1
Realm
Forgotten Realms
Uncommon
Menzoberranzan can be played at any time. The realm is 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.
2
Realm
5
Forgotten Realms
Rare
The Ruins of Zhentil Keep can be attacked only by clerics. It can defend itself a s a level 5 monster.
3
Realm
Forgotten Realms
Uncommon
Attacking players must discard a card from their hand or pool for each champion sent forward.
4
Realm
Forgotten Realms
Uncommon
Any champion can use wizard spells when defending Myth Drannor. Increases this player's maximum hand size by one.
5
Realm
Forgotten Realms
Uncommon
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.
6
Realm
Forgotten Realms
Uncommon
Doubles the level of a defending Forgotten Realms champion as he is sent forward; cards subsequently played are not doubled.
7
Realm
Forgotten Realms
Uncommon
Allies cannot be used when attacking Daggerdale.
8
Realm
Forgotten Realms
Uncommon
Any champion can use wizard spells when defending Evermeet. Flyers, swimmers, and earthwalkers cannot attack this realm.
9
Realm
Forgotten Realms
Uncommon
The Trollmoors regenerate and must be defeated twice in one turn before being razed.
10
Realm
Forgotten Realms
Rare
The Coral Kingdom can be attacked only by swimmers.
This is an excellent realm to have in the first position, since only swimmers can attack. If the holding Border Forts is attached, the realm becomes even more difficult to attack. Only champions that are both flyers and swimmers, such as Mykell and Deathstream are able toattack. In addition to the attackers discussed above, the Coral Kingdom can be attacked by a champion with the Scroll of 7 Leagues.
Coral Kingdom is bluelined as a coastal realm.
11
Realm
Forgotten Realms
Uncommon
If Raurin is razed, the attacking champion must be discarded.
12
Realm
Forgotten Realms
Uncommon
If the Vilhon Reach is razed, this player can discard one razed realm from another player's formation.
13
Realm
Forgotten Realms
Rare
The Giant's Run Mountains can be attacked only by flyers or giants. Its defenders are immune to offensive unarmed combat cards.
14
Realm
Greyhawk
Uncommon
Any monster defending Sterich gains 5 levels.
15
Realm
Greyhawk
Uncommon
Elves, dwarves, gnomes, and halflings gain 3 levels when defending Nyrond.
16
Realm
Greyhawk
Rare
When first played, Furyondy can remove one wizard from play (the wizard is discarded).
17
Realm
Greyhawk
Uncommon
Draw three cards immediately when the Temple is played.
18
Realm
Greyhawk
Uncommon
All Greyhawk champions of this player gain 2 levels.
19
Realm
Greyhawk
Uncommon
Maximum hand size for all opposing players is reduced by one.
20
Realm
Greyhawk
Rare
If Menzoberranzan is played or razed while the Duchy of Tenh is in play, this player draws three cards.
21
Realm
Greyhawk
Uncommon
The level of any dragon defening the Hell Furnaces is doubled. Swimmers cannot attack this realm.
22
Realm
Greyhawk
Uncommon
This realm allows the player to trade up to 3 realms and/or champions from his hand for an equal number of cards from his draw pile during phase 0. The realm is then razed.
The cards are drawn from the top of the draw pile.
23
Realm
Greyhawk
Uncommon
The Spindrift Isles can be attacked only by flyers or swimmers. It can defend itself as a level 8 elf wizard.
24
Realm
Greyhawk
Uncommon
Any hero defending Stonefist Hold gains 4 levels. This realm may be rrazed to prevent anothe rlayer from gaining an extra turn.
25
Realm
Greyhawk
Uncommon
When other players draw extra cards through events, this player can examine the extra cards and discard one.
Ull's power applies to the new hand of five cards received after a Transformation! event.
26
Realm
9
Greyhawk
Rare
Monsters cannot attack the Valley of the Mage. This realm can defend itself as a level 9 wizard.
27
Realm
4
Dark Sun
Uncommon
Allies cannot attack Urik. This realm can defend itself as a level 4 hero.
28
Realm
Dark Sun
Uncommon
Tyr's player draws one extra card per turn. This realm can defend itself as a level 5 hero.
29
Realm
Dark Sun
Uncommon
The first ally to attack Gulg each battle is destroyed. Gulg can defend itself as a level 7 hero.
30
Realm
Dark Sun
Uncommon
Only champions able to cast spells can attack Euripis. Swimmers cannot attack this realm.
31
Realm
Dark Sun
Rare
New Giustenal cannot be attacked by flyers (except Dregoth). If razed, this realm can be rebuilt by discarded only one card.
32
Realm
Dark Sun
Uncommon
This player and his champions are immune to offensive psionic powers. Champions with attached artifacts or magical items cannot attack this realm, though they can be added later.
33
Realm
6
Dark Sun
Uncommon
Shault can be attacked only by monsters or flyers. The realm can defend itself as a level 6 champion of any type, chosen by this player when attacked.
34
Realm
Dark Sun
Rare
If the Forest Ridge is razed through combat, the attacking champion is consumed by feral halflings and is discarded.
35
Realm
Dark Sun
Uncommon
Champions attacking Celik must discard all attached magical items or artifacts (attacker's choice), and cannot add more of the type chosen during battle.
36
Realm
Dark Sun
Uncommon
Lake Island can be attacked only by flyers or earthwalkers. It can defend itself as a level 5 monster.
37
Realm
Dark Sun
Uncommon
Any halflings played in defense of the Jagged Cliffs are tripled in base level. The realm can defend itself as a level 3 halfling hero.
Because the realm champion is a halfling, it is tripled. Jagged Cliffs can therefore defend itself at level 9.
38
Realm
Dark Sun
Uncommon
The Last Sea can be razed to act as a modified spell turning spell, redirecting any offensive spell to a target of this player's choice.
The Last Sea's power is treated as a Re-target spell. The new target of the redirected spell must be a legal target for that spell. For example, if Disintegrate is redirected, the new target must be a realm.
39
Realm
Dark Sun
Rare
All dragon champions of this player are immune to offensive spells and offensive psionic power cards. The realm can defend itself as a level 7 monster (dragon).
40
Realm
Birthright
Uncommon
Monsters and wizards gain 3 levels when defending this realm. This player's champions are immune to the phase 0 special powers of realms.
41
Realm
Birthright
Rare
Spells and magical items cannot be used by a champion attacking the Battle-Fens. Spells and magical items used by defenders of this realm are doubled in level.
42
Realm
Birthright
Uncommon
Giants defending this realm are doubled in base level. Monsters defending the Giantdowns gain 3 levels.
43
Realm
Birthright
Uncommon
This player may look at another player's hand once per turn.
44
Realm
Birthright
Uncommon
The fogs of the Mistmoor are particularly dense, allowing a defeated defender to escape back to his pool with attachments, rather than being discarded.
45
Realm
Birthright
Uncommon
This realm can be sent to the Abyss from the formation to transfer all nonevent and nonchampion cards in the Abyss to the discard pile.
46
Realm
Birthright
Rare
An attacking champion loses 1 level from his base level for each card attached to him and for each card he plays in battle. If his base level is reduced to 0, he is defeated and discarded.
