1/1st
Realm
Forgotten Realms
Special Realm
Coast
Any champions can use wizard spells when defending Waterdeep.
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.
3/1st
Realm
5
Forgotten Realms
Rare
Coast
Zhentil Keep can defend itself as a level 5 cleric.
4/1st
Realm
Forgotten Realms
Special Realm
Any champion can cast cleric and wizard spells when defending Shadowdale.
5/1st
Realm
Forgotten Realms
Special Realm
Coast
6/1st
Realm
Forgotten Realms
Special Realm
Coast
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.
8/1st
Realm
Forgotten Realms
Special Realm
Any champion can use wizard spells when defending Thay.
9/1st
Realm
Forgotten Realms
Special Realm
Coast
10/1st
Realm
Forgotten Realms
Special Realm
Coast
Flyers cannot attack this realm.
11/1st
Realm
Forgotten Realms
Special Realm
Coast
Any champions can use wizard spells when defending Ravens Bluff.
12/1st
Realm
Forgotten Realms
Special Realm
Flyers cannot attack this realm.
13/1st
Realm
Forgotten Realms
Uncommon
Any champion can use wizard spells when defending Myth
Drannor.
Increases player's maximum hand by one.
14/1st
Realm
Forgotten Realms
Special Realm
Coast
15/1st
Realm
5
Forgotten Realms
Special Realm
Coast
Chult can defend itself as a level 5 monster.
16/1st
Realm
Forgotten Realms
Special Realm
17/1st
Realm Forgotten Realms
Special Realm
Coast
The defending player can return one ally to his hand after each
round of
battle.
18/1st
Realm
Forgotten Realms
Special Realm
All attackers lose one level.
Each champion and ally loses 1 level when attacking Anauroch.
19/1st
Realm
1
Forgotten Realms
Special Realm
Coast
All champions and allies who defend Impiltur gain 1 level.
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.
21/1st
Realm
Forgotten Realms
Special Realm
Coast
Any defending monster gains 4 levels.
22/1st
Realm
Forgotten Realms
Special Realm
Coast
23/1st
Realm
Forgotten Realms
Special Realm
Double the level of a defending Forgotten Realms champion.
24/1st
Realm
Forgotten Realms
Special Realm
Coast
25/1st
Realm
Forgotten Realms
Special Realm
All allies of a defending monster gain 2 levels.
26/1st
Realm
Forgotten Realms
Special Realm
Allies cannot be used when attacking this realm.
27/1st
Realm
Forgotten Realms
Special Realm
All defenders of Darkhold gain 2 levels if Zhentil Keep is in play anywhere.
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.
29/1st
Realm
Forgotten Realms
Special Realm
Any champion can use wizard spells when defending Evermeet.
Flyers
cannot attack.
30/1st
Realm
Forgotten Realms
Special Realm
31/1st
Holding
Forgotten Realms
Uncommon
A wizard or cleric gains 3 levels when defending the attached realm.
32/1st
Holding
Forgotten Realms
Uncommon
No spells can be cast when attacking or defending Tantras.
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.
34/1st
Holding
Forgotten Realms
Uncommon
Any champion gains 3 levels when defending the attached realm.
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.
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.
37/1st
Holding
Forgotten Realms
Uncommon Each defender of the attached realm gains 2 levels.
38/1st
Holding
Forgotten Realms
Uncommon
Each defender of the attached realm gains 3 levels.
39/1st
Holding
Forgotten Realms
Uncommon
Undead cannot attack the attached realm.
40/1st
Holding
Forgotten Realms
Uncommon
Each champion and ally attacking the attached realm loses 1 level.
41/1st
Hero
6
Forgotten Realms
Uncommon
Immune to offensive spells.
42/1st
Hero
7
Forgotten Realms
Rare
All allies of King Azoun IV gain 1 level.
43/1st
Wizard
3
Forgotten Realms
Rare
Once per battle Maligor can shift one opposing ally to his own side.
44/1st
Wizard
9
Forgotten Realms
Uncommon
Immune to offensive spells.
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.
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 wizards spells do not need Midnight's permission.
47/1st
Hero
6
Forgotten Realms
Uncommon
Dwarf
Torg's level is doubled when defending or attacking the Great Rift.
