies. (Def)"
#79 of 100

The Maul of the Titans is very potent, being a +9 magic item. This is balanced by the fact that only those champions designated as giants can use it. Because of this restriction, this magic item would be most useful in a deck with several giants, or even better, a giant theme deck. Having the Maul of the Titans allows the attached giant to ignore opposing realm, holding, and ally special powers. Note that this is not the same as negate. Simply put, any special powers of these types that would affect the attached champion, don't. If the special powers target or affect something other than the champion with the Maul or his attachments, the power is unaffected by the Maul. Therefore, Yumac the Cold [4th-311] with the Maul would not be affected by the Rust Monster [4th-251], as long as the Maul was in play first. If the Incantrix [RR-85] were then played against Yumac, all spells would still be dispelled, except for any that Yumac had cast.

Cult of the Dragon
Ally +2
"Playable only with a dragon champion. This ally doubles the base level of the attached dragon. It is discarded if forced to switch sides."
#80 of 100

This +2 ally is pretty good for a dragon deck, but won't be very useful if you don't have a lot of dragon champions in your deck. This ally doubles the base level of the attached dragon champion, then all adjustments are added onto this new base level. If Cult of the Dragon is used in conjunction with other cards that increase the base level of the champion, these increases are cumulative. This ally has one bonus ability, it cannot be used against it's original champion. If a card were to force it to switch sides for any reason, it is discarded instead.
The Cult of the Dragon is a group of extremists trying to convert all of the dragons of Faerun into dracoliches. The Cult is feared by dragonkind and humankind alike. Rumors of cultist attempts to travel into other worlds populated by dragons are unfounded, but disturbing.

Undead Dragonrider
Ally +5
"Dragon; undead; flyer. All opposing allies that are not undead or flyers are level 0 and have no special powers."
#81 of 100

This +5 ally has a very unique ability. It causes all opposing allies that are not undead or flyers to be 0 level allies with no powers. Undead Dragonrider has no effect on flying or undead allies. This ally is considered a dragon, a flyer, and undead, and as such gains any bonus or penalty granted by cards that affect these types of cards. For example, with Orcus [NS-44] in the pool, the player of the Undead Dragonrider gets to add 5 to each undead's base level, including this ally. One card that can increase the usefulness of this ally is Dragon's Graveyard [DR-18], because this is a dragon ally, so you can bring it back and use it again.
What unholy power merged these two diabolical powers I can only guess at. I do know that the very sight of the undead on dragonback will cause the most stalwart man-at-arms to freeze in sheer terror.
- Athena Fernwood, Halfling mercenary annd collector of many fine baubles.

Dragonne
Ally +5
"Dragon; flyer. This ally can use unarmed combat cards usable only by dragons. Playing this ally discards an opposing ally of +2 or less already in play."
#82 of 100

When this ally is brought into play, one ally of +2 or less that is already in play for the other player can be discarded (this player's choice). The Dragonne also has the ability to use all unarmed combat cards that can only be used by dragons. This is different than granting the champion the ability to use these cards. If the opposing champion has restricted a champion from playing unarmed combat cards, this ally attached to the restricted champion could still play unarmed combat cards (usable only by dragons, not others) unless the ally was included in the hindrance.
The Dragonne is a solitary creature, and at a distance is often mistaken for a large lion. This creature seems to be a blend of a lion and a brass dragon; a deadly combination indeed. It's roar is deafening, and can send the most stalwart of troops fleeing in fear.

Faerie Dragon
Ally +3
"Flyer. This ally can cast wizard spells. The faerie dragon cannot be forced to switch sides or be discarded in combat for any reason."
#83 of 100

This +3 ally is considered a flyer, therefore it is subject to such cards. It has the ability to cast wizard spells, so it is best used in a deck that has some spells. As this is an ally, it need never ask permission to cast spells, except from Lareth, King of Justice [DR-31]. The Faerie Dragon can cast all spells designated as only castable by dragons. The Faerie Dragon also has the ability to resist being discarded or forced to switch sides for any reason. Any attempts to do so upon the Faerie Dragon simply fail. Once in play, this ally is only discarded at the end of battle. This ally works well against an opponent who you know has cards that restrict allies in his hand. If you know your opponent has cards such as the Net of Entrapment [4th-169] or the Clay Golem [4th-247], this ally will resist their powers, as long as the Faerie Dragon is played first.
Faerie Dragons are peaceful creatures, opting to play pranks in the company of pixies and sprites over almost any other lifestyle. They can become invisible at will, and often times their victim's only clue to the source of some mischief is their chime-like laughs and giggles.

Firedrake
Ally +6
"Dragon; flyer. The base level of an opposing nondragon champion is reduced to 2 for this round of battle."
#84 of 100

Depending upon the opposing decks, this ally can be quite powerful. Although it is already a +6 ally, it's true power lies when it's opponent is a nondragon. In this case, the opposing champion's base level is reduced to 2 for this battle. Note that this takes place at the time of play of the Firedrake; so if Topaz [4th-300] has already cast Armor [4th-396], her base level would be 12, but after the Firedrake is played, it would be 2. If Topaz waited to play armor after the Firedrake, her base level would only be 3. Dragons and champions that can ignore the special abilities of allies are immune to this effect, but it remains a +6 ally. As a flyer and dragon, it is subject to all the benefits and hindrances that these designations entail. This ally is very strong with the Sword of Sharpness [DU-64], which would kill the opposing champion reduced to base level 2 if not immune to this ally's power, or to the sword.
The Firedrake's blood is very volatile, in fact, it literally burns within their veins. More than once an unsuspecting swordsman attacked a firedrake, only to be killed by the resulting spray of burning blood.

Drake
Ally +5
"Dragon; flyer. This ally can be discarded from a player's hand to prevent a dragon champion from going to the discard pile for any reason."
#85 of 100

Possibly one of the best dragon allies to date, the Drake has a tremendous power. This +5 ally has the ability to stop any dragon champion from being sent to the discard pile, by substituting the Drake instead. This includes losing a battle or being affected by spells or special powers. A dragon champion saved this way gets to keep his attachments, even if losing the battle would normally make them be lost. An attacking dragon saved this way prevents the defender from getting spoils of victory. The Drake's power does not include fulfilling the requirements of cards like avatars or Labor of Legend [4th-122], since negating the discard means the special power was not fullfilled, and therefore does not complete. It also doesn't cover dragons discard from outside play, like Limbo or the hand, OR save the dragon from other discards (like to the Abyss). Of course, this only works for dragon champions, but if used in conjunction with Dragon's Crown Mountains [4th-39] and Dragon's Crown [DR-15], this ability would work on any champion. Cards able to bring back allies from the discard pile, like Dragon's Graveyard [DR-18], Heal [RV-45] and Divine Intervention [DL-81] help further this card's usefulness.
Even if defeated in combat, a champion retains his attached items if rescued by the Drake. If the Drake is used to prevent a defeated attacking dragon from being discarded, the defender does not receive Spoils of Victory.
The Drake does not prevent a dragon champion from being discarded from the hand (such as through the use of Hettman Tsurin). It also does not prevent a dragon champion from being sent to the Abyss.

Amulet of the Wyrm
Artifact +4
"This artifact can only be attached to a dragon champion of any world. The champion can cast any spell and is immune to offensive unarmed combat cards."
#86 of 100

This +4 AD&D artifact can only be attached to dragons, although they can be from any world. The power of this artifact grants immunity to all offensive unarmed combat cards, and the attached champion can cast any spell. This spell-casting ability includes spells that can only be cast by a specific type of champion, like Minions of Darkness [DU-97] and spells that require a minimum adjusted level to cast, like Preservation [TU-53]. Although this artifact is limited to just dragon champions, when combined with cards like Talisman of the Beast [DR-75], almost any champion can take advantage of these abilities. To gain the most out of this card, attach it to a champion that cannot normally cast spells, like Flare [DR-38] or Zielesch, Ancient Green Dragon [AR-73].

Fang of the Dragon
Artifact +4
"This artifact can only be attached to a dragon champion of any world. The champion can use any psionic power card or blood ability."
#87 of 100

This +4 AD&D artifact can only be attached to dragons, although they can be from any world. The Fang grants it's wearer the ability to use all psionic power cards and blood ability cards, including ones that limit the users. Naturally, this artifact is most effective in a deck with several dragon champions. If your deck also includes cards that can make other champions into dragons, like the Talisman of the Beast [DR-75], it can greatly increase the Fang's usefulness to a deck that is not completely made up of dragon champions. If the Fang of the Dragon is teamed up with the Amulet of the Wyrm [DR-86] via the Ego Coin [3rd-419], this champion could use almost all of the supportr cards (not including thief skills or unarmed combat cards, which the original champion might have the power to do). Of course, unless your deck has several psionic power cards or blood ability cards, this artifact will prove to be a poor choice. Also, these other powers could be picked up with other cards, like Cities of the Sun [DU-29], making the Fang even more pointless.

Orb of the Eternal Dragon
Artifact
"This artifact can only be attached to dragon champions of any world. The level bonus of all cards attached to this dragon are doubled. Opposing dragons cannot enter battle against this champion."
#88 of 100

Even though this AD&D artifact has no level bonus, it is still quite a potent artifact. This potency is balanced by the fact that it can only be attached to dragon champions, although they can be from any world. The main power this conveys is that all cards attached to this champion with a level bonus are doubled in level. This includes magic items, allies, spells, unarmed combat cards, etc. This doubling effect does not affect cards without an icon bonus or events, nor does it refer to any special powers granted by any attached cards. For example, the Javelin of Lightning [4th-203] would be a +4 magic item (normally +2) but the Orb would have no effect on +7 offensive spell that can be cast through the Javelin. An added bonus to this artifact is the fact that no dragons can enter battle with the attached champion. This can be very effective against someone who only has dragon champions in his pool, or has a dragon champion and some champion he normally wouldn't want to bring into battle, like Hettman Tsurin [4th-257]. Even can even save a dragon deck against the horrors of the Dragon Hatchling [DR-c8].

Mighty Servant of Leuk-o
AD&D Artifact +8
"A champion with this artifact is immune to the special powers of champions and allies of level 5 or less."
#89 of 100

The Mighty Servant of Leuk-o is an AD&D artifact, and can only be attached to AD&D champions. This artifact grants to the attached champion immunity to the special powers of both champions and allies of base level 5 or less. This can be very useful against those low-level allies with devastating powers. This immunity does not apply to special powers that do not target the champion or his attachments. The Assassins [4th-221], for example, would still be able to kill a champion if on the losing side, as long as it wasn't the champion with the Mighty Servant. This immunity works for the attached champion whether he's engaged in battle or in the pool. This is very valuable since champions chosen with low levels tend to be very powerful, and this card is one of only a few ways to stop champions such as the Headless Horseman [RV-88], since immunity transends the order of activation. Cards that work well with this artifact are the Tablets of Fate [FR-99] and the Living Wall [PO-58] if it uses the Ego Coin [3rd-419] to attach the Mighty Servant.

Swoop
Unarmed Combat Card
"Usable only by dragons. This maneuver doubles the base level of an attacking dragon if the opposing champion cannot fly. (Def/4)"
#90 of 100

This unarmed combat card can only be used by dragons, or a champion using an item like the Gauntlets of Combat [DR-74]. This card has no inherent bonus, instead it doubles the users base level, but only if the opponent cannot fly. This card has a nice effect, but must be played carefully. If it is used against someone who can fly, or someone who gains the ability to fly, by playing cards like Winged Boots [4th-186] for example, Swoop becomes useless. Swoop can be made more effective if coupled with cards that discourage flying, like the Noble Djinni [3rd-84], when defending realms like Menzoberranzan [4th-1], or with a Reverse Gravity [4th-385] spell ready. Strangely, this card does not require the using dragon to have the ability to fly. This card can be countered with cards such as Evade [DR-98], but not Block [RR-99] because it is a defensive card.

Claw
Unarmed Combat Card +4
"Usable only be dragon champions. Victims of this maneuver can play no further allies or magical items in this battle. (Off/4)"
#91 of 100

This unarmed combat card can only be played by dragon champions, or a champion using an item like the Gauntlets of Combat [DR-74]. Not only is this a +4 maneuver, but it also prohibits the opposing player from using any new allies or magic items. Magic items and allies already in play function normally, unless their power involves adding allies or magic items to the champion. For example, if the Hypnosnake [RR-82] were in play before Claw was played, it would still be a +3 ally, but after the Claw had been played, the Hypnosnake would not be able to make an ally switch sides. This card works best with cards that already limit the opponent or have some immunities; like Rauglothgor [DR-34] or Fi Lendicol [DR-33], or with another unarmed combat card, like Tail Sweep [DR-92]. Another useful combination is to use Claw, and then play Loup-Garou [4th-236], leading to instant victory. This card can be countered with cards such as Evade [DR-98] or Block [RR-99].

Tail Sweep
Unarmed Combat Card +5
"Usable only by dragon champions. Victims of this maneuver can play no further spells, psionic power cards, or blood abilities in this battle. (Off/4)"
#92 of 100

This unarmed combat card can only be played by dragon champions, or a champion using an item like the Gauntlets of Combat [DR-74]. The +5 level adjustment is large enough to warrant adding this to a dragon deck, but it is its additional power that truly makes it worthy. As soon as Tail Sweep is played, the opponent can no longer play any spells, psionic power cards, or blood abilities during this battle. This restriction does not apply to other champions who can help in combat from their pool. Any good dragon deck with several unarmed combat cards is sure to include this one, and when coupled with any number of the other unarmed combat cards for dragons, can severely restrict the opponents. However, if the opponent is playing the theme without using these cards, this card is merly a +5. This card can be countered with cards such as Evade [DR-98] or Block [RR-99].

Bite
Unarmed Combat Card +6
"Usable only by dragons. Victims of this maneuver must discard an attached magical item or discard the first one they play if they have none attached. (Off/4)"
#93 of 100

This +6 unarmed combat card can only be played by champions designated as dragons. This card causes the opposing champion to discard one attached magic item, or if he has none, discard the first one attached. If the affected champion has more than one attached magic item, he gets to choose which one he has to discard. This card can be used to get rid of those nasty magic items, like Bell of Might [FR-c18] or Net of Entrapment [4th-169]. As long as Bite is played before any other magic items are added to a champion, you can be assured which one will be discarded. To be able to get to the champion with the magic item you're after, attack with a dragon like Stryck [1st-c17] who can choose her opponent from the pool. If Stryck has a lower level then her chosen opponent, you can play Bite before your opponent can do anything. This also works well with Loup-Garou [4th-236], to guarentee either a magic item is discarded or the opposing champion loses. Bite can be countered with cards such as Evade [DR-98] or Block [RR-99].

Breath Weapon I
Unarmed Combat Card +4
"Usable only by dragon champions. Instantly destroys all allies of +3 or less. (Off/4)"
#94 of 100

Breath Weapon I is a +4 unarmed combat card usable only by dragon champions. When this card is played, all opposing allies of +3 or less are instantly discarded. Allies of level 4+ or allies played after Breath Weapon I are unaffected. An excellent card to use in conjunction with Breath Weapon I is the Sword of the High King [PO-5] or the spell Melt Stone [PO-92] because they reduces all allies to +1, in which case this card could remove all attached allies. A bad choice would be to use this card with Tamarand, Great Gold Wyrm [DR-30] as allies of +3 or less cannot be played against him. Genberally, much better cards can be chosen for any deck, especially dragon decks. This card can be countered with cards such as Evade [DR-98] or Block [RR-99].

Breath Weapon II
Unarmed Combat Card +6
"Usable only by dragon champions. Discards an opposing champion or ally of base level 4 or less. (Off/4)"
#95 of 100

This is a +6 unarmed combat card that is only usable by dragons champions. When this card is played, the player of this card can choose to have the opposing champion or one ally discarded as long as it is of level 4 or less. If the champion is base level 4 or less and is discarded, the round of combat is over. If used by the attacker, he may attack again with another champion. If used by the defender, he may draw his spoils of victory. If instead an ally is discarded, combat continues as usual. Note that this card affects allies or champions with base level of 4 or less. Also, this cannot affect a champion that is in a pool, only the champion in combat. Any card that reduces an opponent's base level will work well with this card. The Skeletal Lord [4th-217] and Sword of the High King [PO-5] are good examples. This card can be countered with cards such as Evade [DR-98] or Block [RR-99].

Breath Weapon III
Unarmed Combat Card +8
"Usable only by dragon champions. Discards an opposing champion of base level 5 or less or any two opposing allies. (Off/4)"
#96 of 100

This +8 unarmed combat card is a more powerful version of Breath Weapon II [DR-95]. It also can force the opponent to discard a champion or ally. Breath Weapon III is more powerful in that you can choose to discard a champion of base level 5 or less. If you opt to not discard the champion, or it is too high a level, you can force any two opposing allies to be discarded, regardless of their level. The allies to be discarded are your choice, but this card will not affect allies that have a special power that prevents their removal from combat, like the Faerie Dragon [DR-83]. Even without this power, the +8 bonus makes this card worthwhile. Cards that reduce an opponent's base level are good combination choices with Breath Weapon III. Another card that works very well with this card is Time of Troubles [FR-99], because then only level 6 champions would not be affected by this Breath Weapon. This card can be countered with cards such as Evade [DR-98] or Block [RR-99] (though the though of picturing a block of a Breath Weapon is a funny sight).

Swallow Whole
Unarmed Combat Card
"Usable only by dragon champions. Play once a dragon's total level exceeds 24 to swallow (discard) the opposing champion and automatically win the round of battle. (Off/4)"
#97 of 100

This unarmed combat card can only be used under very specific circumstances, but if you can satisfy the requirements, you get results. This card can only be used by dragon champions, and that champion has to have an adjusted level of at least 25 (exceeding level 24). Once this has happened, Swallow Whole can be played, and unless it is immediately countered, the opponent is discarded. This card works very much the same as Kevin's Blade of Doom [3rd-206], except that this card works against those champions that are immune to offensive magic items, while the Blade of Doom does not. This card is great in a deck that also contains Kevin's Blade of Doom, and plays well in conjunction with such cards as Surprise Raid [4th-121], Complete Surprise [NS-25], and Age Dragon [TU-55]. When in combat with another dragon champion, be careful. If that champion gets over 24 first, make sure you raise your level just enough to satisfy this cards level requirements, without going over your opponent's level. Otherwise, she will be able to play the next card, and you may find yourself swallowed whole. This card can be countered with cards such as Evade [DR-98] or Block [RR-99].

Evade
Unarmed Combat Card
"Usable by any champion. Play at any time to cancel the effects of an unarmed combat card. (Def)"
#98 of 100

This should be a standard in many Spellfire decks, especially if you don't know what type of deck you're going to be going up against. Evade can be used by all champions, and it works to cancel the effects of any unarmed combat card. This works on both offensive and defensive combat cards, and since it can be played at any time, all one needs to use it is have a champion in play anywhere (in combat or in the pool). This fits right in with the other cards used as canceling agents, like Limited Wish [4th-382], Helm [4th-255], Dispel [4th-400], and Dodge [RR-c12]. Although similar in power to Dodge, Evade is not an event, and therefore can be played even when cards such as Year of Plenty [AR-98] are in effect. Just like Dispel and Dispel Magic [4th-370], an Evade can even be used to cancel another Evade; as long as it is played immediately after the first, thus allowing the original combat card first evaded to take effect.

Age of the Dragon
Rule Card
"Played at the beginning of this player's turn, this card is not discarded. It affects all players and remains in effect until any other rule card is played. All dragon champions and dragon allies in play are immune to offensive spells, magical items, and psionic power cards."
#99 of 100

When another rule card is put into play, this card must be discarded. Rule cards must be played before cards are drawn at the beginning of a player's turn, or as spoils of victory. This rule card is a good choice for all those dragon theme decks out there. The immunities granted by this card extend to both champions and allies designated as dragons, but remember that this applies to your opponent's dragons as well, and most decks have one or two. These immunities are understood to be offensive spells, offensive magical items, and offensive psionic power cards, even though it doesn't specify "offensive" in front of the last two. This immunity covers cards in battle as well as the pool. If you don't have all dragon champions, but are able to get Dragon's Crown Mountain [4th-39] in play with the Dragon's Crown [DR-15] attached, all of your champions will be covered by the Age of the Dragon.

The Battle Must Go On!
Rule Card
"Played at the beginning of the player's turn, this card is not discarded. It affects all players and remains in effect until the end of the game. It is immune to spells and events. A player must have six unrazed realms at the start of his turn in order to win. Further, any player who runs out of cards must shuffle his discard pile and use that as his new draw pile."
#100 of 100

Rule cards must be played before cards are drawn at the beginning of a player's turn, or as spoils of victory. This rule card has two separate powers, but one of them is now repetitive of the current rules, unless you are playing under some rules variant. Currently, whenever a player runs out of draw cards, they must re-shuffle their discard pile and use it as a new draw pile, so this rule is not all that impressive. The other power of The Battle Must Go On! is what really gives it it's name. In order to win, a player must have six unrazed realms at the beginning of his turn. In other words, he must be able to defend all of his realms through everybody else's turn. This can drastically extend the length of the game, so for those of you who just can't get enough out of the play (as opposed to just being the winner), you had better include this rule card in all of your decks. To help keep this rule intact, it has immunity to all spells and events, and remains in effect until the end of the game, even if another rule card is played. This means that even if this rule card is removed from play it's effects continue until the game ends, as if it were still in play. When this rule card is in play in a 110-card game in which ten realms are required to win, the ten-realm victory condition remains, but a player must have ten unrazed realms at the start of his turn to win. A way to circumvent this card's power a little is to play Menzoberranzan [4th-1] or Caer Allison [FR-3] as your sixth realm during your phase 0, thus fulfilling the requirements of The Battle Must Go On! without subjecting all six realms to your opponent's attacks. Another way is to play Caravan at the end of your turn, which gives you another turn, and if not canceled, victory.
Note the different wording in the first paragraph of this rule card. Even if this rule card is removed from play, if a new rule card is played or with Wish , Ellorelloran, or Gib Kcir, the revised victory conditions remain in effect.
When this rule card is in play in a 110-card game in which ten realms are required to win, the ten-realm victory condition remains, but a player must have ten unrazed realms at the start of his turn to win.
The victory conditions can be met at the beginning of any turn, including turns gained through Caravan or Ancient Kalidnay.

T'chaar, Dragon of Flame
AD&D Monster Level 12
"Flyer. T'chaar thrives on destruction and may use any offensive card (spells, psionic powers, unarmed combat, blood abilities, etc.). Defensive cards played against T'chaar are doubled in icon level."
#1 of 25

T'chaar is a dragon and a flyer, and is affected by cards that target dragons and flyers. T'chaar is a great champion for offensive-themed decks, especially when cards of many types are used together. Aside from being one of the highest level non-avatars, T'chaar can use any offensive card, regardless of type, in or out of combat. This means that he can fill the roles of several champion types when you are looking to use certain cards in your deck. However, offensive cards with requirements still must be fullfilled. Therefore, T'chaar still can't use the Sword of the High King, since T'chaar is a monster. Any card marked (Def) and bearing an icon level is doubled in level when played against T'chaar in combat. Allies and artifacts are neither offensive nor defensive, and are not doubled; cards that do not have an icon level are also not affected. Goibhniu's Warhammer [TU-32] is a good choice for T'chaar, as he is already level 12. Horn of Change [RR-c10] is also a good choice, as protection against defensive cards with high icon bonuses.
T'chaar's power allows him, generally, to use offensive cards. However, specific requirements of the card must still be met. For example, the magical item Sword of the High King cannot be used by monsters, so T'chaar cannot use this card.

Lair Raid
Event
"Until the end of this player's next turn, all dragons are halved in level when in combat with nondragon champions. While this event is in play, all dragons lose their special powers. (Harmful)"
#2 of 25

This event is useful if your opponent uses several dragons in their deck. It is especially useful when playing against champions like T'chaar [DR-c1], Lareth [DR-31], and the dragon avatars. The best time to play this event is during your own turn for maximum effect. The adjusted level of all dragons, including your own, are halved while in combat with nondragon champions. Note that the halving does not affect champions in the pool nor dragons fighting other dragons. The more useful part of this event is in the removal of special powers of dragons. For instance, the Celestial Emperor [DR-43] would not be able to choose opponents for that player's dragons or be immune to champion and ally powers until the end of your next turn. A useful combination with this event is the rule card The Event Wheel [4th-497], which can keep it in play until two further events that remain in play are played.
I only ever pulled one lair raid, it is a risky business. But once we made off with the goods I almost felt sorry for the wyrm. The poor beast was so distraught over it's missing horde that he just laid there and cried, go figure!
- Athena Fernwood, Halfling mercenary annd collector of many fine baubles.

Boreas
AD&D Monster Level 8
"Dragon; flyer. Boreas can cast wizard spells. He can charm opposing champions, forcing them to give him an attached item (this player's choice). At the end of the battle, the attachement is shuffled into the owning player's draw pile."
#3 of 25

This champion is a dragon and flyer, and is affected by cards that target dragons and flyers. Boreas is a good combat champion. Once per round of combat that he is involved in, he may force the opposing champion to give him an attached card (not just magic items, as it says attachment later in the power). The choice need not be immediate, if so desired. If the attachment is usable by Boreas, it adds to his current total. If the attachment that Boreas chooses is not usable, such as an artifact from another world, it is set aside and shuffled back into the owning player's draw pile at the end of the battle. Good cards to use with Boreas are the Loup-Garou [RL-79] and Ki-Rin [4th-248], which force the opponent to play a card, which Boreas can then steal if he has not yet used his power. If Boreas does not use his power immediately, and an instant-defeat card is played (such as the Loup-Garou), he may steal the card before its powers are activated, forcing his opponent into that position instead.

Morcanth Dragontamer
Forgotten Realms Hero Level 6
"Flyer. Dragons cannot opose Morcanth in battle. In combat, she can force any dragon champion to act as her ally, adding its level and special power to her own. If she is defeated, the dragon champion allied with her is also discarded."
#4 of 100

This champion is a flyer, and is affected by cards that target flyers. Dragons cannot oppose Morcanth in battle. If Morcanth defends against a dragon, it returns to its pool, and the battle may not continue with a new champion (since the attacker was defeated, however, no spoils may be drawn). If Morcanth is attacking, a dragon champion cannot be brought out in defense unless they are immune to Morcanth's special power. Morcanth can also use any dragon champion as an ally. That champion is now vulnerable to all cards that target allies. If Morcanth is defeated (not necessarily discarded), the dragon champion is discarded. This is a good way to remove powerful dragon champions. A good card to use with Morcanth is Winged Boots [AR-20]; if Morcanth is defeated by a non-flyer, she returns to her pool, while any dragon champion she has used as an ally is still discarded. Scimitar of Speed [4th-205] is also useful in this regard.
If a dragon attacks and Morcanth defends, the attacking dragon returns to its pool and the battle is over. since the attacker was not discarded, no Spoils of Victory is drawn.

Cron the Black
Greyhawk Monster Level 10
"Dragon; flyer; swimmer. During combat, Cron's powerful acid breath can destroy any single attachment of an opposing champion."
#5 of 25

This champion is a dragon, flyer, and swimmer, and is affected by cards that target those qualities. Cron is a powerful champion in combat, able to destroy any one card attached to an opposing champion. This power does not have to be used at the beginning of combat; it can be used on any card subsequently played if the power has not yet been used. This is a great champion to use when your opponent likes defending with instant victory attachments, like Blamblower [DL-56]. However, it doesn't help in defense, since those attachments can activate first. Cron's high level (10) and ability to fly and swim make him a great choice for an attacking deck. Some good cards to play with Cron are Undead Dragonrider [DR-81], Loup-Garou [4th-236], and Ki-Rin [4th-248].

Draconic Allies
Event
"Until the end of this player's turn, his champions may attack any realm, regardless of restrictions. These champions attack with surprise, preventing the opposing player from playing cards other than allies in the battle. (Harmful)"
#6 of 25

This event is good for decks with powerful attacking champions that have no special movement abilities, like the Living Wall [PO-58]. The champion may attack any realm regardless of restrictions. Allies must still be able to fulfill any restrictions. The second part of this event is even more useful, preventing an opposing champion from playing any cards other than allies during battle. Cards already attached to the opposing champion function normally. This also is interesting, since the opponent can play no counter cards during this time, as it restricts the player from playing those cards into the battle (not just the opposing champion). A good item to use when this event is in play is Net of Entrapment [3rd-217], so that no cards may be played by the opposing champion during combat, or Loup-Garou [RV-79], which leads to instant victory as the opponent can't play magic items.

Lernaean Hydra
AD&D Monster Level ?
"The Lernaean Hydra has a base level equal to the adjusted level of the champion opposing it when combat is first entered. When in the player's pool, it is immune to offensive spells, psionic power cards and harmful events."
#7 of 25

This is an unusual champion, and very useful in defense against opponents who use artifacts and magic items. The base level of the Hydra in combat is the adjusted level of its opponent when first put into the battle. This means that a defending Lernaean Hydra will never play the first card into battle. While in the pool, the Hydra has no level, which is not the same as a level of zero (though it is counted as such for deck creation). Cards that rely on affecting champions of a certain level do not affect this champion if it is not in combat with another champion, as it has no level to compare to the effect. For instance, the Spiderfell [BR-3] would force the player using the Hydra to discard a card, but since there is no opposing champion yet to provide a level, the Hydra is not discarded by the realm. The Hydra's immunities only take effect while in the pool, so it makes an excellent champion to attach potent magic items or artifacts to that shouldn't go into combat, like the Bag of Holding [AR-28], or the Throne of the Mountain God [4th-510]. The Lernean Hydra is not immune to cards while in combat, so cards like the Orb of Power [4th-170] are useful to make the Hydra a powerful champion in combat. If the Hydra goes into combat, gets a level, and then can't act (ala Time of Troubles [FR-99]), then the Hydra returns to his pool and another champion must be chosen.
If the Hydra enters a battle, has its base level determined, and for some reason (such as Time of Troubles being in play) cannot be in battle due to its level, the Hydra returns to its pool. Another champion may be selected for the battle.

Dragon Hatchling
AD&D Monster Level 2
"Dragon champions will not fight against the Dragon Hatchling. If defeated in battle, the discard piles of all players are shuffled back into their draw piles."
#8 of 100

This champion is useful against dragon champions, but it should only be included in your deck if you plan to use the second part of its special power. This champion is a dragon, and is affected by cards that target dragons. The Hatchling is a champion that will almost certainly lose any combat with its level of 2, so the use of its special power is virtually assured. It shuffles all players' discard piles back into their draw piles, including the discarded Dragon Hatchling (if he was discarded). If you play in a style that uses cards quickly, or uses cards such as allies that are one use only, this card is useful in the same way as the Myrmidons [3rd-61]. The Hatchling also provides an easy defense against powerful champions. There are many times you will want a low level champion to fight combat with. Either to aviod certain level restrictions, like opposing the Living Wall [PO-58], or to allowe yourself to be the first to play support cards, like Fight Dirty! [DU-c3], in combat. The Dragon Hatchling fills this description nicely, especially when considering that there are few dragon champions under level 5.
When defeated, the Dragon Hatchling is also reshuffled into the draw pile.

Dragon Cultist
Forgotten Realms Cleric Level 8
"The Dragon Cultist can raise dragons from the dead. Every turn that this champion doesn't attack, his player may return one dragon champion from his discard pile to his hand."
#9 of 25

This card has been the bane of the Spellfire Mailing List for years, because of the old ruling that any champion with the single word "Dragon" in it's name is a dragon, so this Cultist is a dragon for all card effects. This card is a must for any deck featuring dragons. By placing this champion in a pool with dragons, it assures a player that champions will be available. Do not attack with this champion; he is there only to revive your lost dragons. This champion can quickly become a target, and has no inherent immunities; so provide him with protection, like the Orb of Power [4th-170] or Pearl Pegasus [DU-70]. The Dragon Cultist can retrieve both dragon champions and dragon allies, which makes this card a cornerstone of most dragon decks. His power is always used during phase 5, after all attacking is done, due to the restriction based on his attacking. Orb of Green Dragonkind [3rd-424] is a good card to add to a dragon deck using the Cultist, thus doubling your recycling power.
The Dragon Cultist's power is used in phase 5.
The Dragon Cultist can retrieve both dragon champions and dragon allies, which makes this card a cornerstone of most dragon decks. Orb of Green Dragonkind (424/4th) is a good card to add to a dragon deck using the Cultist, thus doubling your recycling power.
Per Jim Butler, the Spellfire Oracle, the Dragon Cultist is considered a dragon, because it has "dragon" in the name.

Playing to Lose
Rule Card
"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. During phase 2, a player can opt to raze one of his own realms, in addition to playing a realm or holding. While this rule is in effect, the first player to have six razed realms in his formation for one full turn wins, instead of the normal winning conditions. Players may attack razed realms in another player's formation to discard them, if successful."
#10 of 25

This is a sneaky card to play in a game. It is also a card to build deck strategy around; don't include this card unless you plan your deck around it. In phase 2, a player may raze one of his own realms. They may also play a realm or holding; note that the rule card prevents the playing of one of each. A player must have six razed realms for one full turn around the table to win, turns gained by Caravan [4th-131] or Ancient Kalidnay [AR-92] do not count for victory purposes, like they do for in the Barbarian's Rule varient. A razed realm may be discarded in the same fashion that unrazed realms may be razed; if a champion attacks and there is no defense, the realm is discarded. Realm champions of razed realms cannot defend. A good card to include in a deck using Playing to Lose is Iuz, the Avatar of Evil [4th-488] as well as any of the realms that can be raised to activate that realm's special power, such as Ancient Kalidnay or the Scarlet Brotherhood [3rd-135].
A player must have six razed realms in his formation for a full turn (phase 2 to phase 2) in order to meet the victory conditions of Playing to Lose.

Wyvern
AD&D Monster Level 4
"The Wyvern's poisonous sting is extremely deadly. Each ally played with it reduces the opposing champion by half that many levels. (rounded down)"
#11 of 25

The Wyvern has been bluelined a flyer. It is NOT a dragon. This champion can be useful if the deck includes many allies. Each time an ally is played with the Wyvern, the opposing champion loses half as many levels as that ally (rounded down). That means if the Wyvern has Ancient Dracolich [NS-81] played with it (level 9), then the opposing champion loses 4 levels, for a total of 13 levels swung to your side of the battle. Anything that enhances the allies level as it is played (such as the Banner of the Two-Eyed God [4th-163]) also increases the amount the opposing champion is reduced in level. The Wyvern needs ligh level allies to win combat. A useful item for the Wyvern to have is the Staff of Conjuring [3rd-105], to more fully utilize its power.
Wyvern's bear a close resemblance to dragons, but are actually very different creatures. They lack the devastating breath weapon of dragonkind, but do not let this disarm you! The poisonous stinger of the Wyvern has sent many adventurers to an early grave.
- Raz-goul, alchemist and sage.

Charm, the Crystal Dragon
AD&D Cleric Level 9
"Flyer. Charm can cast wizard spells and use psionic power cards. If opposed when she attacks, her dazzling breath weapon destroys all holdings in that player's formation."
#12 of 25

Charm is a dragon and flyer, and is affected by cards that target dragons and flyers. Charm is a versatile champion, able to use wizard and cleric spells, and psionic power cards. This is useful in decks where many types of cards are included, to help ensure those cards are playable once in your hand. If Charm attacks, and a champion is used to defend, all holdings in that formation are destroyed. If no champion defends, the special power is not used. Charm's user can take advantage of this by attacking the realm with the annoying holding with Charm. That way, whether or not the realm is defended, the holding can be destroyed, which is a great way to get rid of Mulmaster [1st-33]. 

Chimera
Ally +9
"Flyer. When played in combat, the Chimera uses its fiery breath to blast away one card in the opposing champion's force (excluding the champion)."
#13 of 25

The Chimera is a flyer, and is affected by cards that target flyers. The Chimera is a powerful ally, with a special power worthy of most champions (in fact, most similar to Cron the Black [DR-c5]). When played, the Chimera discards one card attached to the opposing champion, including cards like unarmed combat cards. This ally is a good candidate for use with Giv Hcivonad [NS-c19], to turn into a champion. The Chimera uses its power immediately upon being played, and may not be held for later use (meaning it also must be used at the start of the battle if Chimera is made a champion). It should also be remembered that the Chimera only destroys cards, not support bonuses from other cards (like the allies given by the Triumverate realms). The Chimera is a great addition to any attacking deck. Some other allies that have similar powers are the Ancient Dracolich [NS-81] and the Brine Dragon [4th-237].

Red Dragon Figurine
Magic Item +5
"This magical item can be attached to a champion to add 5 levels or may be played as a level 5 monster (dragon) champion. (Def)"
#14 of 25

This is a useful magical item. If you receive a bad draw, and are short on champions, this magic item can serve as a substitute. It is similar to the powers of the Obsidian Man of Urik [AR-14]. Note, however, that once this magic item is attached to a champion, it cannot be used as a champion itself. Since most dragons are very high in level many dragon decks have fewer champions then you might like, the Figurine gives you an extra dragon champion (though the champion cannot fly). When played as a champion the Red Dragon Figurine is considered an AD&D monster and dragon for all cards that effect AD&D champions, monsters, and dragons. You may even attach an AD&D artifact to the Figurine champion.
Perhaps the rarest Figurine of Wondrous Power, The red dragon figurine will actually transform into a young red dragon. The advantages of this are readily apparent and any person in possession of one of these rare items is lucky indeed!
- Raz-goul the alchemist and sage.

Sapphire the Blue Dragon
AD&D Psionicist Level 6
"Flyer. Sapphire can use wizard spells. At the start of battle, he may breath lightning on the opposing champion, who must discard all attached items or a realm from his player's hand."
#15 of 25

Sapphire is a dragon and flyer, and is affected by cards that target dragons and flyers. At the beginning of combat, Sapphire can give the opposing champion a choice: discard all attached items, or the player must discard a realm from the hand. If the opposing champion does not have any items at the start of combat his player is then forced to discard a realm from the hand, and a player who cannot discard a realm from her hand must discard all attached items (artifacts and magic items). Sapphire can be a game saving champion if the opponent is forced to discard what would have been the winning realm. Since Sapphire's power activates at the start of battle (before the order of activation), cards that steal magic items (like Drawmij [4th-276]) can't help deal with Sapphire's power. This makes Sapphire a popular champion in any deck using dragons. Sapphire is also one of the few AD&D champions able to use psionic power cards, which again makes this a popular champion in AD&D based decks that use the Highmaster Illithios [DU-c21]. Interestingly, the oft forgotten spell Protection from Lightning [3rd-368] will function as a prevention card for Sapphire's lightning breath.

Glimmer the Brass Dragon
AD&D Hero Level 7
"Flyer; earthwalker. Glimmer can cast cleric spells. He has a large hoard and is constantly adding to it. Whenever he is victorious in battle, his player can return a magical item or artifact from his discard pile and attach it to Glimmer."
#16 of 25

Glimmer is a dragon, flyer, and earthwalker, and is affected by cards that target those qualities. Glimmer may retrieve one magic item or artifact from the discard pile each time he is victorious in battle (this does not require spoils to be drawn. These items must be attached to Glimmer. Artifacts must still be attached legally. The Ego Coin [2nd-419] is a good choice for Glimmer, to allow him to retrieve artifacts from any world and attachment, as well as the Wand of Orcus [4th-456], since Glimmer is AD&D and this would help him win the battle. Another great combo for Glimmer is the Blamblower [DL-56]. At the start of battle, you blow up the Blamblower (discarding and defeating the opponent unless he started the battle with a +6 or greater ally in battle), then retrieve it with Glimmer's power. This would be especially nasty with Dragon Raid! [DR-20] in play. Since Glimmer's power activates after winning a battle, there must be a battle, i.e. if Glimmer is unopposed when he attacks, his power does not activate. Glimmer can be a good addition to a recycling theme deck. Other cards that have similar powers would be Halcyon [1st-c16] and Remnis [4th-481].

Treasure Horde
Event
"Rumors of a great treasure lure dragons from their lairs. Dragon champions in play are sent to Limbo and cannot return until their owner discards one magical item for each champion. (Harmful)"
#17 of 25

This is a very effective way to remove dragon champions from the game, at least temporarily. It affects all dragons in play, including your own, so this event is best played in decks without dragon champions. One magical item must be discarded for each champion in Limbo to return them from play. Magical items discarded for other reasons, such as for Bag of Holding [AR-28] do not count towards this requirement, but the magic items can be discarded at any time for the champion to return. If you know one of your opponents is playing a dragon deck this card is an easy choice for you own deck. However, if you do not know ahead of time what your opponents are playing it is probably better to pass on this card in favor of one with a broader scope, such as Treasure [4th-130]. If you do decide to play with Treasure Hoard, a good card to play with it would be Throne of the Mountain God [4th-510] to put your opponent's dragons in the Abyss.

Dragon's Bones
Magic Item +4
"The attached champion can discard this item at any time to end a battle involving a dragon champion. The combat ends without a victor. (Off)"
#18 of 25

This magic item is best attached to a dragon champion, to ensure that its special power can be used. Combat is ended, and both champions return to their pools. The entire combat is over; the attacker cannot continue with a new champion. The Bones do not have to be in the battle to be used. Since the power affects both champions in battle, if only one is immune, then the battle must continue. This is because champions cannot voluntarily be affected by something to which they are normally immune. If only one champion were effected, the power would be incorrect ("combat ends without a victor"), thus it is simply not effective.

Dragon Skirmish
Event
"A power struggle among dragonkind leads to a brutal war. In one pool chosen by this player, all dragon champions - except for the one with the highest
level - are discarded. (Harmful)"
#19 of 25

This event is of very limited use against any deck except one that plays with many dragon champions. There are many events and other cards that can remove a champion from a pool, such as Slave Revolt [4th-126], which would also be able to kill the highest level dragon. This event would only be more effective if there were three or more dragons in a pool, and in that case, you don't get to choose which dragon dies. The dragon with the highest adjusted level in the pool on which this event is played remains. If any dragons are immune to events, they also remain after the event.

Wyrmblight
Magic Item +5
"Sword; may only be attached to nondragon heroes. The attached champion is immune to the special powers of all dragons and the special powers of any cards attached to them. (Def)"
#20 of 25

This magic item is useful against dragon champions, but is restrictive in its use. Only heroes who are not dragons may use Wyrmblight. The hero using Wyrmblight is immune to the special powers of all dragons and the cards attached to them, even if not in combat. For instance, Wand of Telekinesis [DL-63] would not work against Wyrmblight if held by a dragon. Wyrmblight does not cancel out the dragon's powers, nor does it affect those parts of a dragon's power that does not affect this champion. For instance, T'chaar's [DR-c1] ability to use any offensive card would not be affected; however, the champion would be immune to any effect of those cards played with this power. To turn a Dark Sun hero into a real dragonslayer, give him Wyrmblight and the Heartwood Spear (318/3rd), which kills dragons and monsters. Most of the time, a card better used would be Dragonsbane [PO-6], which instantly kills dragons, and has a higher bonus against non-dragons.

Wyrms' Conclaive
Event
"Until the end of this player's next turn, no dragon champions or allies may be involved in combat. (Harmful)"
#21 of 25

This event is of some use against decks with several dragon champions. It is also effective against dragon allies. Dragon champions cannot be put forward to attack or defend until the end of this player's next turn; this affects all players, even the event player. The limited nature of this event makes it a poor choice for your deck if you don't know ahead of time that your opponent will be playing dragons. Some more useful events with similar powers are Apple of his Eye [FR-c12] and Fool's Paradise [DU-7].

Dragon's Breath
Rule Card
"Played at the beginning of this player's turn, this card is not discarded. It affects all players and remains in effect until any other rule card is played. Only dragon champions may attack."
#22 of 25

This is a must-have card for any deck featuring dragons. This card hinders all other types of champions, and is great protection from champions such as Gib Aklem [NS-c23] and the Living Wall [PO-58]. This does not prevent opponents from defending with such champions, only from attacking with them. You may also wish to include in your deck a couple of ways to discard Dragon's Breath. This rule card will tend to protect the person currently winning the game by stopping opponents other than yourself from attacking and razing the leaders realms, and if you are not the leader this can be bad. It will usually halt most attacks against you, which may not be beneficial if you use avenging allies or other cards that punish attacking champions. With a well thought out strategy Dragon's Breath can lock up many games for a dragon deck player. It has even been known to be used by non-combat decks just to prevent players from attacking.

Ancient Draconic Magic
Rule Card
"Played at the beginning of this player's turn, this card is not discarded. It affects all players and remains in effect until any other rule card is played. Spells cast by dragon champions cannot be dispelled."
#23 of 25

As a rule card, this card is played during phase 0 of your turn. Spells cast by any dragon champion, including those of other players, cannot be dispelled. Spell Turning [4th-379], Retarget [4th-389], and similar cards continue to work as normal. This card is useful if you play with a high number of spellcasting dragons. Star Gem of Martek: Clear Crystal [RR-77] is more useful in other situations, since any champion may use it, and you only need one spellcaster. If you do play with spells and dragons this rule card is a must. Since Spellturning only works on offensive spells any defensive spells you use will nearly always work. This can be a huge benefit if playing against a spell loving opponent, as you can dispel his spells and he can't dispel your dispels, a common occurrence with spell heavy decks against one another.

Underground Lair
AD&D Realm
"Cannot be attacked by flyers or swimmers. Defending dragons can take any one card from their discard pile and play it immediately."
#24 of 25

This is a very good realm, especially if it is not in the front rank, as only earthwalkers and those who bypass restrictions would then be able to attack this realm. Defending dragons can play any one card from their discard pile that can be legally played by that champion. For instance, a realm cannot be played; nor can an artifact from a different world. Decks with many allies and magic items benefit the most from this realm's power. To clarify, the card taken by the defending dragon needs to be a card normally playable by the defending champion. If a non-dragon champion defends the Underground Lair, then the Lair's card retrieving power does not activate. Any card retrieved by a defending dragon is played immediately; the retrieved card is not placed into the hand. This is somewhat similar to the phase breaking power of a spoils of victory. You may retrieve an ally and play it if you are already winning the battle. Depending on what is in your discard pile at the time, this realm can break an opponent. Therefore, this realm is a wise pick in any dragon theme deck.
Only cards playable in combat by the defending dragon can be taken from the discard pile and played.

Dragon's Scale
Magic Item
"The attached champion is immune to both offensive wizard spells and offensive unarmed combat cards - though only if played by dragon champions. (Def)"
#25 of 25

This magic item is of limited use. Its protection seems useful, but it only works against those offensive wizard spells and unarmed combat cards played by dragon champions. Orb of Power [4th-170] is more useful as an item of protection. The one useful part of this item is that there are few protections against unarmed combat cards. It may be useful against decks with many dragons, or just a few with nasty dragon unarmed combat cards.
Dragon scales are one of the few substances that can withstand the devastating breath or claw of a dragon. Many dragons are also a bit squeamish when confronted with armor or shields constructed of the skin of their kind. Wouldn't you be?
- Raz-goul the alchemist and sage.

Nightstalkers

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		

	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.
	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.

[Realm]
                           						GH
The Vast Swamp

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

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).
The adjustment applies to a champion's adjusted level. Attached cards, even if played after the attack begins, are halved.

[Realm]
GH
The Bandit Kingdoms

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

	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 Furundy.

[Realm]
FR
Mintarn

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

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]
FR
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/NS
Coastline

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 Nelandther’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. 
Nelanther's power takes effect whenever any realm in play is attacked by swimming. This means that the attackers (champions and allies) are swimmers and need their swimming ability to reach the realm being attacked. Swimmers may attack unprotected realms without triggering Nelanther's special power.
The wording of the card indicates Nelanther's power affects all champions, including champions and allies belonging to the player with Nelanther in his formation.
The required magical item may be discarded by the attacking champion, since he is the pool prior to combat.

[Realm]
RV
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/NS

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]
RV
Richemulot

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

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]
DS
Cromlin

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

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 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]
BR
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/NS

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]
BR
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/NS

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]
GH
Thieves’ Guild

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

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’ Quild 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]
RV
Haunted Graveyard

Acts as a +6 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/NS

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]
GH
Guild Shop

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

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 chioce 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]
FR
Forgotten Crypt

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

 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]
GH
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/NS

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/RRch), Mind Killer (56/UD) and Takhisis’s Abyssal Gateway (13/DLch). 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).
After the player discards a champion and chooses which opponent must discard a champion, the opponent chooses which champion to discard and whether from hand or pool.

[Holding]
DS
The Pristine Tower

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

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 Darksun 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.
Card Combo (from the Sussman Zone ): When Lovely Colleen is defending a realm with the Pristine Tower attached, the attacking champion is automatically defeated. You can force the opponent to attack by sending The Siren to Limbo.

[Holding]
DS
Giustenal Ruins

This player’s realms cannot be attacked by psionists or champions able to use psionic power cards.
16/NS

Once Giustenal Ruins is placed in your formation opposing players may not attack any of your realms with Psionist 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 Disintegrate. 
    . This holding 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 thoguh, Giustenal only protects you from these champions attacking and not defending.

Edited from the Original
 By Todd  Myers

[Holding]
FR
Hellgate Keep

The attached realm, this holding, and its attached 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/NS

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/UDchase) 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]
AD&D
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/NS

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/RRchase) are good solutions.
The Cavern of Ancient Knowledge may be attached to any Underdark realm, in addition to any AD&D realm. An Underdark realm is any realm from the Underdark booster set, as well as any realms indicating Underdark on the card or bluelined, such as Menzoberranzan.
If a spell reflected by the Cavern is then turned by the opponent, the original target is impacted by the spell. For example, if Disintegrate is turned back at the opponent by the Cavern, and the opponent plays Spell Turning, the Disintegrate discards whichever realm it originally targeted.
The Cavern's power works on all offensive spells, but only once per spell. Thus if an offensive spell is reflected back using the Cavern's power, and is spell turned by the opponent, the Cavern cannot again reflect the spell.

[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/NS

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 nest turn, all undead and werebeasts gain 5 levels and can attack any realm, regardless of position or restrictions. (helpful)
20/NS

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/NS

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/DLchase). 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.
The Boss Wants a Cut is not a counter-effect card, so it must be in play before the card that gives another player extra cards.
The Boss has not effect on Ancient Kalidnay, since Ancient Kalidnay provides an extra turn, not extra cards.

[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/NS

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/NS

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/NS

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! (1264th), 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/NS

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.
Complete Surprise is a harmful event, because of its effect on the opposing player. It can therefore be calmed, however, the helpful aspects of the card (i.e. the doubling in level) remain in effect after a Calm or Dragon's Calm is played. If the event is canceled (i.e. Limited Wish or Helm is used) all the cards effects are eliminated.

[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/NS

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/NS

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.
In the case of a tie, each player with the highest number keeps his cards.

[Thief Champion]
GH
The Guildmaster

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

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/DUch) 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/RRch), Nectar of the Gods (20/RRch) 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 Champion]
FR
Artemis Entreri

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

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 Champion]
FR
Daryth of Calimshan

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

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 Champion]
FR
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/NS

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/DUch) 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. 
Because Limbo is considered out of play, if Storm is used to look at an opponent's hand, and the hand contains Handmine, Storm is not discarded.

[Thief Champion]
RV
Jacqueline Renier

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

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 affect 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.
Card Combo (from the Sussman Zone ): With the Ring of Reversion attached, the opposing champion cannot cast spells. 
Card Combo: The above combination can be further improved by playing the ally Flesh Golem, eliminating an opponent's magical items.

 [Thief Champion]
RV
Ratik Ubel

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

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/FRch), Dragon Font (20/Arch) or Amulet of Spell Protection (17/Arch). 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/DUch) 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 Raveloft World decks, but he will be hard to find in other formats.

[Thief Champion]
RV
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/NS

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 Champion]
GH
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/NS

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/BRch) 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/DUch) and the Living Wall cause this champion to be a favorite in Greyhawk Wolrd 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.
Turin's immunity to champion powers allows it to play first edition cards into battle or cast spells while the Poor Oriental Lord is in play. However, Turin may not be brought into play while the POL is in play.

[Thief Champion]
GH
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/NS

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/FRch). 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 Champion]
DS
Phostrek

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

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 Champion]
DS
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/NS

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 Champion]
DS
Donval

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

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/RRch).
	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 Champion]
BR
El-Hadid

El-Hadid can use blood abilities. In combat his opponent must choose up to 4 cards 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/NS

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.
When El-Hadid is facing a champion that can draw cards during battle, such as Ambassador Carrague or Zielesch, the Ancient Green Dragon, those cards may still be drawn and are added to the mini-hand. Cards that allow more cards to be drawn, such as Good Fortune, may be included in the mini-hand. Additional cards drawn go to the mini-hand.
A player opposing El-Hadid may still play cards from his hand that do not affect the battle. For example, if a player's realm is targeted with Cataclysm while in battle against El-Hadid, the player may still play Calm, or have a pool champion (but not the champion in battle with El-Hadid) cast Limited Wish.

[Thief Champion]
BR
Kelda Auslawsen

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

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 Champion]
BR
Moriad

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

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 Champion]
AD&D
Uldo Dracobane

Elf (drow); earthwalker. If not involved in battle at the end of this 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/NS

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/ARch), thus depriving your opponent of the ability to pull cards from the bottom of his draw pile.

[Monster Champion]
AD&D
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 their 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/NS

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/RRch) will have your opponent in tears in short order when Orcus is around. 
Orcus's base level is considered 0 for purposes of deck construction.
It is the base level of an undead champion that is increased. The gain in levels applies only to champions.

[Thief Champion]
FR
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/NS

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 o 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. 
Mask may only be sent to the Abyss after the card is brought into play by discarding a thief in phase 3. Once in play, Mask's power can then be used at any time. Mask may not be sent directly to the Abyss from the hand.

[Magic Item]

Dancing Sword

May also be used as a level 7 hero champion 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/NS

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. 
If the Dancing Sword is used as a champion and is victorious, it may be returned to either the player's hand or pool (player's choice). If used as a magical item and the attached champion is victorious, the Sword remains with the attached champion and cannot be returned to the hand.

