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.
3/3rd
Realm
5
Forgotten Realms
Rare
Coast
Zhentil Keep can defend itself as a level 5 cleric.
5/3rd
Realm
Forgotten Realms
Special Realm
Coast
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.
9/3rd
Realm
Forgotten Realms
Special Realm
Coast
14/3rd
Realm
Forgotten Realms
Special Realm
Coast
16/3rd
Realm
Forgotten Realms
Special Realm
22/3rd
Realm
Forgotten Realms
Special Realm
Coast
24/3rd
Realm
Forgotten Realms
Special Realm
Coast
27/3rd
Realm
Forgotten Realms
Special Realm
All defenders of Darkhold gain 2 levels if Zhentil Keep is in play anywhere.
29/3rd
Realm
Forgotten Realms
Special Realm
Any champion can use wizard spells when defending Evermeet.
Flyers
cannot attack.
30/3rd
Realm
Forgotten Realms
Special Realm
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.
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.
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.
47/3rd
Hero
6
Forgotten Realms
Uncommon
Dwarf
Torg's level is doubled when defending or attacking the Great Rift.
52/3rd
Hero
4
Forgotten Realms
Uncommon
54/3rd
Ally
4
Common
Orc
57/3rd
Hero
4
Forgotten Realms
Common
Dwarf
The Jotunslayers are level 8 if the opposing champion is a monster.
58/3rd
Ally
4
Uncommon
59/3rd
Ally
3
Common
60/3rd
Hero
5
Greyhawk
Common
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.
62/3rd
Wizard
4
Forgotten Realms
Rare
63/3rd
Cleric
4
Forgotten Realms
Uncommon
64/3rd
Hero
5
Forgotten Realms
Uncommon
69/3rd
Cleric
5
Forgotten Realms
Rare
71/3rd
Wizard 5
Forgotten Realms
Uncommon
Elf (drow)
The drow matron gains 3 levels when defending Menzoberranzan.
73/3rd
Hero
5
Forgotten Realms
Rare
Dwarf
Vasos gains 3 levels when fighting monsters.
75/3rd
Wizard
4
Forgotten Realms
Uncommon
76/3rd
Hero 5
Forgotten Realms
Rare
Dwarf
Worden gains 3 levels when fighting monsters.
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.
79/3rd
Hero
2
Forgotten Realms
Common
Gains 4 levels if the opposing champion is a monster.
81/3rd
Ally
3
Common
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
84/3rd
Ally
4
Rare
The opponent cannot play flyers this round and all opposing
flyers already in
the battle are discarded.
86/3rd
Ally
1
Uncommon
Immediately destroys an opposing champion of level 5 or less.
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.
94/3rd
Magical Item
3
Rare
Weapon
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)
98/3rd
Magical Item
3
Common
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.
100/3rd
Event
Uncommon
Helpful
The player of this card draws five cards immediately.
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.
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.
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.
106/3rd
Wizard Spell
3
Uncommon
Cast on opposing cham[ion to reduce its level by 3. Spell
remains until
dispelled.
109/3rd
Magical Item
3
Uncommon
110/3rd
Ally
3
Rare
115/3rd
Realm
Greyhawk
Special Realm
117/3rd
Realm
Greyhawk
Special Realm
Coast
118/3rd
Realm
Greyhawk
Special Realm
Coast
120/3rd
Realm
Greyhawk
Special Realm
122/3rd
Realm
Greyhawk
Special Realm
Coast
126/3rd
Realm
Greyhawk
Special Realm
Coast
127/3rd
Realm
Greyhawk
Special Realm
128/3rd
Realm
Greyhawk
Special Realm
130/3rd
Realm
Greyhawk
Special Realm
131/3rd
Realm
Greyhawk
Special Realm
Coast
Heroes cannot be played in defense of this realm.
132/3rd
Realm
Greyhawk
Special Realm
134/3rd
Realm
Greyhawk
Common
Any champion can use cleric spells while defending Bissel.
136/3rd
Realm Greyhawk
Special Realm
Coast
Any defending hero gains 4 levels.
137/3rd
Realm
Greyhawk
Common
Coast
138/3rd
Realm
Greyhawk
Common
139/3rd
Realm
Greyhawk
Common
142/3rd
Holding
5 Greyhawk
Rare
This player's Greyhawk monsters all have the ability to earthwalk, as do their allies.
144/3rd
Holding
Greyhawk
Rare
If Iuz the Evil is in play, this player's undead are doubled in base level.
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.
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.
147/3rd
Holding Greyhawk
Common
This player's monsters have the ability to fly, swim, or earthwalk as needed.
148/3rd
Holding
4
Greyhawk
Common
Any champion defending the attached realm gains 4 levels.
152/3rd Artifact
Greyhawk
Common
All of this player's champions are immune to offensive magical items and spells. (Def)
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.
155/3rd
Monster
5
Greyhawk
Common
Undead. Can cast wizard and cleric spells. All allies played with it become undead.