48/1st
Monster
7
Forgotten Realms
Rare
Flyer
All the pereghost's allies gain 2 levels.
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.
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.
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.
52/1st
Hero
4
Forgotten Realms
Uncommon
53/1st
Hero
3
Forgotten Realms
Common
Can use cleric and wizard spells.
54/1st
Ally
4
Common
Orc
55/1st
Hero
7
Forgotten Realms
Uncommon
Harmful
The Crime Lord can also be played as an event to destroy one holding. Thedestroyed holding and the Crime Lord are discarded.
When played as an event, Crime Lord is considerd a harmful event.
56/1st
Hero
4
Forgotten Realms
Common
All allies of these adventurers gain 1 level.
57/1st
Hero
4
Forgotten Realms
Common
Dwarf
The Jotunslayers are level 8 if the opposing champion is a monster.
58/1st
Ally
4
Uncommon
59/1st
Ally
3
Common
60/1st
Hero
5
Greyhawk
Common
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 ot Limbo or the Abyss.
62/1st
Wizard
4
Forgotten Realms
Rare
63/1st
Cleric
4
Forgotten Realms
Uncommon
64/1st
Hero
5
Forgotten Realms
Uncommon
65/1st
Ally
2
Common
Flyer
The pteranadon gains 3 levels when defending Chult.
66/1st
Ally
3
Rare
The Gorgosaurus gains 3 levels when defending Chult.
67/1st
Monster
5
Forgotten Realms
Rare
The first enemy ally played against the feyr in each battle is discarded immediately.
68/1st
Cleric
4
Forgotten Realms
Rare
This card was replaced with 402 in the 2nd edition.
69/1st
Cleric
5
Forgotten Realms
Rare
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.
71/1st
Wizard 5
Forgotten Realms
Uncommon
Elf (drow)
The drow matron gains 3 levels when defending Menzoberranzan.
72/1st
Monster
6
Forgotten Realms
Rare
Dragon
Can use wizard spells. Undead. Flyer.
73/1st
Hero
5
Forgotten Realms
Rare
Dwarf
Vasos gains 3 levels when fighting monsters.
74/1st
Hero
5
Forgotten Realms
Common
Allisa gains 3 levels when fighting monsters.
75/1st
Wizard
4
Forgotten Realms
Uncommon
76/1st
Hero 5
Forgotten Realms
Rare
Dwarf
Worden gains 3 levels when fighting monsters.
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.
78/1st
Hero
4
Forgotten Realms
Common
Once in play, must attack on the player's turn, every turn, or be discarded.
79/1st
Hero
2
Forgotten Realms
Common
Gains 4 levels if the opposing champion is a monster.
80/1st
Monster
4
Forgotten Realms
Rare
The Black Courser's level is 8 when fighting dragons or undead.
81/1st
Ally
3
Common
82/1st
Hero
4
Forgotten Realms
Uncommon
Dwarf
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.
84/1st
Ally
4
Rare
The opponent cannot play flyers this round and all opposing
flyers already in
the battle are discarded.
85/1st
Hero
4
Forgotten Realms
Rare
Flyer.
This card was replaced with 405 in the 2nd edition.
86/1st
Ally
1
Uncommon
Immediately destroys an opposing champion of level 5 or less.
87/1st
Hero
3
Forgotten Realms
Common
Immune to offensive spells.
88/1st
Ally
3
Rare
Triceratops gains 6 levels when defending Chult.
This card was replaced with 423 in the 3rd edition.
89/1st
Cleric
4
Forgotten Realms
Common
This cleric gains 2 levels when attacking realms from outside
the Forgotten
Realms.
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.
91/1st
Event
Common
Harmful
All allies and champions lose one level until the player's next turn.
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 players allies, are increased 3 levels.
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 particpated in the battle.
94/1st
Magical Item
3
Rare
Weapon
95/1st
Magical Item
3
Rare
Weapon
The bonus becomes +5 if attached to a cleric.
96/1st
Wizard Spell
5
Uncommon
97/1st
Magical Item
2
Rare
Sword
This card was replaced with 408 in the 2nd edition.
98/1st
Magical Item
3
Common
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.