[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/NS

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. 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/BRch). 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/FRch) or Dragon Font (20/ARch), 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/RRch).

[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/NS

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/NSch) 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 thief skills in his discard pile, the player may shuffle his discards back into his draw pile. (def)
49/NS

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/NS

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.
	Azlin (82/RL) is a good champion to attach the Wand of Bone to. When Azlin is victorious in battle one ally remains with Azlin in the pool. The Wand of Bone makes it nearly impossible to separate this ally from Azlin outside of combat.

[Artifact]
GH
Book of the Dead

All undead (and any attached cards0 in this player’s pool are immune to harmful events and the Wish spell.
51/NS

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. – Tensor the Arch Mage.

If a champion who is in a pool with the Book of the Dead, but does not have the Book attached, leaves the pool for combat, he is no longer immune to harmful events and Wish.

[Artifact]
AD&D
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/NS

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/Drac), the Dreaded Ghost (246/4th), or Ancient Dracolich (81/NS).

[Artifact]
GH
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/NS

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. 
Card Combo: When Trumpet of Doom is combined with A Sure Thing, the player decides which type of card all players will discard.

[Artifact]
FR
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/NS

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/DUch) and What Goes Around Comes Around (100/DU). This combination has been known to makes opponents cry!
Because the Herald provides immunity to offensive powers, Dragon Font and Runes of the Future still function for the player. The Herald provides immunity to the Black Hand Thieves' Guild. 
A player with the Herald is not affected by Transformation!, even if the player plays the card. The player is also not affected by Black Bess or Bess's Revenge. Takhsis Helmet of Power does not remove the immunity conferred by the Herald, since it is the player that is immune. The Helmet removes immunities from cards.
The Herald provides immunity to cards that only borrow cards from the hand if they are ultimately to be discarded, such as Summon Undead.
The Herald is an excellent addition to 75- and 110-card decks. Games with these deck sizes have maximum hand sizes of 10 and 12 cards, respectively, so players will often include the Black Hand Thieves' Guild in their decks. Because Black Hand Thieves' Guild affects the player, in addition to opponents, it's a good idea to include the Herald in any deck that includes the Black Hand Thieves' Guild.

[Thief Skill]

Backstab

Doubles the attached thief’s base level for one round. (def/4)
55/NS

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/NS

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/FRc) 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 (27/ART), 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 (27/ART). 

[Thief Skill]

Move Silently

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

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)

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 Lou- 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/NS

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/NS

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/PW) 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 Skills]

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 powers first when defending. (def)
61/NS

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/DUN), 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/NS

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/NS

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.
Card Combo (from Victor Leung): While A Sure Thing is in play, Use Poison will instantly defeat any champion not immune to thief skills.

[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/NS

With the expansion of unarmed combat cards to Hero, Dragon 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), Swallowed Whole (97/DN) 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/DUch).
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 Champion]
AD&D
Werebear

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

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/POW) or Sparkle, Crystal Dragon (35/DN) 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/POW) 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 Champion]
FR
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/NS

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 Champion]
RV
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/NS

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/ART) 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 Champion]
RV
Shera the Wise

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

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/DUN) which makes all of your Ravenloft undead.  Shera can then use undead unarmed combat cards and gain other undead advantages.

[Wizard Champion]
GH
Winslow the Lich

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

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/TU) 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.

[Psionic Champion]
DS
Caller in the Darkness

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

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/TU) and Takhisis’s Abyssal Gateway (13/DLc), then use the Bottomless Horror (54/DUN) to remove them from the game.
The Caller in the 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 Champion]
BR
The Vampire

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

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/NSch) 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 Champion]
DL
Wereshark

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

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 level 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/NS

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 Schnail (35/TU), or the dungeon card Under Castle Strahd (7/DUN).  Imagine champions like the Living Wall (58/POW) 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/NS

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/FRc),  Smoke Powder Pistol (19/ARTc), Grimslade the Gray (36/RR), Mordenkainen’s Disjunction (46/RR), Mount Nevermind (7/DN), The Black Death (26/NS), Trumpet of Doom (53/NS), Boot to the Head (434/4th), and Extension I (91/DUN) (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/BRch). 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.
When card play directs to draw and discard a card, noting its last digit, no cards are actually drawn. The player of the Sure Thing receives the best possible outcome. Opponents receive the worst possible outcome.
For example, if The Fates (Each player draws and discards a card, noting its last digit. If it's even, lose that many cards form hand, pool, or formation. If it's odd, draw that many cards.) is played, the player of A Sure Thing draws nine cards; each opponent must discard eight cards.
Card Combo (from Jones' Spellfire Page): Play the rule card A Sure Thing. Then play Black Bess. All of the opponents' champions of base level 1 or more are discarded (so only Living Scroll and Gelatinous Cube survive). The downside is that you will have to discard your champions of level 10 or more, so keep these to a minimum when using this combo.
Card Combo: When Trumpet of Doom is combined with A Sure Thing, the player decides which type of card all players will discard.
Card Combo (from Victor Leung): While A Sure Thing is in play, Use Poison will instantly defeat any champion not immune to thief skills.
Card Combo (from Victor Leung): While A Sure Thing is in play, Death Touch will instantly defeat any champion of level 9 or less. If the player has Armor of the High King, he can retrieve Death touch from the discard pile and use it each turn.   

[Ally]

Kaisharga

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

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/NS

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/NS

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/TU), 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 players’ hands.
76/NS

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/NS

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/NS

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.
Cards given come from players' hands.

[Ally]

Ancient Dracolich

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

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 from your pool or hand and draw two cards for each.
82/NS

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, thischampion can use thief skills. (def/3/4)
83/NS

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/NS

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 thief skills for this round of combat. (off/4)
85/NS

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.
Consistent with other counter-effect spells like Dispel Magic, Alarm is now playable at any time and is considered defensive.

[Wizard Spell]

Corruption of the Flesh

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

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/NS

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 negation 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/NS

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/TU) and the Wyrm of Earthwalking (17/FR Chase).
The champion ignores holdings, spells, or thief skills attached to the realm at the start of combat, not spells or thief skills played once combat has begun.

[Cleric Spell]

Blessed Abundance

For this round of combat all cards attached to the affected champion are doubled in level bonus. (def/3)
89/NS
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 (NS/25) 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/NS

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/NS

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 +3or less are immediately removed from combat. (off/4)
92/NS

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/NS

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/NS

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/NS

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/TU), 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/ARch).

[Unarmed Combat Card]

Strength Drain

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

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 form the base level of the opposing champion. If reduced to 0 or less, that champion is discarded. (off/4)
97/NS

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/NS

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/3/40)
99/NS

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 he opposing champion. His base level is reduced to 1 until negated. (off/4)
100/NS

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).
When this card is attached to a victorious opposing champion, that champion does not receive the +6 bonus.

Night Stalker Chase

[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/NS chase

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/NS chase

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/NS chase

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 Retlub (20/NSch) would not be discarded Busted!, but the thief skill Con Game (82/DU) that was played by Retlub would be.

[Event]

Confused Hunchback

Play on any monster to force it to attack another player in its own pool. 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/NS chase

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.
Stan Brown is the confused Quasimodo.

[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/NS chase

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).
The prediction made is for the current round, not the entire battle. 
Card Combo (from Philip D. Cornett ): If Dark Prophesy is played while sithicus is in play, Sithicus can be discarded to force both combatants to the Abyss. Since the battle ends with no winner, the player can draw a total of four cards.

[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/NS chase

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/NS chase

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/NS chase

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) 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.
		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.
Miranda Horner is gazing into the mirror, but that's not really her reflection.

[Magic Item]

Amulet of Undead Aura

Subtract the base level of the attached champion from the adjusted level of the opposing champion. (off)
9/NS chase

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.
Opposing champions whose level is reduced to zero or below are not discarded, but may continue in battle.
That's Anne Brown's neck on the card.

[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/NS chase

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.
This magical item increases the base level by 5 and increases adjusted level by an additional 5.

[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/NS chase

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.
The Bag of Beans is used during phase 3 of a player's turn. The player should reveal the card cut so that other players may see whether or not it is a realm.
I'm told that hand pictured on the card belongs to Shawn Costa.

[Magic Item]

Shadow Cloak

Attached champion can use thief skills. If attached to a thief the shadowcloak becomes a +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/NS chase

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/NS chase

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/NS chase

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 Champion]

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/NS chase

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 (Promo1), 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 Champion]

Varney the Vampire

Undaed; 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/NS chase

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.
That's Colin McComb as Varney.

[Monster Champion]

Moonbeast

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

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 Champion]

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/NS chase

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 ch), 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).
The handsome man on the card is Bill "Stomper" Olmsdahl.

[Hero Champion]

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/NS chase

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 Nightstalkers 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.
That's John Danovich on the card.
Card Combo: If the ally Dreaded Ghost is brought into play as a champion using Gib Hcivonad's power, and then the Wand of Orcus is attached, opposing champions up to level 17 are instantly defeated.

[Thief Champion]

Gib Retlub

Elf; earthwalker. Can cast wizard spells. Gib Retlub 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/NS chase

Here's a champion to help boost those thief or elf theme decks.  Gib Retlub 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 Retlub 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. Retlub 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 Retlub.  Another great card to use is Phantasmal Wolf (142/4th), because Gib Retlub isn't affected, and can attack normally.  Just make sure your opponent doesn't have Gib Hcivonad (19/NSch) already in play.
The Spellfire Oracle, otherwise known as Jim Butler, makes another appearance on this card.

[Wizard Champion]

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/NS chase 

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.  
Behind all that makeup is Dori "the Barbarian" Hein.

[Cleric Champion]

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 specialpowers of any two non-avatar champions to be his for that game. Limit one avatar per pool.
22/NS chase

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. 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/NSch) 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. 
The two champions whose powers are selected must be in play at the time Gib Drawsemaj is put in play. These powers are Drawsemaj's for the remainder of the game. If Drawsemaj is discarded and then brought back into play, he chooses two new powers of champions currently in play.
The player must be the direct cause of the discarding of an opponent's realm. Redirecting another player's Cataclysm! with Deflection will not allow the player of Deflection to play Gib Drawsemaj. But the player of Cataclysm! can play Drawsemaj if the realm of an opponent of that player is discarded. Siege! can be used to bring Gib Drawsemaj into play.
A realm in play must be discarded. A realm discarded from an opponent's hand will not allow Gib to be brought into play.

[Psionic Champion]

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/NS chase

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 in your hand, and when you're attacked, defend with Gib 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.
Gib Aklem's power is used during combat, which means a defender must be put forth before the power is used. Any champion other than the defender (or a champion immune to psionics) can be selected as an ally. Gib Aklem's power can be used when in combat with a champion immune to psionics. It is only the "borrowed" champion that must not be immune to psionics.
A champion can only be used once in any battle, so Gib Aklem's power cannot be used on a champion that has already participated in the current battle. Likewise, a champion used as an ally by Gib Aklem cannot later be used as a champion in another round of the same battle.
If for some reason Gib Aklem's ally is removed or forced to change sides, and Gib Aklem loses, Gib Aklem is discarded. In addition, if an opposing card's power discards a champion, rather than defeating him (such as Davron Parscall), Gib Aklem is discarded

[Realm]

Den of Thieves

When attacking any realm in this player’s formation, the attacking player must discard a card from his hand for each champion and ally sent forward.
24/NS chase
 
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 (Promo2) 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 and 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/NS chase

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.
This realm allows the player to select one discard pile and use the champions and allies in that pile as +1 undead allies in any battle. The allies are +1 undead allies, without their special powers.
The player can use the Laboratory's power whenever a realm in the same formation of the Mad Scientist's Laboratory is being attacked. Also, the power can be used in each round of battle, using a different discard pile for each round of combat.
Allies can only be added when allowed, that is, when the player with Mad Scientist's Laboratory is losing the battle. Once losing, the player may add allies until he is no longer losing the battle. If the opponent regains the lead in the combat, the player may add more allies from the same discard pile.

Spellfire Reference Guide, Volume III
Part 3 - Dungeons! (Ver. 0.9)

Inventory:

#	Name	Type	Level	World	Blueline	
1	Mausoleum of the Zombie Master	Dungeon		AD&D		
2	Dungeon of the King	Dungeon		BR		
3	Lair of Dregoth, the Undead Dragon-King	Dungeon		DS		
4	Domain of Takhisis, Queen of Darkness	Dungeon		DL		
5	Undermountain	Dungeon		FR		
6	Labyrinth of Castle Greyhawk	Dungeon		GH		
7	Under Castle Strahd	Dungeon		RL		
8	Palace of the Celestial Light	Dungeon		AD&D		
9	Field of the Battle Lord	Dungeon		AD&D		
10	The Belly of the Beast	Dungeon		AD&D		
11	Pit of the Mind Lord	Dungeon		AD&D		
12	The Torture Room	Dungeon		BR		
13	Maze of the Guild	Dungeon		AD&D		
14	Carrock of High Magicks	Dungeon		AD&D		
15	The Enchanted Land	Dungeon		DL		
16	Purveyor of Events	Dungeon		AD&D		
17	Spells of the Archmage	Dungeon		AD&D		
18	Spells of the Friar	Dungeon		FR		
19	Spells from the Grave	Dungeon		GH		
20	Powers from the Savage Land	Dungeon		DS		
21	Might of the Blood Right	Dungeon		BR		
22	Song of the Dragonlance	Dungeon		DL		
23	Bats in the Belfry	Dungeon		RL		
24	The Azure Tower of Onad the Fallen	Dungeon		AD&D		
25	Beneath Castle Drawmij	Dungeon		AD&D		
26	Return of the Dwarven King	Dungeon		AD&D		
27	The Guildhall	Dungeon		AD&D		
28	The Dragon’s Refuge	Realm		AD&D		
29	Cities of the Sun	Realm		BR		
30	Border Post	Realm	5	GH		
31	Border Garrison	Realm	10	GH		
32	The Ruins of Lololia	Realm		RL	Ravenloft	
33	Tower by the Sea	Realm		FR		
34	The Forgotten Ruins	Realm		DS		
35	The Hidden Village	Realm	8	FR		
36	The Bitter Knoll	Realm		AD&D		
37	The Ogre	Hero	7	BR		
38	Fire Dragon	Monster	10	DL		
39	Zaranda Star	Regent	7	BR		
40	Skulker	Thief	5	AD&D		
41	Jasper	Hero	4	FR		
42	The Hapless Halfling	Thief	5	DL		
43	Feral Halfling	Hero	9	DS		
44	Dearlyn Ambersong	Wizard	6	FR		
45	Tyvorg the Frost Giant	Cleric	10	GH		
46	Troglodyte	Ally	+5			
47	Hook Horror	Ally	+6			
48	Lurker in the Earth	Ally	+9			
49	Skull Tumor	Ally	+3			
50	Hero Slayer	Ally	+6			
51	The White Weird	Ally	+7			
52	Psion Sucker	Ally	+?			
#	Name	Type	Level	World	Blueline	
53	Master Illithid	Ally	+7			
54	Bottomless Horror	Ally	+?			
55	Boiling Oil	Artifact	+4	GH		
56	Siege Ladder	Artifact	+5	DS		
57	Net of Ensnaring	Artifact	+3	FR		
58	Battering Ram	Artifact	+?	GH		
59	Ballista	Artifact	+5	DL		
60	Cannon Ball	Artifact	+3	BR		
61	Borer	Artifact	+7	RL		
62	Catapult	Artifact	+6	AD&D		
63	Siege Machine	Artifact		AD&D		
64	Sword of Sharpness	Magic Item	+3			
65	The Triton Throne	Magic Item	+4			
66	Flask of Curses	Magic Item	+5			
67	Crystal Dragon Figurine	Magic Item	+3			
68	Amulet of the Dragon King	Magic Item				
69	Breath Charm	Magic Item	+7			
70	Pearl Pegasus	Magic Item	+5			
71	Clockwork Ogre	Magic Item	+8			
72	Amulet of Spell Turning	Magic Item	+3			
73	Psionic Disintegration	Psionic Power				
74	Magic Draining Field	Psionic Power				
75	Drain Will	Psionic Power				
76	Eat Dirt!	Unarmed Combat				
77	Vital Blow	Unarmed Combat	+5			
78	Supernatural Strength	Unarmed Combat				
79	Create Minion	Blood Ability				
80	Melt Bone	Blood Ability	+6			
81	Death Field	Blood Ability				
82	Con Game	Thief Skill				
83	Legal Loophole	Thief Skill				
84	Tumble Out of Danger	Thief Skill				
85	Broad Jump	Thief Skill	+4			
86	Hijacking	Thief Skill				
87	Fortune Telling	Thief Skill				
88	Gather Information	Thief Skill				
89	Intimidation	Thief Skill				
90	Trailing	Thief Skill	+5			
91	Extension I	Wizard Spell		AD&D		
92	City Shield	Wizard Spell		BR		
93	Spectral Dragon	Wizard Spell		DL		
94	Ball Lightning	Wizard Spell	+?	FR		
95	Drawmij’s Beneficent Polymorph	Wizard Spell		GH		
96	Animate Gargoyle	Wizard Spell		RL		
97	Minions of Darkness	Wizard Spell		AD&D		
98	Conjure Greater Fire Elemental	Wizard Spell	+?	DS		
99	Divine Assistance	Cleric Spell		AD&D		
100	What Comes Around Goes Around	Rule Card				

Chase Cards

#	Name	Type	Level	World	Blueline	
1	Winner’s Trophy	Artifact	+5	AD&D		
2	Pretty Magical Ring	Magic Item	+6			
3	Fighting Dirty!	Thief Skill	+?			
4	Dissolution	Wizard Spell				
5	Black Hand Thieves’ Guild	Holding		AD&D		
6	Elminster’s Intuition	Event				
7	Fool’s Paradise	Event				
8	Aliki	Thief	6	GH		
9	Lilac Hesabon	Hero	5	FR		
10	Enter Darkness Together	Event				
11	Recorder of Yé Cind	Artifact	+3	AD&D		
12	Telarie Willowind	Hero	7	GH		
13	The Llama King	Hero	9	AD&D		
14	Necba the Wrathmaker	Thief	5	DL		
15	Shan, Karate Master	Hero	7	FR		
16	Handmine	Event				
17	The Builder	Hero	5	GH		
18	Slorath’s Gloves	Artifact	+2	AD&D		
19	Rary’s Apprentice	Wizard	4	GH		
20	Poor Oriental Lord	Thief	10	FR		
21	Highmaster Illithios	Psionicist	10	AD&D	(Def)	
22	Chaos Lord	Regent	9	BR		
23	Giant Troll	Ally	+10			
24	Elyk the Bard	Thief	5	AD&D		
25	Dor Amberglow	Hero	5	FR		

[Dungeon]

Mausoleum of the Zombie Master

This player's champions can never enter the Abyss. If sent there by an opposing player's action, the champion instead goes to the discard pile. If sent there by this player's action, it is removed permanently from the game.
1/100

The Mausoleum causes any champion sent to the Abyss by another player to be sent to the discard pile instead. If the player's own action causes one of his champions to go to the Abyss (such as Karlott the Shaman or the Gatekeeper), the card instead goes to the Void.
[Dungeon]

Dungeon of the King

This player's champions do not need to ask permission to use spells, psionic powers, unarmed combat cards, blood abilities, or thief skills.
2/100

[Dungeon]

Lair of Dregoth, the Undead Dragon-King

This player may discard a Dark Sun champion from his pool or hand to psionically turn a just-cast spell back at its original caster.
3/100
This dungeon's power is considered a psionic power, and can be negated with Brain Drain, Dispel Psionics, and Psionic Reflection. Similarly, the dungeon's power does not function if Psychic Storm is in play.
[Dungeon]

Domain of Takhisis, Queen of Darkness

This player's monster (dragon) champions are immune to all events, spells, artifacts, and magical items that instantly discard or defeat them.
4/100
Only champions that are both monsters and dragons benefit from this rule card.
[Dungeon]

Undermountain

Each time this player is entitled to draw spoils of victory, he may also take the bottom three cards of his draw pile. Any monster champions there may be placed into his pool. Any other cards are placed on the top of his draw pile.
5/100

[Dungeon]

Labyrinth of Castle Greyhawk

This player's Greyhawk realms may only be razed or discarded through combat.
6/100
Cataclysm can be used in combat to discard the realm being attacked. Similarly, Tarrasque and Raze can be played during combat on the realm being attacked.
Although the power of Iuz the Evil takes effect after combat has ended, because Iuz's power is combat-related, Iuz can raze the realm being attacked, even if protected by the Labyrinth of Castle Greyhawk.
The player with the Labyrinth may voluntarily choose to raze a Greyhawk realm, such as in using the power of Scarlett Brotherhood. 
If a Greyhawk realm of a player with the Labyrinth is being attacked, another player, even a player not involved in the battle, can play Cataclysm on that realm. Likewise, during combat, the realm being attacked can be affected by Tarrasque. 
Because razed realms have no powers & endash; and do not retain a "Grehyhawk" nature & endash; they are not protected by the Labyrinth.

[Dungeon]

Under Castle Strahd

This player's Ravenloft champions all become undead, and Young Strahd's special power has no effect on this player's champions.
7/100

[Dungeon]

Palace of the Celestial Light

This player's clerics need never ask permission to cast spells. Avatars may not attack this player's realms, nor may they defend against this player's cleric champions.
8/100

[Dungeon]

Field of the Battle Lord

This player's heroes do not discard unarmed combat cards at the end of combat. Instead, they are retained for future combat, adding the cards' bonuses but ignoring their special powers.
9/100

[Dungeon]

The Belly of the Beast

This player's monsters are immune to hero unarmed combat cards. They may also use any unarmed combat card themselves (hero, dragon, undead, etc), regardless of restrictions.
10/100
A player with the Belly of the Beast is immune to any unarmed combat cards that do not specifically indicate they are usable by certain types of champions other than heroes (e.g. "usable only by dragons").
[Dungeon]

Pit of the Mind Lord

This player's realms and his psionicist champions are immune to all spells cast in phase 3.
11/100

[Dungeon]

The Torture Room

This player may reshuffle his discard pile into his draw pile any time there are three or more blood abilities in his discard pile. No champions have immunity to this player's blood abilities while this dungeon card is in play.
12/100

[Dungeon]

Maze of the Guild

This player's thief champions can use stealth to attack any realm, regardless of powers or restrictions. Allies must still follow movement restrictions.
13/100
A player with the Maze can attack the realms of a player using the dungeon card Song of the Dragonlance.
[Dungeon]

Carrock of High Magicks

This player can keep a spellbook. Each time this player is entitled to draw spoils of victory, he may instead search through his draw pile and retrieve any spell; the spell cannot be played immediately.
14/100

[Dungeon]

The Enchanted Land

This player's champions and allies become elves, elves (drow), dwarves, or halflings as the player chooses. Selection must be made in phase 3 and lasts until the player's next phase 3.
15/100
Different choices may be made for different champions and allies. 
[Dungeon]

Purveyor of Events

This player's helpful events cannot be negated or cancelled by any card.
16/100
Unusually Good Fortune can still be used normally against a player using Purveyor of Events, since Unusually Good Fortune does not negate or cancel the Good Fortune on which it is played.
[Dungeon]

Spells of the Archmage

Any wizard spells with a stated duration that are cast by this player's AD&D champions are doubled in duration.
17/100

[Dungeon]

Spells of the Friar

Any cleric spells with a stated duration that are cast by this player's Forgotten Realms champions are doubled in duration.
18/100

[Dungeon]

Spells from the Grave

Any defensive spells cast by this player's undead Greyhawk champions cannot be dispelled or turned.
19/100

[Dungeon]

Powers from the Savage Land

Psionic power cards used by this player's Dark Sun champions are doubled in bonus level.
20/100

[Dungeon]

Might of the Blood Right

This player's champions are all considered regents and can use blood abilities.
21/100

[Dungeon]

Song of the Dragonlance

This player's realms can only be attacked by flyers, swimmers, or earthwalkers. His champions and allies all have the ability to swim as needed.
22/100
Jim Butler says:
The player's champions would only be swimmers when it was time for them
to be swimmers, such as when they were attacking a coastal realm (or one
that was otherwise protected). During those times, they'd be subject to
all of the normal nastiness that swimmers would be subject to.
http://oracle.wizards.com/scripts/wa.exe?A2=ind9803E&L=spellfire-l&P=R2224

[Dungeon]

Bats in the Belfry

No offensive magical items can be used by opponents when attacking this player's realms. The items remain behind in the attacker's pool. If the champion returns, they are reattached; if not, the items are discarded.
23/100
Champions with special powers that do not allow magical items to be removed, such as Mordenkainen and Falx the Silver Dragon, must still leave their magical items behind if they choose to attack an opponent with Bats in the Belfry.
[Dungeon]

The Azure Tower of Onad the Fallen

This player's helpful events cannot be negated, and his harmful events cannot be copied. Events that are discarded without being used are placed in the discard pile instead of the Abyss.
24/100

[Dungeon]

Beneath Castle Drawmij

This player's holdings cannot be discarded except by razing the attached realm. This player can ignore the Rule of the Cosmos when playing holdings.
25/100

[Dungeon]

Return of the Dwarven King

This player's dwarf champions are immune to all events (helpful and harmful). This player's dwarves add 3 to their adjusted levels.
26/100

[Dungeon]

The Guildhall

Each time this player's thief champions are in combat, their player may take the top card from any other player's draw pile. If it can be legally played, do so. Otherwise it goes to its owner's hand. Cards used are returned to the bottom of the owner's draw pile after combat is resolved.
27/100

[Realm]

The Dragon's Refuge

If an opposing player's dragon champion is defeated in combat, this player may attach the dragon to this realm and use it as an ally (level only) the next time the realm is attacked.
28/100
The power of the Dragon's Refuge takes effect after any opposing player's dragon champion is defeated, even if the combat does not involve an attack on the Dragon's Refuge.
[Realm]

Cities of the Sun

This player's champions may all use blood abilities.
29/100

[Realm]

Border Post

This realm can defend itself as a level 5 hero. If it is in the same formation as the Border Garrison, its level adds to that realm.
30/100

[Realm]

Border Garrison

This realm can defend itself as a level 10 wizard. Regardless of where it is in the formation, it must be attacked first.
31/100
If a player wishes to attack a formation containing the Border Garrison, he must attack the Border Garrison. Movement restrictions remain in effect, so if the Border Garrison is protected, only flyers or earthwalkers can attack.
Card Combo: To make your formation nearly impossible to attack, place Border Garrison in a protected location in the formation (at least one realm is in front of it in the formation). Then attach the Triton Throne. Any attack must first target Border Garrison. Triton's Throne allows only swimmers to attack. Border Garrison is protected and does not show coastline, so swimmers cannot attack. Only a champion that is both flyer and swimmer, such as Deathstream, Black Dragon and Mykell, Amethyst Great Wyrm, can attack.
[Realm]

The Ruins of Iolonia

These ruins are so forlorn that only undead champions and allies will attack this realm.
32/100

The world logo is missing on this card, but it is considered a Ravenloft realm.
Due to a printing error, the Ravenloft logo is not shown on some of the cards. However, even without the logo, Iolonia is considered a Ravenloft realm.
[Realm]

Tower by the Sea

The lighthouse is a haven, letting this player increase or reduce his swimming champions' and allies' base level by 3.
33/100

[Realm]

The Forgotten Ruins

A powerful psionic shield emanates from this realm, protecting this player's champions from unarmed combat cards.
34/100
The power of The Forgotten ruins is considered an immunity. It is therefore affected by cards like Takhisis' Helmet of Power (which negates all immunities).
By making a player's champions immune to unarmed combat cards, this realm's power protects the player from Fighting Dirty, since champions' immunities protect the player during combat.
[Realm]

The Hidden Village

The treant ally guarding this realm is immune to all cards played by or attached to an opposing champion except those that contain the word "fire" or "flame."
35/100

[Realm]

Bitter Knoll

Any realm played into the formation after the Bitter Knoll is converted into an AD&D realm. If this realm is razed or discarded, all converted realms return to their original trademarks.
36/100

[Hero]

The Ogre

Awnshegh; can use blood abilities and all unarmed combat cards. In combat this player may take the top three cards from any opponent's draw pile. Any monsters join the Ogre's side as allies; all other cards are placed at the bottom of the owner's draw pile. At the end of combat, the monster-allies go to their owner's pool.
37/100

[Monster]

Fire Dragon

Flyer. This monster's searing breath weapon destroys all cards attached to a champion when it first enters combat. Other cards can be attached subsequently.
38/100

[Regent]

Zaranda Star

Adventurer. Zaranda can store blood abilities face down beneath her in the pool, using whichever ones she wishes in combat.
39/100

[Thief]

Skulker

Swimmer. Leader of a band of undersea pirates, Skulker can plunder any opponent's discard pile during combat, using any allies, magical items, or artifacts (if legal) found there. At the end of the round, the cards are returned to their owner's draw pile, which is reshuffled.
40/100

[Hero]

Jasper

Adventurer. Cautious and wary, Jasper deflects unarmed combat cards played against him to a champion in any pool.
41/100

[Thief]

The Hapless Halfling

Adventurer. A morale booster, the halfling adds 2 levels to all fellow adventurers and halfling champions and allies played by this player.
42/100

[Hero]

Feral Halfling

Can use all unarmed combat cards and defensive psionic powers. An opposing champion defeated by the feral halfling is eaten (sent to the Abyss.)
43/100

[Wizard]

Dearlyn Ambersong

Adventurer. Especially distrustful of thieves, Dearlyn can choose to negate one thief skill played against her or a fellow adventurer in combat once per turn.
44/100

[Cleric]

Tyvorg the Frost Giant

Can cast wizard spells. Tyvorg instantly slays the Living Wall when he is brought into play. For each giant ally played with him, Tyvorg's base level increases by 10.
45/100
Tyvorg's power takes effect when he is played, so if Tyvorg is played from the hand to defend against the Living Wall, the Living Wall is instantly destroyed. Because combat has not begun, the attacking player may put forth another champion, but Tyvorg must continue to defend.
[Ally]

Troglodyte

Underdark. This creature's odor is such that all cards in an opposing player's force of icon level 4 or less are discarded (including the champion, if applicable).
46/100
The Troglodyte's power causes all cards in the opponent's force of icon level 4 or less to be discarded. This includes cards with no icon level.
The Troglodyte's power continues throughout the battle. Any new cards of icon level 4 or less that are played by the opponent are immediately discarded.
[Ally]

Hook Horror

Underdark. Because of this creature's acute hearing, it can "hear" the next card to be played by an opposing player (the card is shown but not played) and choose to scuttle back to its pool along with the attached champion.
47/100
The Hook Horror's power applies to the first card to be played by the opposing player after the Hook Horror has been played. If the Hook Horror's power is used, the Hook Horror returns to the pool and remains attached to the champion. It can be used with the champion in its next battle.
[Ally]

Lurker in the Earth

Underdark; earthwalker. The Lurker can be played at any time as a harmful event to burrow over to a player's pool and devour (discard) any earthwalking champion of level 6 or less or it can be played in combat to discard one opposing ally already played.
48/100
The Lurker functions as an event to discard a champion, and functions as an ally to discard an opposing ally in combat.
[Ally]

Skull Tumor

Underdark. This ally may be played directly into a pool; this player's discarded champions are attached to the Tumor, which increases in level only and may be used in any future combat. Immune to events.
49/100

[Ally]

Hero Slayer

Giant. This ally negates a just played unarmed combat card or instantly slays an opposing hero of base level 4 or less.
50/100

[Ally]

The White Weird

Underdark; flyer. The White Weird can be played at any time as a harmful event to fly over to a player's formation and poison (discard) one holding or it can be played in combat to halve (round down) an opposing champion's adjusted level.
51/100
Because the White Weird is played as an event when used to discard a holding, it can be used against a holding attached to Menzoberranzan, which is normally immune to flyers.
[Ally]

Psion Sucker

When this dreaded ally appears in combat, all psionicists in play are reduced by 2 levels, which are added to the Psion Sucker. The level reductions last until this player's next turn.
52/100

[Ally]

Master Illithid

Underdark. When played, this ally can shift any two cards of one type in the opposing player's force to this side. Choice need not be immediate.
53/100
During a round of battle, the Master Illithid can shift up to two cards of the same type (e.g. ally, magical item, thief skill, wizard spell, etc.) that are attached to the opposing champion to the player's side. This can include cards not normally usable by the Master Illithid or its champion, such as artifacts from a different world.
The Master Illithid need not use its full power all at one time. For example, the Master may choose to take one ally, and then take another ally later in the round of battle. However, once the card type to be taken is chosen (e.g. when the first ally is taken), the card type cannot be changed.
If a card's power has already activated, it does not reactivate once the Master Illithid has moved it to his side. For example, if the Master Illithid is used to shift Fighting Dirty after its power has been used, it retains its level bonus but cannot be used again to discard the opponent's cards.
Master Illithid If the Master Illithid tries to shift cards whose powers have already been "used up", the attempt is legal, however, the cards will not be useable by him. If ever the Master Illithid takes a card that is unuseable, he is just preventing your opponent from using it which is a perfectly legal action.

[Ally]

Bottomless Horror

Underdark; earthwalker. This horrid creature can reach into any player's Abyss when in combat. The icon levels of all cards there are totaled to become the Horror's bonus. The cards used are removed from the game.
54/100
Only cards with icon numbers are affected by the Horror and then removed from the game.
[Artifact]

Boiling Oil

This artifact can only be attached to a Greyhawk realm. Any attacking champions are destroyed in a vat of boiling oil after the battle (win or lose) and discarded.
55/100
Realm artifacts can be played (attached to a realm) in phase 3 or in phase 4 if the realm is defending itself.
[Artifact]

Siege Ladder

This artifact can only be attached to a Dark Sun realm. Any cards attached to attacking champions are discarded after the battle (win or lose).
56/100
Realm artifacts can be played (attached to a realm) in phase 3 or in phase 4 if the realm is defending itself.
[Artifact]

Net of Ensnaring

This artifact can only be attached to a Forgotten Realms realm. Any cards played by attacking champions during combat are sent to the Abyss after the battle is resolved.
57/100
Realm artifacts can be played (attached to a realm) in phase 3 or in phase 4 if the realm is defending itself.
[Artifact]

Battering Ram

This artifact can only be attached to a Greyhawk realm. Its bonus is equal to the number of Greyhawk realms and holdings in play.
58/100
Realm artifacts can be played (attached to a realm) in phase 3 or in phase 4 if the realm is defending itself.
[Artifact]

Ballista

This artifact can only be attached to a Dragonlance realm. If this realm is attacked, it can target an opposing player's pool and destroy one artifact or magical item.
59/100
Realm artifacts can be played (attached to a realm) in phase 3 or in phase 4 if the realm is defending itself.
[Artifact]

Cannon Ball

This artifact can only be attached to a Birthright realm. If this realm is attacked, it can fire into an opposing player's pool and kill one champion.
60/100
Realm artifacts can be played (attached to a realm) in phase 3 or in phase 4 if the realm is defending itself.
[Artifact]

Borer

This artifact can only be attached to a Ravenloft realm. It instantly destroys all opposing allies and magical items of less than level 7.
61/100
Realm artifacts can be played (attached to a realm) in phase 3 or in phase 4 if the realm is defending itself.
[Artifact]

Catapult

This artifact can only be attached to an AD&D realm. At any time during a round of combat, this player can choose to catapult the attacking champion to the Abyss. This realm is razed and the artifact discarded, but no one gains spoils.
62/100
Realm artifacts can be played (attached to a realm) in phase 3 or in phase 4 if the realm is defending itself.
[Artifact]

Siege Machine

This artifact can only be attached to an Underdark realm. It protects all holdings in the player's formation, allowing a holding to be moved to another realm if its attached realm is razed or discarded; the holding is discarded if it cannot be attached to a new realm.
63/100
Realm artifacts can be played (attached to a realm) in phase 3 or in phase 4 if the realm is defending itself.
[Magic Item]

Sword of Sharpness

This weapon easily pierces the strongest armor, instantly defeating champions of base level 3 or less. (Off)
64/100
Card Combo: Sword of Sharpness is very effective with Brandobaris's Inversion (All champions of base level 6 and above are reduced to level 2...) in play, instantly defeating champions with a base level of 3 or less. 
[Magic Item]

The Triton Throne

This magical item may only be attached to any realm. Its +4 bonus adds to any champion defending the realm and only swimmers may attack the attached realm. (Off)
65/100
The Triton Throne may be attached to a realm during phase 3 or 4. Attaching the throne to a realm makes is vulnerable to Volcanic Eruption.
Card Combo: To make your formation nearly impossible to attack, place Border Garrison in a protected location in the formation (at least one realm is in front of it in the formation). Then attach the Triton Throne. Any attack must first target Border Garrison. Triton's Throne allows only swimmers to attack. Border Garrison is protected and does not show coastline, so swimmers cannot attack. Only a champion that is both flyer and swimmer, such as Deathstream, Black Dragon and Mykell, Amethyst Great Wyrm, can attack.

[Magic Item]

Flask of Curses

The attached champion becomes a swimmer. If the champion with this item is defeated in combat, the flask is attached to the victor, becoming a -5 item that negates the attached champion's special powers. (Off)
66/100

[Magic Item]

Crystal Dragon Figurine

This figurine can be used to add a +3 in battle; or can add a +9, but it is then discarded; or can add a mighty +18, but then both the magical item and the attached champion are discarded. (Def)
67/100
If the Crystal Dragon figurine is used as a +18 bonus magical item, the champion must be discarded, regardless of any special powers of the champion or any attachments. For example, if Rary the Traitor uses the Figurine at its full +18 bonus while Rary's Apprentice is in play, Rary must still be discarded, since the player must voluntarily forego the Apprentice's power in order to use the full Figurine bonus.
[Magic Item]

Amulet of the Dragon King

This magical item can only be attached to any realm. For each attacking champion defeated while defending the attached realm, 1 dragon champion can be returned from the discard pile to this player's pool or hand. (Def)
68/100

[Magic Item]

Breath Charm

This powerful charm makes the attached champion immune to the special powers of an opposing dragon. (Def)
69/100

[Magic Item]

Pearl Pegasus

This figurine of wondrous power causes its owner to become a flyer. The figure's flight is so dexterous that the owner is immune to all offensive spells, psionic powers, blood abilities, unarmed combat cards, and thief skills that affect a single target. (Def)
70/100
The Pearl Pegasus gives the attached champion immunity to psionicist's powers, including powers such as Davron Parscall 's death field. 
[Magic Item]

Clockwork Ogre

If the attached champion is discarded in battle, this mechanical marvel returns to the pool and is instantly attached to another champion. If there are no champions in the pool it returns to this player's hand. (Def)
71/100

[Magic Item]

Amulet of Spell Turning

Whenever an offensive spell is cast at the attached champion or his pool, this player cuts his draw pile and checks the last digit of the card number of the card revealed. If it is 0-7 the spell is turned back at the caster. On an 8 or 9 the spell takes effect normally. (Def)
72/100
The Amulet is effective against spells cast at the attached champion, spells cast generally against the player's pool (such as Death Fog), and spells cast at other champions and attached cards in the pool.
Because of the wording on the card "Whenever an offensive spell is cast...," the Amulet can only be used once per offensive spell. If an offensive spell is successfully spell-turned, and then the original caster plays Spell Turning, the Amulet cannot be used again, since a second offensive spell has not been cast.
[Psionic Power]

Psionic Disintegration

Cannot be used in a deck containing Disintegrate (393/2nd). Destroys one realm, regardless of position. The destroyed realm must be discarded. This player can make no attacks this turn. (Off/3)
73/100
Despite the specific notation on the card, Psionic Disintegration cannot be used in a deck with any edition of Disintegrate.
[Psionic Power]

Magic Draining Field

Can be played at any time to negate all spells in play, including a just cast spell. No more spells may be cast until the end of this player's next turn. (Def)
74/100

[Psionic Power]

Drain Will

Discards one champion of adjusted level 9 or less in one pool. No champions in that pool may attack until after that player's next turn. (Off/3)
75/100

[Unarmed Combat Card]

Eat Dirt!

Opposing champion returns to his pool with his attachments. The battle may continue with a new champion. (Off/4)
76/100

[Unarmed Combat Card]

Vital Blow

The opposing champion is sent to the Abyss if defeated, regardless of any special power he may have. (Off/4)
77/100

[Unarmed Combat Card]

Supernatural Strength

Usable only by any undead or dragon champion. The base level of this champion is doubled until the end of this round of combat. (Off/4)
78/100

[Blood Ability]

Create Minion

Return one champion from your discard pile to your pool. The restored champion is now considered undead. (Def/3/5)
79/100
Card Combo (from Bluntaxe's Spellfire Page ): Use Armor of the High King to recover Create Minion each time it is used to retrieve a champion from the discard pile. If the Staff of Mimicry is used to duplicate the Armor, two champions can be recovered each turn. This combo is very effective to recover champions like Korgunard the Avangion that are often intentionally discarded.
[Blood Ability]

Melt Bone

Opposing champion must immediately play an ally or return to his pool defeated (discard all attachments). The battle may continue with a different champion. (Off/4)
80/100
If this card is played by an attacker and the defending player chooses not to bring forward another defender, the realm is razed. 
Card Combo (from Tim Barth, barth@twcny.rr.com ): Play Divine Wrath so that your opponent cannot play allies. Then follow with Melt Bone, which requires the opponent to play an ally or be defeated.
Card Combo (from zuse2@webtv.net ): In battle, cast ESP, which requires that the cards played into battle by the opponent are played face down. If the player guesses the card type, it is discarded. After ESP is in play, play a card that requires the opponent to play a certain type of card, such as Melt Bone (requires the opponent play an ally), Loup-Garou (opponent must have or play a magical item), Ki-Rin (opponent must have or play an ally). These cards make it rather easy to guess the next card to be played, ensuring it will be discarded and the opponent will be defeated.
[Blood Ability]

Death Field

One champion of base level 6 or higher is discarded. (Off/3)
81/100
Card Combo (from Bluntaxe's Spellfire Page ): Use Armor of the High King to recover Death Field each time it is used to discard a high level champion. If the Staff of Mimicry is used to duplicate the Armor, two champions can be discarded each turn
[Thief Skill]

Con Game

All champions and their attachments in one opponent's pool are shuffled together. This player deals out the shuffled cards between he and their owner. This player then discards the cards dealt to him. The other player may immediately place the cards he was dealt back into his hand or into his pool. (Off/3)
82/100
The cards are dealt first to the opponent, then to the player. This means that if there is an odd number of cards in the pool, the opponent will get one more card than the number discarded.
Cards that remain with the opponent may be freely rearranged among hand and pool. For example, magical items may be attached to a different champion after the Con Game. If the opponent has a borrowed champion in the pool, such as through Curse of the Azure Bonds or Tyranthraxus, the Possessing Spirit, and the event is discarded, the champion returns to its original pool. If the champion is discarded, all cards attached to that champion are discarded, regardless of how they were dealt. Also, if the champion is discarded, the Curse or Tyranthraxus may be returned to the hand (assuming the event was not discarded in the Con Game deal.

[Thief Skill]

Legal Loophole

This skill may be attached to any thief to allow all of this player's thieves to ignore the effects of any rule cards in play. Lasts until the attached thief is discarded. (Def/3)
83/100

[Thief Skill]

Tumble Out of Danger

This skill may be played at any time to redirect a spell or event that targets the champion using this skill. It can be redirected at any champion in any pool or in battle. (Def)
84/100
The redirected spell or event must target the champion using this skill, but it may also target other champions. For example, Slave Revolt targets a champion from each opposing pool. If a thief is targeted, he could use Tumble Out of Danger to redirect the effects of Slave Revolt to another champion.
Cards such as Death Fog, that target a pool rather than a particular champion, cannot be redirected using Tumble Out of Danger.
[Thief Skill]

Broad Jump

When played in combat, this skill allows the attached thief to bypass a defending wizard, cleric, or psionicist and automatically raze a realm. The defending champion returns to his pool. (Off/4)
85/100
This card cannot be played when attacking a dungeon card, only when attacking a realm.

[Thief Skill]

Hijacking

This skill may be played any time that another player is to receive cards from his draw pile as the result of an event, realm, artifact, champion, or holding's power. You may take an equal number of cards from your draw pile, and the other player must immediately discard his draws. (Off)
86/100
If What Goes Around Comes Around is in play, Hijacking can only be used against the player that initially drew extra cards, since Hijacking does not work on extra cards drawn as a result of a rule card.
Hijacking cannot be played from the hand after Transformation! has been played, since the hand must be discarded as a result of Transformation!
Hijacking can be played on the target of Kelaser Redbelt's power to take the five cards and leave the target player with no cards.
[Thief Skill]

Fortune Telling

Play this skill on a champion in any opponent's pool and call odd or even. Then cut the owner's draw pile and check the card's last digit. If you are correct, the champion is sent to Limbo until his owner discards a champion with a base level equal to or higher than the champion's. If you are wrong, your opponent gets the card that you cut to and may play it immediately (if legal). (Off/3)
87/100

[Thief Skill]

Gather Information

Look at the top 5 cards in any opponent's draw pile. If you choose, you may discard the champion using this skill to place the cards on the bottom of their draw pile. (Off/3)
88/100

[Thief Skill]

Intimidation

Tell your opponent to break off the attack. If he does, the battle ends without spoils and nothing is razed. If he presses the attack, you may take the top 5 cards from your draw pile. Place any realms or holdings on the bottom of your draw pile. Any other cards may be played into the battle, regardless of restrictions (ie, multiple artifacts may be attached, spells may be used by nonspellcasters, etc). After combat is resolved, only legal cards may remain attached. (Def/4)
89/100
The cards usable in battle are played immediately. Only spells usable in phase 4 can be played.

[Thief Skill]

Trailing

The attached thief can "follow" a champion that has just attacked a realm that has special movement or other restrictions. This champion may ignore those restrictions. Lasts until the attached champion is discarded. (Def/3)
90/100

[Wizard Spell]

Extension I

Castable only by AD&D champions. Can be cast to extend the duration of any spell or event that lasts until the start or end of your next turn. Draw and discard a card, noting the card number's last digit. This is the number of additional turns added to the duration. (Def/3/4/5)
91/100

[Wizard Spell]

City Shield

Castable only by Birthright champions. This spell prevents offensive spells from affecting any of your realms. Lasts until dispelled. (Def/3)
92/100

[Wizard Spell]

Spectral Dragon

Castable only by Dragonlance champions. This spell creates a monstrous illusory dragon that sweeps through all opposing player's pools, sending all champions of base level 4 or less to the discard pile. (Off/3)
93/100
Card Combo: With the rule card Brandobaris's Inversion (All champions of base level 6 and above are reduced to level 2...) in play, cast Spectral Dragon. All champions with a base level of 6 and above (before Brandobaris's Inversion is played) are discarded.
[Wizard Spell]

Ball Lightning

Castable only by Forgotten Realms champions. This spell increases in power; a champion gets 1 lightning ball for every 2 base levels he has, to a maximum of 4. Each lightning ball can add 3 to the caster's level or can destroy one opposing ally. (Off/4)
94/100
The effect of each lightning ball (add 3 levels or destroy one ally) must be declared immediately when Ball Lightning is played. 
[Wizard Spell]

Drawmij's Beneficent Polymorph

Castable only by Greyhawk champions. This spell allows the caster to fly, swim, or earthwalk, as desired. This champion may also copy the special powers of any champion in his pool. Lasts until the start of this player's next turn. (Def/3/4)
95/100
If this spell is Retargeted, the original caster determines which champion in his pool is duplicated by the new target champion.
[Wizard Spell]

Animate Gargoyle

Castable only by Ravenloft champions. This spell creates a flying monster champion whose base level is equal to twice the caster's adjusted level. This champion flies immediately to his pool and is in all ways treated as a normal monster. This spell may only be dispelled or negated when it is first cast. (Def/3/4)
96/100

[Wizard Spell]

Minions of Darkness

Castable only by drow or Underdark champions (UD). Cast when defending an Underdark realm, this spell allows this player's Triumvirate allies to be used in defense. They may not be discarded or forced to switch sides for any reason. (Def)
97/100

[Wizard Spell]

Conjure Greater Fire Elemental

Castable only by Dark Sun champions. This spell creates an ally equal in bonus to the base level of the caster. The greater fire elemental causes all magical items held by an opposing champion to be sent to the Abyss. (Off/4)
98/100

[Cleric Spell]

Divine Assistance

This spell negates the effects of all dungeon cards in play until dispelled. (Off/3/4)
99/100

[Rule Card]

What Goes Around Comes Around

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.
All cards that allow a single player to draw extra cards into his hand (such as events, realms, artifacts, holdings, etc) allow all players to draw an equal number of cards instantly.
This rule can only be removed by playing another rule card. It is immune to champion powers, events, and the Wish spell.
100/100
When What Comes Around Goes Around is in play, if any players receive extra cards, regardless of the source, all players receive the same number of cards under the same conditions. For example, if one player plays Good Fortune, all players receive five cards. If a player uses Bag of Beans, all players cut their draw piles and take a card, discarding any realms. When the power of Gib Irod or the Bag of Holding is used, all players may draw a card, but each must discard a card, as the card powers require.
If Hijacking is played on a Good Fortune while this rule card is in play, all players draw five cards, but only the player of Good Fortune must discard his cards.

[Artifact]

Winner's Trophy

May be attached to a champion of any world. In combat, the attached champion may use any type of card playable in phase 4.
1/25
That's Adam Kowalke, winner of the sealed deck tournament, on the card.
[Magic Item]

Pretty Magical Ring

The attached champion and his allies can fly, swim, or earthwalk as desired. This champion and his allies are immune to all cards that specifically target fliers, swimmers, or earthwalkers. (Def)
2/25

[Unarmed Combat Card]

Fighting Dirty!

Usable by any champion. Opposing player draws and discards a card, noting its last digit. The opposing player must immediately discard that many cards from his hand. (Off/4)
3/25
When the opposing player draws and discards a card noting its last digit, that digit is also the level bonus of the Fighting Dirty thief skill, as well as how many cards are discarded.
If this card changes sides in a battle, such as through the power of Master Illithid, the current bonus remains. The card power does not reset when it changes sides.
That's Gib Ted (Ted Forret) administering the punch below the belt. The victim is an unnamed TSR designer.
[Wizard Spell]

Dissolution

One razed realm (this player's choice) is discarded. (Off/3/5)
4/25

[Holding]

Black Hand Thieves Guild

May be attached to any realm. While this holding is in play all players must discard down to five cards any time they have nine or more cards in their hand.
5/25
When drawing cards for any reason, all cards must be drawn first. Then, if the player has nine or more cards, the player discards down to five.
This holding is an excellent addition to 75- and 110-card decks. Games with these deck sizes have maximum hand sizes of 10 and 12 cards, respectively, so the power of the Black Hand Thieves' Guild will be triggered often.
Because this holding affects the player, in addition to opponents, it's a good idea to include the Herald of Mei Lung in any deck that includes the Guild. The Herald grants immunity to all cards, including the Guild, that force cards to be discarded from the hand.

[Event]

Elminster's Intuition

Name a card out loud. Immediately search an opponent's draw pile for that card. If you find it, send the card to the Abyss. If you don't find it, immediately send your foremost realm to the Abyss instead. (Harmful)
6/25

[Event]

Fool's Paradise

This charming fool distracts all of one player's nonmonster champions, preventing them from performing any actions until this player's next turn. (Harmful)
7/25

[Thief]

Aliki

Halfling. Aliki can cast wizard spells. During combat, this cunning rogue can steal one magical item from an opposing champion. The item returns to its owner at the end of battle.
8/25
Emily Forester made this card at GenCon. The face paint is by Jon Lamkin.

[Hero]

Lilac Hesabon

Adventurer; elf; swimmer. Lilac's dog, Lightning, acts as a +3 ally to her or a fellow adventurer. Lightning can be discarded in combat to negate one offensive card.
9/25
The girl pictured is Maggie Forester. Lilac Hesabon is her Living City character.
[Event]

Enter Darkness Together

Play this card to negate a just-played event or spell. This event cannot be calmed, and can only be negated by tearing up the card which this event was played on. If this happens the original event or spell works normally.
10/25
Enter Darkness Together can be Deflected, but another Enter Darkness Together cannot be used to cancel this event.
That's Chuck Carey on the card.

[Artifact]

Recorder of Yé Cind

Usable by any champion. At any time, this player may look at any cards which are in play face down. Once per turn, this player may randomly pull half the cards from any player's hand and look at them.
11/25
When looking at half of any player's hand, the number of cards pulled is rounded down.

[Hero]

Telarie Willowind

Can cast cleric spells. Talerie's unicorn steed acts as a +4 ally. If defending, she can teleport out of battle back to her pool with her attachments, though the realm is then razed.
12/25

[Hero]

The Llama King

During battle, the Llama King may summon an army of llamas to aid him. The llamas act as a +9 ally that can trample one opposing ally (discarding it).
13/25

[Thief]

Necba the Wrathmaker

Halfling (Kender). Immune to offensive spells and harmful events. Opposing players must attack and raze a realm each turn, or discard their highest level champion while Necba is in play.
14/25
An opposing player who does not attack and raze a realm discards his highest level champion in phase 5, after combat (phase 4) is completed. The champion discarded is the highest level champion in the pool at that time. If a player has two or more champions with the highest total, the targeted player decides which of his highest level champions he will discard.
If a player's highest level champion is immune to Necba's power, no champion is discarded. A champion like Manshoon of the Zhentarim or Chernevik can be the target of Necba's power, but then use its own power (discarding a card in the case of Manshoon) to avoid being discarded.
Even if a player cannot attack, due to realm restrictions for example, the player must still discard his highest level champion. 
If Necba is in a player's pool and an opponent destroys all the player's realms, Necba will be discarded at the end of the current turn. However, Necba's power still functions, and the opposing player must attack and raze a realm or discard his highest level champion. 
A realm need not be razed through combat to satisfy Necba's power. For example, a player could cast Creeping Doom during phase 3 and then attack in phase 4. That player would not have to discard a champion, since the requirements of Necba's power (attack and raze a realm) have been met.
A realm must be razed, not discarded (e.g. through Disintegrate) to satisfy Necba. 
If Necba's power is copied by another champion (such as Gib Drawsemij), only one realm need be raised to satisfy the powers of both champions. If a realm is not razed the two highest champions must be discarded (or three highest champions, if three Necbas are in play, etc.). Once the original Necba is discarded, the copied powers no longer work, since the wording of the card says "while Necba is in play."
Card Combo: While Necba is in the pool, playing a card that prohibits combat, such as Wall of Fog and Solid Fog, ensures that opponents will discard their highest level champions.