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.
157/3rd
Artifact
4
Greyhawk
Uncommon
This player's GREYHAWK realms and their defenders cannot be attacked by dragons or monsters
158/3rd
Artifact
Greyhawk
Uncommon
All of this player's allies are considered flyers.
159/3rd
Artifact
3
Greyhawk
Rare
The attached champion gains 3 levels and becomes a flyer; all allies can also fly.
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.
163/3rd
Wizard
5
Greyhawk
Uncommon
Elf (drow). This champion hates Dragonlance heroes and automatically wins any battle against them.
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.
169/3rd
Ally
4
Rare
Undead.
170/3rd
Cleric
4
Greyhawk Uncommon
Flyer.
171/3rd
Hero
2
Greyhawk
Uncommon
Elf
Kiara can destroy one magical item being used against her. The
affected item
is discarded.
176/3rd
Hero
5
Greyhawk
Uncommon
Flyer
Tyrinon's allies all become flyers. They are strengthened by his presence, and each gains 2 levels.
177/3rd
Monster
5
Greyhawk
Uncommon
Flyer.
180/3rd
Event
Rare
All heroes gain 5 levels until the current player's next turn.
183/3rd
Ally
2
Uncommon
184/3rd
Ally
2
Common
187/3rd
Cleric
5
Greyhawk
Uncommon
189/3rd
Cleric
4
Greyhawk
Rare
If only one arch-druid is in play, clerics cannot cast spells
without his
permission.
190/3rd
Ally
5
Uncommon
All cards friendly to the hell hound are immune to fireball spells.
192/3rd
Ally
3
Rare
Undead. Any magic sword or spear used by the opposing champion
must be
discarded immediately.
193/3rd
Ally
1
Common
Undead.
194/3rd
Monster
7
Greyhawk
Uncommon
Flyer.
196/3rd
Hero
4
Greyhawk
Common
This ranger automatically defeats all Forgotten Realms heroes.
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)
202/3rd
Event
Uncommon
All opposing players must discard one champion from their pool (chosen by this player). (Harmful)
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)
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)
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.
211/3rd
Wizard Spell
Common
Champion and all allies become flyers for this battle. (Def/4)
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.
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)
214/3rd
Event
Rare
All players draw three cards.
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.
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.
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.
232/3rd
Holding
Dark Sun
Common
Avatars cannot attack any realm held by this player.
233/3rd
Holding
Dark Sun
Uncommon
Any champion and allies attacking the attached realm lose one
level for fear
of Ogo's cannibal halflings.
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.
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.
254/3rd
Ally
3
Common
Orc
255/3rd
Ally
6
Uncommon
256/3rd
Ally
2
Common
Dwarf
257/3rd
Ally
9
Uncommon
258/3rd
Hero
6
Dark Sun
Uncommon
Rikus can attack twice; if he wins his first round, he can
attack again with new
allies.
259/3rd
Hero
7
Dark Sun
Rare
Flyer
260/3rd
Wizard
4
Dark Sun
Common
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.
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.
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.
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.
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.)
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.
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.
269/3rd
Ally
1
Uncommon
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.
271/3rd
Ally
2
Common
Can be discarded at any time to discard one opposing ally.
272/3rd
Ally
2
Common
273/3rd
Ally
3
Uncommon
274/3rd
Ally
2
Common
Half-elf
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.
279/3rd
Ally
3
Common
Elf
280/3rd
Ally
2
Uncommon
Elf
282/3rd
Monster
2
Dark Sun
Common
Enemy allies cannot be used against this fiend.
283/3rd
Ally
1
Common
284/3rd
Monster
6
Dark Sun
Rare
285/3rd
Ally
2
Uncommon
287/3rd
Ally
1
Uncommon
289/3rd
Ally
3
Rare
290/3rd
Ally
2
Common
291/3rd
Ally 3
Uncommon
293/3rd
Ally
1
Uncommon
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.
296/3rd
Ally
2
Common
Wachter's bonus increases to +8 if played from 6 AM to 6 PM.
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.
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.
299/3rd
Hero
9
Dark Sun
Rare
Destroys one magical item held by the opposing champion at any
time during
the battle round.
300/3rd
Hero
3
Dark Sun
Uncommon
Dlasva can psionically destroy one opposing ally during a round of battle.
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.
302/3rd
Ally
2
Uncommon
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.
304/3rd
Monster
8
Dark Sun
Rare
Dragon
Can cast wizard spells.
305/3rd
Monster
9
Dark Sun
Rare
Can cast wizard and cleric spells.
306/3rd
Wizard
6
Dark Sun
Common
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.
308/3rd
Ally
1
Uncommon
309/3rd
Ally
1
Common
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.
311/3rd
Magical Item
Uncommon
Allows the owning player, at the beginning of his turn, to look
at one player's
hand. (Def)
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.
313/3rd
Magical Item
1
Common
(Def)
314/3rd
Magical Item
2
Uncommon
(Def)
315/3rd
Magical Item
2
Common
(Def)
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.