100/1st
Event
Uncommon
Helpful
The player of this card draws five cards immediately.
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 champions 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.
102/1st
Magical Item
1
Common
All of this champion's allies gain 1 level.
103/1st
Magical Item
Uncommon
Any champion with the Viperhand can cast wizard spells.
104/1st
Magical Item
2
Common
105/1st
Magical Item
5
Common
106/1st
Wizard Spell
3
Uncommon
Cast on opposing cham[ion to reduce its level by 3. Spell remains until dispelled.
107/1st
Event
Rare
Helpful
Every player can immediately rebuild one razed realm.
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.
109/1st
Magical Item
3
Uncommon
110/1st
Ally
3
Rare
111/1st
Realm
Greyhawk
Rare
Coast
Any champion defending Greyhawk can cast cleric and wizard spells.
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.
113/1st
Realm
Greyhawk
Special Realm
Coast
A monster defending the Pomarj gains 3 levels.
114/1st
Realm
1
Greyhawk
Special Realm
Coast
The realm can defend itself as a level 1 champion.
115/1st
Realm
Greyhawk
Special Realm
116/1st
Realm
Greyhawk
Uncommon
Coast
All magical items and artifacts defending Blackmoor gain 2 levels.
117/1st
Realm
Greyhawk
Special Realm
Coast
118/1st
Realm
Greyhawk
Special Realm
Coast
119/1st
Realm
Greyhawk
Special Realm
Any monster defending Sterich gains 5 levels.
120/1st
Realm
Greyhawk
Special Realm
121/1st
Realm
Greyhawk
Special Realm
Any champion defending Veluna can use cleric spells.
122/1st
Realm
Greyhawk
Special Realm
Coast
123/1st
Realm
Greyhawk
Rare
No undead can attack the Great Kingdom. The player's maximum hand increases by two.
124/1st
Realm
Greyhawk
Uncommon Draw three cards immediately when the temple is
played.
125/1st
Realm
Greyhawk
Uncommon
All Greyhawk champions of this player gain 2 levels.
126/1st
Realm
Greyhawk
Special Realm
Coast
127/1st
Realm
Greyhawk
Special Realm
128/1st
Realm
Greyhawk
Special Realm
129/1st
Realm
Greyhawk
Special Realm
Coast
Cannot be attacked by heroes.
130/1st
Realm
Greyhawk
Special Realm
131/1st
Realm
Greyhawk
Special Realm
Coast
Heroes cannot be played in defense of this realm.
132/1st
Realm
Greyhawk
Special Realm
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.
134/1st
Realm
Greyhawk
Common
Any champion can use cleric spells while defending Bissel.
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, volumarily ignoring the power of the dungeon card.
136/1st
Realm Greyhawk
Special Realm
Coast
Any defending hero gains 4 levels.
137/1st
Realm
Greyhawk
Common
Coast
138/1st
Realm
Greyhawk
Common
139/1st
Realm
Greyhawk
Common
140/1st
Realm
Greyhawk
Common
Any champion and allies who attack Burneal Forest lose 2 levels.
141/1st
Holding
Greyhawk
Common
Any champion and allies defending Castle Hart gain 2 levels.
142/1st
Holding
5 Greyhawk
Rare
The attached realm can defend itself as a level 5 hero.
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.
144/1st
Holding
Greyhawk
Rare
No Greyhawk realms with holdings of any player can be attacked
by monsters
or flyers.
145/1st
Holding
Greyhawk
Rare
All undead allies of this player are doubled in level, whether
attacking or
defending.
146/1st
Holding
Greyhawk
Common
The attached realm is unaffected by all harmful event cards.
147/1st
Holding Greyhawk
Common
Monsters cannot attack the attached realm.
148/1st
Holding
4
Greyhawk
Common
Any champion defending the attached realm gains 4 levels.
149/1st
Holding
Greyhawk
Common
The attached realm and all its defenders are immune to offensive wizard and cleric spells.
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."
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).
152/1st Artifact
Greyhawk
Common
All of this player's champions are immune to offensive magical items and spells. (Def)
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.
154/1st
Ally
5
Rare
155/1st
Monster
5
Greyhawk
Common
Undead.