[Hero]

Shan, Karate Master

Doubles the bonus of any unarmed combat card. This champion hates magic and cannot use magical items or artifacts. Gains 2 levels for each spell, magical item, or artifact used against him.
15/25
Shan doubles the bonus of any attached unarmed combat cards. Shan can only use unarmed combat cards usable by heroes.
This card was created by George Isele at the 1996 GenCon game fair.

[Event]

Handmine

Keep this event in your hand. A player who looks into your hand and finds this card must immediately discard his entire hand and the card that allowed him to look. (Harmful)
16/25
The Handmine is kept in a player's hand. If an opponent looks in the player's hand, the Handmine is activated forcing the opponent to discard his hand, as well as the card that allowed the opponent to look at the player's hand. The Handmine is then placed in the Void. 
The card that allowed the opponent to look in the player's hand still functions, it is just discarded. Thus, if an opponent plays Cold Cup of Calamity, the player must still discard down to five cards. The opponent's hand is completely discarded by the Handmine.
Handmine does not affect cards that call for some of the hand to be displayed, such as El Hadid, Dr. Rudolph von Richten, and Plentiful Psionics.
Because Handmine is a harmful event, it can be deflected, and another player, chosen by the player of Deflection, must discard his hand.
Handmine will not function while Throne of the Pharaohs is in play.

[Hero]

The Builder

Dwarf; earthwalker. When in a pool, this champion allows a razed realm to be rebuilt by discarding only one card, instead of the normal three.
17/25
The power of the Builder applies only to the player whose pool the Builder is in.
[Artifact]

Slorath's Gloves

At the start of this player's turn, he draws a card from an opponent's hand and sends it to Limbo. All such cards selected remain in Limbo while the Gloves are in play, returning to the player's hand when the Gloves are discarded.
18/25

[Wizard]

Rary's Apprentice

Immune to harmful events. While this champion is in play, Rary cannot be discarded for any reason. If Rary loses a battle, he returns to his pool with his attachments. Rary can use all items attached to his apprentice, gaining 2 levels for each used.
19/25

[Thief]

Poor Oriental Lord

While this champion is in play, no cards marked "First Edition" can be played. All those already in play remain, but no new ones may be played.
20/25
Because it is immune to the special powers of opposing champions, Ethereal Champion can play any cards while in combat with Poor Oriental Lord. It cannot, however, be put into play while the POL is in play, since Ethereal Champion is a first edition card. Similarly, the Celestial Emperor and Turin Deathstalker cannot be brought into play, but can play cards of any edition, while POL is in play.

[Psionicist]

Highmaster Illithios

Underdark. Immune to offensive spells, magical items, and artifacts. Draw a card whenever a psionic power card is played.
21/25

His power is (Def)
The player with Highmaster Illithios draws a card whenever a psionic power card is played. The player does not draw when a psionic power is used, only if a card is played.

[Regent]

Chaos Lord

Can cast wizard and cleric spells. This champion is immune to harmful events and rule cards. Chaos Lord may be sent to the Abyss to rearrange all realms in all formations (this player's choice).
22/25
This card was created by Tony Novello at GenCon 1996.
[Ally]

Giant Troll

Giant. This ally regenerates and remains in play for an entire attack on a realm; it is discarded only after the realm is razed or the attack discontinued.
23/25
The Giant Troll can be played on attack or defense, but it remains for each round only when attacking. when defending, it is discarded at the end of the round like a any other ally.
If the Giant Troll is animated by Gib Hcivonad to become a champion, he may only attack once per battle.

[Thief]

Elyk the Bard

At the beginning of this player's turn, Elyk can choose to change into a wizard or hero. Elyk's legend lore ability confers immunity to the effects of any one artifact (chosen at the start of this player's turn) to this player.
24/25

[Hero]

Dor Amberglow

Adventurer. Dor can cast wizard spells and is immune to offensive psionics. He can act as an ally for any other adventurer, returning to his pool after the battle.
25/25
That's me, Mike Forester, in the picture. Dor Amberglow is my Living City character.

INQUISITION

#1 - Castle Arborgate 
Greyhawk Realm 
"This realm is immune to offensive spells, psionics, and harmful events. If discarded from any hand or deck by an opponent's action, put this realm into play and place all other Castle Arborgates in play in the Void regardless of any other cards special power." 
Castle Arborgate is a strong realm that is built around fighting many of the strongest tournament strategies available. First off, this Greyhawk realm has very strong immunities. Being immune to spells, psionics, and events, this knocks out every current method of destroying the realm from the pool aside from Castle Arborgate's other power. Since realm destruction is one of the most popular methods of winning in tournament level Spellfire, these immunities carry immense power, especially as no other realm carries all of these immunities. The other strong method is the "touchy-feely" approach, destroying realms from hand or deck so they can't get to play. Castle Arborgate has a strong defense against this also. If the opponent does this, even on accident, Castle Arborgate jumps into play (outside of when realms may normally be played) and send to the Void all other Castle Arborgates in play, regardless of other powers. This is very heavy and severely hurts those using this strategy by using it to gain advantage, a mechanic that hopefully be used more often in future sets. It is for these reasons that Castle Arborgate will see play in many tournaments. However, I doubt it will see much fun deck play, as it is only strong in games where the most evil of tactics are used. 

#2 - The Shadowlands 
AD&D Realm 
"When played or rebuilt, this realm steals the power of any other realm in an opponent's formation, which is now considered to have no special power until this realm is razed or discarded." 
In many ways, this card is very much like the Lands of Legend [IQ-4]. However, it is more offensive, by not only copying a realms power, but also removing the power from the target realm. It should be remembered that this power only activates when the realm is played or rebuilt, so powers such as Menzoberranzan [1st-2], Temple of Elemental Evil [1st-124], and Ancient Kalidnay [AR-92] after it has been used for the extra turn are useless, as those powers have been fully used, or activate too quickly to be stolen. Since many decks carry realms that work well against them to prevent the opponent getting a chance to play (like Mount Deismaar [DR-9] in a blood ability deck), this would be the best way to turn that strategy against them. This is strongest in a one-on-one match, as in a large multiplayer game, while a player may be willing to take an opponent copying their realm (like with the Lands of Legend), they will mercilessly target a player who is holding their realm's power hostage. Even with this minor problem, this card will find itself in many strong tournament decks. Combinations with cards like Oasis of the White Palm [RR-23] or Cavern of Ancient Knowledge [NS-18] help protect this realm well, and, unlike the Lands of Legend, this realm does not copy the opposing realm's world. 

#3 - Arena of Dori the Barbarian 
AD&D Realm 
"This realm is the home of combat. In phase 4, in place of attacking a realm, any player during their turn, may attack another champion in an opponent's pool. The winner of this fight gets spoils. The loser is goes to the discard pile, regardless of special powers." 
This is my personal pick for the most powerful card in Inquisition, edging out Slap [IQ-78], The Apocalypse [IQ-78], and Etarkine [IQ-31]. This AD&D realm allows you to attack the pool, not just realms. Not just that, but the opponent must defend and not just grant spoils, so speed rebuilding never comes into effect. This makes it possible to remove some of the most hated champions from the game, like Necba the Wrathmaker [DU-c13] and Manshoon of the Zhentarim [RR-c6. This especially strong with good instant win champions, with my personal favorites being the Living Wall [PO-58] and the Earth Elemental [PO-60]. Other good combos with the Arena of Dori the Barbarian include Lovely Colleen [1st-c22], the Living Scroll [2nd-408], The Undead Htimsen [3rd-425], Mayor Charles Oliver O'Kane [3rd-433], The King of the Elves [3rd-440], Bilago Lumen [PO-17], Lyr of the Mists [PO-23], Corpse Dragon [TU-82], Rhuobhe Manslayer [BR-c14], and Dragon Hatchling [DR-c8]. Remembering that opponent's don't have a choice to fight or not means all cards that send them back defeated means discarded. Not only does this card give you a chance to wipe out the opponent's most annoying champions quickly, it also gives you many spoils, boosting card advantage. This is definitely a very high power card that work its way into many strong tournament decks. 

#4 - Land of Legends 
AD&D Realm 
"When this realm is played, it may copy the world designation and special powers of any realm an opponent's formation, except Ancient Kalidnay, Menzoberranzan, or Avanil." 
This card is a great challenge for any judge to deal with. The key part to remember for judging this card is that the realm is first played, and then it can imitate the power and world of another realm in play. Therefore, it wouldn't work to let the realm be played immediately even if Menzo [1st-2] weren't banned on the card (I think that was just done for clarity). For the same reason, powers that activate only upon being played (like the Temple of Elemental Evil [1st-124] or Furyondy [3rd-122]) are worthless to imitate, because the Land of Legends is already in play. Ancient Kalidnay [AR-92] and Avanil [BR-5] were restricted because of speed issues. It is also very important to note that it can only imitate opponents' realms, so it is only as effective as your opponents are (especially since razed realms for the most part are considered to have no special powers). The question of when to play this realm is a tough one, as by the time you have a good realm to imitate, it will be well back in your formation. The best time to use this card is immediately after playing Siege [1st-203], into the front place in the formation and imitate the opponents' most defensible realm. However, this is the best combination you can come up with this card, as when you imitate another realms power, you also take on its world designation, so it's near impossible to have a holding ready to attach to it. Finally, remember that even if the copied realm is razed or removed from play, the Land of Legends keeps this power until being removed from play. 

#5 - Hollow World 
AD&D Realm 
"Underdark. This realm extends under all opponent's AD&D realms, allowing them to be attacked by this player's champions and allies, regardless of position or restrictions." 
This realm is a nice addition to the underdark set, allowing now any realm to be attacked via an underdark realm. This will be very useful for attacking some of the hardest to attack realms, including the Lost City [RR-16] or any realm turned AD&D by the Bitter Knoll [DU-36]. This does not allow attackers free reign through holdings (like the Temple of Death [RR-27] or through requirements (such as with Anytown, Anywhere [4th-70]). This completes the set for Under________ realms, but isn't one of the strongest, since AD&D realms are not as popular or as hard to attack as some other worlds. Outside of pure Underdark world decks, I wouldn't expect to see this realm often used. 

#6 - The Oracle at Delphi 
AD&D Realm - Level 10 
"Can defend itself as a level 10 cleric that is immune to the powers of opposing champions. If this realm is razed, the attacker may search his draw pile and put any rule card into play. If successfully defended, the defender may do so instead." 
The Oracle at Delphi is a very powerful card. First off, being able to defend itself at level 10 (13 with world bonus) and being immune to champion powers (being powerful due to immunity activating before the attackers power) makes the Oracle one of the strongest realms able to defend itself. It would also work well with the Living Earth [4th-506]. There is an advantage to someone who can attack and raze this realm, in getting a rule card into play. Someone wanting to take advantage of this power should attack with Tithian [1st-301], or use Tarrasque [FR-1] or Raze [BR-59] to raze the realm with little conflict. However, for a defender who is successful (note, they don't need to earn spoils, just win, like with Unnerving Aura [DL-69]), victory brings sweet reward, as the realm defender (not necessarily the realm owner, as with Weasel Attack [3rd-428]) may search her deck and put any rule card into play. This card should be used in any deck that focuses on Rule Cards to win, such as City States [RV-30], Nullify Magic [PO-86], Antimagic Cloud [PO-16], Things That Go Bump in the Night [TU-69], Taxation [BR-c18], Nobody Wins! [4th-490], Negative Energy Protection [NS-73], A Sure Thing [NS-74], or Out of Phase [IQ-54]. Any holding that would make this realm hard to attack probably shouldn't be used, as it in the combat that the Oracle shines. This realm will find a home in almost any deck that uses a rule card to move to victory! 

#7 - Bastion 
AD&D Realm - Level 7 
"During this players phase 0, this player can send any other non-realm card in play to the Void by razing another realm in this players formation and discarding this realm to the Void." 
Bastion is an interesting realm with a very high price. This AD&D realm may defend itself as a level 7 hero (10 with world bonus), which is fairly good. Bastions power is very strong; you may send any non-realm card to the void. Just using this power needs to at a well chosen moment. You will want to discard a card central to the opponent's them, such as a rule card, dungeon, or a champion the opponent wishes to imitate (such as Highmaster Illithos [DU-c21]). Also remember that using this power is during phase 0, and must be used from play, so it must be protected for a full turn before using its power is even an option. However, the price of this card is high. Bastion must be sent to the Void, and you also must raze another realm you own to activate this power. With this cost, it may only happen once per game, so building a deck around a combo using Bastion is very difficult to near impossible. This card might work well for a sideboard (for such tournaments that allow them), but other than that, the cards cost makes it not worth carrying most often. 

#8 - Thorbardin 
Dragonlance Realm 
"Thorbardin is immune to offensive spells and can only be defended by dwarves. Any dwarf defending this realm can be sent to the abyss to seal its mighty gates. The attacker returns to its pool and the battle ends with no spoils." 
Thorbardin is a decent realm for a dwarf themed deck, but should never be used for any other reason, as only dwarves (champions and allies!) can be used to defend it. Thorbardin does have some nice abilities. The first is being immune to offensive spells. While that immunity doesn't pass on to its defenders, that does mean the realm is safe from Disintegrate [1st-393], Estate Transferance [3rd-437], and Creeping Doom [FR-29]. The other interesting power of Thorbardin is very defensive. Any dwarf defending the realm may be sent to the Abyss to immediately end the attack on this realm (unless the attacker is immune to realm powers) with no victor. Now, this isn't typically the dwarven way, but heroic martyrdom doesn't hurt. The best way to use this card is do dump a defending dwarf ally to seal the gates (the power doesn't state champion, but since it says defending, the ally must be in battle), or to send a dwarf about to die anyway to the abyss to use this power (like when the defender no longer has support cards left to continue the battle). This is a pretty solid defensive realm that will be very difficult for the opponent to get rid of, but again, unless the deck is at least mostly dwarven, the risk isn't worth the gain. 

#9 - Quasqueton 
Greyhawk Realm - Level 1 
"This realm can only be attacked by champions of base level 5 or less. If the attacking champion is defeated, all attached magic items and artifacts stay with this realm (until it is razed or discarded) and can be used by its future defenders (regardless of world designations for artifacts)." 
Quasqueton is an interesting card for many reasons, giving additional strength to many decks, particularly those using the Labyrinth of Castle Greyhawk [DU-6]. First off, Quasqueton can defend itself as a level 1 champion (level 4 with world bonus), which, while minor, is still another level of defense for the realm. New, and probably most significantly, only champions of base level 5 or less can attack. This makes probably the best defender for this realm Bilago Lumen [PO-17], who drains his adjusted level from the opponent's. Since Bilago starts at level 5, this could mean many instant wins for this realm. The only way to protect attacking champions is to use many attachments, and that leads nicely into the third power of this realm. If an attacking champion is defeat (not just discarded), any magic items or artifacts stay with the realm (regardless of whether the attachments would be going to the discard pile, hand, or pool). Every future defender may use those attachments, making this snowball especial tough to raze through combat after one successful defense. A defender MAY use multiple artifacts held by this realm, but only if the defender does not have any artifacts already attached. Some good holdings to attach to Quasqueton would include the Ancient Arms of Furyondy [3rd-146] or Fortification: Parapet [4th-84]. This very tough to beat realm will see play time in many good decks in many different settings, and should be considered for many of your own decks. 

#10 - Village of Nulb 
Greyhawk Realm 
"While this realm is in play, the Temple of Elemental Evil cannot be played. If played when the Temple of Elemental Evil is already in play, that player must immediately discard 3 cards at random from his hand." 
As any veteran Spellfirer knows, the Temple of Elemental Evil seems to get into many decks and almost every deck. Now, there is this good alternative. So lets see how it works. First off, aside from being Greyhawk (which means it can be protected by things like The Labyrinth of Castle Greyhawk [DU-6]), this realm offers you no defensive power, so most often you want it in a protected position if possible. To use it's powers to best effect, we need to figure out when it is best played. If played early in the game, it does prevent opponents (and yourself) from playing the Temple. This takes the entire reason away from playing with the Temple, unless, of course, if the Village of Nulb is razed. However, to beat the Temple into play, it usually needs to be played so quickly that it's not protected in the formation. Therefore, it is easy to lose the benefit of the card, as the Village's power doesn't renew upon unrazing. 
The other time to play the card is when the Temple is in play. If that happens, the temple's owner (even if the Temple is razed) loses three cards from their hand, and more importantly, the lose is random. Random card lose is very bad, as any player who played against Hettman Tsurin can tell you. This can often kill important counter cards waiting for the right start. however, it should also be noted that many players have very little in their hands after their turn, or keep a lot of junk in their hand. 
The power is strong, but I'm not sure it's enough reason not to play the Temple (which one would obviously not do in the same deck as the Village). I find that in tournaments, getting the cards fast usually out weighs the penalty of losing cards later. In casual play, people love to hammer on speed cards, so this one is a great choice (or reason to play neither, as not playing a realm because it is also out often happens too for popular realms). Either way, players of the Temple now must be more wary then ever. 

#11 - Adventurers' Guild 
Birthright Holding 
"During this players phase 0, this player may return all adventurers from his discard pile to his hand by sending this holding to the Abyss. All of adventurers in play gain 1 level and are immune to thief skills." 
This support card can be very strong for an adventurer themed deck. First off, it is important to note that it is a Birthright holding, and therefore any adventurer deck needs to carry a few to possibly use this card, since it must be discarded from play. Being able to get all adventurers from the discard pile to hand is an incredible power, and can potentially change the shape of the game, especially if played late. The biggest disadvantage of the card is that it must stay in play for a full round of the table (since you can only play it in phase 2, and only use it in phase 0). Therefore, the best way to play this card is just before you use a card to gain an extra turn, as with Caravan (1st-319) or Ancient Kalidnay [AR-92]. It might even be a decent enough reason to use Biding Your Time [BR-22], though that event is most often too risky to bother carrying. To help protect this holding until you can retrieve your adventurers, consider attaching it to The Gorgon's Crown [BR-4] or the Shining Lands [AR-87], which both have great immunities. If attached to a safer realm such as these, you might actually leave it in play long enough that the other powers can come into effect. However, those powers are very similar to using Photed [4th-289] and Dearlyn Ambersong [DU-44] (with the exception that the Adventurers' Guild protects against Con Game [DU-82], thought by some as enough reason to carry the card), and thus are not very consequential. In practice, you will find the best time to discard this holding, but I find it worth it at about when about 5 or more adventurers are in the discard pile (my Adventurer deck has almost 19 or 20 champions, so adjust your cut off line based on your total). This is a great addition to the adventurers' arsenal, and should be used whenever possible for such decks. 

#12 - Castle Moovania 
AD&D Holding 
"This holding can be attached to any realm. Draw 2 extra cards during your draw phase, but your hand size is reduced by 4." 
In many ways, this card is just waiting to be abused by any speed deck. Drawing two extra cards is a huge advantage (it nearly doubles the card advantage. The reduction of hand size is painful, but can be overcome, making realms like Myth Drannor [1st-13], The Great Kingdom [1st-123], and Cariele [4th-50] good candidates to be played in the same decks or even to get Castle Moovania attached to it. Drawing the extra cards is usually worth it, since card advantage is often what tournament level Spellfire is all about. The feature of being able to be attached to any realm also means it is appropriate to put in many different decks. The biggest penalty of having a reduce hand is the inability to carry surprise combat card and counter cards. To account for this, counters that work from in play only, like Delsenora [1st-c10], Vaerhirmana [3rd-263], and Bigby [RR-28], to name just a few. Any deck looking for tournament power, or any speed deck will find with a welcome addition, but most combat decks (often having large and loaded hands) would avoid this holding. 

#13 - Trojan Horse 
AD&D Holding - Level -1 
"Attach this holding to any realm belonging to another player. The realm may be attacked by any player, regardless of position or restrictions, and each defending champion defends at a -1 from his adjusted level. The attacker chooses who will defend." 
Trojan Horse is a very interesting holding. As of Inquisition, it is the only holding a player may attach to an opponent's realm, and he must do this during phase 2 (just like any other holding). Attaching this to an opponent's realm has three effects. The first and least is that every champion is at adjusted level -1. This actually won't help much, and more often will allow the defender to play the first card into battle. The second is more useful. It allows any player (not just the one playing the holding) to attack the realm. Position and restrictions are moot, making realms like the Ruins of Zhentil Keep [3rd-3] very vulnerable. However, the second power does NOT remove requirements. Therefore, realms like the Spiderfell [BR-3] and Anytown, Anywhere [4th-70] are still as difficult to attack, and make a great defense against this card (of course, rarely does a player only have realms with requirements in play). The final power is by far the best. The attacking player may choose who defends it. Therefore, this is an excellent way to be able to remove problem champions, like Tasslehoff Burrfoot [DL-39] or Necba the Wrathmaker [DU-c14]. This works particularly well with instant win champions to give the opponent no chance to win the battle. However, it should be noted that the defender doesn't need to defend, and can just allow the attacking champion to raze the realm, removing the holding. Also, once could defend against the Trojan Horse by having all his realms have holdings, allowing no place for this holding to get played. However, one card to assure spoils of victory is a good card play. Finally, the best revenge against someone playing this holding on you is to turn it back upon them by using Hallucinatory Terrain [FR-42]. This is a very good card for a combat deck that hates facing the unattackable realms. 

#14 - Mij Reltub, the Spellfire Oracle 
AD&D Hero Level 0 
"This champion may be sent to the Void from pool or hand to stop any event or spell that razes or discards realms. The card stopped is also put into the Void." 
This is a nice card that will help counter the "camping and killing from a distance" type decks. The Oracle's level makes him usable in any deck that has less than 20 champions. This counter can also be used if an opponent has him in play, since he may be discarded from hand. This power may only be used once, but can be very useful. Stopping common tournament cards like Cataclysm! [1st-99] or Disintegrate [1st-393] could mean the difference for many decks, but it should be noted that the cards he affects are quite limited, and popular cards he has no effect on include Estate Transferance [3rd-437] (since it doesn't discard, but sends to the Abyss) and Psionic Disintegrate [DU-73]. Even with Mij's restrictiveness, he will get himself into many tournament and fun decks, due to the impact and popularity of the cards he affects. While he can only be used once, that one time will often be enough to be the difference between victory and defeat. 

#15 - Tagor Migor 
Dark Sun Psionicist - Level 6 
"In combat, this champion may use his chameleon power to make his allies (only) immune to the special power of opposing allies for the remainder of this combat round." 
Tagor is an interesting champion, but not appropriate for most decks. This psionicist isn't fitting for most psionic decks, but couples well with some psionic powers, like Complete Healing [PO-67] and Intensify [PO-89]. Primarily useful for decks focused on allies. This defensive ability isn't useful against non-ally decks, so Tagor's power will often not be used. However, being able to protect yourself from cards like Brine Dragon [DL-45] or Master Illithid [DU-53] could be very useful. Not saving the champion though still makes this champion less useful that ones the restrict allies from being played (like Cistern Fiend [3rd-282] or Tergoz Tenhammer [3rd-60]) or makes the champion, and therefore his allies, immune to ally powers (like the Ghostly Piper [AR-10]). In other words, you should be able to find another card better than Tagor unless you really want to couple psionics and allies. 

#16 - The Enchantress 
Birthright Regent - Level 5 
"Can cast wizard spells. Before combat, only when defending, she can enchant the opposing champion, causing the champion to lose its special powers for the duration of this combat round." 
The Enchantress is a good champion for many decks. Being able to use both blood abilities and wizard spells, she is immediately a good candidate for a deck that focuses on either and dabbles in the other. Her power is a little confusing, so here is the break down. Before combat means it activate first in battle, usually before the attacker (though Agis [1st-261] would be able to use his power first as it also is before combat). When defending (realm or otherwise), she negates the attacking champion's power, including immunities (unless the immunity is to champion powers), and therefore the strongest offensive cards would be good attachments for the Enchantress. Will she win the battle for you quickly? No, but she'll give you a fighting chance, and that's all most decks want. 

#17 - Saldon the White 
Dragonlance Wizard - Level 2 
"This champion can double the level of any card in play once per combat round, even in a combat where he is not involved. Between 6AM and 6PM, he can double the level of any one additional card in a combat in which he is involved." 
Like many Dragonlance wizards, Saldon's effectiveness is tied to the time of day for the game. Because of this, this is a great card to put in you decks for relaxing games on the weekends or early tournaments. Saldon's low level is balanced by his power to double the icon level of any card in play, and the fact that it can meddle every round means he is a great card for support heavy decks (ally, war spells, etc.). Also, this is a great card for team play or decks meddling with opponent battles (working well with cards like Foulwing [TU-76] or Nomad Mercenaries [3rd-256]). The biggest problem with Saldon decks is that it requires additional cards, and other additions, like those of the Triumverate Realms or the automatic ally of the Orcish Shaman [IQ-18]. Therefore, the most effecive decks for Saldon would be large format (75 or 110 card decks). 

#18 - Orcish Shaman 
AD&D Cleric - Level 4 
"Orc. Can cast wizard spells. This champion's Orc tribe counts as a permanent +5 ally for this champion." 
While there are not many orcs in Spellfire, many of them become stronger when others are played. If you are trying to play an orc deck, this champion is useful because it can give you two in battle (champion and ally), as opposed to the regular one. However, if you are not using an orc deck, the Shaman's only usefulness is being able to cast both wizard and cleric spells. The +5 tribe can be useful, but not greatly so, as it isn't a strong enough bane against the evil Blamblower [DL-56], which requires 6 levels be discarded from battle. This champion doesn't stand out as extremely useful, but makes nice filler for a deck that can think of nothing better than a 4th level champion to cast most spells that is a little stronger in combat. However, I'd avoid it for tournament decks; you will want a stronger card. 

#19 - Aramil of Tusmit 
Greyhawk Psionicist - Level 5 
"This champion is immune to psionic power cards. During combat, Aramil may use his superior mind control powers to steal a just played opposing ally." 
Aramil is a quiet, unassuming champion that could be very useful. His level makes him useful in a variety of situations, and makes a good defender against the Living Wall [PO-58]. Arami's immunity is relatively minor, since most decks don't carry many psionic power cards, but his immunity does make him a nice combo card with Control Winds [PO-74], as his immunity means he could keep his champion powers. The more interesting power is the one that lets him steal an ally as it is played. Since many allies that are played in tournament decks are instant defeats, this counter power could be very useful for giving his player a better chance of winning. However, the choice of when to use the power is rough, as often an opponent will not play her best ally first since that power is waiting to activate. I would save the power to either any point where you've run out of support cards to use, or when the opponent plays an ally that would instantly defeat you (such as the Dreaded Ghost [4th-246] or Intellect Devourers [3rd-86]. He is a good champion that will be seen in a variety of decks and situations. 

#20 - Dragon Mountain Kobold 
AD&D Monster - Level ? 
"Limit per deck: Up to the Maximum number of champions per deck. Immune to Rule of the Cosmos. Adjusted level is equal to the number of Dragon Mountain Kobolds in play. If Infryana and Dragon Mountain are in play and belong to the same player, all Dragon Mountain Kobolds in play go to that players pool. If either leave play, then all Kobolds in play are discarded." 
Dragon Mountain Kobolds are one of the most fun decks to play with. You don't just use one of them, you make it the entire focus of the deck, as they grow stronger when together, just like adventurers. However, there are some major worries when playing with a DMK deck. Another player can steal all your Kobolds if they have both Infryana [DR-26] and Dragon Mountain [DR-2] in play at the same time, something not to rare if your opponents play dragon decks, which is a common theme. However, the best solution (to destroy one before the other comes out) isn't an option, because if either leaves play (regardless if both were in play or not) all DMK in play are discarded. This is the best reason NOT to put Infryana or Dragon Mountain into the deck, because if you need to play them, you expose your deck's Achilles' Heel, and if you carry them in your deck and don't play them, you are just left with dead cards in your hand. Therefore, don't put those two cards in the deck, regardless of how well it fits the theme. Fit in a few other champions just in case the worst happens, but try to fit as many as you can. Can this theme make a good tournament deck? Not likely, as the DMK have no immunity to the opponent, and only have a truly notable level when you get at least eight of them in the pool at the same time. However, if you are truly in a fun mood, a DMK/War Party [3rd-54] deck will keep you reaching for a calculator :) 

#21 - Luccia 
AD&D Hero - Level 5 
"Adventurer. Flyer. Can use thief skills. Luccia has a +7 flying griffin mount as her ally and makes Luccia a flyer. She is a great scout, thus when she is in the pool, all adventures may use their special powers (and those of attached cards) first when defending." 
Luccia is another solid adventurer for an adventurer deck. Being a hero able to use thief skills, she is not restricted by the Guildmaster [NS-28]. She may summon her griffin ally to make her a flyer (she is not a flyer without the ally, so when she attacks a realm by flying, the ally has automatically been summoned) any time during battle. While her power doesn't require any other adventurers in her pool, in only works for other adventurers (thus only being suitable for an adventurer deck), and only works when Luccia is in the pool (not when she is in combat). Her defensive power works very well in an adventurer deck though, allowing adventurers use their powers first. More importantly, it allows the adventurer's attachments activate first, so this card combos well with instant win attachments, such as the Vorpal Blade [FR-56] or Ebony Cup of Fate [FRc8], among many others. I'd recommend this card for any adventurer deck. 

#22 - Mij Draw, the Epitome of Purity and Might 
AD&D Hero - Level 5 
"If this champion wins a round of combat while attacking, he may look through his draw pile and put into play any (obviously) female champion as a "groupie". If he successfully defends a realm, he gets a number of spoils equal to the number of "groupies" in his pool." 
While Mij Draw, yet another card based upon the legendary Jim Ward, can be a fun card to build a deck around, I could never recommend it to any deck. Until Mij wins an attack, he is just a card with a negative power. His second power only works for those cards designated groupies, and thus, if he wins a defensive battle with no groupies in play, his player gets no spoils (worse than a champion with no power). If he wins a round attacking, and can get a groupie, he is average when defending, and only gets beyond Dagrande [3rd-82] once he's won three or more rounds attacking. Also, remember that the opponent doesn't defend when Mij attacks, Mij doesn't get a groupie, as he never wins a round of combat. Add this to the fact that he has no powers to help him actually win the battles, and Mij Draw doesn't shake up well. However, if you do decide to use him, the best combo with him is the Cloak of Displacement [BR-34], to let him attack more than once a battle and build up a bigger following. His uselessness fits this champion, as he is a epitome of purity, but uses groupies to his advantage :) 

#23 - Karistyne 
Greyhawk Hero - Level 8 
"Adventurer. Can use cleric spells. If owned by a player with at least 3 other adventurers, none of this player's adventurers can be sent to the abyss for any reason by any player (even this one)." 
This adventurer should only be considered for a tightly themed adventurer deck, as Karistyne requires other adventurers to activate. However, Karistyne's power is immediately more useful than most adventurer's in 4th edition, as her power does not require her to be in the pool to keep in active. If Karistyne's player has at least 3 other adventurers in play, this card is very similar to the dungeon Mausoleum of the Zombie Master [DU-1]. Her power protects all adventurers the player owns from being sent to the Abyss for any reason. While this prevents you from doing this also, so far no adventurer needs to be discarded to the Abyss to activate it's power. As long as you don't include any cards that require you to sacrifice a champion to the Abyss, this would be a perfect addition to any adventurer only deck and supports the adventurer theme well. Outside of an adventurer deck, you should never see or use this card. 

#24 - Silversun 
AD&D Cleric - Level 9 
"Silversun was driven insane in her quest for a balance between good and evil. If she attacks and wins a round of combat, the realm is razed, but she is discarded." 
Silversun is an interesting card. Being a level 9 cleric, she is one of the most powerful clerics in the game, behind Nemon Hotep [NS-67], Jerome Kazinskaia [IQ-25], and many avatars. Her purely offensive power (she's just a random schmuck when defending) is a use it and lose it type power. If she wins when attacking a realm (note: attacking anywhere but a realm does not activate Silversun's power), she MUST be discarded and the realm razed (unless the realm negates her power, like Griff Mountains [DR-5], in which case her power doesn't activate at all). For an instant win deck (using cards like Dreaded Ghost [4th-246] or Blamblower [DL-56]) this can be very useful, getting spoils to hopefully get another realm. However, most decks like to keep high level champions in play, so a deck hoping to make maximal use of this card needs cards to bring her back from the discard pile, like Coming of the Pheonix [RR-56]. I'd only suggest using Silversun in a deck that focused on instant wins and has lots of other champions to fill in the gap when Silversun is discarded. 

#25 - Jerome Kazinskaia 
Greyhawk Cleric - Level 10 
"Jerome does not need permission to cast any cleric spell. During this players turn, Jerome may do one of the following: During phase 3, he may retrieve from his discard pile any non-undead/werebeast ally. Or, during phase 5, he may retrieve any one defensive cleric spell from the discard pile." 
Jerome is an interesting card with many options available to him. The first line has the feature that he is immune to the power for the Arch-Druid [1st-189], allowing him to cast any spell he may normally do. This immunity also extends to putting the Talisman of the Beast [DR-75] and still be immune to the Lareth, King of Justice [DR-31]. This does not protect his wizard spells (if she attaches something like the Viperhand [1st-103]), as it specifies cleric spells. The second part of his power is a choice between two options each turn. For an ally deck, during phase 3 (including right when he is first played into the pool), he may retrieve an ally without either the undead or werebeast attribute. There are many good allies available for this and makes Jerome a good addition for any ally deck (or deck that uses a few good battle stopping allies). The other power can be even more useful, in that during phase 5 (after combat), he may retrieve a defensive cleric spell from the discard pile. Good examples spells to get include: Divine Intervention [DL-81] (to get both a champion and any ally), Thrice Heart Cup of Balder the Red [FRc1], Intercession [RR-48] (bluelined to defensive), Dispel [4th-400], Locate Object [4th-422], or Atonement [IQ-69]. Any deck that uses these often could do well carrying this card (and with Dispel there, many tournament decks should be expected to carry it). 

#26 - The Grim Reaper 
Ravenloft Monster - Level ? 
"Undead. The number of champions and allies currently in all discard piles and abyss's determines this champion's level." 
As anyone could tell you, this could be a good card to slip into any deck (as it doesn't require any champion levels), especially ally decks, or those for multiplayer games. This card is similar to the Bottomless Horror [DU-54], whose level is the icon bonuses of all cards in someone's abyss, and Crawling Claws [NS-66], whose level is equal to the number of champions in your pool. However, The Grim Reaper surpasses them both. This card would be a good addition for many undead decks, or for large games. However, otherwise I might shy away from it, unless you are low on champions due to large level champions, because it only has a level and undead status. It has no special power aside from the level, which will only put only into avatar range (usually) in multiplayer games. Also, this card would be nice in a 75 or 110 card format, as those have more champions and allies usually, leading to even bigger totals in games. An interesting card, but only really shines in certain settings and times. 

#27 - Aria Kyra 
Dark Sun Hero - Level 7 
"Halfling. Can use thief skills. Champions of base level 6 or higher cannot defend against this champion." 
Aria is a very interesting champion for a combat deck, or for a "kill 'em in the pool" deck. Able to prevent champions 6 or higher from combat often makes gathering spoils much easier. To make her even more strong, combo her with another card that restricts opponents from facting her, or specific instant win cards. Examples of these include the Heartwood Spear [1st-318], the Sword and Helm of Garion [TU-21], or, my favorite, the Sword of Sharpness [DU-64, which means only base champions base level 4 & 5 can oppose without instant death. Her level does usually give the opponent the opportunity to play the first card into battle, which is often telling, so her focus should be on winning battle before it has a chance to truly begin. The best ways to defeat Aria are all the standard champion slaying methods, as she has no immunity. Someone wanting to protect her would do well to use Dark Haven [4th-188], to both grant large immunities, and to lower her level to be able to throw the first card in combat. She would be a good choice for combat decks that focus on spoils, since high level champions can't even be sacrificed to her, as they can for the Living Wall [PO-58]. Defensively, she is a very poor champion, so a deck builder needs to include other defensive measures. 

#28 - Sarana 
Greyhawk Cleric - Level 7 
"Immune to offensive wizard spells. This champion can be sent to Limbo until the end of this player's next turn to prevent one non-event card from going to the Abyss." 
Sarana is a very interesting counter card/champion. She may be sent to Limbo to prevent a card from going to the Abyss, and this could be very useful with cards like Estate Transferance [3rd-437], Mindkiller [TU-56], and Nobody Wins! [4th-490] seeing play often. The only ways to negate her power are events, such as Wrath of the Immortals [4th-157] or Unavailing Sacrifice [IQ-42], making her more useful. Therefore, Sarana could be a very useful, especially as she could be used more than once. However, since she is level 7, she might be tough to fit into most decks. Therefore, be careful when you work her into the deck that more focus theme cards can cover those levels. 

#29 - Kiri Allavesse 
Greyhawk Cleric - Level 6 
"Elf. Can cast wizard spells. If Kiri razes a realm, this player can choose to retrieve (and play) a non-realm card from his discard pile, instead of taking normal spoils." 
[Updated 10/10/02] 
At first glance, Kiri Allavesse is probably one of the few cards that I would consider dead-weight in this deck. The only place it would fit is in an all elf deck. Being able to cast wizard and cleric spells is nice, especially in the current tournament environment, but many champions can do that. Kiri's power could be useful in a deck with lots of powerful spells (like Disintegrate [1st-393]), but it requires Kiri to raze a realm. While not explicit, Kiri's power only works when she razes a realm in combat (because of the last clause of the text), so a key part of using her power is to allow her to raze a realm. Also, any power that would prevent Kiri from getting spoils (such as Stug [3rd-272]) prevents using her power, as her power can only happen if she would normally receive spoils. Kiri could be powerful if she used Johydee's Mask [1st-218] to imitate Tithian [1st-301] or Silversun [IQ-24] to insure a razing if she is victorious in her attack. However, without this combo, there is little reason to use her, as she has effectively no special power without razing a realm 

#30 - Vargas 
Forgotten Realms Cleric - Level 5 
"Dwarf. Earthwalker. Vargas is accompanied by an earthwalking earth elemental ally whose level is twice the number of unrazed realms in play. This ally is immune to the powers of flyers and all their attached cards." 
Vargas is a nice addition to any dwarf or earthwalker based deck. Vargas is especially strong in large multiplayer games, as his ally is more powerful with more players (thus more unrazed realms in play). To protect this strong level support, a good attachment for Vargas would be Star Gem of Martek: Sapphire [RR-75], preventing the ally from being discarded. His immunity can also be very useful, as it goes beyond battle and into the pool (so Vargas's magic items are safe if the opponent's Wand of Telekinesis [DL-63] if it is attached to a flyer. While Vargas is not a ground shaking (so to speak) champion in the Spellfire game, he does help fill the gap in many theme decks. 

#31 - Etarkine 
AD&D Hero - Level 1 
"Adventurer. Halfling. Etarkine is immune to offensive magic items. Before combat, you must play "rock, paper, scissors" with the opponent. The winner wins the round of battle and the loser is discarded. If the game is a draw, the battle continues normally." 
This is probably the most broken card in the entire Inquisition deck, and should be added to any deck with the card room (which isn't that difficult with the low level of 1). Being both an adventurer and a halfling, you can give Etarkine additional powers with cards such as Vitralis [4th-292] or the Shadow World [BR-72], fitting especially well into decks with those themes. Etarkine's power gives you a 33% chance to win any combat round, even one you should be automatically defeated, such as opposing the Living Scroll [2nd-408]. This is because Etarkine's power activates before combat, therefore before the rest of the order of activation, making it a very powerful defensive champion. The best way to deal with an opponent using Etarkine is to use "poison pill" type champions against her, such as Iuz [1st-167] or Auruk Draconian Lord [2nd-418], where you are ahead in levels in case of a tie. Aside from that, other methods of killing low level champions (like Death Fog [1st-391]) are also very effective against Etarkine. If at all possible, I'd suggest slipping this wonderful defensive champion into your deck. I'd avoid using Etarkine offensively, as you automatically start with a 33% chance of giving the opponent spoils. 

#32 - Gib Ergo 
Greyhawk Hero - Level 10 
"Immune to events. No spell may be cast at this champion or at any pool he currently occupies. This player must attack each turn (at least once), or raze one of his own realms." 
This champion, named for Mike "The Ogre" Heubbe, is very strong, especially with lots of players and a very combat oriented deck. His power, preventing any spells (wizard or cleric) from being cast at him or his pool, is very strong, and is one of the few ways to protect yourself from Wish [4th-384], because Gib Ergo doesn't use immunity. It should be noted that if Gib Ergo goes into combat, his power no longer protects the pool because he is not "currently" occupying it. Gib Ergo also has the unique property that he requires you to attack each turn, but allows you to attack with any champion of your choosing. While the attacker from Gib Ergo's pool may not be grants Ergo's immunity (since it is not in the pool), there are many ways to satisfy Ergo's condition with little to no harm. Good attacking champions include Jamlin [NS-38], Ochimo [FR-95] or Seveia Shadowmaster [PO-14], as their loss would result in no loss of champion, and therefore, no granting of spoils. The best ways to negate Ergo's advantage is killing him in the pool, using the Scarlet Brotherhood [1st-135] or Death Field [DU-81], just remember that events and spells won't do the job. While Gib Ergo's high level makes him difficult to fit into a deck, particularly in he is meant only to sit in the pool, he will be worth it if you find the room. 

#33 - Adamar Session 
Forgotten Realms Hero - Level 7 
"Can use any cleric from any pool as an ally in battle. If victorious in combat, Adamar may retrieve one card from the owning player's discard pile or abyss. Both Adamar and the recovered card are then shuffled into the draw pile." 
Adamar is very similar to other cards available, with a twist that makes him an interesting choice for a wide variety of decks. First off, one will find that there aren't that many good combat clerics, thus the first power isn't that great. After the round of combat, the cleric ally returns to the owner's pool unless destroyed during battle. The second power is a twist of a victory based power found now on many cards, such as Halcyon [1st-c16]. If victorious in any combat (regardless of how he got into that combat), the owning player (NOTE: Not the controlling player, but the owning player) can pick a card in the discard pile or abyss to get back to the deck. If a card is retrieved, it and Adamar both are shuffled into the owner's deck. Compared to Halcyon, it is an interesting connection. One could say that Halcyon is better because it retrieves a card from the discard pile into the hand, with Halcyon returning to the pool, helping card advantage. However, it could be said Adamar is better because he can get cards back from the Abyss (which Halcyon can't do, and can include unused events), but both cards go to the deck, hurting card advantage. I'll leave that choice up to the deck builder, but if you choose to use Adamar, remember not to attach long term magic items or artifacts to him, as they would be discarded when he gets shuffled back into the deck. The best combo with him is Blamblower [DL-56], as it is discarded to work, and would be discarded when Adamar retrieves a card. Also, note if he gets Halcyon (as she is a cleric), you may retrieve cards using both of their powers, as neither is required to be the champion (also making Adamar a great champion to borrow with another card's special powers). 

#34 - The Devourer 
AD&D Monster - Level 9 
"This champion must attack on the owning players’ turn or be sent to the abyss. It is immune to all cards that prevent attacks from occurring and the powers of all realms and holdings. If the Devourer wins a round of combat, the owning player may send one champion in any players’ pool to the abyss." 
The Devourer is a champion very fitting for many combat decks. It must attack every turn or leave play for the Abyss, but it has the advantage that pretty much nothing can stop it from attacking. Being immune to realms and holding even lasts to outside combat, so the Devourer never has to be worried about the Horned Society [3rd-117] or having to discard for the Den of Thieves [NSc24]. Also, since immunity passes down, his allies also may attack regardless of realm of holding powers. Therefore, a good way to use the Devourer is to use it in an ally focused combat deck. These free attack powers works very nicely with his last power, in which winning a round of combat lets you send one champion in any player's pool to the Abyss. This can help you get rid of troubling pool champions, like Necba the Wrathmaker [DUc24] or Tasslehoff Burrfoot [DL-39]. This can be maximized by cards that let you attack multiple times, such as the Cloak of Displacement [BR-34]. It should be noted that this last power does not active if the opponent just lets you raze the realm (since there is no round of combat for the Devourer to win. However, the Devourer is not to hard to defend against. Instant win cards such as the Living Wall [PO-58], Lovely Colleen [1st-c22], or the Heartwood Spear [1st-318] mean this Devourer won't come to you, or it will give you free spoils. I'd consider this for any combat heavy deck with multi-purpose support cards (allies and magic items), but I'd shy away from using him in one-on-one games, as most decks have a way to instantly kill a monster in combat. In multiplayer, it shouldn't be hard to find at least on victim unprepared. 

#35 - Ba'Thrang 
Dark Sun Psionicist - Level 6 
"If this champion attacks a realm that has the capability to defend itself, he can psionically force the realm champion to defend against him in battle. (off)" 
This card has a very unique power, and it is a power that screams combo. There are lots of ways to effectively use this to gain spoils in a number of situations. First off, there are only a few ways of countering this card. The first and best is Ur Draxa [4th-32], which makes you and your champions immune to offensive psionic powers, meaning that realm champions are immune as well and therefore not forced to be used. The another way would be if the realm champion were immune to psionics, but as of this set, no realms exist with this power. Finally, Dispel Psionics [RR-17] can stop this power. The few ways of stopping Ba'Thrang make him powerful, as do his combo opportunities. The best way is to summon a instant-win champion to him (using things like the Helm of Teleportation [1st-219]), specifically Apocalypse [4th-343], who instantly defeats any realm champion. This can also be done using the Ego Coin [2nd-419] to attach Johdee's Mask [1st-218] or the Fang of Nosferatu [RV-70] to imitate the power. Other cards that are good single card combos include Sword of Sharpness [DU-64], Blamblower [DL-56], and the Sword and Helm of Garion [TUc21]. Definitely a good card for players who love combos. 

#36 - Morgan Rynes 
Birthright Regent - Level 7 
"May cast defensive cleric spells. After a winning a round of combat, Morgan may choose to show mercy upon the defeated champion, letting the champion return to his pool with all attached cards. Morgan then may draw one card for each card the goes back to the opponents pool (not as spoils)." 
This card is a very interesting card. First off, her ability to use blood abilities and defensive cleric spells is nice, especially as the best cleric spells are defensive (Dispel [4th-400], Intercession [RR-48], and Raise Dead [1st-358] are good examples). The intriguing power is her power of mercy. In most situations, it is not the best power to use when defending. It may let you draw lots of cards (especially in large deck, more battle oriented variants), but usually getting spoils is more important, in that it lets you possibly play another realm. However, this power really shines when Morgan attacks. Even if you let the champion back to their pool, it will not be able to participate in the same battle again. If it is a champion that saves itself (or will be saved by another card), such as Drizz't Do'Urden [1st-45], Ochimo [FR-95], or Jamlin [NS-36], there is no reason not to activate this power. The power doesn't specify that the power may only be used when the champion would go somewhere not the pool, so letting a champion retreat when it would ordinarily retreat is not that bad of an idea (except if it already has tons of allies you'd rather see discarded, as it is an all or nothing option). To decide if you want to Morgan, decide based upon your own play style if you would use her power often. If so, use her. If not, you can get a better level 7 regent able to use blood abilities. 

#37 - Otiluke 
Greyhawk Wizard - Level 5 
"Gains 4 levels after being declared as an attacker or defender. All spells cast by Otiluke with a numerical bonus are doubled in level. If Otiluke draws a wizard spell as spoils, he may cast that spell and then draw the next card as spoils also." 
Otiluke is a great champion for a combat wizard deck. When defending or attacking a Greyhawk realm, he is one of very few champions who could stand against the Living Wall [PO-58] and be higher in initial adjusted level. The ability to double the icon level of any spell he casts is great, such as Prismatic Spray [AR-60] a +14, which is huge. His third power can be useful too, and can even chain, going on indefinitely until finding a non-spell spoils or drawing out the deck. This last power needs a few things to work completely though. First off, the spell must be castable from the pool, so a solely battle spell (such as the Prismatic Spray) won't active the power, but a good mixed spell such a Cone of Cold [4th-368] would work optimally for this kind of deck. Also, he must be the champion to earn the spoils, so it can only be planned for when you are pretty sure that the opponent does not have any champions left when attacking, or when defending a realm. Otiluke is a great battle mage, but a deck without a combat focus could find better uses for the champion levels. 

#38 - Nystul 
Greyhawk Wizard - Level 9 
"Once per turn, Nystul may cast a +7 Radiant Arch (4/off) into battle to aid another champion, discarding one ALREADY attached card of Nystul's choice. Nystul's ability at disguise allows him to ignore any cards that defeat or discard wizards." 
[Updated 10/10/02] 
Nystul is one of the most battle ready mages in Spellfire. Starting at level 9, few mages start higher. The +7 Radiant Arch is powerful, but can only be used to support another champion, not himself. The addition of destroying a card already in combat (most likely a magic item or artifact) makes it even better. The best way to deal with it is using a champion immune to offensive spells whenever you expect Nystul to meddle (The Winner's Cape [4th-520] or Codex of the Infinite Planes [1st-152] are very effective counters). Nystul's secondary power only works against cards that specify wizards. Right now, that only includes The Day That Will Live in Infamy [FRc10], The Elf Prince [3rd-440], and Goibhniu's Warhammer [TU-32]. Therefore, while the secondary power really isn't that strong, the primary power takes over. This card will be seen in many different tournament types and would be a good choice for any battle mage deck. 

#39 - Jallazari Sallavarian 
Greyhawk Wizard - Level 8 
"During combat over a Greyhawk realm, she may use any Greyhawk champion as an ally. Jallazari goes to limbo if defeated defending a Greyhawk realm, returning at the end of the owning players next turn." 
Well, it should be clear that this card would only be regularly useful in a Greyhawk world deck. In combat in anything not a Greyhawk realm (including Dungeons or cards that cause combat outside the formation), Jallazari has no special power, being a random 8th level wizard. When attacking a Greyhawk realm, she can get any Greyhawk champion in play as her ally that returns after combat unless discarded from battle. This can be useful, as there are many Greyhawk champions that see regular play, but it still requires that your opponent puts a Greyhawk realm available to you (unless you are using UnderOerth [TU-3]). When defending a Greyhawk realm, she shines, being able to use a Greyhawk champion as an ally and return after losing battle against the attacker. However, there many champions with similar powers, and many magic items that grant similar powers (like the Ring of Regeneration [RV-58]) with fewer limitations. Overall, unless you are playing a Greyhawk world deck, and need another spellcaster, I would avoid using this card. 

#40 - Treemon Crosse 
Greyhawk Wizard - Level 8 
"Elf. Can use Hero unarmed combat cards and thief skills. Treemon, a master infiltrator, can always see any pool that is face down. Before battle as a defender only, Treemon can send the attacking champion back to its pool and choose a different champion to attack instead." 
This is a very interesting card that work itself into many decks. First off, it is one of the highest level elf champions a person could find, therefore making it a good idea of a fun elf theme. Something that will make it better for most tournament quality decks is his ability to use many different kinds of support cards: wizard spells, UCC's, and thief skills (before IQ, only 3 champions could use both thief skills and wizard spells). Also add to this fact that he can see can see face down pools (such as those caused by Cyric [FR-92] and the Etherial Champion [4th-508]), and he can be an excellent sniper against the opponent's pool with spells like Wish [FR-42] or Otto's Irresistible Dance [RR-67]. Finally, she can be the ultimate defender. In any deck with instant defeat cards, she can be strong, in that she can stop an attacker. The obvious thing to use are instant defeat items (like Sword of Sharpness [DU-64]) or allies (like Nobel Djinni [1st-84]). However, this can be especially strong by either imitating other champions or pulling them into battle. Good example of this would be Helm of Teleportation [1st-219], Johdee's Mask [1st-218], or Drawmij's Beneficial Polymorph [DU-93]. This could be instant victory if a player has both the Living Wall [PO-58] and Bilago Lumen [PO-17] sitting in his pool ready, even if they can't come forward into combat. Anyway, this card will find itself into many different decks (both combat and non-combat decks), so one needs to know it well to defeat it's many uses. 

#41 - Torgo, the Mad Scientist's Assistant 
AD&D Cleric - Level 6 
"During phase 3, while this champion is in play, any two allies can be combined (levels added together) into a single monster champion. This champion keeps the powers of the allies as its own. Any champions formed this way stay in play even if Torgo leaves play. 
This is very interesting, and seems like a combination of Gib Hcivonad [NSc19] and Strahd's Malefic Meld [RV-52]. This sets itself up very well for combos. A few include: Ninja [FR-70] & Galek [3rd-274], Assassins [1st-252] & The Starving Artist [3rd-439], Flesh Golem [RV-73] & Loup-Garou [RV-79], Flaming Fist [FR-65] & Dream Team [RRc1] (this one is especially bad with Kevin's Blade of Doom [3rd-206] attached), Skeletal Lord [4th-217] & Troglodyte [DU-46], and Clay Golem [4th-247] & Ki-Rin [4th-248]. Other allies that would be powerful in this situation include Nobel Djinni [1st-84], Intellect Devourer [3rd-86], Kank Lancers [3rd-255], Barbaric Allies [4th-512], Undead Dragonrider [DR-81], Chimera [DRc13], The Dreaded Ghost [4th-246], and Master Illithid [DU-53]. Immunities might also be useful, as using this card often doesn't help in terms of card advantage. While strong, I would only use this card in large deck formats in decks with tons of allies, as waiting for combos (which is what this card lends itself to) could delay a player from playing at their best. 