47
Realm
7
Birthright
Uncommon
Thurazor can defend itself as a level 7 monster. If the realm champion is defending, it may play the first card in defense, regardless of whether winning or losing.
48
Realm
Birthright
Uncommon
All spells, allies, psionic power cards, unarmed combat cards, and blood abilities used in the attack and defense of this realm are sent to the Abyss.
49
Realm
Birthright
Uncommon
The Five Peaks can be attacked only by flyers or earthwalkers.
50
Realm
Birthright
Uncommon
Run by the guilds of the North to make a profit, Cariele increases this player's maximum hand size by three.
51
Realm
6
Birthright
Uncommon
Any champion defending Boeruine can cast wizard spells and use blood abilities. The realm can defend itself as a level 6 regent.
52
Realm
Birthright
Rare
When Rhuobhe is first played, this player can send any regent to the Abyss.
53
Realm
Dragonlance
Uncommon
The Reorxcrown Mountains can be attacked only by flyers or dwarves and is immune to offensive wizard spells.
54
Realm
Dragonlance
Rare
The Shining Lands can be attacked only by flyers or earthwalkers. The realm and its defenders are immune to offensive spells.
55
Realm
+5
Dragonlance
Rare
The Delving is home to a band of dwarves, who act as a +5 ally to any champion defending this realm. Because of the dwarves, the Delving is immune to attack via Underdard realms.
56
Realm
Dragonlance
Uncommon
Flyers, swimmers, and earthwalkers who defend this realm are immune to offensive spells.
57
Realm
Dragonlance
Uncommon
Only swimmers can attack this realm. Its whirlpool destroys all swimming allies. Champions attacking via Underdark realms are halved in base level.
58
Realm
Dragonlance
Rare
At the heart of Enstar is a sinkhole. Defeated champions (whether attacking or defending) are sent to the Abyss. If this realm ia razed, this player draws a card.
59
Realm
6
Ravenloft
Rare
Bluet Spur cannot be attacked by flyers. It can defend itself as a level 6 monster that can cast wizard spells and use psionic power cards.
60
Realm
+4
Ravenloft
Uncommon
All drow defending Arak are immune to offensive spells, psionic power cards, and blood abilities. A +4 drow ally aids each defending champion.
61
Realm
Ravenloft
Rare
A Ravenloft champion defending Borca may use any other Ravenloft champion as an ally. If the defense is successful, the ally-champion returns to his pool; otherwise, he is discarded.
62
Realm
Ravenloft
Uncommon
The ghost of Lord Gundar, assassinated dark lord of Gundarak, haunts this realm, acting as a level 5 undead hero. Any allies played with him are considered undead.
63
Realm
Ravenloft
Uncommon
Sithicus may be discarded from the formation during any combat where this realm is not involved to send all those currently in battle to the Abyss. This player then draws a card.
Card Combo (from Philip D. Cornett ): If Dark Prophesy is played while sithicus is in play, Sithicus can be discarded to force both combatants to the Abyss. Since the battle ends with no winner, the player can draw a total of four cards.
64
Realm
Ravenloft
Rare
Combat over the Nightmare Lands takes place in the Abyss, with each player using only the non-event cards contained there. The victor draws two spoils of victory, but must choose one to send to the Abyss.
Attacking and defending champions, along with their attached cards, come from the players' pools. All additional cards played in the round must come from the Abyss.
Cards played from the Abyss during battle go to the discard pile, so that they cannot be used repeatedly.
65
Realm
AD&D
Uncommon
Dragon champions can defend this realm twice per turn. Opponent's dragons cannot attack this realm. Council Aerie can defend it self as a level 9 monster (dragon).
Council Aerie is an excellent realm for decks that have a lot of dragon champions. If a dragon champion is defeated while defending Council Aerie, it may defend again. The dragon champion is discarded after the second defense, even if victorious.
Even though the realms champion is considered a dragon, if the realms champion is defeated once, the realm is razed.
66
Realm
AD&D
Rare
This sleepy village's defenders are immune to offensive spells, and swimming defenders are doubled in base level.
67
Realm
AD&D
Uncommon
Champions defending this realm can use any card types (spells, psionic power cards, unarmed combat cards, blood abilities, etc).
68
Realm
AD&D
Rare
This realm is defended by a beholder of monstrous size. The level 15 monster can cast wizard spells and is immune to offensive magical items. No other champion can defend this realm.
69
Realm
AD&D
Uncommon
At the beginning of this player's turn, he can exchange places between this realm and one other realm in his formation. Any holdings remain attached.
70
Realm
AD&D
Rare
All champions attacking this realm are "taxed." The player must take one spell from either his discard pile or his hand and place it in the Abyss. If he can't pay the tax, he cannot attack.
The "tax" must be paid by the attacking player as soon as a champion is brought forward to attack, regardless of whether or not the defender chooses to defend the realm.
71
Realm
AD&D
Uncommon
This player's undead champions and allies are immune to offensive spells and magical items and harmful events.
72
Realm
AD&D
Rare
Clerics refuse to attack this realm. Avatars who attack this realm are halved in base level.
73
Holding
Forgotten Realms
Uncommon
Draw a card every time a spell is played.
74
Holding
Forgotten Realms
Uncommon
This holding counts as a +3 ally. No offensive wizard spells may be played against champions defending the attached realm. Defending wizards gain 3 levels.
75
Holding
Forgotten Realms
Uncommon
Whenever an opponent plays an event, the owner of this holding may immediately examine that player's hand.
76
Holding
Forgotten Realms
Uncommon
Each time the attached realm is succesfully defended, search the draw pile for the first artifact or magical item and place it in pool or hand. Reshuffle the draw pile.
77
Holding
Forgotten Realms
Uncommon
The attached realm can cast cleric spells and is immune to offensive cleric spells and harmful events.
78
Holding
Forgotten Realms
Uncommon
The waters of this lake contain a vicious naga, which acts as a +4 ally to champions defending the attached realm. The naga instantly destroys all swimming allies.
79
Holding
Forgotten Realms
Uncommon
If this player has more than his maximum hand size at the end of his turn, he can place magical items underneath the holding instead of discarding them. They are attached to the first defending champion and are discarded if the realm is razed or the holding lost.
80
Holding
Forgotten Realms
Uncommon
This bog surrounds the attached realm, reducing all attacking champions and allies to half their base levels (rounded up).
81
Holding
Forgotten Realms
Uncommon
The swamp surrounding the attached realm contains deadly adders, which leech away 2 levels from attacking champions and allies; any reduced to 0 are discarded instantly.
82
Holding
Greyhawk
Uncommon
This player's allies, whether attacking or defending, cannot be forced to switch sides for any reason.
83
Holding
Greyhawk Uncommon
This player's Greyhawk champions are immune to spells cast in phase 3.
84
Holding
Greyhawk
Uncommon
This player's Greyhawk realms are immune to offensive spells.
85
Holding
Greyhawk
Uncommon
This holding may be discarded from either hand or formation to cancel a wish or limited wish spell.
86
Holding
Greyhawk
Uncommon
Only flyers can attack the attached realm.