156/1st
Artifact
5/2
Greyhawk
Uncommon
The attached champion gains 5 levels when attacking, 2 when defending.
For purposes of determing a champion's level while in the pool, the Eye and Hand of Vecna adds 2 levels.
157/1st
Artifact
4
Greyhawk
Uncommon
This player's GREYHAWK realms and their defenders cannot be attacked by dragons or monsters
158/1st
Artifact
Greyhawk
Uncommon
The attached champion and its allies are all considered flyers.
159/1st
Artifact
3
Greyhawk
Rare
The attached champion gains 3 levels and becomes a flyer; all allies can also fly.
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.
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.
162/1st
Wizard
7
Greyhawk
Rare
163/1st
Wizard
5
Greyhawk
Uncommon
Elf (drow)
164/1st
Wizard
6
Greyhawk
Rare
Otto can cast both wizard and cleric spells.
165/1st
Wizard
7
Greyhawk
Rare
Mika gains 3 levels when the opponent uses allies against him.
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.
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 fo Regeneration is discarded at the first defeat.
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.
169/1st
Ally
4
Rare
Undead.
170/1st
Cleric
4
Greyhawk Uncommon
Flyer.
171/1st
Hero
2
Greyhawk
Uncommon
Elf
Kiara can destroy one magical item being used against her. The affected item is discarded.
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.
173/1st
Magical Item
2
Rare
The attached champion becomes a flyer.
This card was replaced with 424 in the 3rd edition.
174/1st
Ally
4
Rare
Undead.
This card was replaced with 425 in the 3rd edition.
175/1st
Event
Rare
Harmful
No allies can be played until this player's next turn. Allies in play are discarded immediately.
176/1st
Hero
5
Greyhawk
Uncommon
Flyer.
177/1st
Monster
5
Greyhawk
Uncommon
Flyer.
178/1st
Hero
5
Greyhawk
Rare
Undead. Seragrimm can only defend, but never attack.
This card was replaced with 410 in the 2nd edition.
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.
180/1st
Event
Rare
All heroes gain 5 levels until the current player's next turn.
181/1st
Hero
4
Greyhawk
Common
The nomads gain 2 levels if Mika is in the player's pool.
182/1st
Ally
2
Rare
This card was replaced with 406 in the 2nd edition.
183/1st
Ally
2
Uncommon
184/1st
Ally
2
Common
185/1st Hero
5
Greyhawk
Rare
Thorvid gains 3 levels when fighting monsters, undead, or flyers.
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.
187/1st
Cleric
5
Greyhawk
Uncommon
188/1st
Monster
4
Greyhawk
Common
Flyer. The Dragon can use wizard spell.
189/1st
Cleric
4
Greyhawk
Rare
If only one arch-druid is in play, clerics cannot cast spells without his permission.
190/1st
Ally
5
Uncommon
All cards friendly to the hell hound are immune to fireball spells.
191/1st
Monster
4
Greyhawk
Rare
Flyer.
This card was replaced with 412 in the 2nd edition.
192/1st
Ally
3
Rare
Undead. Any magic sword or spear used by the opposing champion must be discarded immediately.
193/1st
Ally
1
Common
Undead.
194/1st
Monster
7
Greyhawk
Uncommon
Flyer.
195/1st
Ally
5
Uncommon
The treants and all cards in the player's force are immune to all offensive wizard spell except fireball.
196/1st
Hero
4
Greyhawk
Common
197/1st
Magical Item
2
Rare
(Def)
This card was replaced with 411 in the 2nd edition.
198/1st
Holding
Greyhawk
Common
Only flyers can attack the attached realm.
Card Combo: With Border Forts is attached, Menzoberranzan becomes almost impossible to attack.
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.
200/1st
Magical Item
2
Uncommon
(Off)
201/1st
Event
Common
Harmful
All players must discard their hands and immediately draw five cards.
202/1st
Event
Uncommon
Harmful
All players must discard one champion from their pool.
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.
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.
205/1st
Event
Uncommon
Helpful
All of this player's champions gain 3 levels until the end of the player's next turn.
206/1st
Magical Item
2
Common
+5 vs. undead. (Off)
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.
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.
209/1st
Holding
Greyhawk
Common
Resurrect one ally which just participated in successful defense of the realm. Resurrected card returns to hand.