#42 - Unavailing Sacrifice 
Event 
"Play this event after a player has discarded or put a card into the abyss in order to perform or activate a special power. The power granted by the "discard" is wasted. (Harmful)" 
This silver bullet type card was made to nail some cards that can be very useful or powerful. Specific cards this even foils include Myrmidons [1st-61], Gatekeeper [3rd-422], Delsenora [1st-c10], Helm [FR-89], Yorgia Sandow [PO-10], Ellorelloran [TU-93], Manshoon of the Zhentarim [RRc6], Gib Kcir [RRc16], Bag of Holding [Ar-19], Well of Many Worlds [DR-77], and the Assassin's Guild [NS-14]. When used against many of these cards, this is a simple counter effect card, but sometimes it can be quite aggressive and annoying, like in the case of Myrmidons, or if used to make the discards for an avatar wasted. This is a very good card in many different situations, so you will find a use for it in most games, especially in tournament level matches. However, it won't be used in all matches, and in multiplayer games stopping one effect of one player just earns you an enemy. The use of this card is very much dependent on your style of play. If you want to focus on yourself and defense, there are good cards, but if you like meddling and annoying other players, this is definitely a card to add! 

#43 - The Gathering 
Event 
"When played, this player may search his deck for up to 10 levels of non-avatar champions (4 maximum) and place them in his hand. (Helpful)" 
This card is the key for many decks. Any deck that requires a non-avatar champion (under level 11) for a combo can use this card, being the ultimate search and recover card for champions. For instance, an annoyance deck might go get Hettman Tsurin, Marco Volo, and Necba the Wrathmaker. Adventurer decks could easily help their champions activate their powers requiring other adventurers in the pool. A magic item deck may require Chernevik [4th-347] to keep them safe. But best of all, the champions go to your hand, allowing you to keep them secret from your opponents when you play this card. Also, with a huge 4 champion limit, level 1 or 0 champions are easy to thrown in. A complete list of those champions are Living Scroll (0) [2nd-408], Gelatinous Cube (0) [3rd-421], Gatekeeper (1) [3rd-422], Lernaean Hydra (0) [DRc7], Orcus (0) [NS-44], Crawling Claws (1) [NS-66], and Mij Reltub, the Spellfire Oracle [IQ-14]. Also, remember the ? level champions count as zero, so one could get 4 Dragon Mountain Kobolds [IQ-20]. Finally, this card is perfect for an instant win deck. The ability to get the Living Wall [PO-58], Lovely Colleen [1st-c22], or even the Elf King [3rd-440] usually will earn you spoils and is worth this event slot to be used. Don't use this card having no idea what you might get, but if you have a plan, this card is one of the best for many different styles of deck. 

#44 - Pangea Effect 
Event 
"All dungeon cards in play move clockwise one player. Players may discard a wizard during their phase 3 to move them again in the same direction. This event remains in play until canceled. (Harmful)" 
When this event is finally canceled, unless it is one when the event is first played, the dungeons stay where they are moved to, making this an interesting permanent effect. This event is best used after someone has already disposed your dungeon, but the person to your right still has a dungeon (because that will be the one you get). Obviously, if you need your dungeon, or it tightly fits your theme (like Return of the Dwarven King [DU-26] or Enchanted Land [DU-15], you wouldn't want to use this card, but if you have a deck that doesn't fit any dungeon (like a normal undead deck), you can't lose by carrying this card). While I'm not sure I would recommend this for any specific deck (this on really is a case by case card), I am sure that it will show up in tournaments, so you need to know it is out there and has the potential to truly annoy you. 

#45 - Dragons Turn the Tide 
Event 
"If a dragon razes a realm though combat, that player's champion may immediately rebuild one of his own realms. This event lasts until the end of the event player's next turn. (Helpful)" 
This is another of the cards not worth the material it's printed on. Let me explain why: For a dragon deck to make it worth while, it needs to be more powerful than the standard: Spirit of the Land [1st-288]. Spirit unrazes any one realm (or at least that is the important part of the card). Therefore, for this card to be better, you need to unraze at least two realms. However, since it only lasts until the end of this player's next turn, you only get two attacks, so both must earn you spoils of victory against a realm. You can give yourself more chances for victories by extending this, by use of the spell Extension I [DU-91] (maybe even with Permanancy [IQ-78] cast on it) or by getting more phase 4's with the rule card Out of Phase [IQ-54]. With these adaptations, a combat heavy deck may be able to make this card worth it. However, a combat heavy deck isn't likely to get many of its realms razed, so you still could be limited by not having a decent situation. So, in 99% of decks out there, I would recommend not using this card. Otherwise, try to have fun with this one if fun games. 

#46 - An Eye for an Eye! 
Event 
"An opponent who just forced a discard of one (or more) of this players champions or realms, must now discard the same amount and same type as those discarded, chosen by this player. This card may not be duplicated, deflected, or canceled. (Harmful)" 
This event is for the players out there who are of the revenge school as opposed to prevention. If you lose one or more champions or realms, then you force the person who caused you to do that with a same effect with very little counter (only Enter Darkness Together [DUc10] stops this event). In most cases, this will just be used after you have been hit by a Wish [FR-46] or Estate Transferance [3rd-437] (yes, abyssalizing is covered by this event as well, but any discards from this event go to the discard pile), but there are a few situation where more cards can be forced out. For instance, if you were forced to discard a lot of champions and realms due to a Fates/ Sure Thing combo, this can destroy the person who pulled it off, making it almost an Apocalypse [IQ-47] situation. This is a good event as it can be used in any game (since it doesn't look at phases, you can even use it as a response to cards in battle. If you have the spare event slot, I would recommend this card for any deck. 

#47 - The Apocalypse 
Event 
"Each player chooses one of each card type that they have in play, if any. All other cards in play are discarded regardless of any special powers that they may have (including Chernivik). Players then reshuffle their hands, draw piles and discard piles into a new draw pile and draw 5 new cards. Cannot be canceled, calmed, duplicated, or EDT'd. (Harmful)" 
First off, it must be noted that the Ogre has added "Playable only once per game" to the card text. This is so the games don't last too long as all players carry a copy of this card and play it. Also, for those not in the loop, the "or EDT'd" refers to Enter Darkness Together [DUc10]. That said, it must be said that this is the most powerful event to hit the Spellfire scene, shooting down the evil Fates [BRc23] and the Horrible Tarrasque [FR-1]. This one card simply resets the game. Each player keeps one of each icon type in play (Champions, Artifacts, Magic Items, Allies, Realms, Holdings, Rule Cards, Dungeons, and each individual support card type), meaning that no one have more that 1 realm in play. All other cards anywhere except those in the Abyss and Void, are shuffled together into a new draw pile and a new hand is drawn. Since all drawing happens simultaneously, these card may not be Hijacked [DU-86]. Immunity is ignored with respect to this event, so coming out of it better than others is tough to do. The only ways to avoid this event is to delay it with Dispel Illusion [IQ-83] or destroy it from a player's hand before they have a chance to use it. This ultimate reset button can be good for any deck. The decks most likely hurt are speed decks that use lots events, as the Abyss/Void doesn't come back. I would recommend this card for any deck that is good, but sick of speed winning every game, using it to hammer people when they get ready to win. The biggest reason not to play it is the restriction to once per game, so if you draw it after it has been played, it's a dead card. However, in most cases, just having the option to push the reset button is worth that risk. 
Update: This card has been adjusted in March of 2003 to only be playable if every player has gotten 3 realms into play at some time in the game. This means it can no longer just be a safety button for players just trying to win but found somebody faster. Instead, it is meant to be played only if one player jumps ahead of the other players. The only way a fast, but not fastest player can abuse this card is preventing the third player from gaining his third realm on the table (and if that energy is used that way, they aren't likely to knock back the leader and get victory). 

#48 - A Good Defense 
Event 
"This event cannot be used by a player with the Azure Tower of Onad the Fallen in play. All abilities and cards owned by this player are considered defensive (or helpful). This event lasts until negated. (Helpful)" 
This is one of the few good reasons to play the Purveyor of Events [DU-16]. This nice event can't be countered or negated with the Purveyor out, and that also works with any event played after it (including horrible ones like The Fates [BRc23] or Cataclysm! [1st-99]), as every event would be protected. It is for this reason that the Azure Tower [DU-24] was not allowed to be used with this card (as the Tower is one of the most picked dungeons ever used). However, the Purveyor had no reason to play without this card. This combo will make it into many decks in many different settings, and the only way to get rid of it is to go after the Dungeon. Should it be used in decks other than those with the Purveyor? Not likely, as it is too easy to counter to base a strategy upon it, except that it can sometimes be used to get around immunities (remember, unless the immunity specifically targets defensive cards, it only effects offensive cards). A good card to keep with this one is Karlott the Shaman [3rd-63], as it can get this event from the Abyss if someone discards it before you have a chance to draw and use it. 

#49 - Cheat!!! 
Event 
"The player of this event can choose one of the following 3 effects: 
a) Draw 2 cards. (Helpful) 
b) Look at all hands and discard 1 card from each (even his own). (Harmful) 
c) All players may unraze one realm, then this player can unraze another of his choosing, but only if everyone unrazes a realm. (Helpful)" 
[Updated 10/10/02] 
What makes good Spellfire cards is either extreme power or versatility, and this card definitely is versatile. However, this card trades away a lot of it's power to have that versatility. So lets look at each of those three powers. Power A lets you draw two cards, but that only gives you one card in terms of card advantage (you drew this card, meaning the first card you draw is just a replacement for putting this card in your deck). Only one card in advantage is not usually worth it, especially compared to other card drawing events. Power B lets you look at every hand and discard one from each. This is very similar to the card Discovery of Spellfire [2nd/401], but not as good, as it forces you to discard a card even from your own hand. So playing this card looses two cards in card advantage (Cheat!!! and the card you discard from yourself). This can be lessened by using this card only when it is your last card in your hand, but that's not that often. To balance the card lose, you need to discard two opponents cards. However, in a three or more player game, this splits even, as even if someone negates it with a Calm [1st/400] or Delsenora [1st/c10], it still is a card from advantage, so usually you'll get this back (plus, if someone negates it completely with a Limited Wish [FR-43] or Intercession [RR-48], you don't lose card advantage to that player as you lose one card (Cheat!!) and they lose one (the counter)). Finally, power C can be useful, but usually works like Safe Harbor! [1st/107]. Usually, one only carries realm rebuilders to win the game, and this card could allow a tie by allowing multiple players gets to 6 at the same time. The addition of a second realm could be useful, but only when each other player has a razed realm to unraze, and if every player decides to take advantage of the power (since it is optional). Overall, this card is the watered down version of other events with many options. You will see it in many tournament decks, as versatility is a prime thing experienced card players look for. However, I personally think this card gives up all power for that versatility, and while it'll never be a completely dead card in your hand, it won't be the power card to save your butt in a game. 

#50 - Hall of King Snurre the Fire Giant 
AD&D Dungeon 
"All of this player's giants gain 4 levels. Allies of icon level +4 or less cannot be played against this player's giants." 
Giants have been a theme that has needed a dungeon, however, this dungeon isn't worth it, even for an all giant deck. It gives all your giants +4 levels, but since to be truly significant the bonus usually needs to be +5, all this does is give the opponent the chance to play their cards into battle first, which can sometimes be all that is needed. Therefore, this bonus of levels does not make it worth playing. The second part of the power restricts allies of +4 or less from being played. While this does protect this player from some annoying allies (like Intellect Devourer [3rd/86], Loup-Garou [RV-79], and Noble Djinni [1st/86]), the most potent allies still can target you (like the Dreaded Ghost [4th/246] or the Master Illithid [DU-53]). While this dungeon gives a giant deck a few perks, Level the Playing Field [IQ-51], Song of the Dragonlance [DU-22], or even 
Mausoleum of the Zombie Master are all better than this dungeon in most games except for the purest of fun settings. 

#51 - Level Playing Field 
AD&D Dungeon 
"This player is not effected by any cards that cause instant defeats or by any cards that require permission to use cards." 
This dungeon is much like Dungeon of the King [DU-2] which lets this player not ask for permission to use support cards. There is now no reason to ever play that card, as this one is clearly better. Firstly, this card broadly says any card that requires permission while Dungeon of the King lists each type of support card separately, so new card types can be protected as well. The other part that puts this card a step above if the first part, that makes this player immune to instant defeats. The definition of "instant defeats" is very important to the use of this card. The working definition is "a card played in phase 4 (in combat) that would cause a champion to be defeated or discarded from battle for any reason other than levels". This means that you can completely ignore any card that would instantly kill you, so it can be very dependent on timing of the play. For instance, say you are using Level the Playing Field and an adjusted level 8 champion, and the opponent plays a Dreaded Ghost [4th-246], which drains 9 levels and discards an opponent if reduced to 0 or below. Because the Dreaded Ghost would kill you, you ignore it completely (you don't get drained AND you ignore the allies level). Why does this work? Because the card says "not effected BY ANY CARDS that cause instant defeats...". Since it would cause an instant defeat, the card is completely ignored. However, if you were using, say, a adjusted level 14 champion, the Dreaded Ghost would drain the levels and give the +9 bonus to the opponent, because in that situation it is not a card that would cause instant defeats. This card can save you from many of the nastiest cards in the game, such a Loup-Garou [RV-79], Takhisis's Mirror of Underworld Minions [DL-15], Vorpal Blade [FR-56], Mindkiller [TU-56] (if cast in battle), or Wand of Orcus [AR-2]. The best way to deal with this is to play cards that restrict cards your opponent can play (anything that doesn't say permission) or cards that are high level that help insure battle. Examples include Tail Sweep [DR-91], Master Illithid [DU-53], and the always horrible Fighting Dirty! [DUc3]. This does not extend to cards you are playing. For instnace, if you are using the Ebony Cup of Fate [FR-c8], and are defeated when you find an artifact in the opponent's hand, you do lose. I'd recommend this for almost any deck expecting battle. I'd expect to see it in many tournament decks in coming years. 

#52 - The Guild of Adventurers 
AD&D Dungeon 
"If this player has an adventurer discarded outside of combat, he may replace it by searching for any adventurer in his deck and put it into his pool." 
This was a card badly needed; a dungeon for adventurers. Now the question is "is it better than other dungeons an adventurer deck might use?" This card doesn't provide your adventurers any protections against discard, but it might have an even better power. If one is discarded outside of battle (note: being sent to Limbo or the Abyss doesn't activate the dungeons power), you may search your deck for any adventurer in there. Some of the best adventurers to get might include Sharla [4th-290], Rumples [4th-297], Dearlyn Ambersong [DU-44], Etarkine [IQ-31], or Dor Amberglow [DUc25]. However, I think the best card to combine with this dungeon and should be the first to get would be Karistyne [IQ-23], as she prevents any adventurers from being sent to the Abyss, therefore making the dungeon more useful. Another card that would combine well with this dungeon would be spells or effects to bring champions back from the discard pile. That would stop almost anyone from going after your pool outside of combat. The best way to get around this dungeon is to kill champions in the pool during combat, using cards like Lyr of the Mists [PO-23] or Arrow of Slaying [4th-200]. This can also be abused, as the dungeon doesn't require the discard is caused by the opponent, so it can be used to bring out an avatar or feed a Bag of Holding [AR-28] (to get a replacement champion AND the BoH card). I think this is a very good dungeon that supports an adventurer theme. 

#53 - Spite and Malice 
Rule Card 
"When played, all players name one other card. The named cards have no special power while this rule card is in play." 
First off, it has been officially noted that you can't say "Spite and Malice" for the card you want to negate, so you have to resort to standard methods to get rid of this rule card (other rule cards, Ellorelloran [TU-93], etc.). This card allows you negate the burr in your saddle (the card that causes you the most trouble). There are two philosophies about what cards to name. The simple method is just name the card that's causing you personally the most trouble in play. Common targets for this philosophy include the Etherial Champion [4th-508], Necba the Wrathmaker [DUc14], Mulmaster [1st-33] or even Blamblower [DL-56]. The other philosophy is to name a card you expect your opponent to play, but they haven't player or even drawn yet. This can include Caer Allison [FR-3], Caravan [1st-319], or even Estate Transference [3rd-437]. Personally, I can see both types used in different situations. For instance, if you are the first person to play your Caravan, then play Spite and Malice and name Caravan. If your opponent is running a copying theme, negate the copied cards. Copies will lose their powers because the copied card is still in play, but has no powers. This is not a bad card to carry in almost any deck, but a word of caution in using it; you opponents each get to name cards, so YOU need to make sure your deck doesn't run on a certain combo that is likely to be named. Opponents who are used to your deck will name your key cards, and your own rule card will work against you. Therefore, use this card in any deck that doesn't require any particular cards to work. 

#54 - Out of Phase 
Rule Card 
(normal rule card text here) "Each player may exchange up to 2 phases of his current turn (phases 1, 2, and/or 3 only) for an additional phase 4 for each phase given up. Each phase 4 ends when a spoils is drawn by the acting player, the attacking champion is defeated in combat, or card play causes the round of combat to end in a draw. Spoils are drawn normally during each phase 4." 
For a combat based deck, this is wonderful. Rarely would a player skip phase 1 (drawing), but if the deck is a "Dori Deck" (running with only 8 or 9 realms), there is a decent chance not to have a realm, so you can spend the realm playing phase (2) in an attack, and possible skip phase 3 if there is nothing you want to do in the pool. Besides the normal phase 4, this could be three to four spoils, all playable. That's great! This would be particularly good in a deck with lots of combat magic items, or cards that let you use cards from the discard pile, so you can maintain the attack. Cards like this include: Skull of Fistandantilus [DLc10], Wyrm of Earthwalking [FRc17], Rod of 7 Parts, Part 7 [AR-27], Sword of the High King [Po-5], Staff of Conjuring [4th-165], Whip of Disarming [NS-48], Murlynd's Spoon [IQ-65], or the Clockwork Ogre [DU-71]. The standard methods of rule card removal are the best ways of dealing with this card, such as Genie Bottle [3rd-436] or Ellorelloran [TU-93]. I'd recommend this for any combat focused deck, especially in larger formats. 

#55 - Tymora's Coin 
Forgotten Realms Artifact +3 
"This player is immune to 'A Sure Thing' rule card. When forced to draw and discard noting the last digit, this player may look at his top 3 cards of his draw pile and choose which one to use." 
This coins is a very interesting silver bullet. Silver bullets are cards that are meant to target a single card that is causing trouble, in this case, A Sure Thing [NS-74]. This player can not be affected by the rule card. In this case, it means that if a player plays Black Bess [FR-2], since this player is to be affected, a card must be drawn and discarded for its effect of you (all other players still get the Sure Thing effect. Therefore, if player C has the Coin, and player A attacks player B with a Vorpal Blade [FR-56] and Sure Thing in play, the combo has normal effect. The second part of the power lets you manipulate the draw and discard by looking at the top three cards. This can help in two ways. The first and most obvious is that you can choose the most advantageous of the card numbers for the situation. The other means you can look at the three cards and choose which one it would hurt you least to lose (I always believed that destroying a card before the opponent can draw it was a great side effect from the random cards). So, would I suggest using this card a lot? I'm really not sure. I can see many people carrying it so they are not stung by the vicious Sure Thing/Fates [BRc23] combo, but generally, I'm against single faceted silver bullet cards. Therefore, unless you strongly expect to see a Sure Thing deck, or have a fun random play deck in mind, I wouldn't use this card. 

#56 - Staff of Mishakal 
Dragonlance Artifact +3 
"Usable only by clerics of any world. During phase 5, if this champion did not attack, the staff resurrects one champion from either the Abyss to the discard pile, or from the discard pile to the draw pile, which is then reshuffled." 
This artifact is interesting because it is the only artifact with a world other than AD&D that can be used by a champion of any world. My guess for the reasoning for this is that this way it can still be used by a Dragonlance world deck. This artifact is the only one that can bring champions out of the Abyss (though it only goes to the discard pile), or put a champion from your discard pile into the deck. Overall, this can be useful, but I'm not sure it's worth only being able to be used by clerics. The best use I can think of for this artifact is in combination with another card to get a card from the Abyss. For instance, attached to the Dragon Cultist [DRc9], you can get a dragon from the Abyss, then from the discard pile to the hand every turn. Or it can be combined with the spell Resurrection [FR-34] or event Coming of the Phoenix [RR-56] to get any champion from the Abyss directly into play. The use of putting a champion back into the deck should only be used if there are no champions in the Abyss (or the focus of your deck is in the discard pile), as the discard pile gets shuffled back if you go through the draw pile anyway. I'd use this only if you expect an opponent to send your champions to the Abyss and have enough clerics, or if you set it up as a combo card where you send your own champions to the Abyss. 

#57 - The Shield Tree 
Dragonlance Artifact +6 
"May only be attached to any Dragonlance realm. During this players phase 0, you MUST discard a champion or ally from your pool or hand or the Shield Tree is discarded. The attached realm and any champion defending this realm is immune to the special powers of all offensive cards." 
This is an interesting, if extremely greedy, artifact. As Dragonlance realms still haven't got the bite other worlds have, right off the bat, I'd consider this artifact ONLY in a Dragonlance world deck. The cost required by the Shield Tree is very high, but at least can be fueled by cards that can't get in play because of the Rule of Cosmos. So there are two questions you have to ask anytime you have a card with a negative power; (1) Is this card worth the punishment I have to take to keep it in play, and (2) is it better than another card I could put in its place. Now, I must admit, it's got a great power. Besides being a tasty +6 which can be huge in many battles, any champion defending the realm, and the realm itself, are immune to all offensive cards. That is huge. It also means only allies, champion powers, or events can remove this card, so it'll last for a long time. The biggest problems with this card (besides the cost, which I would consider too much for any non-ally focused deck) is the the same set of problems for any realm artifact: it is only defensive and only helps defending one realm. Personally, I wouldn't use this very much because of these restrictions, but for an ally based Dragonlance world deck, this would be good. Otherwise, I'd replace it with a multi-use type card, like a strong magic item or a good ally. 

#58 - Holy Symbol 
Magic Item +1 
"Usable only by any cleric. During combat, subtract the base level of this champion from the base level of any one undead in play. If the undead champion or ally drops below level 0 it is discarded. (Off)" 
This intriguing cleric-only magic item has many options open to it. At first glance, it looks the like reverse of the rule card Negative Planar Energy [NS-73], draining an opposing undead champion just like the undead would drain others. However, this item is much nastier than it looks. The key part is that you can drain levels from ANY undead in play, so it can target undead hiding in the pool (The Gatekeeper [3rd-421] is a particularly tasty looking target for this power) of your opponent, or even an undead champion belonging to a player not involved in the combat. To work, the item has to get into battle. Some champions are particularly nice to be combined with this card, including Klik-Ka'cha [AR-77], Halcyon [1st-c16], Verminaard the Dragonmaster [DR-42], Nemon Hotep [NS-67], Tyvorg the Frost Giant [DU-45], or any clerical avatar. It should also be noted that if not used right away, it can be used to get rid of an undead during battle, including an opposing ally before it takes effect. OR you can wait until you use another draining power, like the Amulet of Undead Aura [NS-9] or Sword of the High King [AR-5], then activate the Holy Symbol (which you can do because it's already in play) to finish the undead destruction. I would suggest using this in any combat deck that uses many clerics (granted, that's not a lot of decks, but I know there are a few out there...). 

#59 - Monacle of Bagthalos 
Forgotten Realms Artifact +3 
"No pool is considered hidden for this player. Any choices at a "face down" pool are made face up to this player. Once during each opposing players turn, this champion can halve the base level (round down) of any champion during a combat in which this player is not involved. (Off)" 
This monacle is a very useful artifact. Its primary focus is to negate cards that hide the cards in the pool. Currently, that's just Cleric of Mask [3rd-70], Cyric [FR-92], and the Etherial Champion [4th-508], but the latter two often find their way into tournament decks. This is the only item with the power to pierce this veil of secrecy. This Forgotten Realms artifact is built to stay in the pool, so it is best to attach to champions not likely to go into combat or champions that uses support cards. Examples include Cyric himself, Marco Volo [1st-50], or Pelath the Bronze Dragon [DR-28]. The best reason to use this card (aside from knowing to avoid instant defeats hiding in the hidden pools) is to keep clear targets for support cards such as Drain Will [DU-75], Death Field [DU-81], or Death Spell [1st-392]. The secondary effect of the Monacle is also slightly interesting, though only effective in three or more player games. The ability to take away 1-6 levels (half of base level, on the average) can be crucial in a battle, and would a fun card in a team tournament. Also, for those who like to play politics, it can be a very useful tool to barter deal with other players. All in all, a pretty good card, but only if it fits your support cards (pool destruction) or if you love player politics. 

#60 - The Tomes of Spellfire 
AD&D Artifact +2 
"Usable by champions of any world. When the attached champion is victorious in a round of battle, this player may shuffle and cut any players draw pile, then look at the top three cards and remove one of them to the abyss. (Off)" 
The Tome is an interesting "improved victory" card. This artifact, useable by any champion, lets you send an opponent's card to the Abyss without the opponent have any chance to play it. Adding the shuffling effect is very important to stopping people from going after a certain card that the opponent moved to a place in their deck with cards like Runes of the Future [RRc13] or Rengarth Oracle [4th-503], but it also stops the effectiveness of those cards (as shuffling means the desired card is no longer where placed. The Tome is also one of the few cards that lets you shuffle any opponent's deck (most cause your opponent to shuffle their deck), and therefore is not a bad though if you have real worry that your opponent is cheating (though I find Spellfire players as a group rarely does that sort of thing). You can choose one of three cards after the cut to send to the Abyss, and this would be a great way to abyssalize more realms, especially if combine with other realms to the Abyss cards like Estate Transference [3rd-437], or the Espionage! [BR-18] / Three Card Monte [NS-27] combo. However, there is one large requirement to using this power; you have to win a round of combat. With only a negateable +2 bonus, you need to have very strong support cards to let you use the Tomes' power. Therefore, I'd only use this deck as the only "improved victory" card in a deck with some good instant defeat allies or spells, and only for the idea of abyssalizing realms (or key cards like A Sure Thing). 

#61 - Wand of Enemy Detection 
Magic Item +2 
"In a combat round, this enchanted wand allows the attached champion to activate his powers and attachments first. (Def)" 
This is another of the cards that are out there that allow you to go first, ignoring the order of activation. It is important to remember that if multiple of them are in the same round, they cancel each other out and the attacker goes first. This can happen if both champions have a Wand of Enemy Detection. Other cards with similar effects include: Alertness [BR-35] and Improved Initiative [IQ-95]. This card is more useful than those cards as it is a general card that can be used by any champion. The +2 bonus is negateable most times, so only use this card for when activation order is important: instant defeat cards. It should be attached to champion with instant kill powers like the Living Wall [PO-58], Lovely Colleen [1st-c22], or the Living Scroll [2nd-408], or used in conjunction with an instant defeat item, like the Sword of Sharpness [DU-64], Tighmaevril Sword [BR-46], or the Vorpal Sword [FR-56]. Otherwise, the order of activation usually doesn't matter that much. Thus, I'd only use this deck with lots of instant win cards. 

#62 - Scarab of Death 
Magic Item +2 
"When the attached champion is defeated, this magic item attaches to the opposing champion. That champion's player draws and discards a card, noting the cards last digit. The opposing champion is discarded to the abyss after that many turns (or immediately if the player doesn't or cannot draw and discard a card), unless he can discard the scarab. This magic item returns to the original owners discard pile when discarded. (Def)" 
This is one of the most intriguing "poison-pill" cards out there. Upon defeat, this magic item transfers to the winning champion to eventually discard the champion (depending on the discard, it could be immediate sending to the Abyss to happening in 9 turns, which is likely to be longer than the rest of the game). This questionable discard time is one of the things that makes this card questionable to put in a deck. Obviously, this card is better with a way to manipulate the discard, such as A Sure Thing [NS-74], but you shouldn't rely on combos like that, unless you're already focused around the Sure Thing theme. Champions to attach this card to include Iuz the Evil [1st-267], Gabrielle Aderre [RV-93], or Ochimo [FR-95]. This card is very similar to the Cursed Idol [RRc14], in that the level bonus actually boosts the champion it transfers to (making it higher) and that if it is transferred once, it can be transferred many times until it does its dirty work. Since usually there will be a time delay before the champion is discarded, it's easy to find a way to kill the champion early to avoid the Abyss, like bring out an avatar, powering a Labor of Legend [1st-108], or other useful idea. Unless used in a Sure Thing deck, or a large format poison pill deck, I would avoid playing this card. 

#63 - Nosredna's Amulet 
Magic Item 
"While this magic item is in play, no card maybe duplicated, copied, or imitated. (Def)" 
This card can definitely screw with opposing players. The biggest question is if it will be used. When in play, it stops all copying of powers or effects from any source. The top cards stopped by this card include the Bell of Might [FRc18], Onad the Weasel [ARc6], Hallucinatory Terrain [FR-42], Johydee's Mask [1st-217], Drawmij [AR-76], Staff of Mimicry [RV-61], Yorgia Sandow [PO-10], Quill Pen of the Planes [POc8], Drawmij's Beneficent Polymorph [DU-95], and Land of Legends [IQ-4]. Many of these cards have found their ways into tournaments. This is especially true of the magic items in the above list, as they tend to find their ways into many different themes, and the champion power copiers find their way into many speed themes, like the Mulmaster theme or Highmaster Illithios [DUc21] theme. The biggest problem with this card is that if your opponent doesn't use any copying, this is a wasted card, as it gives no other bonus. Therefore, if you are in an environment that allows sideboards, this would be an excellent addition to that, or against people who you expect to copy, this could really be useful. However, I personally wouldn't add this to a tournament deck as it's not too tough to get rid of (with things like the Wand of Telekinesis [DL-63]) and would just slow down the speed deck. This card slot might be better used for a counter card. Will this silver-bullet-type card kill copying? I don't think so, but it might slow it down. Since most copying comes from speed decks, they are likely to get their system going before this comes out. Aside from not being able to play these type of cards until the Amulet is discarded, there is still no reason not to play them. 

#64 - Bandage 
Magic Item 
"This magic item may also be played onto a champion that has just lost a combat for any reason. The attached champion goes back to its pool with all attachments (including allies). Then this magic item is discarded. (Def)" 
This can be a very useful card, but not the most unique we've ever seen. This card is truly not blockable by counter cards (just cards already in play that might restrict playing magic items, such as Flesh Golems [RV-73]), and it lets you save your defeated champion by attaching this item, then discarding it. The biggest twist to this card is the saving of all attachments, including any lasting support card, like allies. Plus, it is a counter card itself, so you don't have to play this card first. This makes it one of the most useful cards. This would be particularly good in large deck formats, where battle isn't usually decided by the first card into the round (could be especially nice if a Dragon Mountain Kobald/War Party Deck). So why don't I recommend this card for every deck? I feel the card slot might be more useful for a card to let you win the battle, not let you escape. Therefore, I recommend this deck for any defensive deck with low champion counts, or any deck that is sick of playing it's cool cards only to be killed by a cheap instant victory card. 

#65 - Murlynd's Spoon 
Magic Item +10 
"This magic item cannot be discarded by an opponent, or by any card an opponent controls. (Def)" 
For any player interested in making sure they can win by levels, this is one of the greatest cards ever made (completely un-fitting with the D&D magic item, but still good). Ten levels can me the world in battle. While it isn't my style (I still believe restriction powers and instant wins are the most powerful type of attachments, but I can see this making it's way into many decks. This, attached to any cleric spellcaster, allows any deck to use the "quest" spells of the Underdark set that require high level casters. Ten levels that can not be removed by opponents (you can still sack it for something like a bag of holding or as a side product of any card you play) can often be too much for some decks to deal with. The only other items/artifacts with this kind of power boost are the Throne of the Gods [4th-460], Axe of the Dwarvish Lords [AR-2/4th-457], Hero's Chalice [FRc5], and the Winner's Cape [4th-520]. I'd recommend this for any deck that has multiple spells that are based on casting champions level or any raw battle deck. 

#66 - Mystical Orb of the Black Eight 
AD&D Artifact +8 
"Can be attached to any champion regardless of world restrictions. This artifact of random answers also gives an opposing champion a level bonus equal to the last digit of the last card played into battle, on either side. This power and the level bonus are defensive in nature." 
This silly card inspired by the Magic 8 Ball toy is wasted card in most decks. It's effective bonus (it's level minus the opposing champion's boost from this artifact) goes from +8 (on a 0) to -1 (on a 9). Since you could just as easily us Throne of the Gods [4th/460] or even Muryland's Spoon [IQ-65], there is no reason to play with this card except to show that you like dumb cards. I challenge anyone to find me a truly valuable combination with this card. 

#67 - Ogre's Horned Helm 
Magic Item +5 
"This magic item may be discarded from the hand or pool to cancel a just played counter effect card. This power even works on Enter Darkness Together, but then it goes to the abyss. (Def)" 
This is a very interesting new card. First off, it is the only way to cancel the effect of Enter Darkness Together [DUc10], something that has already won the hearts of many tournament players (it's better than choosing between canceling the target or ripping up the card). Next, being a magic item, you don't need to worry about what champions can use it. Heck, with being able to be discarded from hand, it can even be safe from a Wand of Telekinesis [DL-63]. The defensive +5 can also be useful in battles when you don't have a better card handy, making it one of the most useful counter cards available. The biggest question if your deck needs the countering ability. It cancels any counter card, whether that counter is stopping an event, spells, power, ability, or whatever. The decks that won't get much use out of it are defensive speed decks. Decks that focus around a support card (such as the Phase Out/Forbiddance/Permanancy theme) could use this to ensure their key cards get used. The other type would be a very offensive deck that focuses on winning by blowing apart the enemies. This would let your most destructive cards get through tough defenses. I can see this card showing up in lots of different tournament and vicious fun decks. 

#68 - Orb of Delight 
Magic Item +6 
"During phase 3 or 5 (but not both in the same turn), this player can return to his hand from the discard pile any two non-undead allies." 
For a combat based deck, this card could be extremely powerful. Similar to the Ghost Crystal [4th-168], this allows you to get allies back to your hand. However, the Ghost Crystal works only for undead allies, like the Dreaded Ghost [4th-246] and Ancient Dracolich [NS-81], and the Orb of Delight works only for non-undead allies. Some of the best allies to get with this card include: War Party [3rd], Intellect Devourer [4th-213], Assassins [4th-221], Flesh Golem [RV/4th], Brine Dragon [DL-69], Chimera [DRc13], and Master Illithid [DU-53]. There is also another great advantage of the orb; it can work in phase 5, after combat (The Ghost Crystal works only in phase 3), so you can return the allies that let you win the attack (or died in a feeble attack). This works very well in formats with large deck sizes, so allies are easier to fit in. It would also work well in any deck that uses some instant win allies. I highly recommend this card for any deck that has room an the allies to make it useful. 

#69 - Atonement 
Cleric Spell 
"Place this card and the caster into the abyss, then take any other card from your abyss and put it into play. (Def)" 
This card definitely has some uses, but most are very combo related. The only time to use to use this as a general card is when you know you are facing a deck focused on sending things to the abyss, especially realms. However, even this silver bullet type solution isn't a great one (though, since it doesn't list phase, one could in phase 1 or 2 realize they have no realm, and use this card to get a realm sent to the Abyss by an opponent's Estate Transference [3rd-437]). Therefore, the best combo to work for focuses around Gir Kcir [RRc16]. Many cards have been used to let a player use her power often, including copying cards, the Gatekeeper [3rd-426] and copiers, and the Ward of Freedom [4th-411]. This card could be used well in such a themed deck (usually to get back the Gatekeeper when the Abyss is full, so that the gatekeeper can get back the caster and all the other champions in there and get the whole cycle going again). Outside of these uses (or getting back a particularly important champion who was a target of a Mindkiller [TU-56] or Takhisis's Abyssal Gateway [DLc13]), I can think of no good reason to use this card. 

#70 - Reincarnate 
Wizard Spell 
"This spell returns any one non-avatar champion from your discard pile to your pool, but changes the icon of the returned champion to that other than the one shown on the card. The casting player chooses the new icon. The other abilities of the returned champion are unchanged." 
This is a very useful spell. First off, it should be noted that this is a wizard spell, thus making this card useable with Reincarnate [FR-33], a cleric spell. This spell lets you return a champion in to play, much like Heal [RV-45], Resurrection [FR-34], and Coming of the Phoenix [RR-56], however this wizard spell also lets you grant that card a new ability. Now, this could be annoying for a wizard in a wizard spell deck, as they couldn't cast wizard spells any more, but could be VERY good for a deck that uses a sprinkling of other cards. If a deck just dabbles in spells, thief skills, or psionics (as many good decks have been known to do), the ability to bring back a combat focused card like the Living Wall [PO-58] or a pool only card like Hettman Tsurin [4th-257] to use those power cards could be VERY useful. Many cards exist to give champions ability to use a support card type, but few are general enough for a "mongrel" deck, and no others let you get a champion back at the same time. Therefore, I would recommend this card for any deck built around using powerful support cards where not every champion can use every card (or even decks where they use many champion types to use the same support card, like Wizard Spell decks that use other champion who say "may use wizard spells" in their powers). 

#71 - Stoneskin 
Wizard Spell 
"May be cast at any time to counter any just played unarmed combat card, and makes the champion immune to unarmed combat cards for the duration of that combat round." 
While this is the only wizard spell that protects specifically against unarmed combat cards, it isn't that powerful. Currently, 3 cards exist that negate a UCC: Reversal [4th-435], Counter [4th-437], and Evade [DR-98]. All of these are usable by any champion, which by itself can make them more useful. Stoneskin's biggest advantage over these cards is that it protects you from any further UCCs for the round of battle. This could be useful for a spell deck (with Mulmaster [1st-33] to let you draw a card from this counter), but not in most tournaments. Typically, the only UCCs people see in tournaments, specifically 55-card environments, are Slap! [IQ-78], Fighting Dirty [DUc3], and SOMETIMES Breath Weapon III [DR-96]. Very rarely in a tournament would you see more than one of these used in a combat round, therefore making Reversal the card of choice. The times to use this card is in more fun settings where dragon, undead, and hero decks show up more often. In those cases, this card will see more use and be most effective. 

#72 - Gen 
Ally +1 
"Can only be attached to a wizard, to whom it becomes a familiar. Once attached, Gen MAY search this players draw pile for any spell that can be cast during phase 4. The spell must be shown to all players. After retrieving the spell, the Gen is then shuffled back into the draw pile." 
This is an interesting card for a wizard deck. First, it must be noted that it can only be used by a wizard, not just anyone able to cast wizard spells. That must be taken into account for deck building. Now, it can allow you to search your deck for a wizard or cleric (as it doesn't say only wizard spells) spell to be cast in battle. For the most part, you'd want to use it only to get a combat ending spell, including wall spells on defense, Wish, Mindkiller, Death Spell, or even Blink (Run away!). This can be a very useful ability, allowing you usually to win a round of combat. Optimally, it would work very well for a defensive spellslinger deck (IF it carries enough pure wizards). Since, as an ally, it can only be played in phase 4, it's familiar ability shouldn't matter, as it's shuffled in immediately after it retrieves a spell. Therefore, use this if you carry battle ending spells spells, but otherwise, an actual phase 4 spell or other combat card might fill it's slot better. 

#73 - The King's Justice 
Blood Ability 
"Lasts until dispelled. If a thief skill is used while this ability is in play, the thief using the skill is sent to limbo until this ability is dispelled." 
This interesting power can shut a thief deck down completely. While it doesn't counter a Thief Skill as it's played, it requires a heavy price; a champion is consumed with each use. There are two important angles to look at this card. First is how to deal with it, and that's tough. Currently, very few cards exist to deal with this blood ability. The complete list is: Dispel [4th-400] (Cleric Spell), Wish [FR-46, 4th-384] (Wizard Spell, after play), and Slap! [IQ-84] (UCC, only as played). Realisticly, a thief deck should carry Slap!, but other than that, there is no defense against it without spells. Now, this is pretty nasty. The worst thief skills, like Con Game [DU-82] or Hijacking [DU-86] would be worth sacking a champion for in the best situations, but most other ones, especially the ones in combat, would be pointless to play. Therefore, any Birthright/Regent/Bllod Ability deck should carry this if they expect a heavy thief skill deck, but for the dabbler (carrying only the nastiest Thief Skills), this card only kills champions, which many other cards can do. Therefore, unless you expect a nasty thief deck, I wouldn't recommend carrying this card except for surprise value. That would answer the "Should I use this card?" question (question #2, referred to above). 

#74 - Gate 
Cleric Spell 
"The caster can use any champion (except an avatar) from another player's draw or discard pile as an ally for this round of combat. At the end of the round, this champion/ally is sent to Limbo until the end of the actual owner's next turn. (Off/4)" 
This is a very interesting card. You trade tomorrow for today. It lets you go through any ONE player's deck and discard pile, get to know what is coming, and pick a champion to help you win the battle. This is particularly useful against an opponent who likes instant win champions. Optimally, the best champion to get would be Headless Horseman [RV-88] while you attack. That is one of the few situations where you wouldn't be giving your opponent something. You see, that is why this card can be dangerous to use. Say you take the Living Wall [PO-58] and instantly destroy your opponent. However, at the end of your opponent's next turn, the Living Wall would be in their pool, and you have a new danger to deal with. This may end up being either a Resurrection or a Runes of the Future for your opponent, which can be very dangerous. so you need to decide if one battle is worth this danger. On the whole, this is a great late game card, where your opponent won't be able to use it against you, but probably poor if played early in the game. Therefore, I'd recommend in setting with larger decks, both to have more options and longer games, but not for the standard 55-card format. However, I can definitely see it showing up in a few decks that you come across. 

#75 - Repentance 
Cleric Spell 
"Can be cast at any time to negate a thief skill. If used on a just played thief skill, the thief attempting to use the skill is discarded. (Def)" 
This is another card in the growing area of thief skill counters, along with Alarm [NS-85], Double Cross [IQ-77], and Slap! [IQ-78]. However, this defensive cleric spell has a few differences. It can cancel a long standing power after it's been in effect (which Double Cross and Slap! don't do). Also, it has the rare privilege to be able to discard a champion while being a defensive card. Of all the specifically thief skill counters, this one is the best, as it not only stops the skill, but, catching the thief red handed, discards the user. This type of ability is unmatched in the other fields, and really gives cleric spells a little bite. True, you can't kill a thief out right, but have to wait for them to commit the crime. However, who hasn't wanted to kill the bugger that sent the evil Con Game [DU-82] their way. Therefore, if you play in a setting that often have thief skills, this is a card to carry if you've even got just a few possible casters. In tournaments, it's not a bad card to carry, but usually you need a spell that is more useful, like Slap!. However, if Spellfire had card reserves to switch cards in or out, it would be a decent reserve to have. 

#76 - Time Travel 
Psionic Power Card 
"This player can take another turn after his current turn is finished, starting with his phase 3 (skipping phases, 0, 1, and 2). This card is placed in the Void after its successful use. If canceled, it goes to the discard pile. (Def/5)" 
For a battle intensive deck, this is a great card. This extra turn may not be a full turn, but it allows extra phase three powers and spells (this also may be good if used in a Mulmaster deck that has phase 3 and 4 spells). Giving you another phase 3, 4, and 5 can be very useful, but the best reason to do that is if you draw more cards in those phases (thus not having a chance to play those cards into play). Phase 3 will only matter for those extra cards, or for preparing for your next battle. Battle decks obviously get the most use, as it allows you to take advantage of an opponent you just beat to attack while they are down, or work your way through a tough surprise defense. The best kind of deck to use it with is a psionic power intensive deck with a Highmaster Illithios [DUc21], so that you can get another card from the power that can be played in your new phase 3. Only one other card lets you have more than one battle per turn; Out of Phase [IQ-54], which works well with this power. Other cards that combos well with this card is the Orb of Delight [IQ-68] and the Ghost Crystal [4th-168], both of which let you get back allies in phase 3, to battle again. Similar cards would work well also. 

#77 - Double Cross 
Thief Skill 
"Usable by any champion. Play in response to another offensive thief skill to turn that skill back upon the original player." 
This can be a very useful card in some games, and a very wasted one in others, as is the way with most counter cards in Spellfire. If an opponent uses thief skills heavily, or just enough for the big ones like Hijacking or Con Game [both from Dungeons], this can save your life (though against Hijacking this isn't the best). However, in most games, it will just sit their in your hand while more useful ones like Slap! [IQ-78]. Generally, very specific cards shouldn't be played, as good generalist cards seemed to be used very often (like Wish [FR-46] or Dispel [4th-400]). This is usually the best advice, especially since this counter requires you use thief skills as well. So unless you're sure your regular opponents will be using thieves, this is just another wasted card. BTW, in response to questions, you can't Double Cross a Double Cross since DC is a defensive skill. 

#78 - Slap! 
Unarmed Combat Card 
"Usable by non-spell casting champions. This maneuver disrupts the concentration of any champion, canceling the effects of a just played spell, blood ability, psionic power, or thief skill." 
This is my personal pick for the best card in the set! Even the most spell focused deck carries a nice champion for another purpose, even if it's just a Living Wall for defense, Necba for taunting opponents, or Lernaean Hydra for a champion that costs no levels for deck building. Therefore, more often than not, a player has enough champions to validate having this counter in the deck. It's ability to counter practically any type of support card can be invaluable to stop the most deadly cards in the game, including Estate Transference [3rd-437], Death Field [DU-81], Psionic Disintegration [DU-73], or Con Game [DU-82]. The only major support cards not stopped by this UCC are events (which are usually separate), UCC's (very few of which are used outside of battle), and allies (ditto). The only similar card is Dispel (4th-400), and it has two significant problems. One, it doesn't stop thief skills, which means you need to carry another method to stop the most nasty cards like Con Game or Hijacking [DU-86], such as Alarm [NS-85] or King's Justice [IQ-73]. The other problem is that it is a spell, and there are tons of ways of dealing with spells. Stopping unarmed combat cards, especially outside of combat, is much harder (the only counters I can think of are Reversal [4th-435], Counter [4th-437], Evade [DR-98], and Stoneskin [IQ-71],. all of which only stop UCC's) . Therefore, this card will find uses against practically any deck and users in almost any deck. Thus, I rate it the most useful card in Inquisition! 

#79 - Permanency 
Wizard Spell 
"Cast this spell on a spell with a stated duration, which then becomes permanent. The original spell cannot be dispelled until this spell is dispelled. Permanency can always be dispelled, regardless of special powers. The caster of this spell cannot be used again until the end of the owning players next turn. (Def)" 
In a defensive spell deck, this card can be a true terror to a deck not carrying enough counters. Of the spells with lasting durations, some stand out well for this theme, including Wall of Fog [1st/4th 371], Forbiddance [ARc11] (it doesn't say it only affects wizard spells), Phase Out [PO-51], Guardian Mist [NS-84], or City Shield [DU-92] . Other interesting uses that can be fun include targeting Quest [FR-31] (only champions below level 5 can attack for the game?!?), Zone of Truth [FR-38], Mind Fog [TU-44], Blight [BR-51], Divine Assistance [DU-99], or Enthrall [4th-419] (this is for the truly evil). The best way to deal with this defensive kind of play is to play cards that destroy all spells in play (various rule cards or events, like Nullification [PO]). 

#80 - Contingency 
Wizard Spell 
"When this spell is cast, this champion can retrieve any spell that can be cast in phase 4 and place it underneath the retrieving champion. When he enters a round of combat, this spell is considered cast before combat begins. (Def)" 
This card can be very useful, especially in a defensive wizard deck. It is easy to set up with a spell that lets you win as a defender, even if it looks like you'd be meeting an ugly end. Good examples would include Banishment [1st-398], Unnerving Aura [DL-69], Mindkiller [TU-56] (it doesn't say it only gets a wizard spell), or any wall spell. This nasty treat that goes before the order of activation makes a nice treat against anyone trying to get a quick victory with a Headless Horseman [RV-88]. Also, since the card doesn't state where it "retrieves" the card from, you can use it to get it from your deck, hand, or discard pile (or even the Abyss!), so it can be a nice recycling card. However, there is some risk in this card. If it is dispelled or negated, you lose both it and the retrieved spell, wasting a card away from card advantage. All in all, I would use this in a defensive spell/Mulmaster type deck (casting this spell in phase 3, as it is supposed to be, allows Mulmaster [1st-33] to activate) and maybe with a set combo. However, outside of that setting, this isn't that great of a card. 

#81 - Tankity-Tankity-Tank 
Unarmed Combat Card 
"Usable by any champion of level base level 7 or higher. This card allows the using champion (if victorious in this round of combat) to steam-roll over the defeated champion to raze the attacked realm. (Def)" 
This oddly-named UCC is meant to refer to the heavily armored fighter almost every party of adventurers has. Assuming that it has to be used in phase 4, this card can be very useful in many situations. The best time to use it for situations where you are likely to get an instant defeat, but if you do that, you can't use it in battle then because the battle is over. Therefore, the best time to use it is with support cards likely to end the battle quickly. To make sure you get to that point, it's a good idea to have a champion who will get a chance to play it; remember that if you start with a high level champion, you probably won't play the first card into battle. Therefore, champions with good immunity sets work well here, such as Erital Kaan-Ipzirel [AR-81], The Gorgon [BR-64], or Gib Ergo [IQ-32]. Good follow-ups after this card to end battle quickly include Mindkiller [TU-56], Level Drain [NS-97], The Dreaded Ghost [4th-246], or any of the many killing events. This card can work very well in any deck that focuses on instant kill support cards and big champions, as it requires no special champion type to play (like Fighting Dirty! [DUc3] 

#82 - Imaginary Friend 
Wizard Spell +? 
"This spell creates an ally equal to the base level of the casting champion. This ally may not be stolen or discarded by any means. The ally stays with the champion until dispelled or until the champion is discarded. (Def 3/4)" 
This improved version of Find Familiar [FR-40] will usually grant a spellcaster a bonus of 5 to 9 levels until they are discarded. This ability can be useful, and can give you something to discard to a Blamblower [DL-56] (while Blamblower can't force the ally to be discarded, the owner CAN choose to discard it to satisfy the evil gnomish invention). However, I'm still firmly in the belief that card powers, not levels, win battles. Therefore, I can't recommend this card to most decks, as higher levels and better powers can be found in other allies or wizard spells. The best use of this card is with a high level caster, such as Lareth, King of Justice [DR] or an avatar champion. 

#83 - Dispel Illusion 
Wizard Spell 
"This spell may be cast at any time. This spell prevents a card from being played (return it to the players hand). The card is considered to have been "not played", and cannot be played again until that players next turn. (Off)" 
This counter card is a great one, adding to the power of wizard spells. Being able to put off the card an opponent gives you time to find counters to it, destroy it in the hand, or even prolong the game (by preventing the sixth realm from being played). To me, this can be the best use, but it basically lets you counter ANY card. This is a great power. Even if it only stalls the target from playing the card until later in the game, it can stop any game killing combo (like Sure Thing/The Fates) and give you a chance to think. This card can be especially potent if combined with cards that discard from your opponent's hands, such as Discovery of Spellfire (2nd/401), Rings of All Seeing (4th), or even Hornung's Guess (TU-37). I'd recommend this for any deck that can find enough casters, as it has game changing power. While it may not fully destroy the card of an opponent, it is the next best thing. 

#84 - Curse 
Cleric Spell 
"This spell causes a magic item or artifact to be cursed. The cursed item no longer has any special powers and any level bonus granted by it is now subtracted from the champion's base level. Any champion reduced to 0 or below are discarded. (Off 3/4)" 
This offensive spell is unique in that it targets an item or artifact without discarding it. However, negating an item like this is the weakest use of this card. The best is to discard a champion or reduce base level to force the discard via another card's power. While it can be annoying in battle, it should only be used in a cleric spell focus deck. There are far better ways to discard champion (the best being Mindkiller [TU-56]), so I wouldn't recommend this most times. However, cleric decks of more than 55 cards would probably be the best time. 

#85 - I Know What You are Thinking!!! 
Psionic Power Card 
"While this power is in play, all opponents must now play with their hands face up on the table. This power lasts until negated." 
Before this card, the closest cards to this was Zone of Truth [FR-38] and Plentiful Psionics [AR-31], being the only card that lets you look at multiple people's hands. However, this is the only one that means you don't have to reveal your cards as well. This is a very useful card, and able to be put into play from the pool, allowing it to be used when you only have a few psionic champions in play. Combined with cards that let you remove cards from hands (like Ninjas [FR-70] or Rings of All Seeing [4th]), you can effectively neuter opponents during your turn, so that you can do whatever your evil plans are (nasty spells are prepared by discarding counters, attacks prepared killing support cards, etc). There is little reason not to use this card, however, one of them is the best counter to this card: Handmine (DUc16). This event, when in any player's hand (or drawn while I Know What You are Thinking!!! is in play) can counter this card, destroying the offender's hand in the process. That is by far the best defense against IKWYaT!!!. However, this is also only a one time thing, and therefore might not be what you want to use, especially if you have plans for those very valuable event slots. The Herald of Mei Lung [NS-54] is not the best defense, but it does help against cards comboed with IKWYaT, as it prevents cards from being discarded from your exposed hand (it doesn't actually prevent someone from looking at your hand). All in all, IKWYaT is a solid card that will find itself into many tournament decks and decks of all shapes and sizes. It should also note that if multiple copies of this card are in play (via multiple players), all hands are face up, as the power doesn't give your hand any special protection, just doesn't affect the users hand. 

#86 - White Dragon 
Ally +7 
"Dragon. Flyer. Can use dragon unarmed combat cards. This ally's breath weapon, a cone of cold, causes all magic items currently in the battle to break and be discarded." 
This ally can be very useful in some decks, but not the most powerful card ever created. Being a dragon and a flier, it fits well into decks of either theme, being the second highest level dragon ally (behind the Ancient Dracolich [NS-81]). Granting the ability to play dragon UCC's is only matched by a few cards (including the Gauntlets of Combat [DR-74] and Dragonne [DR-82]). However, in most decks where this would be very useful have mostly dragon champions already (however, if the champion can't play them because of another card, it can be useful). The best card to combo with it is a champion that is good for a dragon deck like Verminaard the Dragonmaster [DR-42] and then using the most powerful dragon UCC's, like Breath Weapon III [DR96] or Tail Sweep [DR-92]. The White Dragon's last power (that of destroying magic items already in battle to be destroyed) can be very useful, but for the best impact, it should be saved for then end of a battle. That, in addition to it's level (a meaty +7), can often win a battle. All in all, this is a good card for a theme deck, or one that uses a smattering of dragon cards to enable good combos. 