87
Holding
Greyhawk
Uncommon
Only earthwalkers can attack the attached realm.
88
Holding
Greyhawk
Uncommon
Allies defending any Greyhawk realm held by this player each gain 3 levels.
89
Holding
Greyhawk
Uncommon
The base level of all champions and allies attacking the attached realm is halved (rounded down).
90
Holding
Greyhawk
Uncommon
Draw a card every time you play an event.
91
Holding
Dark Sun
Uncommon
The Mud Palace increases maximum hand size by two cards.
92
Holding
Dark Sun
Uncommon
The attached realm can use any ally to defend as a hero champion. The ally is discarded after battle.
93
Holding
Dark Sun
Uncommon
All champions and allies who attack the attached realm lose 3 levels - any reduced to 0 are discarded immediately.
94
Holding
Dark Sun
Uncommon
All champions and allies who attack the attached realm lose 3 levels - any reduced to 0 are discarded immediately.
95
Holding
Dark Sun
Uncommon
This player can draw one card and play it immediatly whenever this realm is attacked.
96
Holding
Dark Sun
Uncommon
The pool acts as a +5 ally to any champion defending the attached realm.
97
Holding
Dark Sun
Uncommon
If the attached realm is razed, one opponent's realm of this player's choice is also razed.
98
Holding
Dark Sun
Uncommon
No werecreature or monster can attack any realm in this player's formation.
99
Holding
Dark Sun
Uncommon
All champions (if defeated) and allies who attack this realm are sent to the Abyss at the end of battle.
100
Holding
Birthright
Uncommon
Draw a card every time a cleric spell is cast. Negates any Mulmaster holding in play.
101
Holding
Birthright
Uncommon
This players draws one extra card per turn. Negates any Arkhold holding in play.
102
Holding
Birthright
Uncommon
Elf champions defending the attached realm may cast wizard spells and use blood abilities.
103
Holding
Birthright
Uncommon
Swimming champions in this player's pool are protected from all harmful events.
104
Holding
Birthright
Uncommon
If one of this player's champions or realms is the target of a phase 3 spell, all players draw a card, noting its last digit. The player with the lowest number becomes the recipient instead, and the caster selects a new target if necessary. (If a tie, those players redraw until one is the lowest.)
105
Holding
Birthright
Uncommon
If the attached realm is attacked, this player may ask for help from a player outside the combat. If that player accepts, he must play one or more allies or magical items on this player's side of the battle. He is then entitled to a free draw from his card pile. Win or lose, the card(s) played is discarded.
106
Holding
Birthright
Uncommon
During phaes 3, this player may rearrange magical items and artifacts between champions in his pool.
Artifacts must still be legally attached to champions after use of the Taeghan Outfitters power.
107
Holding
Birthright
Uncommon
During a battle he is not involved in, this player can make an attacking player's champions and allies swimmers. In return, this player gets to draw a card from his draw pile if the attack results in a razed or discarded realm. The attacker receives no spoils.
When this holding is in play, all attackers become swimmers and the card's owner draws a card whenever an attacker wins a battle and razes or discards the realm. However, the card drawn is not spoils of victory, and therefore cannot be played immediately.
108
Holding
Birthright
Uncommon
Any elf defending the attached realm gains 3 levels. Heroes, wizards, and clerics who are not elves cannot attack the attached realm.
109
Holding
Dragonlance
Uncommon
Healing waters contained in the springs aid champions defending the attached realm. Once each battle, the player can retrieve one ally from his discard pile to play immediately.
110
Holding
Dragonlance
Uncommon
The attached realm must show water or coastline. Hungry sharks guard the waters; at this player's option, they can devour (discard) swimming allies played in any battle.
111
Holding
Dragonlance
Uncommon
If the attached realm is attacked, this player can barter with a player outside the combat. Players swap hands for the battle, and both draw spoils if victorious in the realm's defense.
112
Holding
Ravenloft
Uncommon
If the attached realm is razed through combat, the victorious champion is stricken with the plague. That player must draw a card for each champion in his pool, comparing the card's last digit against each champion's base level. Any whose level is higher than the digit are discarded.
113
Holding
Ravenloft
Uncommon
This player's Ravenloft chamions all gain a +2 werecreature as an ally, whether attacking or defending.
114
Holding
Ravenloft
Uncommon
The Red Tide is a +6 undead (vampire) ally to all champions defending the attached realm. It can be discarded from the formation to kill a realm champion of base level 6 or less being used anywhere in combat.
115
Holding
AD&D
Uncommon
An artifact from any world can be attached to this holding, and any champion defending the attached realm can use the artifact.
116
Holding
AD&D
Uncommon
This player's champions and allies each gain 1 level when defending any realm in this player's formation. This holding stays attached and in play even if the attached realm is razed.
117
Holding
AD&D
Uncommon
If something forces the attached realm to be discarded, this holding is discarded instead, and the realm remains in play.
118
Event
Uncommon
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 4th edition card, Airship remains in play until the second ally is destroyed, even if the current battle is over.
Airship can be used as a counter-effect card against allies. For example, if Loup-Garou is played, Airship can be immediately played to discard the Loup-Garou without having to play a magical item.
Because Airship is an event, it may be played at any time. This includes players not involved in the current combat.
119
Event
Uncommon
Destroys one realm of the player's choice; that realm is discarded. (Harmful)
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.
120
Event
Uncommon
The player of this event draws five cards immediately. (Helpful)
121
Event
Uncommon
This player' champion and allies are doubled in levels for one round of battle. (Helpful)
122
Event
Uncommon
One razed realm is rebuilt by a champion from the player's pool; the champion is discarded. (Helpful)
Any champion in the pool can be discarded, including a Trapped! champion.
123
Event
Uncommon
Razes the first realm of every player, regardless of special powers; if a player's first realm is already razed, he ignores the event. (Harmful)
Siege! functions on realms that are immune to events, due to the wording "regardless of special powers."
124
Event
Uncommon
No battles can be fought until the player's next turn. A battle in progress stops immediately with no victor; allies are discarded. (Harmful)
125
Event
Uncommon
All players must discard their hands immediately and draw five new cards. (Harmful)
126
Event
Uncommon
All opposing players must discard one champion from their pool (chosen by this player). (Harmful)
127
Event
Uncommon
This player can swap two of an opponent's realms with each other in their formation; any attached holdings are discarded. (Harmful)
128
Event
Uncommon
Everyone is convincd all artifacts and magical items in play no longer work. All players discard all magical items and artifacts. (Harmful)
129
Event
Uncommon
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)
130
Event
Uncommon
All monster are bribed to desert; discard all monsters in battle or pools. (Harmful)
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.
131
Event
Uncommon
Play only between two player's turns. The player of this event can take a turn immediately. Afterward, play continues where it left off. (Helpful)
Caravan cannot be played until every player has had their first turn.