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.
211/1st
Wizard Spell
Common
Champion and all allies become flyers for this battle. (Def/4)
212/1st
Wizard Spell
6
Rare
(Def/4)
213/1st
Event
Rare
Harmful
All players must discard one realm, from their hand or from the table.
214/1st
Event
Rare
Helpful
All players draw three cards.
215/1st
Magical Item
6
Rare
Discard after one use. (Off)
This card was replaced with 429 in the 3rd edition.
216/1st
Holding
Greyhawk
Common
Attach this holding to a razed Greyhawk realm to rebuild it instantly.
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.
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.
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.
220/1st
Artifact
Greyhawk
Uncommon
A champion with this rod can cancel one magical spell when attacking or defending.
221/1st
Realm
Dark Sun
Special Realm
Nonflying attackers lose 2 levels.
222/1st
Realm
1
Dark Sun
Special Realm
All defenders of this realm gain 1 level.
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.
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.
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.
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.
227/1st
Realm
4
Dark Sun
Special Realm
All attacking allies are halved (rounded up). Balic can defend itself as a level 4 hero.
228/1st
Holding
Dark Sun
Uncommon
The Mud Palace increases hand size by two cards.
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.
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.
231/1st
Holding
Dark Sun
Common
Any champion defending the attached realm can cast cleric spells.
232/1st
Holding
Dark Sun
Common
Monsters cannot attack the attached realm.
233/1st
Holding
Dark Sun
Uncommon
Any champion and allies attacking the attached realm lose one level for fear of Ogo's cannibal halflings.
234/1st
Holding
Dark Sun
Uncommon
Makla adds 1 level to all defenders of the attached realm.
235/1st
Holding
Dark Sun
Common
Any monster defending the attached realm gains 4 levels.
236/1st
Holding
Dark Sun
Common
Allows owner to draw one extra card per turn.
237/1st
Holding
2
Dark Sun
Common
Defending champion gains 2 levels
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.
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.
240/1st
Holding
Dark Sun
Uncommon
A champion attacking the attached realm cannot play more than three allies per round.
241/1st
Holding
Dark Sun
Common
Poisoned water destroys one of the attackers allies as it is played (defender's choice).
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.
243/1st
Holding
5
Dark Sun
Common
The oasis acts as a permanent +5 ally to any champion who defends the attached realm.
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.
245/1st
Holding
Dark Sun Common
This oasis destroys any flyers that attack the attached realm.
246/1st
Holding
Dark Sun
Common
No were-creature or monsters can attack any realm held by this player.
247/1st
Holding
Dark Sun
Common
Allies defending every Dark Sun realm held by this player gain 1 level.
248/1st
Holding
Dark Sun
Common
Any champion and allies attacking the attached realm lose 1 level.
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.
250/1st
Holding
Dark Sun
Common
The attached realm can cast cleric spells.
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.
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.
253/1st
Ally
1
Common
254/1st
Ally
3
Common
orc
255/1st
Ally
6
Uncommon
256/1st
Ally
2
Common
Dwarf
257/1st
Ally
9
Uncommon
258/1st
Hero
6
Dark Sun
Uncommon
Rikus can attack twice; if he wins his first round, he can attack again with new allies.
259/1st
Hero
7
Dark Sun
Rare
Flyer
260/1st
Wizard
4
Dark Sun
Common
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.
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 particpates.
Anavias' power is considered a defensive psionic power.
263/1st
Wizard
4
Dark Sun
Rare
Half-elf
264/1st
Hero
4
Dark Sun
Common
265/1st
Hero
3
Dark Sun
Common
266/1st
Hero
4
Dark Sun
Uncommon
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.
268/1st
Cleric
2
Dark Sun
Common
269/1st
Ally
1
Uncommon
Elf
270/1st
Cleric
3
Dark Sun
Common
271/1st
Ally
2
Common
272/1st
Ally
2 Common
273/1st
Ally
3
Uncommon
274/1st
Ally
2
Common
Half-elf
275/1st
Event
Uncommon
Harmful
All flyers in play are destroyed immediately.
276/1st
Event
Common
Harmful
All undead in play are destroyed immediately.
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.