#87 - Soth's Steed 
Dragonlance Ally +8 
"Undead. Flyer. May breathe fire to discard one ally or magic item of +5 or less currently in combat. If played with Lord Soth, this ally doubles in level and cannot be discarded or forced to switch sides, returning to the pool with Lord Soth at the end of combat." 
This ally can be very useful. First, it has a nice +8 bonus, which makes it the second highest level undead ally out there (the first being Ancient Dracolich (Nightstalkers)), making it a great choice for a undead deck. It's flying ability also makes it very useful. The ally and magic item destroying power is only effective when it is first played, so optimal use would be a few cards into combat to get rid of a choice one. However, to get the greatest use of this ally, you need to have Soth. Lord Soth (RV-99) was bluelined as undead, so both of these cards fit into the same deck well. The +16 bonus with Soth is huge, especially as it can destroy an ally or item in every battle (the best way to attack a player with a Blamblower in his pool). Now, I'm not a big believer in combos, so I'd only put this in a themed undead deck in the 75 or 110 card categories so it could gain from all the multipliers you can give to undead allies. I'd also keep Soth around to deal with a few DL dragons (Soth's power), so the combo could come up. However, aside from this and fun play, I wouldn't recommend this card. 

#88 - Mimic 
Ally +? 
"During combat, this ally can copy any one magical item or artifact attached to the opposing champion." 
This card can be very useful, but there are many times it won't help. The most potent items to copy would be the ones to instantly win battles, but most of those have discarded your champion already, such as a Blamblower. The most likely cards to copy and get strong value would include the Winner's Cape (4th-520), Vorpal Sword (FR), or any item the opponent stole from you. However, this card does have one major heel. The opponent must play a magic item or artifact into the battle, or even have a battle worthy. Many decks these days are pure outside of combat use, such as the Rings of All Seeing (4th), the Dragonfont (ARc20), or the Bag of Beans (NSc18). However, in fun play, this card will usually be useful. Note, it can choose to play this ally before it has something to copy, but it won't help until one is played against it. Therefore, usually it is a bad idea to play it before your opponent plays one. 

#89 - Mina's Knights 
Ally +5 
"May play hero unarmed combat cards. If played with a cleric, this ally cannot be forced to switch sides and are only discarded if the cleric is discarded also." 
Cards like this are good for decks that use multiple types of support cards, in this case clerics (spells) and heroes (UUCs). However, to tell the truth, I'm not a big supporter of decks built this way for any format smaller that 110-card decks. Therefore, this card will see some useful play in fun games, but very few in tournaments. However, a +5 bonus that may last for multiple battles (if played with a cleric, it's there until the cleric is discarded from play) could be very useful, especially when used with a champion with many immunities (so that first card played in battle is less likely to be lethal). Examples would include Nemon Hotep (Nightstalkers), Adon (Forgotten Realms/4th ed.) and Shayira (4th ed). I'd include Erital Kaan-Ipzirel (AR 81) in this list too, but her escaping power would get rid of the ally (activating is a choice, thus the Knights' power has no effect). 

#90 - Stool Pigeon 
Ally +1 
"When played in combat, an opposing thief champion is defeated and sent to the abyss." 
In most 55 card tournaments, it seems most people are obsessed with instant kill cards. This is one making it at least a thought for a tourney deck, or at least for a bigger deck battle (like 75 or 110 card settings). Plus, the addition of sending that champion to the Abyss is very nice. However, thieves are not the most combative class of champions usually. It's their assisting cards that makes them so nasty. While I could definitely see this card having a place in a deck focused on attacking champions in the pool (using cards like the Arena of Dori the Barbarian or Drow Throne), I'm not sure I would put it in most tourney decks. It would definitely see more use in fun games, except people tend to target players who win using just instant killers by just blowing up their realms. Plus, this card is useless against a non-thief (+1 bonus is practically nothing). Overall, unless you've got a great stategy to just attack specific champions, I wouldn't use this card in most games. 

#91 - Gloomwing 
Ally +3 
"Flyer. Because of its shimmering markings, an opposing champion is confused and loses the use any special abilities and its icon ability during this round of combat." 
I can see where this card could be truly evil. Powers are the main reasons to choose your champions, and stripping those of people in combat (including immunity nasties, like the Etherial Champion or Lareth, King of Justice) could be very useful to clear the way for your own nasty cards. That is the only reason to choose this card (a +3 bonus is usually not that significant in a battle). If you are playing a primarily defensive deck with no instant kills, DON'T choose this card, as it will not stop instant kills against you by the Order of Activation. You would want cards that end combat quickly, and this one by itself won't do that. However, if you are a battle focused deck annoyed at how restrictions in play and immunities block your every turn, this card is definitely for you. Overall, this is great for an offensive deck (especially with it's flying subability), for not a keeper for a solid defensive deck. 

#92 - Knights of Neraka 
Dragonlance Ally +? 
"This army is equal in level to the attached champion's base level." 
This ally can have few big bonuses. For the most part, unless this card is played with an avatar, this card will have a bonus of +3 to +9. However, there are lots of cards that can do that, and even more that double total level (like Complete Surprise or Mirror Image), so why play this card? The only reason that I can come up with is to use it with the event Morgian, God of Disease, Strikes (DL-95). That's why it is a Dragonlance ally. However, this one combo does not an evil card make, and therefore there are much better allies to use. 

#93 - Improved Initiative 
Thief Skill +5 
"Play this card when both attacker and defender have been chosen. The player of this card activates all of their cards first. (Def/4)" 
This is another primarily defensive thief skill. The main reason to use it to avoid an attacker's instant defeat, or have an instant defeat in before the attacker's nastiness. However, aside from cool attachments, not many thieves have instant defeat powers. However, combine with attachments such as Vorpal Blade, Wand of Orcus, or the always nasty Blamblower, this card could give the heaviest loaded attacker a horrible surprise. This gives a defensive thief deck a nice option. However, it can also give the strong offensive thief deck a way to steal back initiative to the attacker. If two cards both sieze intitive, then they negate each other and you go back to the original order of activation. Therefore, this could be a boon for an attacking deck. Plus, the +5 bonus is significant for battle. Overall, good for a thief deck (for either offensive or defensive) and for a deck with lots of instant win attachments, but otherwise it's not a great card. Since the user must be a thief, it's best with fighting thieves, like the Guildmaster (NS-28) or Jacqueline Reneir (NS-32). 

#94 - Hostage 
Thief Skill 
"Play on any champion in any opponent's pool before a defender is chosen. If the attacker doesn't halt the attack, the hostage is sent to the discard pile. (Off/4)" 
This card is a very interesting Thief Skill, in that it is an almost entirely defensive card, while most thief skills are about either gaining a skill or hamstringing an opponent. In this one, after an attacker has declared the attacker, any user of thief skills and targets a champion in the opponent's pool. Usually the target is either (1) another truly deadly attacker, or more likely (2) a champion that never goes into battle because of their value in the pool (like Necba, Hettman, or others). This could often be a means to get an attacker to call off an attack and end a battle. Halting calls back the champion to the pool and fully ends the battle (no more rounds of battle are allowed). As nice as it is, I would only play this card in a thief focused deck that was focused on speed. However, it might be useful to most decks in the setting you play in is very combat oriented, and your deck is a speed, defensive focused deck. One needs to look at their home environment to decide if you need it. I usually thrive in combat, so I wouldn't play it, and most often wouldn't care if I lost the attack. The times it'll be the most effective is against a person who just goes for combat's where spoils seem guaranteed (like a really built up Tithian or Living Wall attacking). 

#95 - Mercenaries 
Ally +9 
"One card from this player's hand must be discarded to purchase the service of the mercenaries. When played, the player can choose any one type of support card that can be played by them." 
Not many Spellfire cards have a cost, so ones that do need to be examine carefully. This one forces you to discard any card (your choice) from your hand. That means that this card needs to be worth two cards to play it for you. The +9 is great and significant, and the ability to use any one support type you didn't already have access to is nice, but most decks won't need this. Unless you are going with a complete mongrel theme (only the most powerful cards of all types), this one shouldn't be needed. The best use for this one is actually in Sealed deck competitions (ironic, ain't it?), as you often need to use cards you can't always count on using, and often have something else you can discard. Other than those types of situations, I don't think a good, focused theme deck should ever need this card. 

#96 - Entrapment 
Thief Skill 
"Play at any time to cancel a just played thief skill and send its user to the discard pile. (def) Can be played during phase 3 or 5 to send one thief champion to Limbo. (Off)" 
One thing that every Spellfire master loves is a good multipurpose card. This one has a few nice ones. First of, the ability to negate a thief skill as it's played is very important, especially against skills like Con Game or Hijacking. However, not that many decks carry Thief Skills, and those that dabble usually only card those two, so this card wouldn't always get used every game. The other use does seem to make it worth it, as you can temporarily get rid of a thief in any pool, which can be very useful. The best use of this card would be if you have a thief to bring into play, but can't due to the Rule of Cosmos. While there are few champions immune to offensive thief skills, since you can only use it against thieves, it can be limiting. In tournaments, the most common targets you would find are Necba the Wrathmaker, The Guildmaster, and Gib Retlub. If you are working with a major thief concept, this isn't a bad to carry, or if you are carrying only a few key ones to your deck, it's pretty decent. However, I wouldn't recommend this to most decks. 

#97 - Behir 
Ally +10 
"Earthwalker. During combat, this ally can release a bolt of lightning that renders the opposing champions magical items powerless for this round of combat." 
Starting at a +10, this puts the Behir into a presigous class of highest level ally, tied with the Dream Team (RRc-1). Not only that, but it also has the Earthwalking ability (very important for a deck focused on attacking) and can negate magic items. The key part to remember about the last part of the Behir's power is that in only effect magic items that are in play when it activates it's lightning power (note: this power can be held for a vicious late round magic item). The +10 should put you ahead in levels, so wait until another item hits the table before you have the Behir "light" it up. With good timing, this card could be a worth edition to any combat deck, or might even be really good defensively. 

#98 - Claws of the Wolf 
Blood Ability +4 
"Stays with the champion until dispelled or the champion is defeated. This champion can discard one opposing ally of level 7 or less. (Off /3/4)" 
This blood ability has a lot in common with another Blood Ability: Animal Affinity (BR-36). Both grant a +4 (AA with a non-removable ally) that stays until removed. The advantage in this card is that it can once in the game discard one opposing ally from the game (making it a better choice than AA). However, since that power only works once (otherwise it would say it works every battle), it's still not a great card, as one doesn't know if the opponent is using allies or even low enough level ones. 

#99 - A Piece of the Action 
Thief Skill 
"Play only when another player is to draw a spoils of victory. That player must draw and discard his spoils, while this player draws a card showing it to all players. If it is a realm card, it is sent to the Abyss. Otherwise it may be played just like a spoils of victory." 
This is an interesting card for those interested in using thief skills. When an opponent razes a realm (or does something else to earn a spoils of victory), you may force that person to discard that spoils (note: a person can't just wait to see if the spoils is played and THEN use the card; using this card happens just as the spoils is drawn and before it is played). This can be powerful, but there are lots of cards to discard cards from hand or play. Killing one isn't a huge deal (aside from angering whoever just got hit by this card). 
It also lets you draw a spoils of victory. However, if it is a realm, it is sent to the Abyss. This prevent people from stealing spoils like they can with the Noble Outlaw. The chance of losing one of the few realms in your deck to the Abyss, especially when many good combos can send many more realms to the Abyss is a huge danger and may just be doing your opponents' work for them. All in all, this is too much risk for just one cards in card advantage (1 they discard and 1 you draw, but minus this one card). 

MILLENIUM

Duergar 
Ally +2 
Dwarf. The next card played by the opponent that is not defensive, loses its special power and level bonus (discarding Duergar). May also be discarded from hand to negate the effects of the Blamblower. 
#01 of 99 
This dwarven ally is very low in level, but can none the less cause major annoyance for an opponent. When played into battle, when the opponent has to play another card (not when they use cards already in play), the next card must be labeled defensive or have its level and special power lost. This means that the next card, to be effective, can not be an artifact or an ally, since VERY few of those cards are labeled offensive or defensive. If the card isn't defensive and loses its power and level, the Duergar is discarded (though the effect remains, against the normal rules). More important is its second power. It is the only card that can be discarded or played from hand to stop Blamblower [DL-56] from destroying cards after it is discarded aside from Unavailing Sacrifice [IQ-42]. Normally, if the Blamblower is discarded from combat and the opponent doesn't have at least 6 levels of allies IN PLAY,. the Blamblower destroys the opposing champion. Duergar is the solution to that, and for that reason alone, some will use it in tournament decks. However, most silver bullet cards (those targetting just a single problem card) don't get played since they are near useless if drawn late in the game (after the targetted card has been used) and very weak when not affecting the targetted card. Therefore, hard core opponents of the Blamblower will use this in almost any setting, but others will never use this card. Use of this ally, as with any silver bullets, is based on how often you are used to having this card hose you. 

Mountain Dwarf 
Ally +6 
Earthwalker. Automatically defeats a monster if attached to a hero. Automatically defeats an undead if attached to a cleric. 
#02 of 99 
The Mountain Dwarf is a good theme support ally. This dwarf is an earthwalker, allowing it to attack many realms, and its +6 bonus is enough to easily sway a battle. Additionally, it can instantly defeat some champion types. It can destroy a monster or any undead if attached to the right type of champion. This supports the dwarf theme well, since the most common champion types (in order) are heroes (to defeat monsters) and clerics (to defeat any undead champions or destroy undead allies). This could be useful for some tournament decks, since it can end combat quickly and efficiently, and has a decent bonus when it can't instantly win, but its iffy nature (since you must combo it with the right type of champion) will make many people shy away from this card in tournaments. As such, aside from the occasional tournament, it will likely only see use in dwarf fun decks (or hero or cleric decks), since other themes are less likely to choose this ally, because most fun decks love long combat, not instant victory. Don't let the recycled art fool you. This ally can be quite effective for the right deck. 

Ranger of the Highlands 
Ally +5 
No more than one card of any type can be played against the attached champion. 
#03 of 99 
This bluelined Elf can be an interestings card that can truly annoy an opponent. The Ranger of the Highlands' +5 bonus is enough to usually sway a battle, but won't overpower it. However, in a long battle, it could be the deciding factor. After the Ranger has been played, the opposing player can not play into battle any card which is the same type as one they already have in play (if the opponent has an ally and a magic item already on their champion, they can not play either of those two types during the battle). If the Ranger is player after multiple of a card type is played (for instance, the opponent already has 3 allies in the battle), those cards are allowed to stay, but not more can be played by the opponent. This can be very annoying to fun decks with support themes (since most combat cards are of the same type), but will have little affect in tournaments, since battle there is most often short with victory using instant victory cards. 

Olive Slime 
Ally +2 
When played into combat, discard all the attached cards currently in battle on both sides, and only Olive Slime remains. 
#04 of 99 
The Olive Slime is an interesting ally that completely resets battle. Very similar to the Torments of Sisyphus, this ally discards all other cards from battle except for the two champions. This in itself can end battle (as an inventive way to defeat a Magical Champion [2nd-402]), but most often starts the battle anew. However, when used with a high level champion without attachments, bis can be great, wasting the other player's card from battle. This can not be used as a counter card, so if an opponent's card kills your champion, this card is not help. However, it can be a nice card to get card advantage over an opposing player. The only reason to play this ally is the resetting power, as the +2 bonus is usually insignificant. This advantage can be maximized with a champion immune to ally powers (since he would not be required to discard from battle), such as the Ghostly Piper [AR-c10]. This ally will see itself in many different fun settings, but not often in tournaments, since most combat cards in major tournaments aim to end combat quickly with instant victory. 

Locust Plague 
Ally +5 
Earthwalker. Play on an opposing realm during phase 3. Acts as an ally for any champion attacking the realm. Stays with razed realm if not discarded through combat. A razed realm cannot be rebuilt while Locust Plague is attached to it. 
#05 of 99 
The Locust Plague in a very unique ally. First off, it is not played into battle normally; it must be played during phase 3. The Plague must be attached to an opponent's realm, though this realm doesn't have to be one it can attack (can still be attached to a realm restricting earthwalkers), and can even be razed. Any champions attacking that realm (including champions attacking when the realm is razed, like the Spider [BR-65]) get the benifit of having this +5 ally help (unless the Plague is restricted from attacking there). However, in battle is when the ally is the most risky, as it is vulnerable to any method of destruction while in battle. The most important facet of the Plague is that a razed realm it is attached to cannot be rebuilt (in can, however, be replaced). This is a great method to stop someone from rebuilding their realms with events to win the game. Therefore, since rebuilding is a very common sight in tournament games, this card will show up in tournaments. This can also show up in fun decks, though its weakness in combat means it won't be as strong. I only wish it could be attached in phase 5, after razing a realm :) 

Bumbling Idiot 
Ally –5 
Can be played into any combat on any champion. The champion and all of its attached cards (except this one) lose all abilities. 
#06 of 99 
This ally can fit into many different themes and cause all sorts of havoc. First off, this champion can be played into any combat on any champion, which makes him great for multiplayer games. You want him to be on any champion but your own. Then, after he has been attached, all the champions attached cards except for the Idiot) lose their special powers. Also, since this ally is "helping" the targetted champion, any power to discard an opposing ally can't get rid of the Idiot. The targetted champion loses 5 levels (as per the Idiot's bonus), and loses all powers. This includes the powers of all attached cards already attached and all future cards the champion's player adds. This can spell a quick victory, especially in tournament quality games where special powers and instant victory cards rule battle. Worse yet, keeping the idiot away battle is very tough. Some events can help (like Mist Wolf [1st-175] or Airship! [3rd-90]), but few cards can prevent this ally being played (except for the target not being allowed to use allies by things like the Net of Entrapment [1st-217]). That makes the Bumbling Idiot very strong and a hidden gem in the Millenium set. This card can be seen in almost any setting, and will eventually work itself into tournament decks for players sick of seeing quick instant combat. 

Death Knight 
Ally +8 
When played, discards an ally already in play. If attached to an attacking champion who is defeated in combat, Death Knight becomes a level 8 undead monster champion who returns to its controller’s pool. 
#07 of 99 
Death Knight is a strong ally that is very useful for undead themed decks, since it has been bluelined as Undead by Ogre. First off, this +8 ally (a significant bonus) destroys an ally already in play, very similar to Lurker in the Earth [DU-48]. This will often help you win a battle. If the Death Knight doesn't win the round, it has a nice side effect. If attached to an attacking champion (not defending) that is defeated, the ally becomes a base level 8 monster champion with the characteristic of undead. This champion otherwise has no special power (it can no longer destroy allies), but still can be very effective for decks focusing on an undead theme. This power is not unique (it is similar to the Red Dragon Figurine [DR-c14]), and not special enough to use outside of an undead theme deck. However, when working with other undead supporting cards such as the Haven of the Undead [4th-71] or Ancient Arms of Greyhawk [3rd-144], this can be very nasty, and can be recycled with the Barracks of the City of Greyhawk [MI-49] or Ghost Crystal [4th-168]. The best way to stop the Death Knight's transformation into a champion is to discard him from combat before the champion loses with cards like Lurker in the Earth or Net of Entrapment [1st-217]. This card will show up in many undead fun decks, but not in other settings except large (110) undead tournament decks. 

Aurumvorax 
Ally +6 
Earthwalker. For each card played into combat by the opponent, roll 2d4 and add that number to the level of this ally. 
#08 of 99 
This is an interesting ally that can be good if you plan to play few cards, but still win by level. The Aurumvorax is a nice +6 ally that can earthwalk, making it a decent card to attack hidden realms with. Better yet, the more the opponent fights against it, the stronger it becomes. For each card (note, not ally, or spell, but physical card) played after it into combat, the Aurumvorax's player rolls 2d4 and adds the level the the Aurumvorax. This can range from 2-8, and averages at +5. This means after the opponent playes 1 card, it will be a +8 to +14 (average of +11), 2 cards will cause it to be +10 to +22 (average of +16), and 3 cards means it will be a +12 to +30 (averaging at +21). This is a pretty heafty bonus for a single card from your hand. Therefore, it is a good card to protect with champions that protect their allies (like Tagor Mijor [IQ-15]). This will show up in many fun decks, but very rarely in tournament decks, since most tourney decks win combat very quickly using instant victory cards (not levels). 

Crypt Thing 
Ally +4 
Can only be attached during phase 3 to a realm with a holding. Cannot be discarded during combat by another player. May be discarded at any time to send an opposing champion attacking the attached realm to Limbo. 
#09 of 99 
Suprisingly, this card has no bluelines (it is not undead). However, it can be a very potent card. Firstly,.it can not be played into combat normally. Instead, it is played during phase 3 attached to a realm with a holding. Since it can only be attached to a realm with a holding, if the holding is discarded by any method (such as Tuigan Invasion [PO-36]), this ally is also discarded. However, in a deck with a few holdings, this is a very powerful card. During combat, it can not be discarded by the other player, which means ally destroying champions (like Dagaronzie, Green Dragon [1st-c6]) can not stop the Crypt Thing. It combat, it should almost always be discarded from combat to send the opposing champion to Limbo (except when it seems the opponent wants you to do so). Because the opposing champion was sent to Limbo from play, the defender gets to gain spoils. Now this can't be done when the attacking champion wins instantly (like with a Living Wall [PO-58]), but it can be very effective. If this power is not used, it is just a +4 ally that comes back every round the realm is attacked (since it is attached to the realm, not the defending champion). The Crypt Thing is most effective when combined with a holding that has protections (such as the Geneva Conclave [Promo #2]), or when combined with the Throne of the Mountain God [4th-510], which means the Crypt Thing sends the attacking champion to the Abyss. This is an effective card that will show up in all settings, but be rare in the tournament setting since so few holdings are used. 

Shrieker 
Ally +1 
Can only be attached during phase 3 to an Underdark realm. This fungus alerts defenders, allowing them to activate their powers first. “When attacking” and “Before combat” powers of champions owned by opponents do not work while this ally is in play. 
#10 of 99 
The shrieker has been officially bluelined as "Underdark." This card is nearly worthless if not in a Underdark themed deck (or at least with a significant Underdark flavor), becoming a just a +1 ally, which is the same thing it is whenever played into battle from hand. What makes the Shrieker worth playing is that it can be attached to an Underdark realm during phase 3. Once "planted", the Shrieker has two powers. First off, this player becomes immune to powers that activate "When attacking" or "Before Combat". Examples of this kind of power include Agis [1st-261] and The Elf Prince Fhileraene [BR-89]. This even stays in effect for when the Shrieker's owner attacks (but not affecting his cards), and even when the Shrieker's owner isn't involved. Also, when the Shrieker's realm is attacked, defenders can use their powers first, which is very important when using or fighting instant win cards. As most of the "Before Combat" type powers aren't that common in tournaments and the Shrieker's attachment requirement, the Shrieker won't be seen in many tournament settings, but it is a great support card for fun decks using enough Underdark realms. 

Blink Dog 
Ally +? 
May be played into a combat where this player is not involved. When played into combat, roll 2d4 for the level of this ally. Can blink back to its owner’s hand at any time, before combat ends. 
#11 of 99 
This is a very interesting ally card. It's level is equal to the roll of 2d4 (averaging +5), and can be maximized to a +8 using Rigged Dice [MI-22] (however, the average gain of 3 levels is hardly worth using the card). However, it has two other features that can make it very useful. First off, it can be played into any round of battle, even when you are not involved, which makes this a wonderful support card for theme tournaments like team partner games, or just when you want to influence other players' battles. This can be very useful, but can be done by other cards, like Foulwing [TU-76], so isn't that special. However, any time during a battle, this ally can blink (return) to its owner's hand. This can be incredibly useful, especially if it is in play first, and then the opponent plays a card that allows instant victory. Since the Blink Dog was in play first, it can activate its power and get out of the battle before certain death. This also works well when the ally if going to be destroyed by the enemy anyway (however, the Dog can only activate this way when the card is play. Once the counter-effect time is done, the Dog can be killed by cards in play, and once that destruction is declaired, the blink cannot be used as a counter effect. This card can show up in many fun decks, but not most tournament decks, since bonuses higher than the maximum +8 can be found, many with better powers that help win, not just recover from loss. However, this is definitely a very fun card to play with. 

Reef Giant 
Ally +4 
Gains 6 levels if in combat over a coastal realm. All non-swimming champions and allies in combat against the Reef Giant lose 2 levels. 
#12 of 99 
Reef giant is a decent theme card for support of good fun decks, but not strong enough for tournament decks. This ally (bluelined as a swimmer) is strong for any swimming themed deck, since most realms set to defend with it have the coastal picture, making the Reef Giant a +10 ally. Additionally, for each non-swimming champion or ally played by the opponent, this giant effective gives the player another two in balance (since the opponent's lose them). Since most champions and allies are not swimmers, this bonus can be significant as well (woking much better than the similar power granted by the Desert Giant [MI-13]). The Desert and Reef Giants together cause all opposing champions and allies to lose 2 levels, and thuse are not a bad combination together. However, the Reef Giant only gives level modifiers, and while that is great in non-tournament games, most allies found in tournaments have even bigger bonuses or special powers that allow victory. This, in addition to the fact that this ally doesn't give himself or the attached champion any additional defense or immunity, means this is rarely an ally that the opponent needs to worry about. Any of the standard methods for removing allies work well to remove the Reef Giant's sometimes annoying level. 

Desert Giant 
Ally +5 
Gains 5 levels if in combat over a Dark Sun realm. All swimming champions and allies in combat against the Desert Giant lose 2 levels. 
#13 of 99 
This giant ally is minorly interesting, but decent theme support. In a Dark Sun deck, or attacking one, this ally becomes a +10 ally (5+5). That's pretty good, but not the best. Better is the fact that it is a giant, and therefore useable for that theme as well, and works with cards supporting that theme (like the Hall of King Snurr the Fire Giant [IQ-50]). Additionally, swimming champions and allies lose 2 adjusted levels, but this bonus is very minor except against a swimming theme deck. It is just meant to put in higher levels and batter the opponent. For the concept, it is well done, but will only find a home in some fun decks, not any tournament quality decks, and those tourney decks that try to do so will find they could have had much better support. 

Feinoue, Void Shaper 
AD&D Wizard 10 
If Feinoue wins a round of battle, he can either randomly draw one card from the opponent’s draw pile to send to the Void and then he goes to limbo for 1d10 turn; or he can search the opponent’s deck for one card, sending it and himself to the void. 
#14 of 99 
This wizard of too many vowels was one of the most argued cards on the Spellfire Mailing List when Millenium was first published, and those discussions created this version of the card. Feinoue's high level dictates that if you plan to use him, you must have a plan for him. The strongest combo with him is the Arena of Dori the Barbarian [IQ-3] or Blood Challenge [BR-c20]. This allows him better chances for victory, since his power doesn't help him win. However, once he wins, hisx power comes into affect and he has a choice. He can either randomly draw a card from the opponent's deck and sending it to the Void (requiring a reshuffling after he acts, but not before, making Ren's Crystal Ball [1st-199] useful before attacking) and then the Void Shaper goes to Limbo for 1-10 turns (since a d10 can not give a 0 result), or he can search the deck, and send a card of choice to the Void, going along with it. This is a high price, but can be useful to get rid of particularly nasty cards, like the Fates [BR-c23] or A Sure Thing [NS-72]. It works best when coupled with instant win allies or spells, but not magic items or artifacts, as he is sent to the Void or Limbo from battle (removing attachments). This card will find itself into many different decks, including tournament decks, so be prepared to stop it, or at least have a Ring of Reversion [RV-63] handy. 

Cooshie 
Ally +3 
Gains 6 levels if allied with an elf. Can be attached during phase 3 to any elf champion, staying with the champion until defeated or discarded during combat. 
#15 of 99 
The Cooshie is a nice support ally for some elf decks, but otherwise is a waste. When not attached to an elf, this is only a +3 ally with no power, so is only possibly worth it in an elf deck. When attached to an elf, the bonus is +9, much more worth while, and stays with the champion until discarded in combat or the attached champion is defeated (in which case the ally is discarded, even if the champion was saved. This is very similar to Gladiators [3rd-257], which have the same effect when attached to Dark Sun champions. The icon bonus of the Cooshie is very nice for elf decks, but still not the best available, and usually won't validate this card. The only times you will see this card in elf fun decks, and even then it is not guarenteed. 

Phoenix 
Ally +8 
Flyer. During phase 0, if this ally is in the discard pile you may, roll 2d6. If doubles are rolled, put this ally into the abyss, otherwise return this ally to its owner’s hand. 
#16 of 99 
The pheonix is an interesting ally for decks focusing on combat. The +8 icon bonus is definitely significant. Other than the bonus and being a flyer (which is very useful for many combat decks), this card has no other combat powers. Then, during the phase 0 of the next turn, there is an 83% chance of returning to its owner's hand. The other 17% of the time it will instead be sent to the Abbys, probably never to return. The roll to come back is optional and is not required, making it only worth doing if you don't have another way to return the ally to your hand (like Jerome Kazinskaia [IQ-25] or Orb of Delight [IQ-68]). This is a nice bonus, but allies are usually chosen for their nasty powers, not icon bonus. Therefore, this very fun card will show up in non-tournament decks, but not often in tournament decks, as the Pheonix will not defeat any champion by itself. It is a solid support card though a definitely be seen in fun decks. One could use Rigged Dice [MI-22] to insure the return of this ally, but it usually isn't worth the waste of the card (since it doesn't help card advantage). 

Cockatrice 
Ally +4 
Flyer. When this ally is played, roll 2d6. If the roll is higher than the opposing champion’s base level, that champion is turned to stone and sent to the abyss. If equal to the opponent’s base level, this ally is turned to stone and sent to the abyss. 
#17 of 99 
Cockatrice is one of the strongest, if very random, allies in the Millenium set. This +4 ally can send an opposing champion to the Abyss, giving instant victory to the using player. This is more likely when the champion level is low (better than 50% chance of Abyssalizing when champion level is 6 or less). However, there is also the chance of losing the Cockatrice permanently to the Abyss if the roll is exactly equal to the opponent's level. This is most likely to occur when the opposing champion's base level is 7 (a 16% chance). This risk is still very low, and only destroys the ally, not the allied champin, and therefore makes this card very worthy. The only other card the is better against low level champions is the Intellect Devourer [3rd-86], which instantly kills champions of base level 5 or less. If Cockatrice is combine with Rigged Dice [MI-22], this spells instant victory against all champions base level 11 or less not immune to ally powers. The best defenses against this evil lizard-bird include immunity (like Inyrana the Dragon [DR-26]), preventing the ally from being played (like Net of Entrapment [1st-217]), or destroying it before its power can activate (like with Airship! [3rd-90]). This card will show up in many tournament and non-tournament decks, since it is very powerful and can be used by any champion. 

Solrac 
Ally +5 
Can be discarded from combat or hand to cancel a just played thief skill or blood ability. 
#18 of 99 
Solrac is an interesting and very effective counter. Discarding Solrac from hand or play can counter a just played thief skill or blodd ability. It has not effective against those support card types after they are initially played (such as Bloodform [4th-446]), but that is a minor penalty. The best part about this counter is that there is only one way to negate this counter: Unavailing Sacrifice [IQ-42]. This is additionally stronger since there are no cards that can prevent thief skills or blood abilities from being countered/ Therefore, any deck expecting to face these support cards would do well to use this card. Plus, if you don't end up facing thief skills or blood abilities, then you still have a +5 ally, which is a significant bonus. All in all, this is a very good card, and has been showing up in fun decks and tournament decks alike. This is one of the best cards from Millenium! 

Defilers Crown 
Dark Sun Artifact +1 
Whenever any player casts an offensive spell, he must raze a realm in his own formation. If a realm cannot be razed, then the spell may not be cast. 
#19 of 99 
Defilers Crown is one of the few champion names with a type (should be Defiler's Crown), and is an interesting non-spell card. Worthy of being put in any Dark Sun deck not using spells, it ties a high cost to casting spells. However, there are two ways to use this. In a speedy Dark Sun deck, you can force the opponent to use spells when they don't like the cost. But my favorite combo for this card is to use it in a Playing to Lose [DR-c10] deck. Then, just before your turn, you can cast a flurry of spells to raze all you realms before your turn begin, including Limited Wish [FR-43], Wish [FR-46], and Hornung's Guess [TU-37]. This can be a great victory method. However, outside of this, I find that cards forcing no spells to be cast (like Nullify Magic [PO-38] or Master Strategist [4th-500]) are more effective, especially since the Defilers Crown doesn't have any effect on defensive spells. This card will show up in all sorts of fun decks, but not many times in tournament settings. 

Gamblin’ 
Thief Skill 
Choose 3 champions of a single opponent and shuffle them, leaving the attachments behind. Have that opponent name one of the champions, who must be selected by picking a card at random. If correctly picked, all three are returned, if not, the two non-selected champions are discarded. (Off/3) 
#20 of 99 
Gamblin' is an interesting card that can be used to deal with large pools. When you play it, the target opponent must have three champions in play. Then, he or she may be able to save all his or her champions that are targeted if he or she chooses the champion he or she named. If the wrong champion is picked, the non-picked champions are discarded. The best way around this card is to use champions of different editions. If you have champions of different editions, you can look at the card backs (which Ogre has stated is allowed for random draws) and pick the correct editioned card. Of course, this is only legal if the cards aren't in card protectors, so this card is one of the few that is helped by not using card protectors. However, if champions of all the same edition are picked, then you have the fair 33% chance of getting all your champions back. In fair chances, over time using this card will get rid of 1.33 champions, not the best rate. For pool destruction, the goto card for thief skills is Con Game [DU-82], which is guarenteed to get rid of cards. One final bit of advice of opposing this card; if there is one very important champion you want to keep, DON'T make it the champion you name. That way, if you select, you get to keep it, and if you select the named card, you still get to save it (making it 67% likely to get the key champion back instead of 33%). Unless you are making a fun deck, and intelligent opponent should realize that Gamblin' ain't so bad a bet after all. 

Doomgrinder 
Greyhawk Artifact 
When Doomgrinder is in play, any cards that make any player draw more (or less) cards than anyone else are discarded and none more may be played either. 
#21 of 99 
The Doomgrinder is the most effective anti-speed card ever created. While in play, no cards that allow any player to draw more cards than anyone else may not be played. This includes realms (like Tyr [1st-224]), holdings (like Mulmaster [1st-33]), artifacts (like Medalion of Faith [DL-c25]), magic items (like the Bag of Holding [AR-28]), events (like Good Fortunes [1st-100]), and other cards. Additionally, if any of those cards are in play, they are immediately discarded (even if their effect has already been used, like with Temple of Elemental Evil [1st-123], or could be used, like Duchy of Tenh [3rd-139]). Even more impressive is that is also gets rid of cards that reduce a player's draw, like the Ring of Winter [FR-61], the Dragonfont [AR-c20], and even Two-Fisted Player [MI-51], sending the dungeon to the void. Overall, this effect is huge, and can fully shape a game. The only problem it has is that it is a Greyhawk artifact, making it more difficult to play. A deck using this strategy should avoid all cards that stay in play for the effect (Tyr is out, but Good Fortunes isn't a bad choice), and find enough solid champions to attach it to, especially if they can get solid immunity. Good examples include Erital Kaan-Ipzirel [AR-81] (if you don't plan to use her escaping power), Bigby the Great [RR-28], The Keeper [RR-43], Gib Irod [NS-c21], or Rary [1st-161] / Rary's Apprentice [DU-c19], and Gib Ergo [IQ-32]. The best counter for this are the same cards that can be used to destroy any artifacts, like Fast Talking! [1st-210] or Cone of Cold [4th-368]. Otherwise, be prepared for a slow, fair game, some players' worst nightmares. Because of this, this card will show up in many settings, and all speed decks need to be ready to nail it. 

Rigged Dice 
Thief Skill 
Playable at anytime before there is a die (or dice) roll to be made. The player of this skill chooses the results of the roll instead of an actual roll. (Off) 
#22 of 99 
This card has lots of potential for use, especially as future sets make more dice rolling possible. The completely list of cards affected by this include Aurumvorax [MI-8], Blink Dog [MI-11], Pheonix [MI-16], Cocktrice [MI-17], Treasures of Netheril [MI-27], Desperate Consultation [MI-35], Turncoat!!! [MI-46], Great Depression [MI-53], Teleport Other [MI-67], Hornung's Randomness [MI-78] (affecting then any card with a draw and discard), Entropy Shield [MI-82], Melf's Acid Arrow [MI-84], Polymorph Any Object [MI-88], Headbutt [MI-95], and Roundhouse [MI-96]. The most effective that Rigged Dice can work with are Cocktrice (to insure victory), Desperate Consultation (to draw extra cards), and Roundhouse (for obscene icon bonuses). This will continue to grow as more sets are produced. However, to insure proper use of this card, put it in a deck where you intend to use a combination. Without that plan, Rigged Dice won't help you much, especially as it is a thief skill and open you up to disasterous counters from the opponent, such as Law & Order [MI-33]. Therefore, look for this card anytime anyone plays a card requiring dice rolls is played. It should be noted that this card can't interact with Louie the Pit Boss [MI-74], because he can't force a re-roll if a real roll was never made. 

Strahd’s Medallion 
Ravenloft Artifact +3 
This artifact transforms the attached champion into a flying, undead vampire. If attached to Strahd, all of this players champions become flying, undead vampires. 
#23 of 99 
This Ravenloft artifact has some interesting possibilities. First off, any champion with it attached, becomes gains the attributes flying and undead (vampire), though the vampire addition currently means nothing in the game. These same effects can be gained with magic items (Flying Carpet [AR-49] is perfect if all you need is the flying ability). The better ability takes effect when attached to Strahd Von Zarovich [RV-100], which makes all champions in the pool (and battle) flying undead (vampires). This can work very well when combined with cards like Haven of the Undead [4th-72], Throne of Bone [4th-462], or Favorable Winds [DR-24]. However, cards set against any of these types (like Wind Dancers [1st-275], Water Hunters [1st-276], and Gloriana [1st-c3]) will now be able to crush you. Therefore, one must look very closely before deciding to use this card. This will show up in some attack decks to grant the flying ability, but this would be better using Nature's Throne [4th-461]. Therefore, the best defense against this is a good anti-flying card, like the Rod of 7 Parts, Part 6 [AR-26]. 

Jail Break 
Thief Skill 
May be played at any time to return all champions and allies that are controlled by another player, back to their original owners. Discard any cards that are attached to them. (Def) 
#24 of 99 
This card was made to fight the strongest card stealers from affecting you for long. Good examples of card stealers include Borrow [DL-85], Curse of the Azure Bonds [FR-2], Drawmij [AR-76], Corruption [MI-29], and Turncoat!!! [MI-46]. This counter effect can be strong, but is very much a silver-bullet type card that is worthless if the opponent does not try to steal your cards. Also, it only stops it once, and doesn't protect your champions from being abducted in the future (a definite concern versus a Corruption / Armor of the High King [BR-27] combo). Plus, it is a thief skill, enabling your user to be targeted by cards like Law and Order [MI-33]. Unless you know your opponent is trying to steal your cards before you begin, Jail Break isn't worth it, and even then, it might be better to use more generalized counter cards. 

Egg of Emulation 
AD&D Artifact 
The Egg may be used at any time to negate any event (sending the egg to the discard pile). If the negated event was harmful, this player may smash the Egg (sending it to the abyss instead) to make a copy of the negated event. 
#25 of 99 
The Egg of Emulation is an interesting artifact that gives a little extra power to the AD&D world. The primary use of the egg is discarding it from play to negate an event, much like Helm [FR-89]. This, all by itself, makes the egg worth playing. However, it has an additional ability that makes it even more useful. If you choose to send it to the Abyss instead of the discard pile, not only is the original event negated, but you then get to play a copy of that event upon someone else. This is the ONLY way currently available to both negate and copy an event (normally you must choose between the two), and makes this artifact well worth carrying if you have enough champions to use it. Since it does not help in battle at all, it is best to keep it on a champion who isn't likely to go into battle, or has strong immunities, like Bigby the Great [RR-28], The Keeper [RR-43] (the egg still must be discarded to work), Etherial Champion [4th-508], Lernaean Hydra [DR-c7], Gib Hcivonad [NS-c19], or Highmaster Illithios [DU-c21]. The countering of the Egg's negation power doesn't exist, but the egg is vulnerable to destruction by any artifact destruction of method (like the Cone of Cold [4th-368]). Negating of the copied event can happen any number of regular methods, plus by using Marauder [4th-233]. Expect to see this artifact in play in many settings, including tournament settings, as its power remains quite strong. 

Under Handed Deal 
Thief Skill 
Playable when this player is forced to discard cards by an opponent. Instead, this player now draws the amount of cards that would have been discarded. (Def) 
#26 of 99 
This is an interesting card that is one of the best defences against people playing with and destroying cards from your hand. When someone would have discarded a card or more from your hand, you can play Under Handed Deal instead. Then, after you figure out how many cards that action would have discarded, you draw that same amount. The more that the opponent would done to you, the better it works out for you. For instance, if you have 8 cards in your hand and your opponent plays the Cold Cup of Calamity [FR-c2]. You can respond with Under Handed Deal, which would save you the three cards you would have discarded, and draw 3 cards instead. Subtracting this card after figuring how many cards are drawn, this still gives you a card advantage of 5 (+1 for the wasted opposing card). This is most effective when other players go to destroy you whole hand or multiple cards (the card advantage isn't that good when it only affects one card, like with the Discovery of Spellfire [2nd-401] or Hettman Tsurin [1st-172], so the best cards to stop that are often seen in tournaments include The Cold Cup, Starving Artist [3rd-439], or Handmine [DU-c16] (And becoming immune to Handmine means your own poking into other people's hands). This card will be in lots of situations where Touchy-Feely themes hurt the most. Therefore, it will be found in many decks that have enough users for the thief skills. Be ready to negate this card if you intend to destroy cards in your opponent's hand. 

Treasures of Netheril 
Forgotten Realms Artifact 
During this player’s phase 0, this player must roll 1d4 and perform the following: 1) Search for one ally in their draw pile. Show it and place it into their hand. 2) As 1, but for a magic item or artifact. 3) Move to phase 2 skipping phase 1. 4) Shuffle any one card in any discard pile into its owners draw pile. 
#27 of 99 
The Treasures of Netheril is an interesting chaos card that should never be used. First off, being a world focused artifact, it is already limited by who can use it. Additionally, it only has effects during phase 0, so it takes a turn after it is played to have any effect what so ever. Also, you only have a 50% chance of gaining a card on a fair roll (1 or 2). This can be very useful, but not worth the other risks. 25% of the time, you should skip your phase 1, meaning you lose the 3 (or more) cards you could have drawn. Finally, on a roll of a 4, you take a card in your (there is little to no reason to use this ability on an opponent) discard pile to put one of the cards into your draw pile. Assuming you roll fairly and have the average phase 1 draw, overall the Treasure lose you card advantage, especially when you consider the draw just to get the Treasures. It might be worth it if your deck is focused on a particular magic item, artifact, or ally, and you had Rigged Dice [MI-22] ready for the first turn (and than sacked the champion it was on for something like an avatar), but if you want to do that, better methods are available, like Lost Treasure [RR-c4] or Moraster [4th-339] to get it quickly. Generally, the Treasures of Netheril can remain buried forever for most deck construction. 

Crown of Dragon Royalty 
AD&D Artifact +5 
Usable only by any dragon champion. The crown grants the wearer immunity to offensive spells, blood abilities, and thief skills. If used by a dragon avatar, the immunities extend to all dragon champions in the player’s pool. 
#28 of 99 
This is an interesting artifact for a dragon deck. In addition to the significant +5 icon bonus, it also give the user immunity to spells (except Wish [FR-46]), blood abilities, and thief skills, a very unique set of immunities. The only major support card types not protected against are psionic powers and unarmed combat cards. This, all by itself, is a good reason to use this card and why it should be considered. However, it has an additional power when combined with a dragon avatar, which allows the immunity to go to all of this player's dragon champions (which can be all your champions in a dragon deck). Is this strong enough to warrent waiting for the avatar in the deck to be drawn? It depends on your gaming group. If you have opponents who truly enjoy many of these support types, it is a good choice. If not, it is just a +5 icon bonus with restrictions. However, a serious dragon deck at tournament level should consider this card, especially if they use one of the three dragon avatars. It is a good support card and should have a place in most dragon theme decks, whether they are fun or serious. It is a fairly strong card, and the only sure ways of getting rid of it if you are using one of those support card types are Wish and The Torture Room [DU-12]. 

Corruption 
Blood Ability 
Usable only by Awnshegh. Place a champion in another player’s pool in yours with this card attached. The corrupted champion remains under this players control until either it or Corruption is discarded. (Off/3) 
#29 of 99 
Corruption is one of the most interesting cards in the Millenium set. This is the only restricted blood ability so far, in that only awnshegh can use it (only 11 champions or any champion using Bloodform [4th-446] can use it so far). However, it has a portentially very nasty effect. You can steal any champion in play (not immune to blood abilities), and use him as your own until the champion or the Corruption is discarded. This is very strong, and can potentially ruin any player's plan to destroy their opponent. The fact that the Corruption stays on the champion until they are discarded means that only one champion can be corrupted at a time (recycling with the Armor of the High King [BR-27] was the major concern causing this). However, this still is a very powerful card. The strongest card combo to use with Corruption is Armor of the High King and the Assassins' Guild [NS-14], allowing you to force your opponent to lose 2 champions a turn with little to no lose in personal card use. You can also use stolen champions to prepare a way for an avatar. This card advantage is great (especially when there are few players in the game), and is worth considering for the strongest decks. Right now, there are few counters for blood abilities; these are Invulnerability [BR-45] and Dispel [4th-400]. The rest are though finding immunity, but that can be overcome with the Torture Room [DU-12]. There isn't a really good way around this nasty card, except that few champions can use it. That's why you need to be ready to accept losing a champion at any time. This will turn your best weapon against you, and will need to be considered for any deck that has enough champions to use it. 

Bloodstone of Fistandantilus 
Dragonlance Artifact 
Can only be attached to any wizard. If the wizard using this artifact wins a round of battle, he can take the special power of the opposing champion, if it went to the discard pile. The power is additional to his own. 
#30 of 99 
This artifact has many interesting possibilities, but is hard to get rolling. This artifact can be used only by a wizard from any world (the Dragonlance designation is only important for World War restrictions). The Bloodstone has effectively no special power until its possessor defeats and discards an opposing champion. When this happens, the possessor steals the power from the defeated champion and adds it to his own. This can make nearly impossible immunity combinations and awesome power combinations. However, it doesn't really help its user until 2 extra powers are added (1 to make up for the Bloodstone, and 1 to be truly extra), and thus it will be rarely used. The Bloodstone is most useful if attached to a strong combat wizard with other attachments to allow easy victory. While the Bloodstone doesn't lend its wielder any protections, if someone lets it build strength, by the time you want to destroy it, it will be to tough to stop. Therefore, the best time to try to destroy this artifact (if you feel you need to) is after 1 victory, just when the opponent thinks they are getting strong value out of the card. However, with the initial weakness, it will only be found in fun games. 

Absorb Spell 
Blood Ability 
May be played at any time. This card makes the user of this blood ability the target of an offensive spell. Both the user of this ability and the spell are sent to the abyss. (Def) 
#31 of 99 
This is a blood ability that would be very useful in some situations, but not many. First off, it only works if the opponent uses offensive spells, which care the only things Absorb Spell work on, and without spells, the blood ability are worthless. Then, regardless of the power of the spell, this user and the spell will be sent to the Abyss. Worse yet, this is the owners choice, so cards like Masoleum of the Zombie Lord [DU-2] don't help. However, this can be an effective way to remove a spell from the opponent's use in a game (because recycling spells are a common tournament theme), and can save a realm from cards like Disintegrate [1st-392], Estate Transferance [3rd-437], or Creeping Doom [FR-29]. Therefore, this may be an acceptable trade for a player sick of facing nasty realm destroying spells, especially since there are no blood abilities that counter spells. This might be seen in blood ability focused decks, but in very few other scenarious (other support card types have better counters). 

Madame Griselda’s Tarroka Deck 
Ravenloft Artifact +2 
Every time this artifact goes into battle, draw a card for a bonus (place it underneath). If the last digit is a 9, discard the attached champion. Otherwise, the total bonus of the deck is equal to 2 plus the sum of last digits of all cards under the deck. If the deck leaves play, all of the cards under it (including events) go to the discard pile. 
#32 of 99 
Madame Griselda's Tarroka Deck is a nice icon bonus for an artifact, but that is all. When it goes into combat, you pull a card from your deck and add it to it. The last digit is added to the icon bonus, with all other cards with it. If the last digit is a 9 (around 10% chance, depending on how the deck is built), the champion, deck, and all associated cards go to the discard pile. That means the icon bonus of this card starts between +2 (draw is a 0) to a +10 (draw is an 8). If used multiple times, this icon bonus is quite significant, but that also holds up a few of your cards as powering hostages. Since most attachments don't survive multiple battles, it would be better to get a large icon bonus card of similar power without having to lose cards from your deck. Good attachments that would work just as well, if not better, include The Throne of the Gods [4th-460] and Murlynd's Spoon [IQ-65]. As such, don't expect to see this card played much, and thank the stars if your opponent's do, because he or she is more than likely hurting themselves by preventing themselves from drawing cards that may be important to their theme. 

Law & Order 
Blood Ability 
Playable at any time to cancel a just played thief skill. The player of the thief skill must discard one card from hand, pool, or formation for each thief in his pool. (Def) 
#33 of 99 
This is probably the most powerful counter against a thief deck available. Played just after a theif skill, that skill is countered. Then, the offending player must discard one card for each thief in his pool (note, this doesn't include in battle). These discards can come from hand, pool, or formation. Worse yet, this card is very hard to stop, as it is for some reason defensive, so the best powers to stop it, like immunity through cards like Mount Deismaar [DR-9], is worthless. Worse yet, there is no blood ability counter for thief skills, so once this is played, a pure thief deck is wasted. However, there are still many decks that won't carry this card. That is because unless the opponent plays a thief skill, this card is worthless and can't be used to hurt thief champions. Therefore, this silver bullet will often not be used, especially since some tournament decks just dabble with champions able to use thief skills to use key cards like Con Game [DU-82], and therefore won't be that effected by this card. Expect to see it in fun environments when people get sick of evil thief skills destroying their themes. 

The Forgotten Idol 
Ravenloft Artifact +3 
When entering combat, the attached champion may use the idol’s influence to have one champion from any pool battle instead. Win or lose, the stolen champion and the Idol are discarded after combat. 
#34 of 99 
The Forgotten Idol, though often forgotten by much of the Spellfire Community, is one of the best champion destroyers in the game. The only problem with use, is that it is a Ravenloft artifact, and thus few decks have enough proper champions to validate carrying it. The Idol should never reach combat, so the +3 level only helps when protecting a camping champion from phase 3 cards (like Drain Will [DU-75]. When an opponent pushs forward to attack you, use the Idol to steal any champion not immune to artifacts for the battle. Since few champions are immune to artifacts, this is a good way to pull non-combat champions into combat. Regardless of how the battle goes, the champion you have stolen is discarded, as it the Idol, with no lasting damage to the champion holding the Idol. This is a great way to kill champions like Chernivik [4th-247] or Necba [DU-c14] who usually never enter combat. There are few good ways of protecting against this artifacts, but those methods include either destroying it before the artifact can be used (with cards like Fast Talking [1st-210] or Mordenkainen's Disjunction [RR-46]), or finding immunity (the only general method I know for this is the Amulet of Protection from Artifacts [TU-28]). The best choice to fight this is just to accept that it will kill one of your champions and not rely on one to heavily. 

Desparate Consultation 
Blood Ability +? 
Roll 1d6 for the bonus of this card. If the die value is greater than the number of cards in your hand, draw that many cards. (Def/4) 
#35 of 99 
Desperate Consultation is an effort to give blood abilities a possible speed card. When you play it in battle (and therefore, not very good for a camping-style deck), roll 1d6. Not only is this roll the icon value of the card (averaging at +3.5), but it also have another affect. If the die roll is larger than the amount of cards in your hand, you may draw the die's value in cards (if you have 3 cards, and roll a 5, you draw 5 more cards). Note that since dice are rolled only after counters can be played, your opponent must choose whether to stop you before he knows if you will draw any extra cards (and if you foil his attemps to counter you, your hand is that much smaller and increases the odds of getting to draw cards). This can be very useful, especially when joined with other cards. This can be quickly recycled after the battle with cards like the Torture Room [DU-12] or the Armor of the High King [BR-27]. But the best combo is when you have in your hand 7 or fewer cards, two of the being Desperate Consultation and Rigged Dice [MI-22]. You play the Desperate Consultation (down to 6 in hand from a starting 7), and then play Rigged Dice from the pool or battle (putting you down to 5 cards in hand). You choose a 6, and then draw six more cards. For two cards (if you aren't countered), you get 6 cards (4 cards advantage), and an icon bonus of +6 in battle. The only champions who can pull this combo off all by themselves are El-Hadid [NS-40], The Vampire [NS-71], or any champion carrying the Winner's Trophy [DU-c1]. There are a wide variety of counters for both blood abilities and thief skills (though most are silver bullets) that can stop this combo. 