132
Event
Uncommon
Destroys all champions and allies of base level 4 or less in play anywhere. (Harmful)
133
Event
Uncommon
Unearthly fog prevents all attacks against all players until this player's next turn. (Harmful)
134
Event
Uncommon
Play on a realm. The victim may discard his pool to banish the tarrasque. If he discards nothing, however, the realm is razed and he sends the tarrasque to another player's realm, continuing the cycle. (Discard the tarraque if no realms remain.) (Harmful)
135
Event
Uncommon
Each player must draw and discard a card, noting the last digit of the card number. Discard all champions in play whose base level is greater than this number. (Harmful)
136
Event
Uncommon
Until the end of this player's next turn, no spells may be cast, and all artifacts and magical items are ignored. (Harmful)
Dead Magic Zone is not a counter-effect card, and cannot be used to dispel an already-cast spell.
137
Event
Uncommon
This player can deflect a harmful event affecting only him onto any other player. (Helpful)
Events that affect everyone cannot be deflected.
138
Event
Uncommon
In a multiplayer game, this event can be played to prevent one player's turn. In two player games, this event can prevent an extra turn gained from another card such as the Caravan. (Harmful)
Temporal Stasis is played between players' turns &emdash; like Caravan &emdash; and before the turn to be skipped.
139
Event
Uncommon
Until the end of this player's next turn, all dragons can cast wizard spells, stealing this power from wizards, who now cannot cast spells. (Harmful)
140
Event
Uncommon
This player draws three cards. All other players must discard one card. (Harmful)
Deflection cannot be used against Hurricane, since it does not target a single player.
141
Event
Uncommon
Until the end of this player's next turn, his heroes may all use psionic power cards and blood abilities. (Helpful)
142
Event
Uncommon
Until the end of this player's next turn, only allies may be used to attack or defend. Any magical items or artifacts may be attached to the allies, but all cards must be discarded when the event is over. (Harmful)
143
Event
Uncommon
Until the end of this player's next turn, all players may play a realm currently in play, causing the original realm to be discarded. (Harmful)
This event allows a realm to be played despite the Rule of the Cosmos. The realm already in play is discarded.
144
Event
Uncommon
Any one player (including the event player) is forced to reshuffle his discards into his draw pile. (Harmful)
145
Event
Uncommon
Until the end of this player's next turn, only his allies retain their special abilities. All other allies have only their level bonus. (Harmful)
146
Event
Uncommon
Until the end of this player's next turn, all spells cast by his champions are doubled in level. (Helpful)
147
Event
Uncommon
Until the end of this player's next turn, no psionic pwer cards can be used, and champions' psionic powers don't work. (Harmful)
148
Event
Uncommon
Until the end of this player's next turn, only monsters can attack. (Harmful)
149
Event
Uncommon
The event player can rearrange all realms in each player's formation, including his own. All holdings remain attached. (Harmful)
150
Event
Uncommon
All elves in all discard piles are brought back to life! They are added back to their draw pile, which is reshuffled. (Helpful)
151
Event
Uncommon
One hero (chosen by this player) is killed and discarded. In homage, all other players (including the event player) must discard a card. (Harmful)
152
Event
Uncommon
If on the losing side of a battle, this event allows this player to lay down enough cards to defeat the opposing champion. That champion is automatically defeated and is discarded. (Harmful)
When Ambush is used to end and win the battle, opposing champions that can escape back to the pool, such as with Winged Boots, cannot use their powers and are discarded.
153
Event
Uncommon
Buoyed by dreams of freedom, this player's champions are immune to offensive spells and magical items until the end of this player's next turn. (Helpful)
154
Event
Uncommon
Played during combat, the champions involved must discard all attached cards. Combat begins again between the same champions. (Harmful)
155
Event
Uncommon
This player's champions are turned face down and are revealed only during combat. Once turned over, they remain face up, as are any new champions added to the pool. (Helpful)
156
Event
Uncommon
Place any number of allies face down beneath a champion in battle. These secret allies remain face down in battle until the champion's opponent decides not to play any more cards. The allies are then revealed and a winner is determined. (Helpful)
157
Event
Uncommon
Played on a champion, its base level is reduced to 1, and it loses any special powers it has. This champion must be used first to attack or defend, and the event lasts until negated or the champion is discarded. (Harmful)
When Wrath of the Immortals is played on a champion, that champion must be used first to attack or defend, if it is able. If some other card play will not allow the affected champion to attack or defend, for example if Phantasmal Wolf has been played, another champion (or ally in the case of Phantasmal Wolf) can be used.
Avenging powers of a champion (powers triggered upon defeat) do not function if Wrath of the Immortals has been played on the champion, since Wrath stays with the champion until discarded.
158
Event
Uncommon
Until the end of this player's next turn, one avatar may be freely played into each player's pool, ignoring the requirements for bringing out avatars. (Helpful)
159
Event
Uncommon
Each player must draw and discard a card, noting the last digit of its card number. Discard all champions in play whose base level is lower than this number. (Harmful)
Each player discards his own champions with base level less than the last digit of the card he has drawn.
160
Event
Uncommon
All heroes in pools are placed in Limbo until the end of their owner's next turn. (Harmful)
161
Event
Uncommon
All swimmers in combat are swept away to the Abyss. All other swimmers are sent to Limbo until the end of their owner's next turn.
162
Event
Uncommon
This event can be played during phase 3 to allow a chmpion in the Abyss to make an attack against a chosen champion. The losing chamnpion is placed in the Abyss, and the winner returns to his pool. (Harmful)
When this event is played, one of the event-player's champions from the Abyss can attack another champion. This is played as a phase 4 within phase 3. Phase 4 spells can be used, phase 3 spells cannot be used during the combat.
During the true phase 4, the event player can attack a realm normally.
163
Magical Item
Common
The attached champion's allies each gain 2 levels and are immune to offensive spells. (Def)
164
Magical Item
Common
The bonus becomes +8 if attached to a cleric. (Off)
165
Magical Item
Common
The attached champion can retrieve an ally from the discard pile during each battle it is in. If defeated, the staff is broken and sent to the Abyss. (Def)
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.
166
Magical Item
Common
Each champion and ally of this player gains 1 level. (Def)
167
Magical Item
Common
Confers the ability to teleport; the attached champion and its allies can attack any realm, regardless of position or powers. (Def)
168
Magical Item
Common
During phase 3 the attached champion can retrieve one undead ally from the discard pile to the player's hand. (Def)
169
Magical Item
Common
This champion's opponent cannot play allies. Any already in play are discarded. (Off)
170
Magical Item
Common
Offensive spells, offensive magical items, and harmful events have no effect against the attached champion. (Def)
The Orb of Power negates offensive spells, offensive magical items, and harmful events played against the champion with the Orb. Spells and items are negated even if they were played before the Orb was played, although their effects may continue. For example, a Lightning Bolt that was cast before the Orb of Power was brought into play would no longer count as +5, but any magical item or ally it may have discarded does not return.
171
Magical Item
Common
At the beginning of his turn, this player can look at one player's hand and discard a card. (Off)
172
Magical Item
Common
Absorbs the effects of one offensive spell on this player's choice played against the attached champion in combat. (Def)
173
Magical Item
Common
Instantly annihilates one opposing enemy ally of this player's choice played against the attached campion in combat. (Off)
174
Magical Item
Common
Negates the power of one offensive magical item of this player's choice used against the attached champion in combat. (Off)
175
Magical Item
Common
One enemy ally chosen by the shield's owner is forced to switch sides and fight for the attached champion for one round of battle. (Off)
If the Shield of Wickedness is used in combat to steal an ally, and is then destroyed, the ally returns to its original owner.
