3rd Edition


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.

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 wizards 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 ot 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 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.

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 cham[ion 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 determing 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.

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; teh 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 fo 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.

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 particpates.

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 Dard 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 oposing 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 origianl 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 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.

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 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.

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)

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 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.

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.

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