Ring of Displacement 
AD&D Artifact 
Usable by any champion. Whenever any player draws extra cards (beyond the 3 allowed for their draw phase, and spoils), they must also discard an equal number from hand, pool, or formation. 
#36 of 99 
The Ring of Dispacement is an interesting anti-speed artifact. Firstly, since it can be used by any champion, this gives the Ring a lot of versitility for decks it can be involved in. When any player draws more than the base 3 cards during their turn (Note: If a card reduces the draw, like the Ring of Winter [FR-61] or Two-Firsted Player [MI-51], even cards refilling that lose (like Arkhold to negate Ring of Winter) are discarded), they must discard an equal number of cards as drawn. Those discards can come from hand, pool, or formations. The best way to deal with this card is to take it. Draw the extra cards, and find fun things to do with the discards. You can get rid of cards affecting your cards (like Vistani [RV-78]), or discard cards you have stolen from other players (like with the Curse of the Azure Bonds [FR-4]). You can weed out special silver bullet cards from you hand with new cards. For those decks this really hits hard (like Mulmaster [1st-33] themes, you can get rid of this card with any champion slayer or artifact specific destroyer (like Mordenkainen's Disjunction [RR-46]), since the Ring of Displacement gives it's wielder no immunities. Therefore, if you play with the Ring, you should attach it to a champion with notable immunities, like the Etherial Champion [4th-508], Lareth King of Justice [DR-22], or Gib Lhadsemlo [NS-c18]. This can effectively slow down major speed decks, but doesn't really hurt the casual speeder (just getting extra cards per turn) much, especially if you are using evil attachments on your opponent. The better anti-speed card would be the Doomgrinder [MI-21], if you have the Greyhawk champion to attach it to. Expect to see this card in a variety of settings and evil plans. 

Sacred Flame 
Cleric Spell 
The cleansing power of the fire allows this player to remove any card currently attached to any champion, regardless of special powers. (Off 3/5) 
#37 of 99 
This is an interesting card that can find use in many different settings. Sacred Flame must be cast from the pool, but has a wide disversity of what it can destroy. It can discard any card attached to a champion, be it a magic item, artifacts, or other card allowed to stay attached (like the Hook Horror ally [DU-47]). This special power is even stronger than the protections against cards of its type. It can remove a Murlynd's Spoon [IQ-65] from a champion, and pull magic items off Falx the Silver Dragon [RR-31] with the Flame's power to work regardless of special powers. This can be very effective, but has a weakness. Any champion with spell immunity is still safe from the Sacred Flame (since immunity negation is not explicitly stated), so the perfect defense against Sacred Flame is the Winner's Cape [4th-520], since it gives all of a player's champions spell immunity. For this reason (and spell negation is a must for any tournament deck), this card won't see much play in tournaments even with its very strong power. However, this would be a great card for any fun deck with enough casters for it, and work well for settings banning realm destroying spells (Disintegrate [1st-392] and Estate Transferance [3rd-437]). 

Consequence 
Cleric Spell -1 
All cards that say "copy", "copies", "imitate", "imitates", "mimic", "mimics", "duplicate" or "duplicates" are discarded. (Off 3/4) 
#38 of 99 
Consequence is a single use silver bullet against many copying cards, but not all of them. The complete list of cards affected by Consequence is: Staff of Mimicry [RV-61], Sir Edmund Bloodsworth [RV-95], Bell of Might [FR-c18], Drawmij [AR-76], Onad the Weasel [AR-c6], Lord Blacktree [AR-c7], Yorgia Sandow [PO-10], Quill Pen of the Planes [PO-c8], The Tantelear [PO-c9], Crown of Regency [BR-26], Rhuobhe Manslayer [BR-c14], Land of Legend [IQ-4], Mimic [IQ-88], and, of course, Consequence (if a way to make it long lasting is found). However, there are many cards that are very much like copying, but have wrong word tenses, or use different wording. Those include: Fang of Nosferatu [RV-70], Sivak Draconians [DL-48], Hallucinatory Terrain [FR-42] (uses "Duplicating" and "Copied"), Cosmic Justice [AR-40], Rayden Valers [PO-28], Graft Weapon [PO-91], Gib Drawsemaj [NS-c22], Azure Tower of Onad the Fallen [DU-24], The Shadowlands [IQ-2], and Nosredna's Amulet [IQ-63]. That list all talk about copying, or effectively copy other cards in play. Unless you are a player who is sick of taking beatings of cards on the first list, you might consider Consequence, but otherwise, dump it. It only hurts you (the -1 icon bonus), and doesn't get rid of some of the cards you want to get rid of. 

Animate Dead 
Cleric Spell 
Take any non-avatar champion in ANY discard pile, and place it into your pool with this spell attached. The attached champion loses 2 levels. Discard this champion if this spell leaves play for any reason. (Off 3) 
#39 of 99 
This card is very close to previous champion returning cleric spells, including Raise Dead [1st-366], Heal [RV-45], Divine Intervention [DL-81] and Ressurection [FR-34]. Additionally, it reduces the adjusted (not base) level by 2, making it weaker.than the original version, which is why this card should not be used for your own champions. However, the beauty and power of this card is that it doesn't have to be used on your own champions; Animate Dead can pull a champion from any discard pile! This feat cannot be duplicated by any card in Spellfire (a few can steal champions, but not for this duration or from the discard pile). However, even this very cool power has a few problems. Most importantly, this is an offensive spell. It is true that champions in the discard pile have no special powers, but the second they get into play, if they are normally immune to offensive spells (or have it granted by another card, like a Winner's Cape [4th-520] in the spellcaster's pool), they are immediately discarded again, as they fight off the power pulling them from the grave. This is most useful for combat decks, or slay from afar style decks (comboing very well after you cast a slaying spell such as Slay Living [RR-47]), where you can use your opponent's camping champions against them (thought the best ones, like Necba the Wrathmaker [DU-c13], are immune to spells). This card will show up in many fun decks, and will show up in a few tournament decks when players realize what makes this spell so powerful. 

Magic Font 
Cleric Spell 
This spell stays in play until dispelled or negated. Pools cannot be hidden from this player. (Def 3) 
#40 of 99 
This card only directly affects three cards: The Cleric of Mask [1st-70], Cyric [FR-92], and the Etherial Champion [4th-508]. While the first one is not well noted (since it really only hides her attachments), the latter two are very commonly seen in tournaments. Having a pool hidden from you can be very deadly in tournaments, particularly if cards like Necba the Wrathmaker [DU-c13] hiding. However, if your opponent carries none of these, then this card is worthless. Due to this (and the fact it only allows the casting player, not everyone, to see the pool), this card isn't seen in many tournament decks, as cards that allow similar things but have other advantages, such as the Monacle of Bagthalos [IQ-59], are better, especially since Magic Font can easily be gotten rid of (unless the Star Gem of Martek: Clear Crystal [RR-77] is being used). This card will only really show up in tournament decks, as most people don't put many hiding cards in their fun decks. If you really count on hiding your pool, pack extra spell stoppers, but otherwise you can ignore the existance of the card. 

Amish Nick 
AD&D Cleric 5 
Can cast wizard spells. Because of his faith, he is immune to the powers of all cards from booster sets made after Forgotten Realms. He cannot use them either. 
#41 of 99 
Amish Nick is an interesting card, but not interesting enouhg to use much. He is both immune to, and cannot play cards from Artifacts, Powers, Underdark, Runes & Ruins, Birthright, Draconomicon, Night Stalkers, Dungeons, Inquisition, Millenium, and Third and Fouth Editions, leaving only Ravenloft, Dragonlance, Forgotten Realms, and first and second edition (plus no edition). The best combination with him is Wealthy Oriental Vassal [MI-81]. Being immune to the card, he can play cards beyong first edition, but not much extra (just no and 2nd editions). However, aside from this combo, he's only useful with a solid attachment to raise his level, and blocking opponents not used to playing with a few early cards. Not many high level cards exist still in that period of cards, but Blamblower [DL-56] works well, as does Vorpal Sword [FR-56]. The best way to remove this annoyance is with old killer cards, like Wish [FR-46], Takhisis's Abyssal Gateway [DL-c13], or Death Spell [1st-392]. This quirky champion won't show up often, but is worth being prepared for (since even the instant defeat champions activate his immunity, except for the Living Scroll [2nd-408]). 

Withdraw 
Cleric Spell 
If about to be defeated or discarded as the result of combat, the champion may cast this spell to return to his controller’s pool with all attached cards. (Def 4) 
#42 of 99 
Santuary [1st-354]. That's what this card with exception of the fact it covers being discarded, not just defeated, in battle. Protecting a champion is okay, but it is better to go for the win with a good combat card, or at least pick a card able to save any champion, like the Elixer of Health [RR-58]. Otherwise there is no difference. Therefore, if you think about using Sanctuary, pick this card instead. But otherwise, find a better card. Definitely the least new / interesting card of the entire Millenium expansion. 

Dispel Evil 
Cleric Spell 
Discard any monster in play, regardless of special powers. (Off 3/4) 
#43 of 99 
Dispel Evil is like many other spells, but just slightly more powerful. Spells to get rid of monsters include Banishment [1st-395], Speak with Monsters [BR-56], and Charm Monster [4th-374]. This is in addition to all the general extermination spells. However, the thing that seperates Dispel Evil from all others is that it works regardless of special powers. This includes all special powers, including everything from immunity for power, to strong spell immunity as provided by the Winner's Cape [4th-520]. This factor makes it worth considering for many different decks, as monsters tend to be some of the most powerful champions. Just a few that would be worth considering as the target includes Iuz the Evil [1st-167], Gib Htimsen [1st-c13], Stryck [1st-c17], Living Scroll [2nd-408], Gatekeeper [3rd-422], Korgunard the Avangion [AR-75], Living Wall [PO-61], the Demi-lich Zyenj [TU-c15], The Gorgon [BR-64], Shadow Dragon [DR-36], Lernaean Hydra [DR-c7], Gib Lhadsemlo [NS-c20], Fire Dragon [DU-38], The Grim Reaper [IQ-26], Kronos the Titan [MI-62], or any of a number of other nasty monsters. This card will show up in decks expecting to face any of these nasty monsters. It may even make a few tournament decks, but the best way around it is any of the multitude of spell counters for dispelling or spell turning. 

Unholy Word 
Cleric Spell 
Send any hero to the abyss, regardless of special powers. (Off 3/4) 
#44 of 99 
This spell is very interesting, but weaker than previous cards. Compaired to Mindkiller [TU-56], it is more limited in most ways. Mindkiller could send any champion to the Abyss in phases 3 & 4. Unholy Word is more restricted that Mindkiller, in that it only works against heroes. The only advantage Unholy Word has over Mindkiller is that the hero goes to the Abyss, regardless of any special powers (including spell immunity). This last factor makes it worth considering. The most worth targets of this spell (the most annoying heros) include: Marco Volo [1st-50], Hettman Tsurin [1st-172], Tithian [1st-301], Lovely Colleen [1st-c22], Tasslehoff Burrfoot [DL-39], Helm [FR-89], Cyric [FR-92], Etherial Champion [4th-508], Etarkine [IQ-31], or Gib Ergo [IQ-32]. A deck focused on spells that see these heroes usually used against it would be wise to carry this spell. Unholy Word will often be found in fun decks, and in a few tournament decks that are sick of seeing these heroes used against it often. 

Animate Object 
Cleric Spell 
Play with a magic item or artifact into your pool. The object is now a champion (hero) with a level equal to its icon bonus (no bonus is level 0). The champion keeps its special powers, but it is still considered a magic item or artifact. (Def 3) 
#45 of 99 
This spell is very similar in effect to Artifact Champions [AR-36]. It allows a magic item or artifact in your pool to become a hero. Since it must target magic items or artifacts in the pool, it can not target any realm specific artifacts or magic items (like The Tritan Throne [DU-65] or Boiling Oil [DU-55]) to become champions . The hero's level equals the artifact or item's icon bonus. Then it is vulnerable to cards that kill heroes (like the Living Scroll [2nd-408] or Unholy Word [MI-44]), destroy magic items or artifacts (like Crystalbrittle [RR-53]), or cards that counter spells (like Dispel [4th-400]). This works best for nasty or persistant magic items and artifacts. Good examples include: Staff of Conjuring [3rd-105], Kevin's Blade of Doom [3rd-206] (since it is a hero), Labyrinth Map of Shuuc [2nd-410], Vorpal Blade [FR-56], Rod of Seven Parts [AR-21-27] (especially nasty when combined), Winged Boots [AR-20], Fate's Promise [PO-c6], The Ring of Gaxx [TU-c4], Sword and Helm of Garion [TU-c21], Tighmaevril Sword [BR-46], Scimitar of Speed [4th-205], Wand of Orcus [AR-2], Pearl Pegasis [DU-70], or Orb of Delight [IQ-68]. However, the best combo, bar none, for Animate Object is Murlynd's Spoon [IQ-65]. Since the spoon can not be discarde by the oppoent or any card the oppoent controls, it is safer than Chernivick [4th-347] in the pool, and, if defeated in battle, only returns to the pool. The ONLY way to get rid of an animated spoon is dispelling the spell, or sending it to the Abyss or Void (since that is stronger than discarding). This card will see play in many different fun decks, but it isn't strong enough to make most tournament decks, since magic counters are the rule in that setting. 

Turncoat!!! 
Event 
Choose a champion in play. The owner of that champion rolls a 2d4. They must choose and discard that many cards from hand, pool or formation to keep that champion. Otherwise, the owning player must place that champion into any other player’s pool. (Harmful) 
#46 of 99 
Turncoat!!! is an interesting event that rarely results in exactly what the event player wants. To play it, the player picks one champion in play. The champion's owner rolls 2d4, and then faces a choice. Discard the roll amount (2-8, average of 5) in cards from hand, pool, formation, or a combination of those places, OR put that targetted champion into the pool of another player (all attachments go with the champion, but discarded champion and attachments go to the owner's discard pile). It could be into the pool of the event player, but most often it will be into the pool of a third player not involved in that action, as few players want to reward the person playing the event (in a two player game, this can effectively steal a champion for the event player if the opponent doesn't opt to discard the 2d4 cards). Since this card takes away the card from your hand (when you play it) and often doesn't actually help the person playing it (since other players usually get the champion), it is pretty poor for most games, and will only be seen in fun decks. 

Insanely Good Fortune 
Event 
Play on another player’s event card. If played on a helpful event, negate the event. If played on “Unusually Good Fortune”, negate the event. Both players then draw 6 cards, and the other player then randomly discards his hand down to 2 cards. 
#47 of 99 
This is an interesting silver bullet that leaves interesting possibilities for many uses. When Unusually Good Fortunes [FR-c11] is not in the game, all Insanely Good Fortune does is negate a helpful event, such as Caravan [1st-319] or Good Fortunes [1st-100]. This can be very useful in some games, but can be made completely useless if the opponent is using The Azure Tower of Onad the Fallen [DU-24] or Purveyor of Events [DU-16]. However, it becomes very useful if the opponent uses A Good Defence [IQ-48]. For this measure, it isn't too bad to carry except when you expect those dungeons used against you (like in many tournaments). The silver bullet part of the card is when Unusually Good Fortunes is in play. This card has been used mostly for its card drawing capability, and sometimes to neutralize the threat of the original Good Fortunes. If used on the target, both players have all previous effects cancelled, and both players draw 6 cards, the most of any fixed event (Favorable Winds [DR-24] can be more if enough fliers are in play). Additionally, the opponent must discard their hand down to 2 cards after drawing, slightly nastier version of The Starving Artist [3rd-439]. This is very nasty, and can easily cause many events to go to the Abyss without ever being played. Since Unusually Good Fortune is a chase card, it is rarely seen outside of torunament settings and be the only place one should expect to see this card. Finally, it should be obvious, but this event is harmful. 

Conspiracy! 
Event 
All players write down a champion that they think should be discarded. The results are revealed and the champion with the highest vote total is discarded (regardless of special powers). If the results are tied, all champions in the tie are discarded. (Harmful) 
#48 of 99 
Conspiracy! is an interesting card that is pretty dangerous in many different situations. When played, all players write down the name of a champion in play. Then all votes are revealed. If one champion has the most votes, that champion is discarded regardless of special powers (like Chernevik [4th-347]) or immunity (like Necba the Wrathmaker [DU-c14]). In most cases (at least from play testing), each player will chose a different champion and all those tied with one vote champions will be discarded. This card is very fun in large multiplayer games with greater than 3 players. With 3 players, it is best to get someone on your side before you play this card (discussing it after playing it is very non-kosher) to get rid of an annoying champion like those named or others (like the Poor Oriental Lord [DU-c20]). In a two player game, it results usually in each player losing their most valuable champion, which is sometimes acceptable. Note, this can't get rid of Wealthy Oriental Vassal [MI-81], since on-line expansions are considered to be no edition cards, not first edition. Since this card gets around immunity, a deck built around one specific champion need to protect against this card by carrying extra event counter cards. 

Barracks of the City of Greyhawk 
Dungeon 
During combat, this player’s allies cannot be discarded or forced to switch sides. If victorious, one ally used in battle can be returned to the hand. 
#49 of 99 
This is one of the best dungeons for decks that currently don't have one they like. Allies show up in most decks, as they can be used by nearly every champion. This protects those allies in a number of ways. First off, allies that the Barracks' player uses cannot be discarded or forced to switch sides by the opponent. This helps protect those allies already in play, but it does not protect allies that never get to be played, like when prohibited by cards like Daggerdale [1st-7] or Tergoz Tenhammer [3rd-60]. Opposing the Net of Entrapping [3rd-169], allies played before the Net entered play are safe, but no new allies may be played. Additionally, if you steal you opponent's allies (with cards like Funerea [4th-327] or Master Illithid [DU-53]), they are protected as soon as you as you gain control of them. The Barracks work very well protecting allies from the Triumverate realms, especially since realms activate before almost all other card powers in battle. Additionally, if victorious in a battle (not just a round of battle), one ally used in that battle can be returned to the owner's hand. This means it works very well when defending, as instant defeat champions like Dreaded Ghost [4th-246] or Nobel Djinni [1st-84] can come back immediately after winning a battle for you, giving you a spoils card in terms of card advantage. There are still a few stronger general dungeons in many cases (like the Azure Tower of Onad the Fallen [DU-24]), but this would be a good choice when a few very good allies are being used. Therefore, this dungeon will show up often in various fun decks where no dungeon addresses the theme, and sometimes in a few tournament decks based on battle. 

Kamikaze! 
Event 
Usable only when attacking. The attacking champion charges without fear, discarding all champions involved in the combat to the discard pile, and razing the realm (with no spoils). (Harmful) 
#50 of 99 
While this looks like a wierd card, this is a god-sent card for the defensive player. When you attack (a realm, not any other card), you play this event when you have a champion you don't mind losing in combat. That champion, and the champion opposing it (assuming the defender didn't win by instant defeat, which is something that will prevent Kamikaze! from being played) both will be sent to the discard pile. This can even be improved if you use a champion in battle that is immune to events, which cause the immune champion just to return to their pool (this can also backfire and save a defending champion who is immune). This result is often worth it when you know the opponent will put out their best defender. In addition, you get to raze the attacked realm, which can be very useful against an opponent on the cusp of victory. Not something for the timid at heart, or those needing to keep all of their champions, but it can be worth it if you don't expect you opponent to be able to prevent the razing. This is a good card for major defensive decks, especially those that bring champions back from the discard pile (like many cleric themed decks). As always, and opponent used to such tactics can either looks for more realms and champions immune to events, use standard event stoppers, or carry realm rebuilders. 

Two Fisted Player 
Dungeon 
This player draws one less card per turn, but his hand size is increase to 12 and is immune to all cards and abilities that would cause cards to be discarded from his hand. 
#51 of 99 
This is an interesting dungeon that has a few interesting ramifications. First off, the dungeon starts with a huge penalty: you draw one fewer card per turn. Starting behind all the other players is often difficult to deal with, especially if you can't draw the cards to keep up. Therefore, and deck planning on using this card needs to have enough extra card drawers to deal with the bad delay. Being able to keep 12 cards in hand (4 more than normal) supports a deck focused on speed drawing of cards. However, the final power is the main reason to use this card. You hand is completely safe from any cards or abilties of other players. Not just that, but you are completely immune to those cards, so, for instance, if you accidentally active a Handmine [DU-c16], you don't need to discard the card allowing you to search, because you are completely immune to the card, not just the hand affect. The best combination with Two Fisted Player is Castle Moovania [IQ-12], which results in a standard hand size, and protected hand, and drawing 4 cards pet turn. However, keeping both in play at the same time is often very difficult, since most opponents see that as very power and aim to destroy you. You will only see this card where the most hideous card advantage takes place, meaning the tournament setting. Any deck with a theme of hand destruction needs to plan a way around this card, the best being attacking or Wish [FR-46]. 

Kender Taunting 
Event 
Force two champions to attack you during their owners’ next phase 4. If they cannot attack, both champions are discarded. If the first champion to attack is defeated or razes the realm, the second is not discarded. (Harmful) 
#52 of 99 
Kender Taunting is a great combo card to eliminate a couple champions. Kender Taunting is a good way to force certain pool based champions into attacking, a bane for many "destroy from afar" decks. The opponent this is played on may not choose not to attack and just discard the champions, since the second line of the card specifies "cannot", instead of choose not to. Additionally, the opponent may not play cards to prevent himself from attacking, like Disintegrate [1st-393], unless they want to sacrifice both champions. The best champions to use with Kender Taunting are based on the round of combat. For the first attack, using a champion who activates upon defeat, like Aurak Draconian Lord [2nd-418] or Talcon [4th-341], are best, and the second round using an instant win champion or very powerful combat champion can add spoils to the champion slaying. The second, and more vicious combination is coupling Kender Taunting with any power that prevents someone from attacking you, such as Solid Fog [1st-382], Bronze Dragons [DL-97], or Phase Out [PO-51]. Because the target champions cannot attack, both would be discarded immediately. This combo can be a great method to remove troublesome champions, but it can be stopped by any normal event stopping method, immunity, ot can be turned around horribly with An Eye for an Eye! [IQ-46], since this event would force the champions to be discarded, activating An Eye for an Eye! without giving you the combate method out of it. This powerful combo will be found in many decks in all sorts of settings, though probably not as often in tournament decks (but still around). 

Great Depression 
Event 
Each player must discard a 1d4 magic item(s) and/or artifact(s), or discard all non-thieves in their pool. If there is a regent in a pool, that pool requires a discard of 2d4 magic item(s) and/or artifact(s) instead. (Harmful) 
#53 of 99 
The Great Depression is a thief deck's dream. When played, players have two choices: discard all non-thief champions (and a deck of all thieves can just choose this option and be completely safe).or discard 1d4 magic items and/or artifacts from play or hand (or 2d4 if a regent is in that player's pool). Note that Rigged Dice [MI-22] isn't very good for use with this card, as a choice is involved and, since each player rolls their own dice, it can affect only one player. The nastiest part of this card is that the choice MUST be made before any dice are rolled, so you can't wait to see how high the cost is before choosing. Worse yet is that if you choose the magic item and/or artifact choice, and roll higher than the magic items and artifacts you have total, you still must discard the non-thieves (though not the attachments). It all accounts for a very nasty effect, with the worse effect against decks using regents, especially with the advent of magic item decks using Chernevik [4th-347] to try to protect them (and Chernevik can't be discarded by this card, but still requires the higher discard cost). For a true thief deck, this is a great card, but otherwise it's nearly worthless. Therefore, you will find it in fun theme decks, but practically no where else. The best ways to counter this card are the standard event counters or champion event immunity (like Servei Von Zarovich [RV-98] isn't discarded by Great Depression). 

A Horrible Mistake 
Event 
Play whenever an opponent copies another card. Both cards are discarded to the abyss. If the opponent owns both cards, then that player must also draw and discard two cards from their draw pile to the abyss. (Harmful) 
#54 of 99 
A Horrible Mistake is a silver bullet card meant to destroy decks based upon copying one card, like Gib Kcir [RR-c16], Necba the Wrathmaker [DU-c14], or Highmaster Illithios [DU-c21]. However, this card has many of the problems associated with most silver bullet type cards; it's nearly useless when the target isn't there. A Horrible Mistake can kill any card, and then kill what it was copying. Now this can be very useful, and even kill three cards when Gib Drawsemaj [NS-c20] is the target (but only when it is first played, because then it stops copying after that). However, when the card being copied is yours (like with Land of Legends [IQ-4], but not Shadowlands [IQ-2], since that steals), you can have your card dumped just like your opponent's. Either way, those cards go to the Abyss, and the ability to force the opponent to send two unknown cards from their deck (if you catch them copying their own card) is very potent. Many decks carry some card that copies another, but the risk of having a dead card in your deck is quite dangerous, as every card needs to count in a game. Some people will decide this card is worth that risk, for the potential card advantage against a single opponent, but many won't. A player who intends to copy other cards must be aware of this card, and figure out a good way to stop it (champions immune to events, event stoppers, etc), because it could destroy your theme. If you don't intend to play such a theme, only carry this if you've been hurt by said theme often. Otherwise, a more generally useful card would serve your deck better. 

Fedifensor 
Magic Item +4 
Sword. When in battle against a thief, the thief is halved in current level and may not play thief skills. May be discarded from the pool to counter a just played thief skill. (Off) 
#55 of 99 
Fedifensor is the ultimate lawful sword, but that useage is pretty limited. The moderate +4 icon bonus of this sword is only minorly significant, so to chose this item, you need its power. In battle against a thief (note: not just a champion who can use thief skills), the thief is half level and can't use thief skills. Even against the Guildmaster [NS-76], the level adjustment is 9 (plus half of the Guildmaster's attachament icon bonuses, as Fedifensor targets adjusted level when pushed forward), and the only big effect is not being able to use thief skills. The biggest effect is the power to be able to be discarded from the pool (not from hand or from battle) to cancel a just played thief skill, such as Con Game [DU-82] or Rigged Dice [MI-22]. This effect is very nice, but useless against any deck without thief skills. Therefore, Fedifensor is only really worth it if you know you are going to face a thief deck. Therefore, it won't see play much in tournaments, and very little play in fun games except by players that are sick of being hit hard by the nastiest of the thief skills. 

Ariakan 
Dragonlance Hero 8 
All of this player’s realms can defend themselves as level 5 champions. If the realm can already defend itself, the realm champion gets a +5 to its adjusted level. 
#56 of 99 
Ariakan is an interesting champion with limited useage. First off, being a level 8, it is the highest level hero for the Dragonlance world. This, and the propencity for having Dragonlance realms unarble to defend themselves mean he will show up often in Dragonlance world deck. Ariakan's key power is to make realms defend themselves as level 5 heroes (heroes, as it doesn't specify a different type of champion). This power is not incredibly strong, and only should be considered for decks that carry few champions, mostly high level (especially since the realm champions are effectively adjusted level 8, as they get the world bonus). Also, it can empower realms that can already defend themselves, granting an additional +5 bonus. This means some of the strongest realms are very tough. Examples include Lair of the Eye Tyrant [4th-68] starting battle at an adjusted level 23, or the Oracle at Delphi [IQ-6] at adjusted level 18. This works very well for "championless" decks where all a player's realms defend themselves. However, outside of the mentioned themes, Ariakan won't show up in many decks, as it is tough to use a level 8 champion specifically not to go into battle (since risking his power means you may not have it when a realm is forced to defend itself). This boosts the last ditch effort, which is how most players look at realms defending themselves, most prefer to use those 8 champion levels to win before it gets to that stage. 

Cloak of Protection 
Magic Item 
During phase 3, this player may elect the attached champion to be immune to the powers of one card type (cleric spell, blood ability, ally, etc.). Cannot be used by a champion with the word immune in his power. (Def) 
#57 of 99 
The Cloak of Protection is an interesting card that has some use, but must be built into the correct deck. The biggest problem with the Cloak is its last line, which means it can not be attached to a champion with any immunity other than that confered by other cards. This card is very versitile, which normally qualifies it as a good card. Each phase 3, a card type may be prevented (only one at a time), plus an immunity can be named immediately when it is played (thus this card is not useless if playing into battle). The Cloak's protection extends only to offensive or harmful cards in the chosen category (since it does not specify defensive), but works well because few decks are built around multiple support card types. The Cloak works best in attack style decks not focusing on immunity, or decks based around a card type to all get immunity from one card (an example of this includes most undead decks, which use the Haven of the Undead [4th-70], Throne of Bone [4th-462], and Bonemaster, Avatar of Nerull [PO-41]). The best way around this magic item is item destruction of a type not the focus of the deck, especially Flesh Golem [RV-73] or Whip of Disarming [NS-48]. 

Club of Bashing 
Magic Item +5 
Usable only by giants. May be discarded during battle to subtract the base level of the attached champion from the adjusted level of the opposing champion. If the new adjusted level is below zero, the opposing champion is discarded. (Off) 
#58 of 99 
The club of bashing is an interesting item, that is suprisingly effective, even in non-giant focused decks. The club has a significant icon bonus, but is strongest when it never enters battle. Since it can only be attached only to a giant, at least three must be packed into any deck using the Club of Bashing. The club's power works when discarded, thus making it of limited usefulness. Also, since the magic item retrieval champions are not giants, no cycling combo can be used. However, when used from the pool, you can drain levels from a champion opposing one of your champions. This is most effectively attached to a high level giants who stay in the pool, such as Kronos the Titan [IQ-62] or Tyvorg the Frost Giant [DU-45], which can drain significant amounts, and can be activated before the opponent has a champion to play new cards (since it was in play first). This can cause discard of the opposing champion, and can be useful. However, since there are many ways around this penalty (magic item immunity or triumverate allies being the simplist), it is not worth building a deck around. The card will very rarely see torunament play, and only readily be found in giant theme fun decks. 

Sling of Seeking 
Magic Item +1 
When in pool, this champion can sling a rock that kills one giant (champion or ally) in any combat before its power activates. 
#59 of 99 
The Sling of Seeking is a minor magic item that can be strong in certain situations. Any champion can use this item with a neglegable icon bonus. It only works from the pool, so putting it on a champion likely to stay outside of combat maximizes its usefulness. This once per battle power can kill a giant champion or ally. This is very strong. However, to find the Sling's usefulness, we have to look at who we are likely to kill. The only giants likely to be found in tournaments are The Keeper [RR-43] (who often doesn't enter combat), Kronos the Titan [MI-62] (ditto), or Hero Slayer [DU-50]. Since even the lowest of the three (the most likely one to go into combat) is not likely to see play in big tournament play, this will very rarely see tournament play. Even in fun play, unless you expect to oppose a deck with many giants, this card sees little play. Better choices would include the Sword of Cymrych Hugh [FR-62] or Sword of the Avoreen [PO-3]. Giant decks need a defence against cards like this, and the best option is the Codex of the Infinite Planes [1st-152]. 

Necklace of Fangs 
Magic Item +6 
Usable only by clerics. During Phase 4, may enslave any undead champion in play to attack and defend for this player. The champion returns to its owner’s pool only if it survives the combat. (Off) 
#60 of 99 
The Necklace of Fangs can be a very powerful item in certain situations, but those situations can be quite limited. First off, it can only be used by clerics (not just champions able to cast cleric spells), and thus only fits into decks of similar themes, but otherwise is useless. Also, even though not clearly stated, this item only works once per battle, thus even an undead deck is not completely handcuffed by this card. Finally, it only works if your opponent has an undead champion in play for you to summon (and those running all undead decks usually take advantage of immunity cards like the Throne of Bone [4th-462]). All this adds up to a card that can be strong in very limited situations, but isn't strong enough to build around it, like it needs. This card could be seen in fun cleric decks, but other than that, don't expect to see it often. An undead deck would be wise, however, to carry a method of magic item immunity just in case. 

Cupid’s Arrows 
Magic Item +3 
Can be discarded at any time from play to send two champions in combat on a romantic trip to limbo. The battle may continue with new champions. (Off) 
#61 of 99 
This novel magic item pulls on Greek mythology, just like Kronos the Titan [MI-62]. This card is purely a +3 icon bonus until it is discarded. When it is discarded, the two champions in battle goes to Limbo, returning at the end of their owner's next turn. The magic item, and even the using player, do not need to be involved in the combat, just the item must be in play (Cupid's Arrows cannot be used by discarding them from the hand). This can be effective in many ways, but works best when used to discard champions of two other players while they combat. Attached cards (magic items, artifacts, etc) stay with the champions, while other support cards like allies and spells are discarded. Overall, the effect is still fairly weak, possibly earning you spoils or a repreave from attack, but it can be made stronger. The best combination with Cupid's Arrows is Throne of the Mountain God [4th-510], which forces the "loving champions" to the Abyss instead of Limbo. While this reduces its effectiveness when used to stall an attack against you (the other decent use of the magic items), it is still very strong, especially when you consider it can be brought back with Tasslehoff Burrfoot [DL-39] or Pelanth the Bronze Dragon [DR-28] every turn and used again. While this combo is very strong, the most effective counter is using champions immune to magic items when the arrows show up. This counts for the person using the arrows, as using the arrows from outside combat while using a champion immune to magic items leads to easy victory. Don't expect to see this card to often in tournament play, but any deck that likes sending stuff to the Abyss should seriously consider the Arrows/Throne/Tas combo to lock combat. 

Kronos the Titan 
AD&D Monster 11 
Giant. Earthwalker. Swimmer. Can use wizard spells, cleric spells, and psionic power cards. Whenever a monster attacks, it must ask Kronos permission to use its special powers. 
#62 of 99 
When the Millenium set first debuted, Kronos was one of the most debated cards as having too much power. First off, this very high level champion (highest base level giant, earthwalker, or swimmer non-avatar) has many movement abilities that would make him a skilled attacker. However, most tournament decks find better use out of the second section, which specifies that Kronos can use almost all spells and psionics, and helps any deck built on any of those themes, and especially shines whith regards to decks that dabble with more than one of those. However, it is Kronos's last line that caused the most problems. Anytime a monster attacks, it must ask Kronos's owner if it can use it's special power. Power doesn't include movement abilities (champion characteristics cannot be taken away unless specified, as with Tamarand, Great Gold Wyrn [MI-30]), but this still knoxcks out most combat worthy monsters from going forward, such as Living Wall [PO-58] or Stryck [1st-c17]. However, powers that activaten after combat are safe, since they are after Kronos's sphere of influence, so Iuz the Evil [1st-168] is not affected by Kronos. Kronos is very strong and has many different uses. The best was to negate him is to force his discard with cards like Banishment [1st-395], since Kronos has no immunities, or negate or steal his power (like with Mind alteration [MI-65]. This card will show up in tournaments, but will have minimal effect against decks low in monsters, especially as Kronos has no sway over defending monsters. 

Chaos Wand 
Magic Item 
Whenever an opponent in combat with the attached champion wants to play a card, the wand’s owner picks it randomly from their hand, discarding any cards that are unusable. (Off) 
#63 of 99 
This magic item is great for the combat deck sick of opponents sitting back and avoiding combat. Most decks that try to avoid combat pack a few cards to end combat quickly, such as Dreaded Ghost [4th-246] or Cockatrice [MI-17], and have their hands full of realms or cards to destroy from afar. The Chaos Wand targets that player, forcing them to probably lose cards by attriction from the hand, since you randomly discard from the hand. Since the discard is specified as Random, cards that expose the hand, like I Know What Your Thinking [IQ-85], tell you your odds of getting to discard cards with Chaos Wand, but you can't discard specific cards. This strategy is very strong, however, there are some nasty ways to make it work against the user. The obvious one is Handmine [DU-c16], which destroys the user's hand and the Chaos Wand, and the other best way is Castle Arborgate [IQ-1], which, when discarded, instead enters play immediately instead. Also, the Herald of Mei Lung [NS-54] works well for this. Even with these risks, this no-icon card still can win you matches, and a devoted non-combat deck would rather give you the razing and the spoils than give you the chance to discard their cool cards. Expect to see this card opposing you in many game settings by combat decks. 

Aversion 
Psionic Power 
Can only be played by a player who attacked and was defeated. Play onto winning defender. While this power is attached, the champion cannot enter combat with any of this player’s champions. (Off 5) 
#64 of 99 
This power is a difficult power to have activate, or even to plan. It is similar to Post Hypnotic Suggestion [PO-7], except this has a stronger effect (but requires you to attack and lose, giving spoils). It requires that you attack, be defeated, and the defender survived, blocking many common strategies found in winning decks. Champions who could survive such a situation work well to setup this power, such as Ochimo [FR-95] (since the defeated attacker doesn't have to be psionic), Seveia Shadowmaster [PO-14] (though it gives the opponent spoils), or Minerva [4th-333] (removing spoils). Being able to use this card after losing battle and just having another psionicist use the power after the defeat is very useful, but still requires losing, and few decks plan to lose. Don't expect to see this card too often in tournaments, but this would be a very worthy addition to a poison-pill theme deck with just a sprinkling of psionic champions. 

Mind Alteration 
Psionic Power 
This champion may switch the power of any 2 champions in play. This power lasts until it is negated, or if the champions face each other in battle. (Off 3) 
#65 of 99 
Mind alteration is an interesting power that can be used to suprise decks fouced on a single champion. For example, many decks have shown up that focus on copying the power of Nebra the Wrathmaker [DU-c14]. If you switched Necba's power with that of any champion in your pool, not only do all those copies all instantly imitate Necba's current power, but you suddenly get the advantage of having the original Necba's power. Not just that, but if the original Necba is discarded, your champion with a switched power keeps Necba's power until discarded. If both champions who have switched powers leave play, the Mind Alteration also goes to the discard pile. The final line about negation of this power means that for maximum use of this power, the switched power should not be combat based, unless it should only be used defensively, because the opponent would just defend against the attacker stilling his best power by defeding with the other switched champion, negating the Mind Alteration. This card has potential to show up in almost any setting, and is more likely to find a home when a player expects to play against non-combat oriented decks, and often found in tournaments. The best defense against this card is not basing yourself around a single champion (with exception of maybe POL or WOV), or carrying proper counter cards, like Slap! [IQ-78], Ur Draxa [AR-93], and Dispel [4th-400] 

Absorb Disease 
Psionic Power 
Can be played at any time to redirect the effect of any spell, event or blood ability directed at any other champion of this player, whether in pool or in battle, to the champion using this power. (Def) 
#66 of 99 
This card is used to redirect, or even defeat an incoming spell, event, or blood ability. This retargets an incoming card and pulls it to the champion, regardless of the situation. However, this champion doesn't need to take the effect on that champion, and would drain away with no effect, if the champion using Absord Disease is immune to the incoming card. Therefore, good champions to use Absorb Disease include Caller in the Darkness [NS-70], Highmaster Illithios [DU-c21], or champions using immunity attachments, such as Dark Haven [4th-188] or Pearl Pegasus [DU-70]. However, without the immunity to effectively allow Absorb Disease to become a counter, this allows you only to choose to change the target of the spell, ability, or event, therefore only being useful if your deck resolves around a single champion like Highmaster Illithios. Unless you are working for the combination or to protect the single power champion, this card is not worth it and one shouldn't expect to see it much in tournaments. 

Teleport Other 
Psionic Power 
Usable only when one of your realms is attacked. Each player rolls 1d6 for each unrazed realm in his formation. The highest total roll has their front-most realm attacked instead for this battle, regardless of movement restrictions or special powers. (Off) 
#67 of 99 
This psionic power whould only be defensively used, and when you know you are only being beaton on because you are nearly defenseless. When played, all players a number of six sided dice equal to the number of unrazed realms in their formation. The player with the highest total roll becomes the new target of the attack, at mis or her front realm. Starting off. the random effect can result in problems, including possibly doing nothing (if the power's user rolls highest), or causing a player to atack himself (often leading to quick defensive spoils for the attacking player). Defending players will use this most often when down in the entire game, as they will often need this to escape a beating and cause two other opponents to wear each other down. An advantage for using this while attacking, if you can fix the results (like Rigged Dice [MI-22]), is that you could get to a nearly unatackable "red-hat" realm for the battle, robbing the realm of monement or other attack restrictions. The only deck I see this card doing very well in (because few players plan to be losing) is a Playing to Lose [DR-c10] theme deck, since only razed realms are counted for rolling. Finally, if multiple players roll the same result, the results are rerolled by the players tying for the highest result, until a final high roller is found. This card shouldn't show up much in tournaments, but is definitely a nice fun card to have around. 

Poisoned Oasis 
Dark Sun Holding 
May be attached to any realm. May be played at any time to skip phases 0 through 5 (inclusive) of a turn following a Caravan. 
#68 of 99 
This holding has the power to effectively take away any extra turn a player may want, without the chance of being countered. When another plays a card to give themselves an extra turn (currently just Caravan [1st-319] and Ancient Kalidnay [AR-92] {the AK isn't stopped by this card}), this part does not counter the card (thus not protecting a Caravan played by a person using Azure Tower of Onad the Fallen [DU-24]). Instead, it forces that person to skip phase 0 (before drawing) to phase 5 (discarding down and after battle actions), meaning the only part of the turn the extra turn player gets is rapping to end his or her turn. Effectively, it negates an extra turn for most intents and purposes. An interesting foible of this card is that it is a Dark Sun holding that can be attached to any realm, so it helps a person if City States [RV-29] enters play. Late in the game, a player with City States may choose to play this as a normal holding with the only power being able to be attached to any realm to go for victory. The biggest problem is the same problem for most anti-speed cards; a player must draw it to use it. Thus, if both of your opponents play their Caravans, the becomes a dead card in hand. Even with that problem, expectto see this card fairly often in both tournament and fun settings, as everyone hates when speed is used against them. 

Body Control 
Psionic Power 
The using champion gains the special powers and abilities of the opposing champion until the end of this player’s next turn. (Def 4) 
#69 of 99 
This defensive psionic power is very useful, but sometimes comes just a little bit late. Much like Sir Edmund Bloodstone [RV-80], a champion using Body Control can imitate the opposing champion's special power. This power can come a bit late, and instant win champions often are victorious before you can play this power. However, often instant wins work on the champion with the power, so a low level psionic champion could make a Living Wall [PO-58] absorb itself. This also works exceptionally well against champions with great immunities, especially notable nasties like Etherial Champion [4th-508] or Gib Irod [NS-c21]. However, this card is often undependable, as you have no idea what the opponent will push forward against your psionicist. Therefore, don't exect to see this card much in most tournaments, but it is a fun card for fun decks, or very large deck tournaments. 

Awe 
Psionic Power 
Roll 2d6 when this power is used. If the roll is lower than the using champions base level, the opposing champion loses this round of combat and returns to its pool stripped of all attached cards, regardless of special powers. (Off 4) 
#70 of 99 
Awe is like some key spells from Dragonlance, but has a random feature that could make it difficult to use. It starts with the using champion rolling 2d6. If the roll is equal to or greater than the using champion's base level, the card is worthless, granting no level or any other bonus. Therefore, it should be used only by high level champions, and only users of level 8 or greater have even a greater than 50% chance of success. The only champios that can use it and guarantee activation is Bansmareton [MI-79] (needs a base level of 13 or greater). Therefore, the power must be great for such a all or nothing risk. The power is fairly strong, but one questions if the risk is worth not killing the opponent. The opposing champion runs back to his pool just like Unnerving Aura [DL-69], and the champion loses all attached cards, regardless of special powers, which is very similar to Peace [DL-89], yet stronger. The effect is strong, but the combination of risk of uselessness and non-lethal power, means this card will very rarely see tournament play. Even in fun play, you shouldn't worry much about opposing players using it, and is best foiled the same way all offensive psionics are dealt with: Ur Draxa [AR-93]. 

Ballista Attack 
Psionic Power 
Discard an opposing ally already in play, or any champion in any pool. (Off 4) 
#71 of 99 
This is a great power. Useable only in combat, this is one of the few recommended cards that don't help you win the combat at all. It can be used to discard an ally already in play, however, in tournament decks, the ally lock the opponent down or instantly defeat the opponent. The biggest power is the ability to kill cany champion in any pool. Without the level restriction found in Drain Will [DU-75], this can notably take out most annoying non-combat champions, such as Marco Volo [1st-50] or Necba the Wrathmaker [DU-c14]. This also gets rid of champion granting immunity, or avatars sitting back in pools. That is remarkable in flexability, and doesn't even require targetting the player who holds the champion that you desire to kill. The best champions to use this power are the ones whos natural power allows them to retreat from combat, meant to lose, or who's power will let them will innately. Examples include: Davron Parscall [PO-9], Seveia Shadowmaster [PO-15], Seluna Darkenstar [PO-20] (use this power before using the innate Appraise), Havrum Redbelt [PO-25], and Minerva [4th-333]. The best way to stop this card is using Ur Draxa [AR-93], or single use counters like Dispel [4th-400] or Slap! [IQ-78]. 

Cannibalize 
Psionic Power 
All champions in your pool lose 2 levels until the end of the current turn. The using champion gains 2 levels for each champion in your pool until the end of the current turn. (Def 4) 
#72 of 99 
Cannibalize is an interesting power that can equal lots of levels, but can also be dangerous to play. Thepower starts by taking away 2 levels from each champion in this player's pool, which can be a serious pain, especially as it only drains adjusted level, so it doesn't make more champions available to fight the Living Wall [PO-58]. This card is a gamble. While it hurts all but one champion you own, it makes that champion fairly big, if your pool is large. As such, this is a card you'll want to use with your first champion in a multiround battle. Being defensive, very few champions are immune to the power, making it even more dependable. However, when compaired to Murlynd's Spoon [IQ-65], it would be wiser to use the non-removable spoon unless you have at least 7 champions in play (1 in battle, 6 in pool, +12 bonus). If one has that many champions, usually the player is enough of control to have better combat cards. Therefore, this is not the best card to use, and should probably be avoided for better iconic and special power cards unless you MUST focus on psionic power cards (such as for a deck built around the High Master Ithillos [DU-c21]). 

Gellidus, Dragon of Ice 
Dragonlance Monster 12 
Flyer. Gellidus thrives on creation and may use any defensive card. Offensive cards played against Gellidus are doubled in level. If in the same pool as T’chaar, both may use any offensive and defensive cards and the penalties for doubling cards used against them is negated. 
#73 of 99 
Gellidus is a very useful card, with some very interesting properties. First off, being a dragon and a flyer, Gellidus can use and is affected by cards targetting either. Gellidus's first power is VERY useful for most tournament decks. Gellidus's power to use any defensive card means he can be prepared to use practically any counter, the most powerful being Intercession [RR-48, bluelined defensive], Dispel [4th-400], Re-target [4th-389], Limited Wish [FR-43, bluelined as defensive], Invulnerability [BR-45], Dragon's Calm [DR-47], Magic Draining Field [DU-74], Tumble Out of Danger [DU-84], and Slap! [IQ-78]. Also, strong powers that grant protection (like Forbiddance [ARc13]), or bring back champions (like Create Minion [DU-79]) are very useful with Gellidus. His weakness against offensive cards means you shouldn't use him in combat. While this seems a waste of a level 12 champion, the level means little when the high bonus offensive cards enter battle, being doubled in icon level. The last part of Gellidus's power refers to T'chaar, Dragon of Flame [DR-c1], who's power mirrors Gellidus's, switching offensive and defensive throughout the text. Having both in play and negating their weaknesses is very useful, especially as it allows you to use any offensive and defensive card. However, the dragon twins cost 24 champio levels from your deck, and the desire to keep the power would mean avoiding putting either into combat, making it very hard to defend your realms with sufficent champions. If one must be chosen, I'd suggest Gellidus for the ability to use so many good counters, though it needs to be chosen based on how the rest of the deck works. Gellidus will usually be seen in tournament decks, as few fun decks have the chase cards to spare to add T'chaar, but it's use will not be widespread, and both Gelludus and T'chaar are farily easy to deal with, and neither card provides and defensive or immunity power. 

Louie the Pit Boss 
AD&D Thief 4 
Cannot be the target of any card or power designated as harmful or offensive. May be sent to limbo at any time to have any die (or dice roll) be re-rolled. 
#74 of 99 
This card is a nice support for decks fully endorsing Millenium's new theme: dice. However, just his immunities makes him worthwhile. Louie, not being able to be targeted by offensive or harmful cards is potent, though with weakness, leaving him vulnerable to cards that can kill him but not target him, like Wail of the Banshee [NS-24], or Con Game [DU-82]. Even with this gap in his immunity, Louie's defense is quite strong and therefore useful for attachments. When he uses his second power, the attachements go with him to L:imbo, therefore not lost to the discard pile. The power to be sent to Limbo to force a re-roll is interesting, but not without its risks, as the second rolled result could be worse than the first. The strongest cards affected by Louie include Phoenix [MI-16], Cockatrice [MI-17], Treasures of Netheril [MI-27], Turncoat!!! [MI-46], Hornung's Randomness [MI-78], Wealthy Oriental Vassal [MI-81], Entropy Shield [MI-82], and Roundhouse [MI-96]. Just like all dice cards, the danger of rolling worse or making the same roll makes Louie undependable, but often woth using. This will show up in the decks of all players that enjoy these risks and games, but most top level tournament decks deplore such randomness. 

Gib Nedyah 
Dark Sun Hero 6 
Cannot attack. Can use any unarmed combat card. While defending, may use any one unarmed combat card from any discard pile. Immune to all events (even helpful ones), thief skills, and blood abilities. 
#75 of 99 
Named after designer Hayden William Courtland, Gib Nedyah starts with a fairly large restriction, in that it may never attack, immediately making it less versitile. However, the ability to use any unarmed combat is also fairly strong, sharing the power only with Amethyst [4th-303], or a champion using Gauntlets of Combat [DR-74]. Also, whenever he is defending (since he can only get into combat defensively), he may use any unarmed combat card from any discard pile, after which they go back to the same discard pile. That means once anyone uses a crotch shot (AKA Fighting Dirty [DU-c3]), no one will want to attack a player with Gib Nedhay in his pool. This is probably why the attack restriction was put in. Last but not least, Gib Nedyah has some major immunities, including events, thief skills, and blood abilities. Therefore, he makes a great champion to put valuable attachments you don't want to risk in combat, such as a Bag of Holding [AR-28]. For these reasons, Gib Nedyah will find his way into tournament decks and fun decks alike. The best ways to take out Nedyah is using what he isn't immune to, like spells, psionics, or even unarmed combat cards, and as such, cards to add those immunities are good attachments for him. 

Inverted Pyramid 
Rule Card 
Played at the beginning of this player's turn, this card is not discarded. It affects all players and remains in effect until another rule card is played. All formations are inverted when this rule card comes into play. The front row now has three realms, the middle row has two, and the back has one. 
#76 of 99 
Inverted Pyramid is a good rule card for some combat decks, but difficult to use to its best advantage. While in play, the formation of each player changes, such that position A is in the third row, behind all other realms played after it. Players fill their formation from the back forward, with each new realm protecting previously played realms. This means that each realm is exposed when it is played, making a good target for a combat deck. The best way to use this advantage is for the combat deck to attack right away, as future realms will block access. Another key factor is that a deck wanting to defend itself is that each realm must be defensible, as each realm is exposed when first played. However, some interactions with Inverted Pyramid are interesting. Siege! [1st-150] razes the "front realm", and each player may choose what is their front realm. As the card states, if the "front realm" is razed, that player is immune to the event. However, Siege [1st-203] requires that one realm from the front rank being discarded, and that rank is whichever is closest to the front row. However, any one of those realms can be chosen by the formation owner. Inverted Pyramid is an interesting rule card, and it will show up fairly often in fun decks. In tournaments, it might show up in more combat based decks, but it is more likely to be replaced by a stronger restriction rule card. This tactics has been seen for most combat decks seen in tournaments. 

Humility 
Rule Card 
Played at the beginning of this player's turn, this card is not discarded. It affects all players and remains in effect until another rule card is played. This card is immune to events and the wish spell. All extra cards that are granted by any means (except spoils) are send to limbo and cannot be used while this rule card is in play. If this rule card leaves play, each player who lost one or more cards may roll 1d10 and retrieve all cards with a last digit matching the roll (return those cards to hand). All other cards are not retrieved and send to the discard pile. 
#77 of 99 
Humility is an interesting anti-speed card that is quite difficult to remove from play. Two of the most favored methods of removing rule cards aren't affective against Humility: Wish [FR-46] and Genie Bottle [3rd-436] both can't get rid of Humility, as it is immune to those measures. However, other methods, such as playing another rule card, or Ellorelloran [TU-93], are very effective. All cards aside from the basic three drawn in phase 1 and spoils drawn after phase 4 are pulled from the deck and sent to Limbo. They stay there (outside of normal rules for Limbo) until Humility is discarded. Then, each player who lost cards may roll a d10, and get to retrieve all cards ending with the same number, the others going to the discard pile. Since every 0 rolled on a d10 is a 10, no cards ending with zero can be saved from the discard pile. Also, since it specified the discard pile, even events go there. For the most part, the cards sent to Limbo will go to the discard pile eventually, but most cards granting extra cards will avoid being played until the rule card leaves play. This is a fairly effective method of shutting down speed, but has the same problem most anti-speed cards; they must be drawn and played, which, in a deck without speed, is difficult to count on. It will show it's ugly little face in tournament play, and any deck based on card advantage (which will be most good decks) needs to think of non-event, non-Wish counters to this card. 

Hornung’s Randomness 
Rule Card 
Played at the beginning of this player's turn, this card is not discarded. It affects all players and remains in effect until another rule card is played. All cards that require a “Draw and discard noting the last digit”, now require that a die roll of 1d10 be used instead. 
#78 of 99 
Hornung's Randomness is an interesting card that can do what was originally intended with making cards random in the Forgotten Realms set, and make them also more dangerous. Any card requiring checking the last digit of a randomly draw (or drawn and discarded number) instead requires a roll of a ten sided die. Therefore, many combos from deck manipulation are no longer effective, such as Moraster [4th-339] with The Fates [BR-c23]. A roll of a d10 could add a rondomness to those cards that were getting back to the original intent of the cards. However, the roll of the d10 has another interesting effect. It has been ruled that any 0's rolled on a d10 are counted as 10's. Most cards are designed with 0-9 as possible options, and making it 1-10 makes some cards nastier (average roll is 5.5, versus the regular 4.5 average). Examples include The Fates (having to discard 10 cards!), Bess's Revenge [4th-159] (higher level likely to kill), and The Black Death [NS-26]. However, some cards also get weaker, like Vorpal Blade [FR-56] or Use Poison [NS-63], since it is harder to hit a certain number or lower. I wouldn't expect to see this card in tournaments often, since most tournament quality players need to trust their cards will work, and will usually use the random cards with a fixing agent of some kind. However, this will probably pop up in lots of fun games, and the chaos this card is likely to cause make fun games even more so. The standard methods of removing rule cards are effective counter measures to this card. 