317/3rd
Magical Item
3 Uncommon
(Off)
318/3rd
Artifact
Dark Sun
Common
Kills any opposing dragon or monster in the battle automatically.
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.
320/3rd
Magical Item
Uncommon
Allows the attached champion to cast wizard spells.
321/3rd
Cleric
2
Dark Sun
Common
The elemental is immune to offensive wizard spells.
322/3rd
Ally
3
Rare
323/3rd
Hero
5
Dark Sun
Rare
Can use cleric or wizard spells.
324/3rd
Ally
1
Uncommon
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.
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.
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.
328/3rd
Ally
3
Common
Can be discarded at any time to negate an event created by using the Bell of Might.
329/3rd
Ally
1
Common
If defeated in combat, these parasites attach themselves to the victorious champion, reducing his level to 1.
330/3rd
Monster
3
Dark Sun
Uncommon
The opponent cannot use allies for defense or offense.
331/3rd
Wizard Spell
Common
Destroys immediately all opposing allies of level 4 or less. (Off/4)
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)
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)
334/3rd
Wizard Spell
3
Common
(Off/4)
335/3rd
Wizard Spell
Common
Only flyers can attack across the wall. (Off/4)
336/3rd
Wizard Spell
3
Common
Only flyers can attack across the wall. Use on defense only. (Def/4)
337/3rd
Wizard Spell
4
Common
Only flyers can attack across the wall. Use on defense only. (Def/4)
338/3rd
Wizard Spell
5 Common
Only flyers can attack across the wall. (Def/4)
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.
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.
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)
342/3rd
Wizard Spell
2
Common
(Def/4)
343/3rd
Wizard Spell
Common One champion or ally becomes a flyer. (Def/4)
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)
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.
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.
347/3rd
Wizard Spell
6
Common
(Off/4)
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)
349/3rd
Cleric Spell
1
Common
(Def/4)
350/3rd
Cleric Spell
2
Common
(Def/4)
351/3rd
Cleric Spell
4
Common
(Off/4)
352/3rd
Cleric Spell
Rare
Destroys all opposing allies of level 5 or less. Cast only when
defending.
(Off/4)
353/3rd
Cleric Spell
Common
The champion and each of its allies gain 1 level this round. (Def/4)
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)
355/3rd
Cleric Spell
Rare
The champion and all his allies this round are treated as flyers. (Def/4)
356/3rd
Cleric Spell
2
Common
Adds 2 levels to a single defender. (Def/4)
357/3rd
Wizard Spell
Common
Opponent loses one ally of the caster's choice, chosen immediately. (Off/4)
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.
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)
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)
361/3rd
Cleric Spell
Common
One champion or two allies can fly for one round of battle. (Def/4)
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.
363/3rd
Cleric Spell
2
Common
Cast only when defending. Only attackers of level3 or higher
can cross the
wall. (Def/4)
364/3rd
Cleric Spell
1
Uncommon
Cast only when defending. Only attackers of level 4 or higher
can cross the
wall. (Off/4)
365/3rd
Cleric Spell
Common
Destroys all undead allies on both sides of a battle instantly. (Off/4)
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)
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)
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.
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.
370/3rd
Cleric Spell
Common
This champion ignores undead opponents.
371/3rd
Wizard Spell
Common
No attacks are allowed against any player until the caster's next turn. (Off/3)
372/3rd
Wizard Spell
Common
One ally forgets to attack or defend this turn; discard the ally. (Off/4)
373/3rd
Wizard Spell
Common
Destroys any opposing allies of level 3 or less already in play. (Off/4)
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)
375/3rd
Wizard Spell
Common
Opposing undead allies have no effect on the outcome of this battle. (Off/4)
376/3rd
Wizard Spell
Common
An opposing monster returns to its pool; the caster wins this
round of battle.
(Off/4)
377/3rd
Event
Rare
An anti-magic storm sweeps across the cosmos, destroying all
magical items
in play.
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)
379/3rd
Wizard Spell
5
Uncommon
(Off/4)
380/3rd
Event
Common
Destroys all champions and allies of level 4 or less in play anywhere.
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.
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.
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.
384/3rd Wizard Spell
Common
Opposing allies of level 3 or less are discarded and no more
can be played this
round.
385/3rd
Wizard Spell
Common
An opposing spellcaster cannot cast any spells for the rest of this round.
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.
387/3rd
Event
Common
Only flyers can attack any realm until the player's next turn.
388/3rd
Wizard Spell
Common
Negates any wall spell.
389/3rd
Wizard Spell
Common
Only flyers can attack this player's realms until the player's next turn.
390/3rd
Wizard Spell
5
Common
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.
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.
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.
394/3rd
Wizard Spell
Common The affected champion can neither attack nor defend until
after the owner's
next turn.
395/3rd
Wizard Spell
Common
Destroys one monster of the caster's choice.
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.
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.
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.
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.
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.