278/1st
Event
Common
Harmful
Destroys all magical items in play.
279/1st
Ally
3
Common
Elf
280/1st
Ally
2
Uncommon
Elf
281/1st
Ally
3
Rare
This card was replaced with 430 in the 3rd edition.
282/1st
Monster
2
Dark Sun
Common
Enemy allies cannot be used against this fiend.
283/1st
Ally
1
Common
284/1st
Monster
6
Dark Sun
Rare
285/1st
Ally
2
Uncommon
286/1st
Ally
3
Rare
This card was replaced with 431 in the 3rd edition.
287/1st
Ally
1
Uncommon
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.
289/1st
Ally
3
Rare
290/1st
Ally
2
Common
291/1st
Ally 3
Uncommon
292/1st
Ally
3
Rare
This card was replaced with 432 in the 3rd edition.
293/1st
Ally
1
Uncommon
294/1st
Ally
1
Common
295/1st
Ally
3
Rare
This card was replaced with 433 in the 3rd edition.
296/1st
Ally
2
Common
297/1st
Ally
3
Uncommon
298/1st
Monster
5
Dark Sun
Rare
299/1st
Hero
9
Dark Sun
Rare
Destroys one magical item held by the opposing champion at any time during the battle round.
300/1st
Hero
3
Dark Sun
Uncommon
Dlasva can psionically destroy one opposing ally during a round of battle.
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.
302/1st
Ally
2
Uncommon
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.
304/1st
Monster
8
Dark Sun
Rare
Can cast wizard spells.
305/1st
Monster
9
Dark Sun
Rare
Dragon
Can cast wizard and cleric spells.
306/1st
Wizard
6
Dark Sun
Common
307/1st
Ally 3
Common
308/1st
Ally
1
Uncommon
309/1st
Ally
1
Common
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.
311/1st
Magical Item
Uncommon
Allows the owning player, at the beginning of his turn, to look at one player's hand. (Def)
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.
313/1st
Magical Item
1
Common
(Def)
314/1st
Magical Item
2
Uncommon
(Def)
315/1st
Magical Item
2
Common
(Def)
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.
317/1st
Magical Item
3 Uncommon
(Off)
318/1st
Artifact
Dark Sun
Common
Kills any opposing dragon or monster in the battle automatically.
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.
320/1st
Magical Item
Uncommon
Defensive
Allows the attached champion to cast wizard spells.
321/1st
Cleric
2
Dark Sun
Common
The elemental is immune to offensive wizard spells.
322/1st
Ally
3
Rare
323/1st
Hero
5
Dark Sun
Rare
Can use cleric or wizard spells.
324/1st
Ally
1
Uncommon
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.
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.
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.
328/1st
Ally
3
Common
329/1st
Ally
1
Common
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.
331/1st
Wizard Spell
Common
Destroys immediately all opposing allies of level 4 or less. (Off/4)
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)
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)
334/1st
Wizard Spell
3
Common
(Off/4)
335/1st
Wizard Spell
Common
Only flyers can attack across the wall. (Off/4)
336/1st
Wizard Spell
3
Common
Only flyers can attack across the wall. Use on defense only. (Def/4)
337/1st
Wizard Spell
4
Common
Only flyers can attack across the wall. Use on defense only. (Def/4)
338/1st
Wizard Spell
5 Common
Only flyers can attack across the wall. (Def/4)
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.
340/1st
Wizard Spell
5
Common
(Off/4)
341/1st
Wizard Spell
Common
Eliminates up to three opposing allies of level 1 or 2 chosen by the caster. (Off/4)
342/1st
Wizard Spell
2
Common
(Def/4)
343/1st
Wizard Spell
Common One champion or ally becomes a flyer. (Def/4)
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)
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.
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.
347/1st
Wizard Spell
6
Common
(Off/4)
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)
349/1st
Cleric Spell
1
Common
(Def/4)
350/1st
Cleric Spell
2
Common
(Def/4)
351/1st
Cleric Spell
4
Common
(Off/4)
352/1st
Cleric Spell
Rare
Destroys all opposing allies of level 5 or less. Cast only when defending. (Off/4)
353/1st
Cleric Spell
Common
The champion and each of its allies gain 1 level this round. (Def/4)
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)
355/1st
Cleric Spell
Rare
The champion and all his allies this round are treated as flyers. (Def/4)
356/1st
Cleric Spell
2
Common
Adds 2 levels to a single defender. (Def/4)
357/1st
Wizard Spell
Common
Opponent loses one ally of the caster's choice, chosen immediately. (Off/4)
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 DispelMagic, 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.