176
Magical Item
Common
The attached champion can cast wizard spells and is immune to offensive psionic power cards. (Def)
177
Magical Item
Common
Cancels the powers of any dragon champion or ally opposing the attached champion in battle. (Off)
Dragonslayer cancels the powers of any dragon champion or dragon ally that is opposing the attached champion in battle.
178
Magical Item
Common
The attached champion and its allies become swimmers that can attack any realm with a coastline, regardless of its position. (Def)
179
Magical Item
Common
The holding of any realm the attached champion attacks is immediately discarded. (Off)
180
Magical Item
Common
Draw and discard a card each time the wand is used in combat, noting the last digit of the card's number. The wand's level bonus is equal to that digit.
181
Magical Item
Common
The attached champion is considered a drow and all allies played with him are also considered drow. (Def)
182
Magical Item
Common
The attached champion can be put into play with this magical item, even if that champion is already in play somewhere. The champions powers are unchanged. (Def)
183
Magical Item
Common
Attached champion is considered a giant. (Def)
184
Magical Item
Common
Usable only by clerics, the attached champion is immune to offensive cleric spells. (Def)
185
Magical Item
Common
If the attached champion is victorious in an attack, all holdings in that player's formation are discarded. (Off)
186
Magical Item
Common
The attached champion becomes a flyer. If he is defeated in battle by a nonflying champion, he can retreat from combat to his pool instead of being discarded. (Def)
187
Magical Item
Common
All cards used by this player that contain the word "wolf" are doubled in level. (Def)
188
Magical Item
Common
The attached champion is protected from all offensive spells, magical items, psionics, unarmed combat cards, and blood abilities. But his base level is halved (rounded down). (Def)
189
Magical Item
Common
The spellcaster with this item can retain up to two spells after winning a round of combat to use in another battle. Only phase 4 spells can be saved. (Def)
Only phase 4 spells can be saved with the Spellbook. Spells that can be cast at any time, such as Wish, cannot be saved.
Card Combo (from bendiks@IFI.UIO.NO): If a champion with the Spellbook retains Unnerving Aura, the champion wins future battles instantly, although the opposing champion is sent back to the pool, not discarded.
190
Magical Item
Common
Usable only by monsters, the attached champion is immune to cards that instantly kill monsters, flyers, or swimmers. (Def)
191
Magical Item
Common
Usable only by wizards, the attached champion is immune to cards that instantly kill wizards. (Def)
The Bagpipes protect the attached wizard from all cards that instantly kill wizards, including the realm Furyondy.
192
Magical Item
Common
Usable only by heroes, the attached champion is immune to cards that instantly kill heroes. (Def)
193
Magical Item
Common
Usable only by elves (including drows), the attached champion is immune to cards that instantly kill elves or drows. (Def)
194
Magical Item
Common
Usable only by regents, the attached champion is immune to cards that instantly kill regents. (Def)
195
Magical Item
Common
Usable only by giants, the attached champion is immune to cards that instantly kill giants. (Def)
196
Magical Item
Common
Usable only by clerics, the attached champion is immune to cards that instantly kill clerics. (Def)
197
Magical Item
Common
Usable only by psionicists, the attached champion is immune to cards that instantly kill psionicists. (Def)
198
Magical Item
Common
Usable only by dragons, the attached champion is immune to cards that instantly kill dragons. (Def)
199
Magical Item
Common
The attached champion is immune to the special powers of realms and undead champions. (Def)
This magical item porvides immunity to all realm powers. For example, when attacking or defending Nightmare Lands, a player whose champion has the Scarab of Protection plays cards from the hand, not the Abyss.
200
Magical Item
Common
This item can be used during combat to discard a champion in the pool of a player other than the opponent's. The arrow is then placed in the Abyss. (Off)
201
Magical Item
Common
Once per turn, the attached champion may add 4 levels to any combat he is not involved in. (Def)
202
Magical Item
Common
Win or lose, the opposing champion is discarded at the end of a round of combat with the attached champion. Undead champions are immune to this power. (Off)
The champion with the Dagger is only discarded if defeated.
203
Magical Item
Common
This javelin can create a +7 offensive wizard spell (in addition to its normal +2) for one round of combat. If so used, the item is the discarded. (Off)
204
Magical Item
Common
+8 vs undead. Undead champions and allies killed by the mace are placed in the Abyss instead of the discard pile. (Off)
205
Magical Item
Common
If defending a realm, the item's level rises to 6, and the attached champion must be defeated twice in one battle before he is discarded. (Def)
206
Magical Item
Common
The attached champion becomes a swimmer, and swimming allies cannot be played against him. (Def)
207
Magical Item
Common
This sword is +10 vs. any champion with a base level of 8 or higher. (Off)
208
Ally
Common
The ally can "save" a champion - the player can withdraw his champion from combat and continue with a new one (allies and spells are discarded). The "rescued" champion cannot attack or defend until this player's next turn.
209
Ally
Common
This ally instills fear in all opposing heroes, reducing their base level to 0 during that round of combat.
210
Ally
Common
When the Myrmidons are discarded, their player shuffles all discards back into his draw pile.
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.
211
Ally
Common
The attached champion and his allies are immune to offensive magical items of +3 or less.
212
Ally
Common
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.
213
Ally
Common
Immediately destroys an opposing champion of base level 5 or less.
214
Ally
Common
Flyer. Swimmer. All allies played after the elf galleon in this battle are also flyers and swimmers.
215
Ally
Common
Tyrol can be played at any time to negate an offensive unarmed combat card. He gains 2 levels if played with a regent.
216
Ally
Common
The hell hound and all cards in this player's force are immune to offensive spells.
217
Ally
Common
Undead. This ally strikes fear in all opposing champions (except clerics), reducing their base level to 0.
218
Ally
Common
Undead. This ally and any other undead allies played with it cannot be forced to switch sides.
219
Ally
Common
The Treants and all cards in this player's force are immune to all offensive wizard spells except fireball.
220
Ally
Common
If this card is on the losing side of a battle, all holdings of every player are discarded.
221
Ally
Common
If this card is on the losing side of the battle, it destroys one champion anywhere in play, chosen by this 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.
222
Ally
Common
This ally strips any existing artifact and magical items from an opponent but has no effect on those played after them.
223
Ally
Common
If played with a Dark Sun champion, the gladiators remain with that champion until he is defeated or discarded.
224
Ally
Common
Elf. Rowan can send one opposing ally or magical item to the Abyss.
225
Ally
Common
This ally can be discarded at any time to discard one ally in play anywhere.
226
Ally
Common
Elf. If on the losing side of a battle, Stug can rob a victorious player of his spoils of victory by allowing a player not involved in the battle to draw spoils instead.