Bansmareton 
AD&D Psionicist 17 
Avatar. Discard a psionic champion to bring into play. Each opponent draws a card when Bansmareton enters play. Immune to psionic attack. Bansmareton psionically teleports all of this players champions and allies, allowing them to attack any realm regardless of position or movement restrictions. 
#79 of 99 
Bansmareton is the only psionic avatar champion thus far in Spellfire. It is very useful, but at the same time, isn't worth it. The price for Bansmareton is discarding a psionic champion from play, meaning any champion able to use psionic powers cards, not necessarily as psionicist, which works very well with his champion type. Each opponent being able to draw a card when Bansmareton enters play is very bad for card advantage, and thus needs a very powerful power to balance. Bansmareton's power is very strong and should be considered, as he acts as if he was every Underdark realm, allowing all of his player's champions (not just the psionic ones) to attack any realm regardless of position or movement restrictions (including requirements required by other cards, like Song of the Dragonlance [DU-22]. It doesn't get around "requirements" type cards (Den of Thieves [NS-c24] or Anytown, Anywhere [4th-70]) or non-movement requitrements (like the Ruins of Zhentil Keep [3rd-3] requiring clerics to attack). Each deck must choose for itself whether the card advantage loss is worth this nice advantage of attack. You should expect to see this card in psionic based fun decks, but it will be suprising to see it in tournaments. Its lack of defensive powers means finding ways to protect Bansmareton are highly recommended if you intend to use him. 

Kalator 
Forgotten Realms Hero 7 
Can cast cleric spells. Immune to offensive thief skills. Any magical item attached to Kalator becomes a Forgotten Realms artifact, discarding from play any magical items with the same name (no more can be played). 
#80 of 99 
Kalator is an interesting card, but might only make an impact in tournament level matches. His ability to cast cleric spells help defensively, and his immunity to thief skills makes his attachments safe from cards like Con Game [DU-82], but those aren't the reason to use Kalator. He can turn any magic item into an artifact as it is attached to him, preventing copies of those cards from being used by opponents. Most people who use this effect are looking to cut down speed items, like Bag of Holding [AR-28], Dragonfont [AR-c20], or Bag of Beans [NS-c11], all of which are commonly seen in tournaments. However, since each item is turned into an artifact, he doesn't get to use this power more than once, as he, like all champions, may only have 1 artifact attached. The only way around this is the Ego Coin [2nd-419], as it becomes an artifact to be attached, but then all any number of artifacts to be attached to it's owned, making Kalator more useful, as he can take away more magic items from the opponent's use. Outside of tournament play, Kalator is just too restrictive to make him worth using, as using only one magic item means you can't play all possible cards, but isn't useful in a deck without magic items. All in all, unlessyou rely on magic items that you know your oppoent uses, it isn't worth carrying this card. 

Wealthy Oriental Vassal 
Forgotten Realms Hero 8 
Immune to harmful events. When in play, only cards marked as “First Edition” can be played. If the Poor Oriental Lord and this champion are in play at the same time, both go to limbo for 1d10 turns (each champion’s owner rolls for their champion). 
#81 of 99 
This card was probably the most argued card in the entire Millenium set on the Spellfire Mailing List when it first came out. The WOV (Wealthy Oriental Vassal) is a card every player needs to be aware of, and have a strategy to deal with it. When the WOV is in play, only cards with first edition on the back can be played, banning cards from 2nd through 4th editions, and all on-line boosters (since they are considered no edition). This is the opposite number of the Poor Oriental Lord [DU-c20], which is a first edition card that prevents all other cards printed as first edition. As both cards allow the other to be played, the provision added was that if both are in play, both are sent to Limbo. Each player rolls for his card, so it is unknown which one will come back first, and how long before they beam each other away again. Both WOV and POL (Poor Oriental Lord) strategies can work, but are weak against the other. The best way to plan for both possibilities for a deck using neither of these cards is to mix your realms and champions between editions, as Mike "Ogre" Heubbe did in the finals of the 2002 World Championship against a deck using WOV and a deck using POL. If you don't have a way to play the WOV against POL, you need a way to kill the WOV before you get locked. Because the WOV is immune to events, prefered methods include spells (such as Wish [FR-46]), psionics (like Drain Will [DU-75]), blood abilities (like Death Field [DU-81]), or allies (like Assassins [1st-252]). Either way, be ready to deal with this card in some way. It has forever changed tournament setting. 

Entropy Shield 
Wizard Spell 
For every card attached to the opposing champion, the opponent must roll a d10. If the number rolled is even, the attached card is discarded. (Off 4) 
#82 of 99 
The Entropy Shield is an interesting wizards spell. It provides no icon bonus, and is very unstable, possibly not doing anything in the round of combat. However, there is a 50% chance that any card played after it will be discarded without ever activating. Rigged Dice [MI-22] can be used to guarantee a specific card dies, but that should only be used if the opponent plays a card that would end the battle immediately. Because the power only activates for cards played after Entropy Shield, any battle you don't expect to win outright with the first card should start with your spellcaster casting it. No other card could be as effective as Entropy Shield, but Entropy Shield also has the same chance as being totally worthless. I wouldn't expect to to see Entropy Shield in most tournament quality decks, but it could be very common in fun decks. If you love to gamble, this is a great card. Otherwise, pass on it and find something dependable. 

Dark Cloud 
AD&D Realm 
This realm negates the powers of Tyr, Arkhold, and Mulmaster. 
#83 of 99 
Dark Cloud is an okay realm, that becomes stronger in a tournament setting. Most speed cards show their ugly head in tournaments, and this card hurts three of the most common. Tyr [1st-224] has no other counter, and this realm works well for it. Arkhold [1st-236] can be countered by name by Points East Trading Guild [4th-101], as well as by Dark Cloud, but neither shuts down the other reason it is found in tournament decks - City States [RV-30]. In the case of both Tyr and Arkhold, the most effective way to slow them down is the Ring of Winter [FR-61], since it cuts all opponents down by a card in the draw, and only doesn't negate Tyr and Arkhold if both are in play by the same player. However, the most important cut down is Mulmaster [1st-33], which has been known to fuel world champion decks (especially the 1996 world champion Tim Tracy's spell deck), and make a strong tournament showing. It can be shut down by The Celestial Jewel of Sarimie [4th-100], but that only works for decks with significant numbers of Birthright or any holding realms. Dark Cloud works very well for this, and to protect it from such decks, a good attachment for it might be Keep of the Dead [AR-64] or Cavern of Ancient Knowledge [NS-18], which makes it harder for spell decks to destroy or raze the realm. Outside tournament settings, most decks don't focus on speed, and therefore you might want a more combat based realm, as Dark Cloud has no defensive powers. 

Melf’s Acid Arrow 
Wizard Spell +? 
May be played into a combat where this player is not involved. Roll 2d6 for the level of this spell when it is cast. If the roll is less than the caster’s base level, destroy one ally already in play. (Off 4) 
#84 of 99 
This spell has only one thing that seperates itself from similar spells, and that is given in the first line. This spell can be played into a battle by this player, only requiring this player to have a champion able to cast spells. It can even go into a battle where neither combatant can cast spells. Similar effects can be created with any spell by using Tenser the Arch Mage [RR-29] to cast the spells. The level bonus will average at +7, but can range from +2 to +12 (best if used with Rigged Dice [MI-22]), but usually not worth it for the minor level adjustment), and the level adjustment has another effect. If the roll is lower than the caster's base level, you may also discard an ally in play. As such, it is best to use this with a high level champion, and still only discards an ally more often than not if the caster base level is 8 or greater. The odds can be increased if used with cards that raise base level, such as Armor [4th-396], but usually it isn't worth it. If you intend only to use it for yourself in battle, there are better spells, guarenteed to kill allies, such as Lightning Bolt [1st-332], Meteor Swarm [DR-55], or Phorbes's Scrolls [2nd-406]. It's not a bad card, but being based upon dice makes it unreliable, and therefore not useful in most tournament settings. Fun settings will see it more often though, especially as it is fun to meddle in relaxed or team settings. 

The Yatils 
Greyhawk Realm 
Magical items cannot be used when attacking this realm. If Mordenkainen is anywhere in play, each defender of this realm gains a +9 ally able to cast wizard and cleric spells. 
#85 of 99 
The Yatils realm is a very interesting card that has potential. The first power should not be dismissed, because magic items tend to be the strength of many decks for combat, and gets rid of some weasel cards, like Blamblower [DL-56]. The second power is more conditional. If you (or anyone else) can get Mordenkainen [3rd-162] into play and keep him there, defenders of the Yatils get a nice bonus. The ability for defenders to cast both wizard and cleric spells is nice, but most decks focusing on spells require almost all of their champions to be spellcasters, so this bonus is very small and can probably be ignored. If you need a realm to give spellcasting ability, choose something like The Free City of Greyhawk [1st-111] instead of a conditional realm like this. However, this realm is unique, in that "defender' really means "defending champion", as the other common defenders, allies, don't summon more allies. With Mordenkainen in play, this is a pretty decent realm, but without, leave it outside of your game plan. 

Control Weather 
Wizard Spell 
Until the end of this player’s next turn, your realms can only be attacked by earthwalkers, “teleporters”, or through Underdark realms. (Def 5) 
#86 of 99 
This is another in the line of "camper's" spells. This hurts many decks based on combat in that they can't go after you, except for a few ways, and must focus on the other opponent. This is very similar to Wall of Fog [1st-371], Forbiddance [PO-c11], and Phase Out [PO-51], and combos very well with Extension I [DU-91] and Permanancy [IQ-79]. This card is used especially well by "camper" style decks (those with champions sitting in the pool, never going into combat), or Underdark decks (as you can get around the restrictions like this played by others, but the regularly defenseless Underdark realms can restrict attackers). There is a danger when playin this card. While you have this actively in play, if another person has Volcanic Eruption [RR-64], they can use it to raze all of your relams, as the group restricted to specifically names earthwalkers. Therefore, for defensive purposes, the similar cards above are stronger, but having all of them improves your chances of pulling off the combo. Otherwise, Control Weather is not worth carrying in your deck. 

Assembre 
AD&D Realm 
This realm has a gate to Krynn hidden within its vineyards. Once per battle, you may search your deck for a Dragonlance champion and place it into your pool. 
#87 of 99 
When you first look at this realm, the first though it that its usefulness depends on what champion you could pull, and at first thought, no Dragonlance champions jump out. Once a defender goes forward for this realm and battle begins, you may search for a DL champion (meaning the pulled champion can't be used they were pulled), and some of the best possibilities include Tasslehoff Berrfoot [DL-39], Deathstream [AR-72], Goldmoon [AR-83], Bilago Lumen [PO-17], Aquilla [TU-98], Jella [4th-329, Moraster [4th-339], Cyan Bloodbane [DR-41], Verminaard the Dragonmaster [DR-42], Fire Dragon [DU-38], and Necba the Wrathmaker [DU-c14]. As might be guessed, not all of these need to be carried to use Assembre, but the general rule of thumb is that a searcher shouldn't be added unless there are three strong cards worth getting. The key is to pick your champions to match your theme, and then see if Assembre is appropriate for the deck. However, there is one good exploitable loophole to Assembre; It does not restrict avatars. Since Assembre puts the champion directly into play, while yo do have to pay the cost, avatars can be brought into play outside of phase 3. The top prospects are Sirron, Avatar [PO-45], Kiri, Avatar of Kiri-Jolith [PO-79], and Gib Drawsemaj [NS-c22] (here, you keep the card in your hand, since you haven't just discarded a realm). This can greatly swing the battle to your side, once a person has this used against them, they will think twice before attacking Assembre again. Therefore, if this realm fits your theme, exploit it fully, but if not, pass on it; the avatar combo isn't strong enough to make it worth playing just for that. 

Polymorph, Any Object 
Wizard Spell 
Change any one attachment (anywhere in play) into an attachment with a +1d4 and no special abilities. Lasts until dispelled or negated. (Off 3/4) 
#88 of 99 
At first glance, this card looks very repeat of many previous cards that destroy items or artifacts, except weaker, as the card stays and even grants an icon bonus. However, this card is a diamond in the rough for the dedicated player and careful reader. This card affects any attachment, not just magic items and artifacts. Allies able to return to pools can be targeted, as can any held card. The value of not destroying a magic item or artifacts while rendering it near useless should not be forgotten either. Many decks that focus on magic item manipulation (using things like Bag of Holding [AR-28], Bag of Beans [NS-c11], Armor of the High King [BR-27], or Staff of Mimicry [RV-61]) usually have a free way to get such items back (like Tasslehoff Burfoot [DL-39] or Pelanth the Bronze Dragon [DR-28]) and return them like new just one turn later. By not destroying it, you make it less accessable to those decks. Plus, few things hurt artifacts, so negating the powers of the Throne of the Pharaohs [4th-466], Ring of Winter [FR-61], or Slorath's Gloves [DU-c18] works well also. Finally, as Polmorph Any Object doesn't specify champions or pool, it can depower attachments on other cards, most notably realms. You can use it for the most annoying holdings (like Mulmaster [1st-33] or Black Hand Thieves Guild [DU-c5]) or realm artifacts (like Cannon Ball [DU-60]). This, coupled with it's ability to hose cards in combat as well, makes it very versitile, and should not be ignored in any deck using many wizard spells, even in the tournament level matches. I don't believe many decks you face will use it (as most spellfirers seem to have dismissed this card as a repetition of previous cards), but I believe you will find it a gem in most games you play! 

Elven Towers 
AD&D Realm 
This realm can never be rebuilt. Due to its high resistance to magic, this player is immune to the effects to other player’s dungeon cards. 
#89 of 99 
Thias realm is an interesting one, that has great power, but also carries with it danger. The danger comes in the short first sentence, as the elven Towers cannot be rebuilt if razed. The realm still occupies its current place in the formation until replaced, and thus this power only helps if used with a Playing to Lose [DR-c10] theme. Since many tournament decks are built around rebuilding realms after getting them in play with events and characters, this will reduce its play in tournaments. However, its second power is very interesting, as it makes this player (and his formation, champions, hand, and deck) immune to the dungeon cards. This includes primarily defensive type powers; for all practical purposes, opponent's don't have dungeons in play in regards to this dungeon's owner. Some examples include Level the Playing Field [IQ-51] (this player may use instant defeat cards to beat their champions), Labyrinth of Castle Greyhawk [DU-6] (this player may raze and discard that player's Greyhawk realms outside of combat), and The Azure Tower of Onad the Fallen [DU-24] (you can stop that player's helpful events and copy their harmful events). This type of power is very useful, and unique currently to the Elven Towers. Therefore, there are many settings in which this realm will be very useful. If you never intend to fix razed realms, this card is a great choice for any deck where it doesn't disrupt its theme. Even then, this card will find playtime, and can be countered by any card that could raze the realm, or aided by any attachment that could prevent it (like Keep of the Dead [AR-64]). 

Leomund’s Secure Shelter 
Wizard Spell 
This player’s pool cannot be the target of harmful events or offensive spells. Lasts until dispelled or negated. (Def 3) 
#90 of 99 
This wizard spell is the "camper's" dream, and one of the best protections available for decks that keep vital cards in the pool. This card protects the pool from harmful events (something carried in practically every deck) and offensive spells (very common in tournament decks). Without a listed duration, it cannot be Extensioned [DU-91] or made Permanent [IQ-79], but it still is quite powerful and protective. When coupled with an Extended or Permanent attack blocker (like Forbiddance [AR-c14] or Phase Out [PO-51]), this can make a player virtually untouchable. The best defense to this card are non-event, non-spell pool destroyers (such as Drain Will [DU-75], Death Field [DU-81], or Wand of Telekinesis [DL-53]), or those that go through it, such as Wish [FR-46]. However, the normal spell defenses work also against this, and worry about this card can greatly be reduced if you focus on a non-spell theme. This card will show up fairly often in standard tournament decks, but will not show up in most other settings, as most fun and interesting situations involve combat, not camping in the pool with cards like Necba the Wrathmaker [DU-c14]. If you expect to play in a tournament using a spell deck, you need to figure out a good way around this card, but if you play another theme, if you have enough spellcasters to be able to dabble this card in, do so, and you usually won't be sorry. 

Knee to the Groin 
Unarmed Combat Card 
Usable by any champion. May not be used on dragons. The opposing champion must either retreat to his pool from battle (treat as a defeat) or continue at half of his base level (opponent’s choice). (Off 4) 
#91 of 99 
This any champion unarmed combat card in a funny concept and amusing photograph art, but isn't the greatest card. First off, your opponent inadventantly has control over if you can use this card, as you never know when the opponent will use a dragon champion., so sometimes you will find this a dead card in your hand (something usually avoided by "any champion" UCCs). Then, this card gives the opponent gets a choice of how to respond to it, and most. especially in tournament settings, will choose to retreat safely to the pool. This can be reduced by using it with a champion with special powers that activate upon victory (like Tithian [1st-301], Silversun [IQ-24], Halcyon [1st-c16], or Feinoue, Void Shaper [MI-14]) or that negate the safe option (like the Sphere of Annihilation [BR-c4]), forcing someone to stay in combat at half level. When you have one of these situations, Knee to the Groin still isn't that great, as it only halves an opponent's BASE level, rounding down (cutting usually 1-5 levels unless used against an avatar). A different card with a higher icon bonus will usually be a better choice than this in practically all situations. 

Stomp! 
Unarmed Combat Card +5 
Usable only by giants. Kills all allies in play of icon level 5 or less. (Off 4) 
#92 of 99 
This is the first giants only unarmed combat card, and I hoped for better. This card has the potential to wipe out multiple allies, but in most situations, it won't. It also is the only card that kills all allies of a type IN PLAY (including those strong enough to keep in the pool or formation). However, the best reason to play low level allies is their powers, often instant defeat powers. When they are played, you die before being able to step on them, as this isn't a counter card. Giants have access to much better cards, and thus deserve better than this. Since giants are not a viable tournament theme (regardless of format), this card will rarely see play, and you shouldn't worry about it, even if the opponent is pack Stomp! 

Heaven & Earth 
Unarmed Combat Card +? 
Usable also by any adventurer. Roll 1d6 for the bonus of this card. (Off 4) 
May also be played at any time in response to any card played by a champion of lower base level. That card is negated and this player draws a card. 
#93 of 99 
This hero unarmed combat card is usable by adventures as well as by heroes. If used for its initial abilty, the user is wasting this card for an average offensive bonus of 3.5. However, if used by a high level champion, this counter card can be one of the best counters available. It negates a card played by the opponent of any type, and still allows you to draw a card to fill in its place. Therefore, card advantage works nicely, as you spend one card to get a card and discard an opponent's card. You can't always count on this card, as it is affected by the opponents' play, but if used with a level 9 or greater champion, it will usually work, and hero avatars could gain well from this card greatly. I wouldn't expect to see this card pop up often in games, but this card could be used in all settings and situations. Aside from immunity (best by the Forgotten Ruins [DU-34]), there is no best method on dealing with this card, but since it won't be in all decks, the best strategy is not to lead off with your best combat card, so they waste this card on that and not you big guns. 

Tsuki Kotegaeshi 
Unarmed Combat Card –4 
Usable also by any adventurer. Play on an opposing champion whose player must draw (face up) the top two cards from their draw pile. If neither can be played into battle, discard the cards along with the opposing champion. (Off 4) 
#94 of 99 
This card is unusual, not least in name. This unarmed combat card, one of only two specifies adventurers (something new in Millenium), yet heroes can also use this card (since they included the word also, and UCC's can be used by heroes unless sepcified against it). It is also unusual in that it is the only negative icon bonus unarmed combat card, attached to the opponent and not the using champion. This card can eliminate an opposing champion, but the likelyhood of that depends on the setting. In most fun setting, this card won't work, as more decks tend to be battle oriented. However, there are ways of hedging the bet for this card. The key fact is that the champion is discarded if niether card can be played into the CURRENT round of battle. Therefore, setting up Tsuki Kotegaeshi with cards that restrict others from being played (champions restricting allies, or Rangers of the Highland [MI-3]) can allow victory. For instance, if Tergoz Tenhammer [3rd-60] with the Gauntlets of Combat [DR-74] plays Tsuki Kotegaeshi, and the two cards are a realm and an ally, since Tergoz restricts allies from being played, both drawn cards, and the opposing champion are discarded. This card is actually better in a tournament setting then most other settings, as the trend in tournament decks is shying away from combat and destroying realms from afar, which means that champion discard is more likely. However, even in tournament settings, unless you have a good method of playing the card (for instance, mostly adventurer champions), shy away from this card, as usually you want cards that are more versitile and usable by any champion. 

Headbutt 
Unarmed Combat Card +? 
Usable by any champion. Roll 2d6 for the bonus of this card, and 1d4 for a bonus to the opposing champion if the user is not a monster. Spells and psionics cannot be used by either champion for the remainder of this round of combat. (Off 4) 
#95 of 99 
This is the weakest unarmed combat cards in the Millenium set. While it can be used with cards like Rigged Dice [MI-22], this card really isn't worth it, as it grants just a bonus of +11 to +8 (or +12 with a monster). However, for the most part, the icon bonus will average at +7 (or +4.5 if used by a non-monster), which is a useful bonus, but nothing worth writing home about. Headbutt can be used by any champion, bu not every deck, since the final line restricts the user, as well as the victim, from using spells or psionics, it should never be included in any deck that uses either of those types of cards. Similar unarmed combat cards include Slap! [IQ-78] (for non-spellcaster to counter a psionic power or spell as it is played), Uppercut [RR-93] (for heroes), Chokehold [4th-436] (for heroes against spells), and Tail Sweep [DR-92] (for dragons). These cards are often not as strong as Headbutt if you don't intend to play spells or psionics, but Headbutt's varying icon bonus (that feasably could even be negative) doesn't make Headbutt worth the risk, except maybe in an all monster deck. 

Roundhouse 
Unarmed Combat Card +? 
Usable by any champion. Roll 3d6 for the bonus of this card. This champion may not play any more cards that are designated as Defensive. (Off 4) 
#96 of 99 
Roundhouse potentially is the largest single non-event bonus card except for the Crystal Dragon Figurine [DU-67], which only gets that high by discarding the attached championn after battle. This card couples nicely with Ridded Dice [MI-22], insuring a +18 bonus. This card also couples nicely with Field of the Battlelord, as you re-roll the bonus every time (getting over bad rolls), and can play defensive cards again. Normally, cards that just grant levels don't win battles (usually it is card special powers), but level bonuses like this (averaging between a +10.5) really can swing the battle. However, without the nice combos, this is an iffy card to use, as it is just as likely to be a +3 as a +18. However, when well prepared for, this card works excellently and fits well into appropriate theme decks. However, even though it can be used by any champion, I don't think this card will see much play in tournaments, as the most skilled tournament players focus on card advantage and ending battle quickly, which most high level cards don't do. 

Trip 
Unarmed Combat Card 
Usable by any champion. Sends one of the opposing champion’s allies to the discard pile, regardless of immunities and before its powers activate. (Off 4) Counter 
#97 of 99 
This is a very useful counter which will see use in many decks. Currently, players still see the only counter effect ally card that can be played after the ally in tournament decks (that card being Airship [3rd-90]), and being an unarmed combat card, it can be recycled and countered less easily then Airship. This can be used by any champion and stop an instant killer ally, and such allies tend to be often found in tournament quality decks. Top allies to target with this effect include the Dreaded Ghost [4th-246], Noble Djinni [1st-84], Master Illithid [DU-53] (this works because Trip is a counter), and Cockatrice [MI-17]. While not every deck will carry it (as many care more about card advantage than winning battles), don't be suprised when your opponent whips it out just when you think you've won the battle. I'd recommend this card even more in any setting then emphasizes battle (Warriors Rule, Extended Play, and larger deck formats). 

Stunning Fist 
Unarmed Combat Card +10 
If this champion is winning by more than 8 immediately after this card is played into battle, then the opposing champion is instantly defeated. (Off 4) 
#98 of 99 
This high level hero unarmed combat card is very strong, and can lead to instant defeats, but will most often just be a nice +10 card. The +10 is very nice and works well for anyone using the dungeon Field of the Battle Lord [DU-9], keeping the +10 around round after round (this combo works espeically well on multi-attack heroes, like Rikus [1st-258], Azhul the Hasty [3rd-266], and Zaknafein the Weapon Master [TU-94]). To use the instant victory part of the power, a champion must be down by only 2 or fewer levels when they play this card, so careful timing is usually required. The best ways to counter this card are Reversal [4th-435] and Whirling Dervish [MI-99]. In a mostly hero deck, this is a strong and worthy addition, but otherwise it is a waste. Don't expect to see this card in tournaments except a few varients, as for the most part, hero support isn't nearly as strong as spell, psionic, or blood ability support. 

Whirling Dervish 
Unarmed Combat Card +5 
The using champion ignores any instant defeat conditions and must be defeated by level alone. May be played as a counter to an instant defeat. (Def 4) 
#99 of 99 
Since this card doesn't specify who can use it, this is a heroes only unarmed combat card. This interesting counter is a very strong card, but will often not make the cut for most tournament decks. The power works well with itself, since it prevents any instant defeat played by an opponent into battle. However, it the card doesn't specificly say "instant defeat" or some variation, this card doesn't work. This includes cards like Blamblower [DL-56], Sword of Cymrych Hugh [FR-62], or Cockatrice [MI-17], since these specify discard, not defeat. The +5 is a significant bonus, and factors well into having to be defeated by level alone, but the "discard loophole" means many of the cards to be protected against (like the Dreaded Ghost [4th-246]) can still get through. This problem, along with the hero restriction, will probably prevent it from being used in too many tournament decks, and most fun decks avoid instant defeats for more fun play, and therefore isn't the strongest choice for that setting either. In other words, find better cards for most decks than this. 

CHAOS

Aonia Sunblaze 
AD&D Cleric Level 9 
"Can use hero unarmed combat cards. Immune to unarmed combat cards useable only by undead, and the "Negative Planar Energies" rule card. May not use undead allies and is discarded if in the pool with an undead champion." 
#1 of 72

Aonia is one of the best champions against undead decks. She can use cleric spells and hero unarmed combat cards (though few good combos come to mind with her). She is immune to undead unarmed combat cards, which is useful considering cards like Level Drain [NS-97] or Cause Fear [NS-93]. She is also immune to Negative Planar Energy [NS-73], but she was already immune because she is a cleric. This power could be made useful when combined with a Chest of Many Things [2nd-420], but otherwise is pointless. However, Aonia's restriction against being in a pool with an undead champion drastically makes her less useful. The same can be said for the inability to use undead allies like the Dreaded Ghost [4th-246] or the Ancient Dracolich [NS-81]. In short, she is only udeful when you know you are facing an undead deck, since her 9 levels are too much just for the support cards she can use. Additionally, an undead deck can get rid of her by casting Corruption of the Flesh [NS-83] on any champion in her pool (including herself)

Dark Cleric 
Ravenloft Cleric Level 5 
"Can use undead unarmed combat cards. Every turn that this champion doesn't attack, his player may return one undead/werebeast champion from his discard pile to his draw pile, which is then reshuffled. Gains 5 levels if played from 6PM to 6AM." 
#2 of 72

Dark Cleric is a good card for any undead or werebeast themed deck. The Dark Cleric's ability to use undead unarmed combat cards means he should be able to use any support cards usually found in a deck, so he won't be defenceless in the pool from attacks like Blood Challenge! [BR-c20] or Arena of Dori the Barbarian [IQ-3]. Each turn the Dark Cleric doesn't attack (which he should almost never do), you can shuffle an undead or werebeast champion from the discard pile to your draw pile. This card play doesn't help card advantage much, and is far weaker than Undead Regeneration [RR-c7], but can be useful to keep the pressure of attacks up. Realize this also means that you are less likely to draw a realm each turn this is done, since there are more non-realm cards in the deck, but this is relatively minor for decks with 12 or more realms. The 5 level boost for night play is nice, but not the main feature of the card. Note that the power boost only cards when the card was played, not at the moment of use (playing the champion down at 5:56 PM means he stays level 5 after 6 o'clock rolls around. Dark Cleric is a good support card for undead or werebeast themes, but not overly powerful.

Beastmaster 
AD&D Psionicist Level 6 
"When in combat, the Beastmaster may summon any ally chosen at random from an opponent's hand. This ally cannot be forced to switch side or discarded." 
#3 of 72

This champion is a good one, though a bit of a gambler. When in combat, the Beastmaster's player chooses one opponent (not nessessarily the one he is attacking, but often that player is a good choice). The opponent hold up all of his or her allies in hand, and the Beastmaster draws it and plays into battle immediately. Even if that ally could not normally be used by the Beastmaster (like Cult of the Dragon [DR-80]), the Beastmaster can use it. This ally is safe for the battle, being unable to switch sides or be discarded. This power may only be used once per round of battle. Good cards to use with the Beastmaster include Rings of All Seeing [4th-171] (to see who has good allies) and Intensify [PO-89] (to double the level of the stolen ally). After battle, the ally goes to its owner's discard pile, regardless of special powers. This champion could be useful in tournaments, when many instant win allies are used. However, since you may play against decks without any allies ready, it is a gamble many tournament players may want to avoid.

Murtha the Gypsy 
Dragonlance Psionicist Level 6 
"Immune to all thief skills. While in pool, negates the effects of Necba the Wrathmaker, Poor Oriental Lord, and Wealthy Oriental Vassal for all players." 
#4 of 72

This champion was one that was changed after the release of Chaos, because her power negated the powers of the listed champions for just this player, not all, and thus this player could lock the game, but safely play his cards. Murtha is one of a few champions immune to thief skills (most obviously, Con Game [DU-82]), and thus is valuable for just that immunity. However, when she is in the pool (where she should stay, since she's nearly powerless in combat), three nasty champions are completely neutered: Necba the Wrathmaker [DU-c14], the Poor Oriental Lord [DU-c20], and the Wealthy Oriental Vassal [MI-81]. All players may play cards regardless of edition, and don't have to attack or lose a champion while Murtha is in play. Any deck built around these champions (and there are many in tournament level games) will try to kill this champion quickly, so good protection cards like the Orb of Power [4th-170] or the Winner's Cape [4th-520] are essential if you want to be safe from these cards. Murtha's power is very similar to that of Playing Fair [CH-64], except it also stops Necba. This cards do not work for you well when you try to use these cards either, so don't build a deck using Murtha and one of the cards she stops. This card will be in many tournament decks, and needs to be planned for for any deck that plans to use Necba, POL, or WOV.

Gib Cram 
Birthright Regent Level 7 
"This player's champions and attached cards are immune to the special powers/abilities of realms and realm champions." 
#5 of 72

Gib Cram gives all of his player's champions a very nice power. Immunity to special powers of realm champions doesn't mean a lot, since most don't have special powers, but the immunity to realm powers is huge. With Gib Cram in your pool (or even in battle), your champions and attachments may attack realm regardless of restrictions placed by the realms (so a monster could attack the Ruins of Zhentil Keep [3rd-3], or allies can attack Daggerdale [1st-26]). This does not get around holding powers (like Black Waters [1st-246]), or powers of dungeons (like the Song of the Dragonlance [DU-22]). It also doesn't negate "defensive" realm powers. For instance, with Gib Cram in your pool, a wizard or dragon could attack Palanthas [DR-8], but defending dragons and wizards are still immune to offensive spells and harmful events. Gib Cram would make a good addition to any attacking deck. The only cards with similar powers are Crown of Souls [RV-67] and Jarl the Frost Giant [RR-40].

Gib Thiaf 
AD&D Hero Level 10 
"May use any support card. May use Dragonlance artifacts. When in combat, her attachments activate first, regardless if attacking or defending." 
#6 of 72

This high level hero has many things going for her. First off, she may use any support card. This is still very good for a deck using lots of different types of support cards. She can attach either AD&D or Dragonlance artifacts (I believe the main purpose of this was so she could use the Medalion of Faith [DL-c25]). However, the strongest part of her power is that her attachments activate first in battle, regardless of whether she is attacking or defending. This makes her a great champion to put "instant victory" type cards on her, like the Vorpal Blade [FR-56] or a held Use Poison [NS-63] (it would not allow these cards to be played from the hand immediately). This early activation makes her versatility with support cards and artifacts much more useful. Gib Thiaf will see play in many different settings, including tournaments, because of this wonderful adaptability.
Gib Thiaf was created to honor Brenda "Faith" Reeves, who was one of the top female players the game has had, who was fanatical about the game. She has since given up the game.

Pirate 
AD&D Hero Level 5 
Swimmer. Can use thief skills. During phase 3 the pirate may send all magic items and artifacts attached to any one champion in play to Limbo. The attachments are returned to the champion the next time he enters battle. 
#7 of 72

Pirate is a great card for fighting "sit and destroy from far away" decks. During phase 3, pick a champion in play. All his magic items and artifacts go to Limbo. This is a great way to get rid of annoying magic items that never see battle, like the Bell of Might [FR-c18], Dragonfont [AR-c20], or the Bag of Holding [AR-29]. This also is a good way to weaken a pool champion to destroy him (for instance, sending the Winner's Cape [4th-520] to Limbo, then Wish [FR-46] the champion away). If the champion is discarded, the attachments stay in Limbo, because the champion hasn't gone into battle. This is a great way to stop magic item recyclers like Tasslehoff Burrfoot [DL-39]. However, sending magic items that help in battle to limbo is pointless, since the champion gets them back the instant he enters combat (unless, of course, you kill the champion before he goes into battle. Because the Pirate's power is not battle related, he shouldn't go into battle unless he absolutely must, and should be protected with attachments since he has no immunity. The best ways to kill the Pirate is to force him into battle (like with Arena of Dori the Barbarian [IQ-3]) or summon him as an ally (such as with Humanoid Familiar [DR-48]). This card will be seen in many tournament decks as magic item manipulation is quite popular. It won't see much play in varients when battle is common.

Foot Long, Avatar Of Mimic 
AD&D Hero Level 13 
"Avatar. A Spoon, Knife (sword), and Fork, must be discarded to bring this avatar into play. While this avatar is in play all players must attack on their turns or discard their lowest level champion in play. 
#8 of 72

This is a very unique avatar. Swords are easy to find throughout all sets, however, there is only one spoon (Murlynd's Spoon [IQ-65]) and only one fork (Fork of Defence [CH-45]). This makes this particular avatar very difficult to get into play without cards like Titans Walk the Earth [4th-158]. This card is very similar to Necba the Wrathmaker [DU-14], except the attach doesn't have to result in a razed realm, and the champion discarded is the lowest level champion, so low level champions you want to save like Hettman Tsurin [1st-172] can be saved by giving them high icon bonus attachments. You will still lose a champion if you do not attack, but the champion you want to save just has to be higher than one other in your pool. It targets the lowest level champion so it is less likely to discard itself. This avatar is not meant for combat (even though it requires all players, including its owner, to attack every turn). Because of the high requirements on its owner (3 magic items and attacking every round), this card will rarely see play in tournaments.

The Brewmaster 
Dragonlance Hero Level 4 
"Dwarf. In phase 0, this champion may either recover one magic item with the words ‘oil’ or ‘potion’ in the title from the discard pile, or pull one such card from his deck, and play it immediately upon himself." 
#9 of 72

This dwarf is set for a theme of potion and oil magic item cards. Besides the cards in this set, there is only one other potion: Potion of Fire Breathing [1st-215]. The Brewmaster, during phase 0 (so not on the turn he is played) can either search his deck for an oil or potion, or can pull back an oil or potion from the discard pile. Either way, the potion is attached to the Brewmaster. Good choices for the Brewmaster to search for include the Potion of Disenchantment [CH-32] and the Potion of ESP [CH-36] (both of which go to the Abyss after play), and the Potion of Super-Heroism [CH-40]. Nectar [CH-34] and Ambrosia [CH-35] are not formally potions (though they are used the same way), so the Brewmaster may not get them. Coupled with Tasslehoff Burrfoot [DL-39] and Pelanth the Bronze Dragon [DR-28], this could make some awesomely dangerous magic item decks. The only cards that can do similar searching at Create Object [PO-97] (which puts the item into play) or Moraster [4th-339] (which puts the magic item on the top of the deck). Since the Brewmaster has no immunities and a low level, nearly any method of champion destruction is effective on him.

Tyr, Avatar of Justice 
Forgotten Realms Hero Level 14 
Avatar. Two heroes must be discarded to bring Tyr into play. The player and all his cards are immune to all offensive thief skills. All champions in play can only be sent to the abyss through combat. Limit one avatar per pool. 
#10 of 72

Tyr is the avatar for any player sick of underhanded things happening to his champions. To bring Tyr into play, two heroes must be discarded from in play, so any deck using Tyr should have many heroes or items to change their icon type (like the Chest of Many Things [2nd-420]). Tyr's owner and all his cards are completely immune to thief skills. This does not stop defensive skills, like Legal Loophole [DU-83], but definitely puts the hurt on any player intent on using thief skills. Also, while Tyr is in play, all champions in play (not just in Tyr's pool) can only be sent to the Abyss through combat. Therefore, if Mindlkiller [TU-56] is cast during phase 3, it has no affect. However, if cast in battle, the opposing champion will go to the Abyss if a counter card is not played. This avatar would work well for battle heavy decks with lots of heros. Combined in a pool with Gib Ergo [IQ-32], the Forgotten Ruins [DU-34] and Ur Draxa [4th-32], this player's pool would be nearly unassailable outside of combat, and pretty deadly in combat. Tyr will not show up in many tournament decks except those for single champion types, even with his usefulness. Remember his restriction against the Abyss outside of combat when building a deck with him in it.

Cai, Amateur Dragonslayer 
AD&D Hero Level 5 
"Cai's bravado amuses dragons of base level 6 or higher. Before combat, the opponent rolls 1d10. If the roll is 3 or less, the dragon returns to his pool laughing hysterically. The battle can continue with new champions. 
#11 of 100

Cai is a fairly worthless card. First off, it has no power unless (1) the opposing player is using a dragon, (2) the dragon is has a base level equal to or greater than 6, and (3) the opponent uses said champion against Cai. Even if all this happens, what does it earn you? A 30% chance that the dragon goes back to its pool, and the opponent can choose a new opponent to face Cai. It is truly pathetic, and this card should never have been made.

The Chronomancer 
Dark Sun Wizard Level 5 
"Players must ask the Chronomancer permission to get extra turns. Once you take a free turn or deny a free turn, at the beginning of your next phase 3 choose an opponent. That player immediately gains control of the Chronomancer as if it was their champion." 
#12 of 100

The Chronomancer is an interesting champion, but will find little real use in games. Currently, there are only two ways to get free turns: Ancient Kalidney [AR-92] and Caravan [1st-319]. Both of these can be delayed in use until you get the Chronomancer into play, or can be played faster than others can get the Chronomancer into play. If you do get to use the power (usually only by suprising someone with your hidden pool), you have to give up the Chronomancer on your next turn. As this champion has no innate abilities, and it would be foolish to load him up with attachements since he could easily be m oved to another player, he is easy to kill by any player wanting to get an extra turn. All in all, he doesn't slow down a game much, is very easily lost, and only effects two cards. This silver bullet should be left in the ammo box and never loaded.

Marius 
Ravenloft Wizard Level 8 
"Undead. Elf. Vampire. Any opposing champion who is defeated by Marius becomes undead vampire champion, with no special powers, under the control of this player. May kill one opposing ally during a combat where he is involved." 
#13 of 100

Marius is a champion for many theme decks. This champion is an elf and undead (vampire) champion, and is affected by all cards targetting either attribute. Each round of combat, it may discard one ally used against him. However, what really seperated Marius from other champions is victory power. Any champion defeated by Marius is automatically under Marius's player's control. This includes champions who wouldn't normally be discarded after on defeat, like Ochimo [FR-88]. Additionally, that champion become undead (vampire), making it even more useful for an undead theme, especially when using Negate Planar Energy [NS-73]. This power makes him worth it for combat based decks, especially ones that attack specific champions using cards like the Arena of Dori the Barbarian [IQ-3] or Blood Challenge [BR-c20]. The best use for Marius is to attach powerful combat cards to him, like the Wand of Orcus [AR-2] or even Blamblower [DL-56]. The strongest combo thus far found with him involves using the Spellbook [AR-30] magic item with the spell Unnerving Aura [DL-60], allowing you to steal and corrupt any opposing champion not immune to spells. Marius will find his way into may combat based undead decks, and even a few tournament quality decks.

Shadow Drake 
Ravenloft Monster Level 10 
"Dragon, Flyer, Earthwalker. Immune to harmful events. This champion and his allies may attack any Underdark realm, regardless of position or restrictions. Shadowdrake gains 5 levels when facing an Underdark champion. 
#14 of 72

This dragon is unique in many ways. First off, it is the first dragon that is an earthwalker, making him very strong for an attacking dragon deck. He also is the only Ravenloft dragon, being a useful tool for a Ravenloft world deck when facing cards that only support dragons. He is also immune to events, working well for the Adkinson event domination theme. His power to attack underdark realms is fairly inconsequential, since all of them, before holdings, can already be attacked by him. However, moving the allies is nice. The Shadow Drake's last power is fairly weak, especially since he starts at out a high level and Underdark champions aren't very common. Overall, this makes the Shadow Drake a decent card for many theme decks, but not great, and not good enough for most tournament decks, especially without the ability to use most support cards.

Hextor 
Greyhawk Monster Level 20 
"Avatar. Two Greyhawk monster must be discarded to bring Hextor into play. While in the pool, Hextor doubles the levels of monsters of this player and make them immune to offensive spells. Limit 1 avatar per pool." 
#15 of 72

Hextor is an interesting diety for a monster themed deck. His high level makes him very dangerous, though his power doesn't affect him while he is in battle (since he would no longer be in the pool). While hiding in the pool, all monsters controlled by his player have their adjusted level doubled when they go into battle. Thus, a magic item attached to the monster before battle begins has its level doubled; ie. The Storm Giant [FR-81] with a Vorpal Blade [FR-56] (+3) is level 20 when entering battle. Also, all of the players monsters (including Hextor) are immune to offensive wizard and cleric spells while Hextor is in the pool. However, the existance of only 13 non-avatar greyhawk monsters, many of which not worth playing, severely limits a player from using Hextor. Additionally, Hextor does not protect from the most powerful and dangerous threat to a monster deck: Treasure! [1st-312]. These limitations and relatively weak power means that Hextor will rarely be seen in decks, and only in those mostly built around him. Try to avoid him if you can.

Tummbutt, the Faerie Dragon 
Greyhawk Monster Level 3 
"Tummbutt can be sent to Limbo at any time, allowing this player to rearrange all attachments in one player's pool. All attachments must still be legally attached. Tummbutt returns to his pool at the end of this player's next turn." 
#16 of 72

Tummbutt has unique power that can be useful for many different situations. First off, Tummbutt can use his power at any time, which is very useful. He can be sent to Limbo to reorganize all the attachments legally in any pool (an opponent's or that of his player). Most often this will be used on an opponent's pool to either spread all the magic items from one powerhouse around to several weaker champions, to take them off a champion with an undersirable power (like immunity or the power of Chernevik [4th-347, or as a preperation for another card (for instance, putting all the magic items on one champion, then casting Wish [FR-46] on that champion). All of these uses, especially the later two, make him a decent choice for a tournament deck. However, this won't happen all the time, since he can cast no spells or use other support cards. Another good use of Tummbutt is to put him into combat defensively, then use his power, saving him and forcing another champion to attack. This should not be done while attacking however, since the opponent would be able to draw spoils with Tummbutt leaving play. Overall, Tummbutt is not a bad card that will find a niche in the tournament setting, but generally not so much if general fun games.

Doppelganger 
AD&D Monster Level 4 
"At the start of each turn and/or before combat, this champion can become any type of champion (regent, hero, thief, ect...). Immune to offensive cards usable by his current champion type." 
#17 of 72

The Doppleganger is a very flexible champion who works very well in many combat settings. First off, the Doppleganger can change his champion type at the begining of each of his player's turns (phase 0), which can be very useful for a deck with lots of support types, especially those used from the pool. He also has this option whenever he enters combat for any reason, making him an instant killer against champions like the Living Scroll [2nd-408]. This only includes champion icon types like cleric, wizard, and psionicist. He may not choose to be a dragon, halfling, or elf. This morphing power has a very useful additional power, as each champion type can give him immunity to certain cards until he changes form. This means he can be immune to wizard spells (when a wizard), cleric spells (when a cleric), psionic powers (psionicist), thief skills (thief), blood abilities (regent), hero unarmed combat cards (hero), or offensive magic items or other cards only usable by a certain type of champion (like immunity to the bonus of the Gen [IQ-72]). Since the Doppleganger may not choose to become undead, a dragon, or a giant, he may not become immune to unarmed combat cards useable only by those types of champions. This immunity flexability can be very useful when you find out the opponent's deck is focused around one support or icon type. This flexability shows makes the Doppleganger fitting for many different decks, and thus will show in many different tournament and fun games.

The Warmonger 
Birthright Monster Level 5 
"Can use hero unarmed combat cards. Every time this champion has an ally card played with him in battle, this player may draw a card. This champion gains 2 levels for each ally currently in play." 
#18 of 72

The Warmonger is an outstanding champion for any deck using many allies. First off, he can use blood abilities and hero unarmed combat cards, making him useful for any deck using either ability. However, he really shines when allies are used. When an ally card is played with the Warmonger, his player may draw an additional card from his deck. This does not include allies gotten from cards like the Axe of the Dwarvish Lords [AR-2] or the Ultimate Triumverate [TU-c6], since those aren't ally cards, but does include allies recovered with cards like the Staff of Conjuring [3rd-105], since an actual ally card is played. Cards that work well for this includes War Party [3rd-54]. Additionally, using Gib Drawsemaj [NS-20] to copy his power and a card that recovers allies like Dr. Mordenheim [RV-99] or Skulker [DU-40] can be a major card drawing engine. Finally, he also gains 2 levels for each ally in play. This includes his allies, his opponent's allies, and even allies in people's pools (like Skull Tumor [DU-49]. This makes him a good champion for moist extended formats or combat based varients, since any champion can use allies. Expect to see this champion in many different decks. The best ways to deal with this champion is either kill him in the pool (where he has no immunities) or early in combat with an instant win card (before he has a chance to use many allies).

Avatar of Osprem 
Greyhawk Monster Level 18 
"Avatar. Discard 12 levels of swimming champions to bring the Avatar of Osprem into play. All champions and allies of this player become swimmers, and receive +4 to their base levels when attacking. When attacking coastal realms, one opposing ally is discarded per battle. This player's champions are not affected by card powers that target swimmers. Limit one avatar per pool."
#19 of 72

Osprem joins Tempest, Avatar of Zeboim [PO-44] and The Seas Quess, Avatar of Zeboim [PO-78] and best choices for a swimmer deck, so must be compared to them. First off, the Avatar of Osprem is harder to bring into play, since the others only require any cleric to be discarded. However, The Sea Queen loses, since all it does is make all of this player's champions swimmers and pull back a magic item, while the Avatar of Osprem adds more levels to all those swimming champions, hurts allies, and gives a twisted immunity. However, I'll take Tempest over those for two reasons; The first is that Tempest gives lots of immunities (spells, items, and artifacts) to all swimming champions. This protects them more than the Avatar of Osprem's ability which only protects against cards that specifically state they target swimmers (like Stone Water [DL-78], but not Death Spell [1st-392]). Also, to bring out the Avatar of Osprem, you need to already have swimmers. If you have swimmers already, why do you need to the power to turn them into swimmers. Additionally, general cards that specifically state swimmers can help or hurt a player using Tempest. The Avatar of Osprem stops card like the Tower By The Sea [DU-33] from affecting his champions as much as nasty cards like Kank Lancers [3rd-255]. Since you would always be able to use the support cards in your deck, and most opposing decks don't carry many swimmer stoppers. A better combo to get the same effect is Song of the Dragonlance [DU-25], which allows your champions to swim as needed (in other words, only when you want them to, and not when most of the nastiest swimmer killers are played) with Tempest. Also, it should be a given that this card would only be fore a fun swimmer deck, since there are much nastier avatars to use, and this card requires to many swimmers for a non-swimmer deck to use.

Lurker Above 
AD&D Monster Level 3 
"Can only defend. Attackers below base level 8 mistake the Lurker Above for the ceiling and are surprised. The opponent rolls 1d10. If the die roll is greater than attacker's base level, the attacker is discarded. The Lurker Above is immune to cards that specifically harm monsters." 
#20 of 72 

The Lurker Above is severly limited by the fact it can never be used to attack, only defend. Additionally, it has no special powers aside from its weak immunity (if the card doesn't precisely say monsters, the immunity is worthless) if the attacking champion is base level 8 or above. However, it has a chance to beat any opposing champion of base level 7 or less as long as it's power doesn't kill it first (since attackers' powers activate first). These odds are not bad (30% versus a base level 7 champion, 50% versus a base level 5, and even better for lower level champions), especially considering the rule that every 0 on a d10 roll counts as a 10. This instant defeat power can be enhanced by using cards like Rigged Dice [MI-22] (to support more instant kills) or Wand of Enemy Detection [IQ-61] to allow the Lurker Above to use its power first in combat. The best way to defeat the Lurker is to kill it before combat (not hard to do to a level 3 champion with almost no immunity), to place dice games with cards like Rigged Dice or Louie the Pit Boss [MI-74], or simply attack with champions of base level 8 or higher. Being an instant defeat champion, this card will see action in both serious tournament decks and fun decks (I mean, seriously, who doesn't love rolling dice).

Piranhas
Ally +1 
"Hide this ally under a realm indicating water and reveal when an attack occurs. The opponent rolls 1d6. If the number is even, the attacking champion and the piranhas are discarded. The piranhas cannot be discarded through combat by any means, and remains with the realm until its power is successful."
#21 of 72

Piranhas can not be played into combat in a normal way. Strangely not a swimmer, this ally is placed under any realm that shows any water; this includes realms that aren't coastal, but do show a river or lack, so even a few Dark Sun realms may use this ally. The ally is placed during phase 3. When the realm is attack, this ally is revealed. It must be revealed when an attack happens, even if it would have no effect. Then, there is a 50-50 chance the opposing champion will be discarded through the Piranha's power. If the power isn't success, it waits to try to feed again on the next champion put forward. Generally, it will succeed by the third champion sent forward (87.5%), not accounting for allies immune to ally powers or adjusting the dice rolls. This power is fairly strong, and will be popular for some players. However, its limitations (only defensive, can die with realms without use, not always succeeding) will keep the top decks from using it (especially since it is currently popular to destroy realms from a distance), and it won't often get used in fun games and generally instant defeats aren't that fun. However, for a nasty suprise and a somewhat effective destroyer, it isn't bad and should be considered for decks with mostly realms that can house them.

Henchman
Ally +2 
"Once played, this ally remains with the attached champion. Any number of magic items and artifacts may be attached to the ally regardless of any restrictions (Rule of Cosmos, world, race, etc.). If discarded, all cards with the same name as card on the Henchman are discarded also."
#22 of 72

This wonderful card features the character of Nodwick, done by the very skillful artist Aaron Williams. First off, this ally may be played only in battle legally, but thereafter, stays with the allied champion until discard is forced. Interestingly, in battle and after, magic items may be attached to either the Henchman or his allied champion.. Magic items and artifacts of any sort can be attached to the Henchman, regardless of what the artifact or magic item says. The main reason to do this is that is the last line of the henchman's power; if the henchman is discarded (including sent to the Abyss or the Void), all copies of all attachments to him are also discarded. This means you should use magic items you expect opponents to use (often including cards like the Bag of Holding [AR-28] or the Ring of All Seeing [4th-171]) on the Henchman. This way, your oppoent will only try to destroy Nodwick if he is willing to give his own cards up. This will let the Henchman find his way into major tournament decks (which often seem to be magic item or artifact heavy). The best way to deal with the Henchman is not to let him into play (discarding him from the hand or deck early) or to destroy him quickly before he gets attachments matching any of yours. Also, if you happen to play very light on magic items and artifacts, or use ones that are rarely seen in tournaments, leave the Henchman alone. He is likely to annoy other opponents more than you, and save you both the effort and from being the target of that opponent's firepower.

Servants of Faith
Ally +6 
"Can cast priest spells. May be attached to a cleric in pool during phase 3. While attached to a cleric, than the champion's base level is doubled. This ally cannot be forced to change sides during combat, and returns with the cleric in a victorious combat."
#23 of 72

This ally works well for cleric themed decks. Firstly, this ally may cast cleric spells. Note that this is not the same as allowing the attached champion to cast cleric spells, which is useful when facing cards that strip abilities away from opposing cards. Additionally, this card gains a lot more when attached to a cleric. The attached cleric doubles its base level, which can be very effective with cards like Nemon Hotep [NS-67], can never be forced to change sides during combat, and returns with the attached cleric if that cleric was victorious in battle. All this plus the ally's significant +6 bonus makes this a solid card for any deck based on clerics. This ally can still be discarded normally in battle, so any type of ally destruction works very well to counter the servants of faith. Because of this and strong theme support, the Servants of Faith will rarely be seen in tournaments, but will see lots of play in fun holy decks. If this ally returns with a cleric champion to the pool, it can cast cleric spells from the pool without risking any of your champions to Spell Turning [1st-398].

Chain Master
Ally +9
"When played, immediately discards all allies of level 5 or higher. While the Chain Master is in play, no further allies may be played."
#24 of 72

This ally is the ultimate trump in game featuring ally battles. With a large +9 bonus, it is one of the highest icon bonus allies. When it is played, it discards all other allies of level 5 or higher in play (on both sides of combat and in pools). Further, no more allies of any level can be played while the Chain Master is still in play. Usually, this only means to the end of the round of combat, but if somehow kept in play (by cards like Azalin [RV-82]), this ally is an ultimate ally stopper for as long as it stays in play. This can be very effective for decks built on other themes like combat spells, since you effective prevent the play of any allies against you. The biggest weakness of this power is that it also restricts the ally's owner. Thus it should only be used in ally decks as a last trump card to play (since it may hose your allies), or more likely, in a deck that hates allies. For this reason, the Chain Master will see play in tournaments of all kinds and many fun games. Just be careful when you use it that you hurt the opponent more than yourself. The best defense for this card is any way to kill it in battle (aside from allies) since it has no defensive powers, or major ally stoppers like Mist Wolf [1st-175].