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)
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)
361/1st
Cleric Spell
Common
One champion or two allies can fly for one round of battle. (Def/4)
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.
363/1st
Cleric Spell
2
Common
Cast only when defending. Only attackers of level3 or higher can cross the wall. (Def/4)
364/1st
Cleric Spell
1
Uncommon
Cast only when defending. Only attackers of level 4 or higher can cross the wall. (Off/4)
365/1st
Cleric Spell
Common
Destroys all undead allies on both sides of a battle instantly. (Off/4)
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.
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)
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.
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.
370/1st
Cleric Spell
Common
This champion ignores undead opponents.
371/1st
Wizard Spell
Common
No attacks are allowed against any player until the caster's next turn. (Off/3)
372/1st
Wizard Spell
Common
One ally forgets to attack or defend this turn; discard the ally. (Off/4)
373/1st
Wizard Spell
Common
Destroys any opposing allies of level 3 or less already in play. (Off/4)
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)
375/1st
Wizard Spell
Common
Opposing undead allies have no effect on the outcome of this battle. (Off/4)
376/1st
Wizard Spell
Common
An opposing monster returns to its pool; the caster wins this round of battle. (Off/4)
377/1st
Event
Rare
An anti-magic storm sweeps across the cosmos, destroying all magical items in play.
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)
379/1st
Wizard Spell
5
Uncommon
(Off/4)
380/1st
Event
Common
Destroys all champions and allies of level 4 or less in play anywhere.
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.
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.
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.
384/1st Wizard Spell
Common
Opposing allies of level 3 or less are discarded and no more can be played this round.
385/1st
Wizard Spell
Common
An opposing spellcaster cannot cast any spells for the rest of this round.
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.
387/1st
Event
Common
Only flyers can attack any realm until the player's next turn.
388/1st
Wizard Spell
Common
Negates any wall spell.
389/1st
Wizard Spell
Common
Only flyers can attack this player's realms until the player's next turn.
390/1st
Wizard Spell
5
Common
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.
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 Finger of Death 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.
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 chmpion capable of casting the spell, even if the player attacked on his turn.
This card was replaced with 437 in the 3rd edition.
394/1st
Wizard Spell
Common
The affected champion can neither attack nor defend until after the owner's next turn.
395/1st
Wizard Spell
Common
Destroys one monster of the caster's choice.
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.
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.
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.
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.
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.
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.
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.
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.
404/1st
Artifact
1
Forgotten Realms
Chase
A champion with this shield gains 1 level for every ally currently opposing him.
405/1st
Realm
Dark Sun
Chase
No cleric or wizard can attack this realm.
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)
407/1st
Ally
8
Chase
One opposing ally of level 1 or 2, chosen by this player, is discarded.
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.
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.
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.
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.
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).
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.
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.
415/1st
Ally
8
Chase
Offensive wizard spells have their levels (if any) halved (rounding up) when used against this ally.
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.
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.
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 Draconinan Lord, the Lord can lose the round, discard the opposing champion, and then return to the pool to do it agian next turn. Of course, this only works if the opponent is not a flyer.
419/1st
Magical Item
Chase
A champion with this coin can have any number of attached artifacts, and of any world.
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.
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.
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.
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.
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.
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.
426/1st
Artifact
5
Greyhawk
Chase
This player's champions are immune to the speical powers (but not the level) of all Ravenloft champions and allies.
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.
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 autmatically 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.
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.
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.
431/1st
Wizard
8
Forgotten Realms
Chase
Can cast wizard and cleric spells and is immune to offenseive 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.
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.
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.
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.
435/1st
Hero
5
Forgotten Realms
Chase
Bagoomba is a figurehead of great charisma. When defenidng, the levels of his allies are doubled, and opposing allies of level 3 or less cannot be played.
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.
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 attackes 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.
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.
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.
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.