Stug is an "avenging ally," which means his special power is triggered upon defeat in battle to punish a victorious opponent. Stug's power allows the player, if defeated, to select another player not involved in the battle to receive the spoils of victory, if any. Stug's power is useless if there are no spoils of victory as a result of the current round of battle, so Stug is best used by an attacking player who expects to lose the round.
The special power of this ally can be used only if Stug is present at the end of the battle; i.e. has not been discarded as a result of card-play during the round of combat.
The special power of Stug is written specifically for a multi-player game; however, if Stug is used in a two-player game it prevents any drawing of spoils.
Stug appeared in 1st edition, but lacked a special power. In the 3rd edition, he gained the power shown above.
227
Ally
Common
This ally can draw a card from the opposing player's draw pile, playing it on this player's side if applicable or discarding it otherwise.
When this ally is played during a round of combat, the player using Galek draws a card from the opposing player's draw pile and plays it on his side of the battle, if applicable. If the card is not one that can be played during a round of combat (such as realm or a spell that cannot be cast in phase 4) or cannot be used by the champion (such as an unarmed combat card with a wizard), the drawn card is discarded. If an event is drawn it may be played.
Galek appeared in 1st edition, but lacked a special power. In the 3rd edition, the card gained the power shown above, although it was worded slightly differently.
Galek is a half-elf and is not affected by cards whose effects target elves.
228
Ally
Common
Elves. If on the losing side of a battle, all magical items in play are shuffled back into their respective draw piles.
An "avenging ally" with a twist, Silt Stalkers also affects the card's player. Because of this power, Silt Stalkers is best used in a deck with few magical items.
The special power of this ally can be used only if Silt Stalkers is present at the end of the round of battle; i.e. has not been discarded as a result of card-play during the round of combat.
Silt Stalkers appeared in 1st edition, but without a special power. In the 3rd edition, the card gained the power shown above. Only the 4th edition card indicates that the Silt Stalkers are elves. Previous editions of the card are considered blueline elves.
229
Ally
Common
Elves. If on the winning side of a battle, this player can choose one magical item, artifact, or rule card in play anywhere to be discarded.
The special power of this ally can be used only if Night Runners is present at the end of the battle; i.e. has not been discarded as a result of card-play during the round of combat.
Night Runners appeared in 1st edition, but without a special power. In the 3rd edition, the card gained the power shown above. Only the 3rd and 4th edition cards indicate that the Night Runners are elves. Previous editions of the card are considered blueline elves.
230
Ally
Common
When played in battle, the opposing player must immediately discard two cards from his hand.
Athasian Sloth is an excellent ally, with a high level bonus and nasty special power. when played, Athasian Sloth forces the opponent to discard two cards. the opponent decides which cards to discard.
This card appeared in 1st edition and was titled "Sloth." The 1st and 2nd edition Sloth is a +1 ally with no special power. The 3rd edition Sloth has a power similar to 4th edition, but the opposing player only discards one card. The card was renamed "Athasian Sloth" in the 4th edition, its level bonus became +8, and its power was increased to force the opposing player to discard two cards.
231
Ally
Common
Dwarf. Wijon can double the level of one ally played after him (choice need not be immediate).
Wijon's power to double the level of one ally played into battle after him makes the card a good choice for decks that feature many allies. Allies with high level bonuses, such as The Dream Team, Gladiators, Flaming Fist, and Giant Troll, benefit most when used with Wijon.
Wijon appeared in 1st edition, but without a special power. In the 3rd edition, the card gained the power shown above. Only the 4th edition card indicates that Wijon is a dwarf. Previous editions of the card are blueline dwarf.
232
Ally
Common
The elven archer's skill is such that it can instantly kill one enemy ally of its choice.
While Elven Archer's level bonus (+3) is relatively low, its ability to destroy an opposing ally makes it a valuable card in combat.
Elven Archer's power may be used at any time during the round of combat. Because the power is lost if Elven Archer is discarded before the power is used, it is best to utilize the card's power immediately. Airship can be played against Elven Archer as a counter-effect, discarding Elven Archer before its power can be used.
Elven Archer appeared in 1st edition, but lacked a special power. In the 3rd edition, the card gained the power shown above, although it was worded slightly differently.
233
Ally
Common
This ally can be discarded at any time to negate a secondary event (one that is played immediately after another event), such as a Calm following Cataclysm.
Marauder can be discarded at any time, including from the hand, to negate a secondary event. Negating an event cancels the event for all players.
A secondary event is either a duplicated event, as might arise through the power of Bell of Might or Onad the Weasel, or an event whose play is dependent on a previous event, such as Caravan Raiders following Caravan, Unusually Good Fortune following Good Fortune, or Calm following Cataclysm.
Marauder appeared in 1st edition and 2nd edition, but lacked a special power. In the 3rd edition, the card gained the power to negate an event, but only those created by using the Bell of Might. The 4th edition expanded the cards power to negate all secondary events.
234
Ally
Common
If defeated in battle, this ally attaches itself to the victorious champion, reducing his base level by 1 for each beetle attached. No limit per deck.
The Shaqat Beetles is an "avenging ally," meaning its power is triggered upon defeat in combat. Once Shaqat Beetles is defeated, the card is difficult to remove from the attached champion. Among the limited ways to remove the card are Wish, Airship (118/4th), and Gib Kcir.
The Shaqat Beetles' special power can be used only if it is present at the end of the battle; i.e. has not been discarded as a result of card-play during the round of combat.
Shaqat Beetles appeared in 1st edition and 2nd edition without a special power. The 3rd edition of Shaqat Beetles is the most powerful. Like the 4th edition, it attaches itself to a victorious opposing champion, but reduces the champion's base level to 1.
235
Ally
Common
The flesh golem rips away magical items from the opposing champion, who must discard all attached magical items. The ally continues to rip away any more played.
236
Ally
Common
Werebeast. The opposing champion is automatically defeated unless he has or can play a magical item.
Loup-Garou is a powerful ally, despite its low level bonus. When played, the opposing champion must have, or immediately play, a magical item. Loup-Garou's power can be avoided if the opponent plays Airship, which functions as a counter-effect for allies, or has a card that destroys allies, such as the 1st edition Brine Dragon or Ankheg, provided that the card is in play before the Loup-Garou is played and that its power has not already been used. Likewise, if your opponent has the Stone Giant in his pool, its power to destroy an ally can be activated before Loup-Garou's power.
Loup-Garou can be used in many nasty combinations. The set of combinations known as Peek's Loup-Garou Two-Step calls for playing a card that destroys magical items prior to playing the Loup-Garou. These magical item-destroying cards include the champions Midnight, Goddess of Magic, Kiara, Captain Kazhal, Harkon Lukas; events Wind of Disenchantment, Sky Singers, Fast Talking!; and the realm Icewind Dale.
Flesh Golem is an excellent card to use with the Loup-Garou in combat, since it destroys magical items. If the Flesh Golem is played first, the opponent may still play a magical item to satisfy the Loup-Garou, but is discarded immediately after being played.
Playing Loup-Garou can backfire if the opponent plays a magical item that causes the Loup-Garou to switch sides, such as Shield of Wickedness or Amulet of the Beast.
Loup-Garou first appeared in the Ravenloft booster set.