Divination
Cleric Spell 
"Castable at anytime. Search your draw pile for any rule card. Put that card into play then discard the casting champion and this spell to the abyss."
#25 of 72

This card just screams out for combos. Able to be cast at any time (including other people's turns), it should be saved either to work with your combo (like A Sure Thing [NS-74] just before you play your Vorpal Blade [FR-56] or The Fates [BR-c23]) or to disrupt another player's combo (like using it just after an opponent plays A Sure Thing). You can search for any Rule Card in your deck, and should only be used to pull off a specific combo or for a foundation card for a deck, such as Negative Planar Energy [NS-73], Taxation! [BR-c18], or Event Wheel [4th-497]. This awesome power comes with a major drawback; the casting champion must immediately be sent ot the Abyss with this spell. The best way to get around this penalty is with the Throne of the Mountain God [4th-510], which means that both cards go to limbo and return on your next turn. This defensive spell may be dispelled in any regular way, and a deck counting on the spell working needs to find a way to defend against this. If the spell is dispelled, the casting champion and spell don't go to the Abyss, since that was an effect of the spell and not listed as a cost.

Chant
Cleric Spell +8
"Castable only by clerics.  The champion is immune to offensive magic items and spells.  If the caster wins a round of battle, the spell may be used by each champion for the duration of the combat.  The spell is then reshuffled into the draw pile.  If the cleric loses the round, the spell is sent to the abyss."
#26 of 72
Watahh!
Unarmed Combat Card +2
"Played at any time during combat, this player can choose to discard any 2 cards of the opposing player's force (excluding the champion), or to deflect the special power of any just played card back at the opposing player's force before it activates. (Off)"
#27 of 72
Know What You Are Hiding!!!
Psionic Power 
"While this power is in play, all players must keep all pools face up regardless of immunities.  This power lasts until dispelled. (Off/3)"
#28 of 72
Curse of Wolves Blood
Blood Ability
"Play on any non-Werebeast champion, the champion becomes a Werewolf immune to magical items of less than + 4 enchantment.  However, the attached champion must attack every turn or be discarded regardless of special powers.  (Off/3)"
#29 of 72
Oil of Impact
Magic Item 
"All other attached magic item and artifact weapons are tripled in icon bonus. (Def)"
#30 of 72
Oil of Fumbling
Magic Item -4 
"Attach to any champion in any pool.  The attached champion discards all other magic items and artifacts currently attached to him, and may not play any more until Oil is removed.  May be dispelled by any dispel spell (Off)"
#31 of 72
Oil of Disenchantment
Magic Item 
"Discard from the pool to the Abyss to send any magic item to the abyss, or any artifact to the discard pile. (Off)"
#32 of 72
Potion of Alter Self
Magic Item +1 
"Discard from the attached champion at any time to make the attached champion a flyer; or swimmer; or earthwalker; or may change champion type.  The potion's effect lasts for 1d4 turns."
#33 of 72
Nectar
Magic Item 
"Discard to the abyss during your phase 3 to give your champion +1d6 levels and can only be killed in combat by an opponent's action.  If the same champion discards Ambrosia to the abyss, your champion cannot be discarded from your pool by any means and becomes an avatar.  Limit one avatar per pool."
#34 of 72
Ambrosia
Magic Item 
"Discard to the abyss during your phase 3 to give your champion +1d6 levels and can only be killed in combat by an opponents actions.  If the same champion discards Nectar to the abyss, your champion cannot be discarded from your pool by any means and becomes an avatar.  Limit one avatar per pool."
#35 of 72
Potion of ESP
Magic Item
"When discarded from the pool, opponents must then play with their hands face up for 1d4 turns OR send the potion to the Abyss to discard one card from each opponent's hand. (Off)"
#36 of 72
Potion of Heroism
Magic Item
"When discarded from battle, the champion gains 3d4 levels until the end of the current turn. (Def)"
#37 of 72
Potion of Invulnerability
Magic Item +2
"Discard from attached champion at any time.  To make this champion is immune to all offensive magic items and artifacts for 1d4 turns."
#38 of 72
Potion of Undead Control
Magic Item
"May be discarded from battle to summon any undead champion from any pool as an ally.  If champion is defeated or discarded, then the undead goes to owner's discard pile."
#39 of 72
Potion of Super-Heroism
Magic Item
"May be only used by Heroes.  When discarded from battle, this hero gains 5d6 levels and is immune to offensive unarmed combat cards until the end of the current turn."
#40 of 72
Potion of Glibness
Magic Item
"When discarded from combat, retrieve any one thief skill from the discard pile directly to combat.  (Def/4)"
#41 of 72
Potion of Healing
Magic Item
"When discarded from battle, any non-undead, non-werebeast ally in the discard pile or Abyss may be immediately played into battle. (Def)"
#42 of 72
Loaf of Smiting
Magic Item +2
"Weapon.  Negates icon bonus of 1 offensive magic item use by opponent.  Roll 2d10.  If either die roll comes up with a 0, opponent is knocked out and is put under the attacked realm.  If doubles are rolled, the loaf breaks and is immediately discarded.  If 00 is rolled, the champion is sent to the Abyss.  Knocked out champions return to their pools when the realm is razed or discarded.  (Off)"
#43 of 72
Badge of Honour
Magic Item
"The attached champion is considered an adventurer for the purposes of card play. (Def)"
#44 of 72
Fork of Defence
Magic Item +5
"This charmed eating utensil allows a defender to block the use of any swords.  Their bonuses are negated as well as any powers they have. (Def)"
#45 of 72
Bag of Devouring
Magic Item -2
"This bag may be sent to the void from the hand or pool at any time to send all other "bag’s in play to the abyss, regardless of immunities. (Def)"
#46 of 72
Metal Detector
AD&D Artifact +1
"Can only be attached to any champion of level 5 or less.  Once per turn, this artifact can be used to move a card from the discard pile, chosen at random, to the 
owner's deck.  The deck is then shuffled."
#47 of 72
Blackjammer's Cutlass
AD&D Artifact +6
"May be attached to a champion of any world.  This champion is now considered worldless, but gets a world bonus in any combat over a realm.  While in combat, this champion is immune to artifacts attached to a champion from a world different from its own."
#48 of 72
Nuclear Free Zone
Event
"All spells, psionic power, and event cards that can discard a realm are sent to the Abyss from all hands, discards or draw piles, regardless of any immunity or special power.  Each player may then draw a card for each card sent to the Abyss.  This event may only be negated; it cannot be calmed by individual players.  (Harmful)"
#49 of 72
Shapeshifters Invade!
Event
"Until the end of this player's next turn, all players can ignore the Rule of Cosmos in regard to champions. All duplicate champions in play when this event expires fight their “duplicate” to see which champion stays in play.  (Harmful)"
#50 of 72
Planar Refugee
Event
"Target champion has his world designation changed to event player's choice.   Lasts until negated or discarded. (Harmful)"
#51 of 72
Spanish Inquisition
Event
"All champions able to cast cleric spells are sent to limbo until the end of the owner's next turn. (Harmful)"
#52 of 72
Blackjack
Event
"Play during a round of battle.  Each player plays 21, discarding a card from the top of the draw pile and tallying the last digit for each card 'dealt'.  They may 'hit' as many times as desired.  The player closest to 21 (with out going over) wins the battle, all cards are discarded regardless of game play.  If both players tie the battle is over with no victor, all cards are still discarded. (Harmful)"
#53 of 72
False Sense of Security
Event
"Roll 1d4.  All immunities are cancelled, including immunities to events, for that many turns.  This event may only be negated; it cannot be calmed by individual  players.  (Harmful)"
#54 of 72
Burned at the Stake
Event
"Play on any champion that does not have the ability to cast (ie. Hero, Monster, etc) just after they cast a spell.  That champion is sent to the Abyss or the player may discard 3 cards, at random, from hand to save the champion. (Harmful)"
#55 of 72
High Tide
Rule Card
"Played at the beginning of this player's turn, this card is not discarded.  It affects all players and remains in effect until another rule card is played.  All swimmers can attack any realm regardless of position or restriction.  All swimmers gain +3 to their base levels."
#56 of 72
Welcome to the Dojo
Rule Card
"Played at the beginning of this player's turn, this card is not discarded.  It affects all players and remains in effect until another rule card is played.  This card is immune events and the wish spell.  Unarmed combat cards are reshuffled into the draw pile after use."
#57 of 72
Keep it on the Battlefield
Rule Card
"Played at the beginning of this player's turn, this card is not discarded.  It affects all players and remains in effect until another rule card is played.   The Weasel Attack! Event cannot be played. Cards in play but not in battle cannot affect a battle. Cards involved in battle can only affect other cards in the battle. Powers that take effect after a battle has ended can only target the cards that were involved, the attacked realm, or the players involved."
#58 of 72
Logistics
Rule Card
"Played at the beginning of this player's turn, this card is not discarded.  It affects all players and remains in effect until another rule card is played.   While this rule card is in play, realms which place restrictions on attacking card types or force cards to be discarded to attack have these conditions placed on defenders instead."
#59 of 72
Rain of Colorless Fire
Rule Card
"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.  All events, spells, and psionic powers that cause the razing/discarding of  realms outside of combat now come with a cost.  To play the spell, event, psi power a card of the same type must be discarded.  If the player can not discard a similar card type then the initial card can not be played."
#60 of 72
Speed Kills
Rule Card
"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.  When a player draws the last card of their deck, the discard pile is NOT reshuffled to make a new draw pile.  The special powers of all cards that return or reshuffle cards from the discard pile to the draw pile are negated."
#61 of 72
King of Nothing
Dungeon
"All of this player’s blood abilities gain an additional bonus equal to the current number of cards in this player's hand."
#62 of 72
Cloud Giant's Castle
Dungeon
"This players Giants may attack any realm, regardless of position or restriction."
#63 of 72
Playing Fair
Dungeon
""This player can play any card from any set/series regardless of any card that an opponent has in play that prohibits said cards from being played.  If this dungeon leaves play, any cards that prohibit card play are sent to the abyss."
#64 of 72
Raistlin's Library
Dungeon
"Whenever this player casts any spell, roll 1d10.  On a roll of 1-4, the spell may not be turned or retargeted.  On a roll of 5-8, the spell may not be dispelled.  On a 9-0, the spell is retargeted at a legal target that this player owns."
#65 of 72
The Pack
Dungeon
"All of this player's champions are afflicted with lycanthropy and are considered were-beasts who are immune to offensive magical items of less than +4 enchantment, while this dungeon card is in play."
#66 of 72
Amish Nick's Farm
AD&D Realm
"One holding of each world may be attached to this realm.  If this realm is razed or discarded, all attached holdings are reshuffled into their player's draw pile."
#67 of 72
Picque Moi
AD&D Realm
"Underdark.  This realm may have any holding attached and must be the first targeted in the formation by cards played outside of combat."
#68 of 72
The Desolation
Dragonlance Realm
"Attacking champions lose 4 base levels.   If this realm is razed or discarded, no spoils of victory are drawn for it."
#69 of 72
Mountain Lookout Tower
AD&D Holding
"May be attached to a realm showing mountains of any world.  Any flyer defending the attached realm has their attachments activate first during combat, and may play one card into combat first, regardless of who is winning the battle."
#70 of 72
Darkmoon
Ravenloft Holding Level 5
"Each attacking champion must roll 2d10.  If it is doubles, the attacking champion is discarded, if not the champion attacks normally. Can defend the realm as a level 5 monster champion (dragon)."
#71 of 72
Not So Fast
AD&D Holding
"This card can not be included in a deck that has The Caravan or Good Fortune.  May be discarded from the hand or formation when an opponent attempts to draw extra cards (other than spoils), rebuild a realm, or attempts to take an extra turn.  If discarded in this manner, cancel that action."
#72 of 72

Let Slip the Dogs of War!
Event (GenCon Promo)
"When this Event is played all players place their card hands on the table and shift seats one place right or left (event players choice) and play resumes with cards found at that seat. Immune to Calm, Delsonora and Dragon Calm."
Promo #4

CONQUEST
Card number	Title	Type	Level 	World	Power	
1	Glass Golem	Ally	8	AD&D	Counts as a magical item. All spells cast at this golem (and the attached champion) are reflected back at the caster. If defeated in combat, it shatters, sending the victorious champion to the discard pile. If defeated in combat as an ally, it returns to pool as a level 8 monster.	
2	Stone Golem	Ally	6	AD&D	Earthwalker. Counts as a magical item. Immune to offensive spells. If defeated in combat, all spells in all discard piles are sent to the Abyss. If defeated in combat as an ally, it returns to pool as a level 6 monster.	
3	Wood Golem	Ally	5	AD&D	Swimmer. Counts as a magical item. Immune to blood abilities and thief skills. If defeated in combat, all artifacts in play are sent to the discard pile. If defeated in combat as an ally, it returns to pool as a level 5 monster.	
4	Sand Golem	Ally	6	AD&D	Earthwalker. Counts as a magical item. Immune to magic items of less than +6 enchantment. If defeated, all magic items in play are sent to the Abyss. If defeated in combat as an ally, it returns to pool as a level 6 monster.	
5	Coral Golem	Ally	5	AD&D	Swimmer. Counts as a magical item. In combat, discards any one opposing swimming ally. If defeated in combat, attachments on all non-swimming champions are discarded. If defeated as an ally, it returns to pool as a level 5 monster.	
6	Bone Golem	Ally	4	AD&D	Counts as a magic item. Immune to the power of undead champions. If defeated in combat, all undead champions and allies in all discard piles go to the Abyss. If defeated as an ally, it returns to pool as a level 4 undead monster.	
7	Corruption of the Soul	Cleric Spell	none 	AD&D	Castable only by clerics. The corruption runs so deep that the targeted non-avatar champion loses their immunity to offensive spells and is sent to the Abyss. The casting cleric is sent to Limbo for 1d6 turns. (Off/3/4)	
8	Earth to Earth	Cleric Spell	none 	AD&D	Castable only by clerics. If cast immediately after a realm is razed or discarded, the realm remains in the formation, unrazed. The casting cleric is then sent to the Abyss. (Def)	
9	Extension II	Wizard Spell	none	AD&D	Can be cast only during combat to make a phase 4 spell without a duration last for that entire phase 4. All of this player's champions involved during the combat gain the level bonus and special powers of the extended spell immediately upon entering battle. (Def/4)	
10	Burning Hands	Wizard Spell	3	AD&D	Fire spell. The opposing champion has his hands burned, preventing him from casting spells and using thief skills. Stays with the opposing champion until the champion is discarded or this spell is dispelled. (Off/4)	
11	Delayed Fireball	Wizard Spell	none	AD&D	Cast on a player's pool. When that player reaches phase 5 of his next turn, roll 2d6. All champions of less than the rolled level are sent to the discard pile. (Off/3/4)	
12	Tampering	Thief Skill	none 	AD&D	Playable only after a champion activates a magical item to use its effects during phase 3. Instead of working, the champion and the magical item are sent to the Abyss regardless of card play and immunities. (Off)	
13	False Arrest	Thief Skill	none 	AD&D	Can be used by any champion. Arrest (send to Limbo) any champion who has at least one attachment for 2d6 turns. At the start of that player's turn, the champion may pay a fine (discard all attachments) to return to their pool. (Off)	
14	Assassination!	Thief Skill	none 	AD&D	Usable only by a thief. No champion is safe (immune) from Assassination! Discard any one champion in play and the thief using Assassination! (Off/3)	
15	Bribe	Thief Skill	none 	AD&D	Play when a champion attacks this player. The attacking player may choose to continue the attack, or place the top 3 cards of his draw pile off to the side and put them into his hand during the NEXT phase 0 and immediately move to phase 5. (def)	
16	Framed!	Thief Skill	none 	AD&D	Play only when one of your champions is targeted by any action by an opponent. Choose another champion in any player's pool, that champion is now the target of the action and is affected regardless of special abilities or immunities. (Def)	
17	Raise!	Psionic Power 	none	AD&D	Can only be played during another player’s phase 0. This power can rebuild a razed realm, which does not count towards victory conditions until the end of the current turn.  The using champion cannot attack or defend realms until the end this player's next turn. (Def)	
18	Destroy Thought	Psionic Power 	none	AD&D	Play this card after an attack is declared on one of your realms. The attacking champion returns to the pool an cannot attack or defend until this power is dispelled. (Off)	
19	Domination	Psionic Power 	none	AD&D	Play on a champion in an opposing player’s pool and place that champion into your pool. The affected champion may not act while this power is in play. (Off/3)	
20	Finishing Move	Unarmed Combat	none 	AD&D	Useable by any champion. Play only if you have just won a round of combat. You may continue to play cards into the battle. If at any time your champion’s level is at least double that of the opposing champion, you may send the opposing champion (and all attached cards) to the Abyss (regardless of special powers) and draw a card. (Off/4)	
21	Thwap!	Unarmed Combat	none 	AD&D	May only be played by a giant with an attached magical item or artifact. The opposing champion is squished into goo, going directly to the Abyss. (Off/4)	
22	Concussing Blow	Unarmed Combat	none 	AD&D	Raises this champion’s adjusted level to one greater than the level of the opposing champion. If played immediately after 'Ambush' (152/4th), both cards are shuffled back into the player's draw pile after the battle instead of being discarded. (Def/4)	
23	Humiliation	Unarmed Combat	none 	AD&D	Play on any champion in play. He is so humiliated that he hides under any realm in that player's formation and cannot take any action. He is the first to defend this realm and is brought back into play, if victorious. If the realm is razed/discarded outside of combat, he returns to the pool. (Off/3)	
24	Blood of Azhul	Blood Ability	none	Birthright	The user may attack again until the realm is razed as long as each previous round of the battle was a victory for the user. (Def/4)	
25	Gatekeeper's Lost Foon	Magical Item	4	AD&D	Counts as a spoon and a fork. While in play, cards cannot leave the Abyss. (Def)	
26	Kinetic Armor	Magical Item	5	AD&D	Not usable by thieves or wizards. Turns offensive unarmed combat cards back at the user. Can be played in combat to turn a just played unarmed combat card. (Def)	
27	Mace of Blood Drain	Magical Item	4	AD&D	Weapon. +8 if used by any undead. May be attached at any time to a champion to absorb any blood ability as it is played. The blood ability is then put under this card and its bonus is added to the mace. (Off)	
28	The Apocalypse Stone	Artifact	none 	AD&D	Can only be attached to any realm. If this realm is razed or discarded outside of combat by another player, 1d4 of the opposing player's realms are instantly razed.	
29	Palace of the Battle Lord	Dungeon	none 	Dark Sun	In combat, this player's heroes can only be defeated by total levels or cards that cause the battle to end without a victor.	
30	All Hail the King!	Dungeon	none 	Birthright	In combat, this player's heroes and regents are doubled in base level and cannot be stripped of their special powers by any other card.	
31	The Adventure Path	Dungeon	none 	AD&D	All of this player's adventurers can use thief skills and any unarmed combat card.	
32	The Sands of Time Freeze	Rule	none 	AD&D	Played at the beginning of this player's turn, this card is not discarded. It affects all players and remains in effect until any other rule card is played. All cards (except rule cards) with a stated duration cannot be played, any already in play when this rule card is played are discarded regardless of any circumstances.	
33	Unified Universe	Rule	none 	AD&D	Played at the beginning of this player's turn, this card is not discarded. It affects all players and remains in effect until another rule card is played.  The world designation of all cards in play is changed to AD&D.	
34	The Grim Harvest	Rule	none 	AD&D	Played at the beginning of this player's turn, this card is not discarded. It affects all players and remains in effect until another rule card is played.  All players must attack on their turn or discard a card from their pool. All realms can be attacked, regardless of position, restrictions, or holdings.  Champions defeated in battle go to the Abyss.	
35	What Madness is This ?!	Rule	none 	AD&D	Played at the beginning of this player's turn, this card is not discarded. It affects all players and remains in effect until another rule card is played.  This rule card is immune to events and the Wish spell. Phases 0-5 of each player's turn are now played in reverse order. When first played, the player's phase becomes phase 5.	
36	Cannon Fodder	Rule	none 	AD&D	Played at the beginning of this player's turn, this card is not discarded. It affects all players and remains in effect until another rule card is played.  Only the lowest adjusted level champion eligible for combat may be used in battle.	
37	Blessed are the Meek	Rule	none 	AD&D	Played at the beginning of this player's turn, this card is not discarded. It affects all players and remains in effect until another rule card is played.  While in play, all champions have their base level changed to 10 minus their printed base level.	
38	Sheriff's in Town	Event	none	AD&D	No thief skills maybe played for 1d4 turns. (Harmful)	
39	Breath of Death	Event	none	AD&D	The player of this event rolls 3d10. Every player must discard at least that many levels of champions from their pool. (Harmful)	
40	Underground Railroad	Event	none	AD&D	All of this player's allies are considered earthwalkers until the end of this player's next turn. (Helpful)	
41	Double Up	Event	none	AD&D	Play immediately after a card that calls for a dice roll. All players who are rolling dice must now roll 2 times, and add the totals together (1d4 becomes 2d4, etc.). (Helpful/Harmful)	
42	Tag Team	Event	none	AD&D	This player can now assist any player currently in combat as if it were his phase 4. If played during this players combat, the player may use any champion in any pool as an ally who is reshuffled into their owner's draw pile at the end of combat. (Harmful)	
43	Tactical Retreat	Event	none	AD&D	This player's champion retreats, leading the opposing champion into an ambush. Battle starts over retaining only allies, magical items, and artifacts. This player can then discard any one card attached to the opposing champion. (Harmful)	
44	Romeis Gianthammer	Hero	6	Greyhawk	Giants in combat with Romeis are discarded. If Romeis and Tergoz Tenhammer are in play, all Greyhawk champions are immune to the special powers of opposing non-Greyhawk champions.	
45	Dungeon Master	Hero	13	None	When in pool, the controlling player has their dungeon put into Limbo until the Dungeon Master leaves his pool. While in play all players must ask the dungeon master permission to use the powers of their dungeons.	
46	Gib Occav	Hero	7	Forgotten Realms	Can cast wizard spells, immune to harmful events. When in combat, Gib Occav can use any one legally playable card from any discard pile. The card, when discarded, is reshuffled back into its owners draw pile.	
47	Ecneps the Bounty Hunter	Hero	10	Dark Sun	Can use psionic power cards. During any battle that Ecneps is winning (before the opponent can play another card), he can choose to end the battle. He then escorts the opposing champion to jail (both champions go to Limbo) for 1d4 turns. Combat can continue with new champions.	
48	Gib Igoy	Hero	8	Forgotten Realms	While in play, all players must skip phase 3 of their turns. When first played, this player’s phase 3 ends.	
49	Weredragon	Hero	3	DragonLance	Werebeast. Between 6 PM and 6 AM, this champion becomes a level 10 flying dragon monster who is immune to all cards with no icon bonus.	
50	Hero	Hero	5	None	Immune to the Rule of the Cosmos. If this champion is to be sent to the discard pile or Abyss through any means other than losing combat, place into Limbo instead. This champion returns at the beginning of the player’s next turn.	
51	Krijeydif	Regent	9	Birthright	Can use any unarmed combat card. Only blood abilities and unarmed combat cards that have an icon bonus can be played against Krijeydif.	
52	Regent	Regent	5	None	Immune to the Rule of the Cosmos. If this champion is to be sent to the discard pile or Abyss through any means other than losing combat, place into Limbo instead. This champion returns at the beginning of the player’s next turn.	
53	Gib Suan	Regent	9	Birthright	Being a control freak, all players must ask Gib Suan permission to begin their turns (the turn cannot be prevented by this permission). If they don’t ask, this player may send any champion in that players pool to Limbo.	
54	Gib Remuab, the Chase Hunter	Cleric	6	Greyhawk	Elf. Immune to harmful events. All chase cards and the Wealthy Oriental Vassal lose their special powers. 	
55	Lady Marie	Cleric	2	Forgotten Realms	Flyer. While in play, all players may have up to 3 avatars per pool, regardless of restrictions. If she leaves play, players must discard any extra avatars.	
56	Cleric	Cleric	5	None	Immune to the Rule of the Cosmos. If this champion is to be sent to the discard pile or Abyss through any means other than losing combat, place into Limbo instead. This champion returns at the beginning of the player’s next turn.	
57	Son of Tasselhoff	Thief	2	DragonLance	Halfling (Kender). Magical items attached to this champion may not be discarded, even by this player. Tasslehoff Burrfoot must attach items from the discard pile to his son instead of himself, even if he is in another pool.	
58	Thief	Thief	5	None	Immune to the Rule of the Cosmos. If this champion is to be sent to the discard pile or abyss through any means other than losing combat, place into Limbo instead. This champion returns at the beginning of the player’s next turn.	
59	Gib Sinned	Thief	8	DragonLance	While this champion remains in play, Menzo, Caer Allison, and Ancient Kalidnay do not count as realms for the purpose of victory.	
60	Pawnmaster	Thief	9	Birthright	Once per turn, this player may place a card from hand into the Abyss to negate the special power of a champion in play until the beginning of this player's next turn.	
61	Dalamar	Wizard	6	DragonLance	Elf. Wizard of the Black Robes. Gains 3 levels between the 7pm and 5am. When played, this player may go through his draw pile and retrieve and play Mordenkainen and/or Elminster.	
62	Wizard	Wizard	5	none	Immune to the Rule of the Cosmos. If this champion is to be sent to the discard pile or Abyss through any means other than losing combat, place into Limbo instead. This champion returns at the beginning of the player’s next turn.	
63	Zakhata, the False God	Monster	?	Ravenloft	Zakhata's base level is equal to the total levels of avatars in play. Avatars have no powers as long as Zakhata remains in play. 	
64	Mistress of Destruction	Psionicist	6	Dark Sun	If this champion razes a realm in phase 4, she may psionically raze an additional realm anywhere in play instead of drawing spoils.	
65	Psionicist	Psionicist	5	none	Immune to the Rule of the Cosmos. If this champion is to be sent to the discard pile or Abyss through any means other than losing combat, place into Limbo instead.  This champion returns at the beginning of the player’s next turn.	
66	Realm	Realm	none	none	Immune to the rule of the cosmos. Cannot be discarded from formation outside of phase 4.	
67	Blode	Realm	none	DragonLance	Cannot be attacked by swimmers. Defenders of Blode fight with such tenacity that opposing allies less than +3 can not be played. One defending ally (even if stolen) of this player's choice remains with this realm.	
68	Tanith	Realm	none	DragonLance	Cannot be attacked by earthwalkers. Tanith's defenders are immune to the special powers of heros and allies	
69	The Mad Scientist's Secret Lab	Realm	none	AD&D	Golem champions may defend this realm twice before being discarded. When this realm first comes into play, this player may either search his deck for any golem card, show it to all players and put it into hand, or shuffle all golems from his discard pile back into his deck.	
70	Elysium	Realm	12	AD&D	Can defend itself as a level 12 hero, which can use cleric spells and blood abilities. If this realm is attacked, the defeated champion goes to Limbo.  If this realm is razed, it cannot be rebuilt, it goes to the Void and no other player can put Elysium in play again this game.	
71	Gehenna	Realm	13	AD&D	Can defend itself as a level 13 monster, which can use wizard spells and thief skills. If this realm is attacked, the defeated champion is sent to the Abyss. If this realm is razed, it cannot be rebuilt, it goes to the Void and no other player can put Gehenna in play again this game.	
72	The Shackled City	Realm	none	AD&D	Can defend itself as a level 7 Hero. After a successful defense of this realm, one enemy ally, chosen by the defending player, remains with the realm. It is used in the next defense of this realm, and is discarded afterwards.	
73	Castle Strahd	Realm	7	Ravenloft	Cannot be attacked by flyers or clerics. This realm strips any special movement requirements (swimmers, flyers, etc.) from any realm that this players Ravenloft champions or allies attack. Undead vampire bat allies help to defend this realm each round it is attacked.	
74	Front Lines	Realm	none	AD&D	Front Lines must be placed as the lead realm, replacing the current lead realm whether razed or not. Can only be discarded during any phase 4. While this realm is in play this player may have a 2nd phase 4 if a spoils of victory is gained by razing a realm during the 1st phase 4. 	
75	Maerimydra, City of the Spider Queen	Realm	none	Forgotten Realms	Underdark. Can only be attacked by earthwalkers, Forgotten Realms champions, or Underdark champions. Champions defending this realm may use cleric spells.	
76	The Frozen Forest	Realm	none	Forgotten Realms	A bitter cold emanates from this realm, stripping all champions in play of any protection granted by the special powers of realms.	
77	The Wetwoods	Realm	none	Forgotten Realms	The swamps of the Wetwoods keep their dead.  Defeated champions and allies go to the Abyss.  Attached magical items and artifacts remain with the realm can be used, if legal, by the next defender and are discarded if the realm is razed or discarded.	
78	The Black-Isle	Realm	none	Dark Sun	Cannot be attacked by flyers. The look-outs of the Black-Isle can see attackers from great distances, thus the defenders special powers always activate first.	
79	Narchek	Realm	none	Dark Sun	Narchek is immune to offensive spells. Narchek may be razed to retarget any just played psionic power card to any legal target in play. 	
80	Civil War	Holding	none	AD&D	This holding may be attached to any realm in any player's formation. The attached realm loses all powers while this holding is attached. Defenders of the attached realm subtract 2 from their base level. Allies cannot be used in defense of this realm.	
81	Mercenary's Guild	Holding	none	AD&D	May be attached to any realm. If any of this player's champions wins a round of combat while attacking, that player may reveal the top card of his/her draw pile. If it is a champion or ally, it may be taken into hand, otherwise it is placed at the bottom of the deck. 	

Bluelines that apply to cards up to a certain edition	
Card#	Card Name	Bluelines	Reason	
1/3rd	Waterdeep	Coast	SFRG1	
2/2nd	Menzoberranzan	Underdark	SFRG2	
3/2nd	Zhentil Keep	Coast	SFRG1	
5/3rd	Cormyr	Coast	SFRG1	
6/3rd	Sembia	Coast	SFRG1	
7/3rd	Moonshae Isles	Coast	SFRG1	
9/3rd	Calimshan	Coasr	SFRG1	
10/3rd	Pirate Isles	Coast	SFRG1	
11/3rd	Ravens Bluff	Coast	SFRG1	
14/3rd	Vaasa	Coast	SFRG1	
15/3rd	Jungles of Chult	Coast	SFRG1	
17/3rd	Sword Coast	Coast	SFRG1	
19/3rd	Impiltur	Coast	SFRG1	
20/3rd	Icewind Dale	Coast	SFRG1	
21/3rd	The High Moor	Coast	SFRG1	
22/3rd	Rashemen	Coast	SFRG1	
24/3rd	Narfell	Coast	SFRG1	
28/2nd	Haunted Hall of Eveningstar	Coast	SFRG1	
45/2nd	Drizzt Do’Urden	Elf (drow)	SFRG1/SFRG2	
47/2nd	Torg Mac Cei the Ironlord	Dwarf	SFRG2	
49/2nd	Bruenor Battlehammer	Dwarf	SFRG1	
54/3rd	War Party	Orc	SFRG2	
55/2nd	Crime Lord	(Harmful)	SFRG1	
57/2nd	The Jotunslayers	Dwarf	SFRG1	
65/2nd	Pteranodon	Flyer	Picture	
72/2nd	Dracolich	Dragon	They're a dragon!	
73/2nd	Vasos Flameslayer	Dwarf	SFRG1	
76/2nd	Worden Ironfist	Dwarf	SFRG1	
82/2nd	Dagrande	Dwarf	SFRG1	
83/2nd	Mind Flayer	Underdark	Mind Flayers are an Underdark race in all the worlds (MM)	
90/2nd	Airship	(Harmful)	SFRG1	
91/2nd	Bad Omens	(Harmful)	SFRG1	
92/2nd	Fortunate Omens	(Helpful)	SFRG1	
94/2nd	Dwarven Hammer	Weapon	SFRG2	
95/2nd	Staff of Striking	Weapon	SFRG2	
97/1st	Flameblade	Sword	SFRG2	
99/2nd	Cataclysm!	(Harmful)	SFRG1	
100/2nd	Good Fortune	(Helpful)	SFRG1	
101/2nd	Surprise Raid	(Helpful)	SFRG1	
107/2nd	Safe Harbor	(Helpful)	SFRG1	
108/2nd	Labor of Legend	(Helpful)	SFRG1	
111/3rd	The Free City of Greyhawk	Coast	SFRG1	
112/3rd	The Lands of Iuz	Coast	SFRG1	
113/3rd	The Pomraj	Coast	SFRG1	
114/3rd	Hold of the Sea Princes	Coast	SFRG1	
116/3rd	Blackmoor	Coast	SFRG1	
117/3rd	The Horned Society	Coast	SFRG1	
118/3rd	The Wolf Nomads	Coast	SFRG1	
122/3rd	Foryondy	Coast	SFRG1	
126/3rd	Perrenland	Coast	SFRG1	
129/3rd	The Bright Desert	Coast	SFRG1	
131/3rd	The Bone March	Coast	SFRG1	
133/3rd	The Sea Barons	Coast	SFRG1	
135/3rd	The Scarlet Brotherhood	Coast	SFRG1	
136/2nd	Irongate	Coast	SFRG1	
137/3rd	Principality of Ulek	Coast	SFRG1	
150/2nd	Siege!	(Harmful)	SFRG1	
163/2nd	Tysiln San	Elf (drow)	SFRG1/SFRG2	
168/1st	Mutiny!	(Harmful)	SFRG1	
171/2nd	Kiara	Halfling	SFRG1	
175/2nd	Mist Wolf	(Harmful)	SFRG1	
180/2nd	Berserk Fury!	(Helpful)	SFRG1	
186/2nd	Fairy Madness	(Harmful)	SFRG1	
194/2nd	Winged Horror	Undead/Dragon	SFRG2/4th edition version	
201/2nd	Transformation	(Harmful)	SFRG1	
202/2nd	Enslaved!	(Harmful)	SFRG1	
203/2nd	Siege	(Harmful)	SFRG1	
204/2nd	Bribery!	(Harmful)	SFRG1	
205/2nd	Charge!	(Helpful)	SFRG1	
206/2nd	Magic Sword	Sword	SFRG1	
210/2nd	Fast Talking	(Harmful)	SFRG1	
213/2nd	Barbarian Raiders!	(Harmful)	SFRG1	
214/2nd	Treasure Fleet	(Helpful)	SFRG1	
252/2nd	Assassins	Halfling	Picture	
254/3rd	War Band	Orc	SFRG2	
256/3rd	Nomad Mercenaries	Dwarf	Picture/SFRG1 Background	
259/2nd	Neeva	Flyer	SFRG2	
261/3rd	Agis	(Off)	Psionically destroy is offensive	
262/2nd	Anavias	(Off)	Negation powers are offensive	
263/2nd	Vaerhirmana	Half-Elf	SFRG1	
267/1st	Chividal	(Off)	Psionically destroy is offensive	
267/2nd	Chividal	Halfling	SFRG1	
269/2nd	Rowan	Elf	SFRG1	
274/2nd	Galek	Half-Elf	Picture/SFRG1 Background	
275/2nd	Wind Dancers	(Harmful)	SFRG1	
276/2nd	Water Hunters	(Harmful)	SFRG1	
277/2nd	Silver Hands	(Helpful)	SFRG1	
278/2nd	Sky Singers	(Harmful)	SFRG1	
279/3rd	Silt Stalkers	Elf	Picture/Athas elven tribe/SFRG1 background	
280/2nd	Night Runners	Elf	SFRG1	
288/2nd	Spirit of the Land	(Helpful)	SFRG1	
297/2nd	Foucault	Elf	Picture/SFRG1 Background	
300/3rd	Dlasva	(Off)	Psionically destroy is offensive	
312/2nd	Treasure	(Harmful)	SFRG1	
319/2nd	The Caravan	(Helpful)	SFRG1	
320/2nd	The Necklace	(Def)	SFRG1	
346/2nd	Dispel Magic	(1; see footnote)	Dispel/Spell Turning Rules	
358/2nd	Dispel Magic	(1; see footnote)	Dispel/Spell Turning Rules	
370/2nd	Invisibility to Undead	(Def)	SFRG1	
377/2nd	Wind of Disenchantment	(Harmful)	SFRG1	
380/2nd	Ice Storm	(Harmful)	SFRG1	
382/2nd	Solid Fog	(Harmful)	SFRG1	
387/2nd	Faithful Hound	(Harmful)	SFRG1	
398/2nd	Spell Turning	(2; see footnote)	Dispel/Spell Turning Rules	
399/2nd	Ancient Curse	(Harmful)	SFRG1	
400/2nd	Calm	(Helpful)	SFRG1	
401/1st	Discovery of Spellfire	(Harmful)	SFRG1	
403/1st	Traitor	(Harmful)	SFRG1	
413/2nd	Map of Life	(Harmful)	SFRG1	
414/1st	Supernatural Chill	(Harmful)	SFRG1	
416/2nd	Pit Trap!	(Harmful)	SFRG1	
417/2nd	Mind Flayer Lord	Underdark	Mind Flayers are an Underdark race in all the worlds (MM)	
422/1st	Gatekeeper	Undead	SFRG2	
8/1st Ch	Dragon Rage!	(Harmful)	SFRG1	
11/1st Ch	Gib Evets	Dragon/Flyer	SFRG1	
17/1st Ch	Stryck	Dragon/Flyer	SFRG1	
19/1st Ch	Red Zeb	Dragon/Flyer	SFRG1	
20/1st Ch	The Avatar	Harmful	SFRG1	
Bluelines for 3rd edition cards	
Card#	Card Name	Bluelines	Reason	
3/3rd	Ruins of Zhentil Keep	Coast	SFRG2	
136/3rd	Iron Hills	Coast	SFRG2	
176/3rd	Tyrinon	Flyer	SFRG2	
177/3rd	Quagmiela the Dragon	Flyer	SFRG1	
180/3rd	Berserker Wrath!	(Helpful)	SFRG2	
212/3rd	Shapechange	(Def/3/4)	SFRG2	
263/3rd	Vaerhirmana	Elf	SFRG2	
298/3rd	Stef´fa Naf’ski	(Off)	SFRG2	
304/3rd	The Lion of Urik	Dragon	SFRG2	
341/3rd	Sleep	(Off/4)	SFRG2	
Bluelines for Ravenloft cards	
Card#	Card Name	Bluelines	Reason	
3/RL	Lamordia	Coast	SFRG1	
4/RL	Mordent	Coast	SFRG1	
11/RL	Dementlieu	Coast	SFRG1	
14/RL	Souragne	Coast	SFRG1	
21/RL	Mists	(Helpful)	SFRG1	
22/RL	Dark Powers	(Harmful)	SFRG1	
23/RL	Grand Conjunction	(Helpful)	SFRG1	
24/RL	Harvest Moon	(Helpful)	SFRG1	
25/RL	All Hallow’s Eve	(Helpful)	SFRG1	
26/RL	Quirk of Fate	(Harmful)	SFRG1	
27/RL	Disrupted Magic	(Harmful)	SFRG1	
28/RL	Power of the Land	(Helpful)	SFRG1	
56/RL	Tarokka Deck	(Off)	SFRG2	
83/RL	Adam	Undead	SFRG1	
88/RL	Headless Horseman	Undead	SFRG1	
96/RL	High Master Illithid	Underdark	Mind Flayers are an Underdark race	
99/RL	Lord Soth	Undead	SFRG1	
100/RL	Strahd Von Zarovich	Vampire	SFRG1	
 Bluelines for Dragonlance cards	
Card#	Card Name	Bluelines	Reason	
1/DL	Mithas	Coast	SFRG1	
2/DL	Nordmaar	Coast	SFRG1	
3/DL	Silvanesti	Coast	SFRG1	
4/DL	Goodland	Coast	SFRG1	
5/DL	Khur	Coast	SFRG1	
7/DL	Sancrist	Coast	SFRG1	
8/DL	Cristyne	Coast	SFRG1	
9/DL	Northern Ergoth	Coast	SFRG1	
10/DL	Southern Ergoth	Coast	SFRG1	
12/DL	Spine of Taladas	Coast	SFRG1	
13/DL	Isle of Selasia	Coast	SFRG1	
33/DL	Takhisis, Queen of Darkness	Dragon	SFRG2	
36/DL	Tanis Half Elven	Half-Elf	SFRG1	
39/DL	Tasslehoff Burrfoot	Halfling	Kender are considered halflings.	
56/DL	Blamblower	Weapon	SFRG2	
57/DL	Irongnome	Weapon	SFRG2	
65/DL	Dagger of Night	Weapon	SFRG2	
70/DL	Strength	(Def/4)	SFRG1	
87/DL	Return	(Def/4)	SFRG1 text	
83/DL	Reflection	(3; see footnote)	Dispel/Spell Turning Rules	
90/DL	Double Trouble	(4; see footnote)	SFRG2	
91/DL	Mishakal Intervenes	(Helpful)	SFRG1	
92/DL	Habbakuk Interferes	(Helpful)	SFRG1	
93/DL	Kiri-Jolith Arrives	(Harmful)	SFRG1	
94/DL	Reork, the Forge, Walks the Land	(Helpful)	SFRG1	
95/DL	Morgian, God of Disease Strikes	(Helpful)	SFRG1	
96/DL	Zeboim, the Sea Queen, is Enraged	(Helpful)	SFRG1	
98/DL	Moon Solinari Waxes	(Helpful)	SFRG1	
99/DL	Moon Lunitari Waxes	(Helpful)	SFRG1	
100/DL	Moon Nuitari Waxes	(Helpful)	SFRG1	
1/DL Ch	Call to Arms	(Helpful)	SFRG1	
2/DL Ch	Axe of Brotherhood	Weapon	SFRG2	
3/DL Ch	Sword of Friendship	Sword	SFRG1	
8/DL Ch	Crossed Blades	(Harmful)	SFRG1	
9/Dl Ch	Spirit of the Que-Shu	(Helpful)	SFRG1	
14/DL Ch	Takhisis’s Mirror of Life Trapping	(Harmful)	SFRG1	
18/DL Ch	Takhisis’s Helmet of Power	(Def)	SFRG1	
Bluelines for Forgotten Realms cards	
Card#	Card Name	Bluelines	Reason	
1/FR	Tarrasque	(Harmful)	SFRG1	
2/FR	Clack Bess	(Harmful)	SFRG1	
3/FR	Caer Allison	(Helpful)	SFRG1	
4/FR	Curse of the Azure Bonds	(Harmful)	SFRG1	
5/FR	Cyrinishad	(Harmful)	SFRG1	
6/FR	Darkwalker War	(Helpful)	SFRG1	
7/FR	Dead Magic Zone	(Harmful)	SFRG1	
8/FR	Horde	(Harmful)	SFRG1	
9/FR	Lady Luck	(Harmful)	SFRG1	
10/FR	Wild Magic Surge	(Harmful)	SFRG1	
11/FR	The Coral Kingdom	Coast	Picture	
12/FR	Halruaa	Coast	SFRG1	
13/FR	Kozakura	Coast	SFRG1	
14/FR	Luiren	Coast	SFRG1	
15/FR	Maztica	Coast	SFRG1	
16/FR	Mulhorand	Coast	SFRG1	
18/FR	Shou Lung	Coast	SFRG1	
43/FR	Limited Wish	(Def)	As per the Limited Wish (4th/382) version	
47/FR	Deck of Many Things	(Def)	SFRG1	
48/FR	Dragonslayer	Sword (Off)	SFRG1	
49/FR	Flametongue	Sword (Off)	SFRG1	
50/FR	Frostbrand	Sword (Off)	SFRG1	
51/FR	Gauntlets of Swimming	(Def)	Correction	
52/FR	Helm of Water Breathing	(Def)	Correction	
53/FR	Horn of Blasting	(Off)	SFRG1	
54/FR	Ring of Jumping	(Def)	Correction	
055/FR	Slippers of Spider Climbing	(Def)	Correction	
56/FR	Vorpal Blade	Sword (Off)	SFRG1	
57/FR	Wand of Wonder	(Off)	SFRG1	
74/FR	Pseudodragon	Flyer	Picture	
2/FR Ch	Cold Cup of Calamity	(Harmful)	SFRG1	
3/FR Ch	Vessel of Vaporous Stones	(Helpful)	SFRG1	
6/FR Ch	Vessel of Misty Passage	(Helpful)	SFRG1	
9/FR Ch	Hero’s Chalice	(Def)	SFRG1 text	
10/FR Ch	The Day that Will Live in Infamy	(Harmful)	SFRG1	
11/FR Ch	Unusually Good Fortune	(Harmful)	SFRG1	
12/FR Ch	The Apple of his Eye	(Harmful)	SFRG1	
16/FR Ch	Dagger of Deception	Weapon	SFRG1	
20/FR Ch	Phase Door	(5; see footnote)	Dispel/Spell Turning Rules/SFRG1 text	
21/FR Ch	Wine of Eternity	(Harmful)	SFRG1	
22/FR Ch	Spellblades	Sword (Def)	Picture/Card Name/Defensive power vs. spells	
Bluelines for Artifacts cards	
Card#	Card Name	Bluelines	Reason	
18/AR	Hammer of Thunderbolts	Weapom	SFRG2	
51/AR	Draon Slayer	(Harmful)	SFRG2	
53/AR	Temporal Stasis	(Harmful)	SFRG2	
54/AR	Deflection	(Helpful)	SFRG2	
55/AR	Help!	(Harmful)	SFRG2	
73/AR	Zielesch, Ancient Green Dragon	Flyer	Picture	
84/AR	Princess Amber	Elf	SFRG2	
86/AR	Council Aerie	Coast	SFRG2	
88/AR	Bluet Spur	Coast	SFRG2	
91/AR	New Giustenal	Coast	SFRG2	
98/AR	Year of Plenty	(Harmful)	SFRG2	
19/AR Ch	Smoke Powder Pistol	Weapon	SFRG2	
Bluelines for Powers cards	
Card#	Card Name	Bluelines	Reason	
1/PO	Adjatha, the Spell Drinker	Sword	SFRG2	
2/PO	Abhorrence of Shapechangers	Sword	SFRG2	
3/PO	Sword of the Avoreen	Sword	SFRG2	
4/PO	Sword of Blackflame	Sword	SFRG2	
5/PO	Sword of the High King	Sword	SFRG2	
6/PO	Dragonsbane	Sword	SFRG2	
7/PO	Post-Hypnotic Suggestion	(Off)	SFRG2	
8/PO	Sword of the Black Rose	Sword	SFRG2	
9/PO	Davron Parscall	(Off)	SFRG2	
10/PO	Yorgia Sandow	(Def)	SFRG2	
11/PO	Roghal Baen	(Off)	SFRG2	
12/PO	Kelsur Brighteye	(Off)	SFRG2	
13/PO	Rand the Bowyer	(Def)	SFRG2	
14/PO	Seveia Shadowmaster	(Def)	SFRG2	
15/PO	Rafe Racker	(Off)	SFRG2	
16/PO	Jacenelle Traen	(Def)	SFRG2	
17/PO	Bilago Lumen	(Off)	SFRG2	
18/PO	Dawn d'Ereath	(Def)	SFRG2	
20/PO	Seluna Dakenstar	(Def)	SFRG2	
21/PO	Kerm of Tyr	(Off)	SFRG2	
22/PO	Havrum Riddle	(Def)	SFRG2	
23/PO	Lyr of the Mists	(Off)	SFRG2	
24/PO	Colum Calder	(Def)	SFRG2	
25/PO	Kelaser Redbelt	(Off)	SFRG2	
26/PO	Breskhll Logon	(Def)	SFRG2	
27/PO	Masara d'Will	(Def)	SFRG2	
28/PO	Raydan Valers	(Off)	SFRG2	
29/PO	Psychic Storm	(Harmful)	SFRG2	
30/PO	Sandstorm	(Harmful)	SFRG2	
31/PO	Necromantic Wave	(Helpful)	SFRG2	
32/PO	Night of the Blue Moon	(Helpful)	SFRG2	
33/PO	Zephyrwind	(Harmful)	SFRG2	
35/PO	Nullification	(Harmful)	SFRG2	
36/PO	Tuigan Invasion	(Harmful)	SFRG2	
37/PO	Dark Negation	(Harmful)	SFRG2	
38/PO	Caravan Raiders	(Harmful)	SFRG2	
41/PO	Bonemaster, Avatar of Nerull	Undead	SFRG2	
44/PO	Tempest, Avatar of Zeboim	Swimmer	SFRG2	
77/PO	Mind Thrust	(Off)	SFRG2	
78/PO	The Sea Queen, Avatar of Zeboim	Swimmer	SFRG2	
93/PO	Psionic Blast	(Off)	SFRG2	
5/PO Ch	Royal Conscription and Tax Levy	(Harmful)	SFRG2	
Bluelines for Underdark cards	
Card#	Card Name	Bluelines	Reason	
27/UD	Mika's Undead Ward	(Helpful)	SFRG2	
66/UD	Moradin's Avatar	Dwarf	Picture	
68/UD	The Red Death	Undead	Picture	
73/UD	Baelnorn	Elf	Picture/	
78/UD	Magebane	Flyer	Picture/	
83/UD	Earth Weird	Earthwalker	SFRG2	
93/UD	Ellorelloran	Elf(drow)	SFRG2	
98/UD	Aquilla	Elf	SFRG2	
18/UD Ch	Lurker in the Deep	Swimmer	Photo/SFRG2 text	
23/UD Ch	Drow Assassin	Elf(drow)	SFRG2	
Bluelines for Runes & Ruins cards	
Card#	Card Name	Bluelines	Reason	
5/RR	Doc's Island	Coast	SFRG2	
6/RR	The City of Phlan	Coast	SFRG2	
12/RR	Isle of Dread	Coast	SFRG2	
15/RR	The Lendore Isles	Coast	SFRG2	
34/RR	Vecna, the Arch Lich	Undead	Picture	
48/RR	Intercession	(Def)	Limited Wish (4th/382) does the same and is (Def)	
24/RR Ch	The Phylacetry	(Def)	SFRG2	
Bluelines for Birthright cards	
Card#	Card Name	Bluelines	Reason	
2/BR	Ilien	Coast	SFRG2	
5/BR	Avanil	Coast	SFRG2	
10/BR	The Impregnable Heart of Haelyn	Coast	There is water and a ship in the picture	
74/BR	Orogs	Orc	Picture	
(1) Card should read: "Can be cast at any time to cancel the effects of a just-cast spell or to cancel an existing spell. (Def)"
(2) Card should read: "Can be cast at any time to turn a just-cast spell back at its caster as if the original target had cast it. (Def)"
(3) Add to card: "... or can be cast at any time to turn a just-cast spell back at its caster as if the original target had cast it. (Def)"
(4) Card should read: "Select a spell or magical item and double its icon level for one round of combat. (Off/3)"
(5) 	Card should read: "Can be cast at anytime to negate any wall spell. (Def)"

If you see anything wrong or would like to suggest other blueline corrections, please e-mail your comments to the Spellfire Oracle (oracle@wizards.com).

DOCUMENT CONTROL SHEET
Spell Fire resources document is made up of; SFRules2.0.rtf, 4th_0_9.rtf, DU_ 0_9.rtf, errata.rtf (for SPELLFIRE® Reference Guide Volume II), FINISHED_NS.RTF(unratified), David 'Yogi' Ugorek marvellous inquisition, millenium, draconomicon and chaos guides, Ogre's & Jim Butler’s Rulings, spellfire.net's spellfire counters guide & http://web.archive.org/web/20040213123526/www.huntingtoncg.com/spellfire/

Contact for Enquiries and Proposed Changes
If you have any questions regarding this document contact:
Name:	Matt Messenger	
If you have a suggestion for improving this document, contact   spell_fire@telstra.com
Record of Issues
Issue No	Issue Date	Nature of Amendment	
1	19 June 2004	Draft Issue.	
2	15 June 2004	 Spell checked sfrules2.0 component, added spellchecked chaos guide (26-72),  added blue line list and glossary list.	
3	14 July 2004	Spellchecked & added all missing booster and edition reference guides from http://www.huntingtoncg.com/spellfire (foresters website) & incorporated foresters guides with existing guides. Added subheadings. *NB* THE NEW GUIDES ARE A BIT DATED AND MAY CONTAIN SOME INCORRECT RULINGS.	
4	17 Aug 2004	Added Other attachments and usable cards to INSTANT- DEFEAT section. Also added Whirling Dervish & Aramil of Tusmit as possible instant defeat counter. Added movement to COPYING POWERS section. Added Onad the weasel & etcs to “Event Pause”. Removed duplicated glossary. Added updated counters list. Incorporated spellfire.net rulings with other guides. Incorporated Spellfire reference guide volume ii errata v1.1 with other guides. Edited Tyranthraxus the possessing spirit. Edited Melt Stone. Edited Quill pen of the planes. Added list of what Spell Fire resources document is made up of. Amended troglodyte. Amended Gib Drawsemaj. Added Spellfire-L archive ruling for Lord Blacktree. Added Jim’s archived song of the Dragonlance ruling. Amended find the path to show only movement restrictions apply. Amended Gib Thiaf. Amended Manshoon of the Zhentarim. Added the Gorgon text missing from foresters guide. Amended Maldraedior. Added simon dorfman’s comments on harp of kings. Added promo cards.	
5	1 May 2005	Amended Pirate. Amended Ancient Dracolich. Changed 75 card deck champion level limit to 125. Amended Death spell texts. Added Conquest card text. Added kinetic Armor and Tampering to counters list and formatted and alphabetically arranged counters list. Removed calm from foresters tyranthraxus ruling. Added 3rd ed chase. Amended  saphire the blue dragon. Amended mirror of corruption. Amended Power of Faith. Deleted Chernevic & Gloriana from Arena of Dori the Barbarian text. Amended Yogi’s Greyhawk Dragon comments. Added heaps of missing card texts to foresters guides. Updated Foresters URL. BIG counters fix and added counters card text and Haydens counter definition.