Card Combo (from zuse2@webtv.net ): In battle, cast ESP, which requires that the cards played into battle by the opponent are played face down. If the player guesses the card type, it is discarded. After ESP is in play, play a card that requires the opponent to play a certain type of card, such as Melt Bone (requires the opponent play an ally), Loup-Garou (opponent must have or play a magical item), Ki-Rin (opponent must have or play an ally). These cards make it rather easy to guess the next card to be played, ensuring it will be discarded and the opponent will be defeated.
237
Ally
Common
Swimmer. One enemy ally already played is swallowed by the brine dragon (this player's choice), instantly defeated.
Brine Dragon's ability to discard an opposing ally, combined with its fairly high level bonus and ability to swim, makes it a good edition to any deck. Brine Dragon's special power takes effect upon being played, immediately discarding an opposing ally of the player's choice.
Brine Dragon's power can be avoided if the opponent plays Airship, which functions as a counter-effect for allies, or has a card that destroys allies, such as the Ankheg, provided that the card is in play before the Brine Dragon is played and that its power has not already been used. Likewise, if your opponent has the Stone Giant in his pool, its power to destroy an ally can be activated before Brine Dragon's power.
Brine Dragon first appeared in the Dragonlance booster set (45/DL) with slightly different wording, allowing the Brine Dragon's power to be used at any time during the round of combat. By deferring use of the 1st edition Brine Dragon's power, it can be used against an ally played after the Brine Dragon. The 4th edition Brine Dragon's power can only be used against an ally already in play.
238
Ally
Common
After a round of combat is resolved when using this ally, the losing player must immediately discard one magical item or artifact from his pool or hand, or raze one of his realms.
Flaming Fist is a powerful ally &emdash; but a risky one. Flaming Fist has a high level bonus and a strong special power. However, if the player does not win the round, Flaming Fist's power works against the player.
The special power of this ally can be used only if Flaming Fist is present at the end of the battle; i.e. has not been discarded as a result of card-play during the round of combat.
Flaming Fist first appeared in the Forgotten Realms booster set.
239
Ally
Common
When used in combat, this player can draw one card at random from his opponent's hand, playing it against the opponent if possible, discarding it otherwise.
Ninjas have a low level bonus, but they make up for it with their special power. When played, a card is drawn at random from the opponent's hand.
Ninjas first appeared in the Forgotten Realms booster set.
240
Ally
Common
If played with a wizard, the pseudodragon becomes a familiar, remaining with the champion until he is defeated. No event, magical item, spell, or ally's ability can cause it to switch sides or be discarded.
Though Pseudodragon has a relatively low level bonus, it remains with a victorious wizard champion until that wizard is discarded. Pseudodragon cannot be discarded or forced to switch sides by an event, magical item, spell, or ally power. However, it can be discarded through other cards, including realms such as Urik.
Pseudodragon first appeared in the Forgotten Realms booster set.
241
Ally
Common
Flyer. Flying allies cannot be played agianst the roc, and any already in play must be discarded.
The Roc is a powerful ally, with a high level bonus and an excellent special power. Roc's ability to discard any flying allies played before or after the Roc, gives the player protection against many powerful allies, such as
Roc is a good addition to a deck that features hard to attack realms, such as Kozakura, Spine of Taladas, Isle of Selasia, Doc's Island, The Barrier Peaks, and Isle of Dread, that encourage an opponent to play flying allies.
242
Ally
Common
243
Ally
Common
244
Ally
Common
Giant. This ally can cast wizard spells.
Ogre Mage is a good ally for inclusion in a deck featuring wizard spells, since this ally can cast wizard spells, even if the attached champion cannot. Because the Ogre Mage is not a wizard, it is not affected by 1st edition Midnight, Goddess of Magic. Furthermore, the Ogre Mage need not ask permission to cast spells if the 4th edition Midnight, Goddess of Magic is in play, since it is not the champion that is using the wizard spell, but the Ogre Mage, an ally.
Because the Ogre Mage is a giant, it is well matched with the cleric Tyvorg the Frost Giant. Since Tyvorg's special power increases his base level by 10 for each giant ally played with him, Tyvorg's total level is 26 after the Ogre Mage is played.
Ogre Mage first appeared in 4th edition.
245
Ally
Common
Swimmer. This ally's level is doubled when defending a realm showing a coastline.
The Mermaid's special power is activated whenever this ally is defending a coastal realm, resulting in level bonus of +8. Mermaid is a great addition to a deck with many coastal realms, such as Kozakura, Spine of Taladas, Isle of Selasia, and The Lendore Isles.
Mermaid first appeared in 4th edition.
246
Ally
Common
Undead. This ally drains the adjusted level of an opposing champion (except clerics) by 9; any that drop below 0 are instantly defeated.
The Dreaded Ghost is one of the most powerful allies in the game. Its special power results in an instant win if the opposing champion's adjusted level is 9 or less. Even if an instant win is not achieved, the Dreaded Ghost's effective level bonus is +18, since it increases its champion's adjusted level by 9 and simultaneously reduces the opposing champion's adjusted level by 9.
The Dreaded Ghost's special power does not work if the opposing champion is a cleric, but the ally retains its +9 level bonus. If after being played and having the opponent's level reduced, the Ghost is discarded or otherwise removed from the battle, the opponent's level remains at the reduced level.
The Dreaded Ghost first appeared in 4th edition.
Card Combo: If the ally Dreaded Ghost is brought into play as a champion using Gib Hcivonad's power, and then the Wand of Orcus is attached, opposing champions up to level 17 are instantly defeated.
247
Ally
Common
The clay golem rips away allies from the opposing champion, who must discard any already played. The ally continues to rip away any more played.
Clay Golem is particularly effective if used in combination with Ki-Rin. Clay Golem is played first to remove any opposing allies in play. Then Ki-Rin is played. If the opponent has no more allies to play, the player is victorious. If the opponent can play an another ally, he avoids immediate defeat, but the ally played is immediately discarded.
Clay Golem first appeared in 4th edition.
248
Ally
Common
The opposing champion is automatically defeated unless he has or can play an ally.
Ki-Rin is particularly effective if used in combination with Clay Golem. Clay Golem is played first to remove any opposing allies in play. Then Ki-Rin is played. If the opponent has no more allies to play, the player is victorious. If the opponent can play an another ally, he avoids immediate defeat, but the ally played is immediately discarded.
A good combination is to use Ki-Rin with the magical item Net of Entrapment. The Net prohibits the play of allies, resulting in an instant win. Similarly, if Ki-Rin is used to defend Urik, the opponent is automatically defeated, since the attacker cannot play allies.
Ki-Rin first appeared in 4th edition.
Card Combo (from zuse2@webtv.net ): In battle, cast ESP, which requires that the cards played into battle by the opponent are played face down. If the player guesses the card type, it is discarded. After ESP is in play, play a card that requires the opponent to play a certain type of card, such as Melt Bone (requires the opponent play an ally), Loup-Garou (opponent must have or play a magical item), Ki-Rin (opponent must have or play an ally). These cards make it rather easy to guess the next card to be played, ensuring it will be discarded and the opponent will be defeated.
249
Ally
Common
All attacks targeting a specific ally in a player's force must first target the Troll. This ally regenerates, however, and it cannot be discarded by any means unless its champion is defeated.
During combat, any opposing cards that target a specific ally must first target the Troll. This includes cards such as Airship and Shield of Wickedness. The Troll's power to act as a lightning rod for all allies in a player's force makes the card a good choice for decks that feature many allies.
Any cards that target allies must first target the Troll. It is essentially imune to all attacks, since it can regenerate. Wish has no effect on the Troll or any other allies in the force with the Troll, but Wish would be effective against the Troll's champion. similarly, Blamblower discards the Troll, but it regenerates, satisfying the Blamblower but remaining in play.
Cards that prevent allies from being played, such as Net of Entrapment and Clay Golem, are not affected by the Troll's power and continue to function normally. Because these cards prevent allies from being played, the Troll cannot regenerate and is discarded.
The Troll first appeared in the 4th edition.
250
Ally
Common
Swimmer. The selkie can charm the opposing champion into discarding one card in its force (chosen by that player).
Selkie has a relatively low level bonus, but an interesting special power. Selkie forces the opponent to discard one card in its force. The wording on the card indicates that it is the champion that does the discarding, therefore Selkie's power cannot be used to discard the opposing champion, just an attached card. The opposing player selects which card is discarded.
Because the opponent chooses which card is discarded, Selkie is best used early in the combat round, when the opposing player has few choices as to which card to discard. If Selkie is played before the opposing champion has any attached cards, its power is activated once the opponent adds a card to his force.
The Selkie first appeared in the 4th edition.
251
Ally
Common
Underdark. This ally devours all magical items of +3 or less. The items are discarded instantly, and any more such played are also devoured.
252 Ally
Common
This ally can use its displacement power once during a battle, sending both champions back to their respective pools. Only the displacer beast remains. Combat can continue with each player selecting new champions.
253
Hero
Forgotten Realms
Common
Elf (drow). If defending a realm, 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.
The Sphere of Annihilation's power works on Drizzt, sending him immediately to the Abyss.
254
Hero
Forgotten Realms
Common
The Harpers can cast either wizard or cleric spells, but at the beginning of each battle this champion is in, their player must choose which type will be cast.
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.
255
Hero
Forgotten Realms
Rare
Helm can cast wizard and cleric spells. He can be discarded from his pool to cancel one event, whether helpful or harmful.
256
Hero
Greyhawk
Common
Thorvid gains 3 levels when fighting monsters, undead, or flyers.
257
Hero
Greyhawk
Common
At the end of this player's turn, if Hettman hasn't attacked, this player can randomly draw one card from another player's hand and discard it.
258
Hero
Greyhawk
Common
Flyer. Tyrinon's allies all become flyers. They are strengthened by his presence, and each gains 2 levels.
259
Hero Dark Sun
Common
Rikus can attack twice per turn, provided he wins his first round of combat.
260
Hero
Dark Sun
Common
The Captain destroys one magical item held by the opposing champion at any time during the battle.
261
Hero
Dark Sun
Common
Flyer. If defending a Dark Sun realm, Neeva's base level is doubled.
262
Monster
Forgotten Realms
Common
Flyer. Allies played with this champion each gain 2 levels. The pereghost can use unarmed combat cards usable by dragons.
263
Monster
Forgotten Realms
Common
Dragon; undead; flyer. The dracolich can cast wizard spells and use unarmed combat cards usable by dragons.
264
Monster
Forgotten Realms
Common
If in a player's pool, the stone giant may destroy one enemy ally of level 4 of less during each round of combat.
265
Monster
Greyhawk
Common
Undead. The Conclave can cast wizard spells, and all allies played with it become undead.
266
Monster Greyhawk
Common
Dragon; undead; flyer. Any magical item weapons attached to the Horror are doubled in level. This monster can use unarmed combat cards usable by dragons.
267
Monster
Greyhawk
Common
Flyer. Goldie can cast wizard spells and use unarmed combat cards usable only by dragons. She gains 4 levels if her younger self is in play anywhere.
268
Monster
Dark Sun
Common
Flyer. Borys can cast wizard and cleric spells and use psionic power cards. He is immune to psionic attack.
269
Monster
Dark Sun
Common
This hideous monster devours points' worth of allies up to its base level, and it is immune to offensive psionic power cards.
270
Monster
Dark Sun
Common
Flyers. Korgunard can cast wizard spells and is immune to psionic attack. He can be discarded from his pool to rebuild a razed realm.
271
Wizard
Forgotten Realms
Common
The renowned wizards is immune to offensive spells and offensive psionic power cards.
272
Wizard
Forgotten Realms
Common
When Vangie is played in defense of a realm, his player may immediately look at the attacker's hand.
273
Wizard Forgotten Realms
Common
The Ambassador can only defend, never attack. When he needs a card, draw a card and play it, if appropriate, discarding it if not. Once three cards have been discarded, no more can be draw for that battle.
274
Wizard
Greyhawk
Common
Mika gains 3 levels when the opponent uses allies against him. He can also use hero unarmed combat cards.
275
Wizard
Greyhawk
Common
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 are still discarded and used normally.
276
Wizard
Greyhawk
Common
Swimmer. In battle, Drawmij can borrow any magical item in play, returning it when the round ends. He can also imitate the power of any wizard in play.
277
Wizard
Dark Sun
Common
Sadira can use psionic power cards. Psionicists must ask her permission to use psionic power cards.
278
Wizard
Dark Sun
Common
Each time the Defiler casts a spell during combat, her player discards one card from his hand and draws a replacement card from his draw pile.
279
Wizard
Dark Sun
Rare
The ancient sorcerer-king can use psionic powers cards and is immune to psionic attack. While he is in play, the realm Ancient Kalidnay may not be played.
While Kalid-na is in play, Ancient Kalidnay may not be played. If Tyranthraxus (which removes Kalid-na's speical power) is played on Kalid-na, Ancient Kalidnay may be played. Ancient Kalidnay remains in play if Tyranthraxus is later negated.
280
Cleric
Forgotten Realms
Common
If Amarill is defeated in combat, his player can retrieve one champion from his discard pile and return it to his hand.
281
Cleric
Forgotten Realms
Common
This champion gains 2 levels when attacking realms outside the Forgotten Realms. They can use unarmed combat cards usable by heroes.
282
Cleric
Forgotten Realms
Common
Adon is immune to offensive spells, offensive magical items, and artifacts. If Midnight is in play, Adon gains 5 levels.
283
Cleric
Greyhawk
Common
Flyer. Sysania confers the ability to fly on all allies played with her. She can use unarmed combat cards usable by dragons.
284
Cleric
Greyhawk
Common
Nenioc may be sacrificed to bring out an avatar, but she is shuffled back into her player's draw pile rather than discarded.
Nenioc can be used to bring any avatar into play, regardless of the avatar's requirements.
285
Cleric
Greyhawk
Rare
All other clerics must ask the Arch-Druid for permission to cast spells. While the Arch-druid is in play, no avatars may be played.
286
Cleric
Dark Sun
Common
This champion negates the special powers (but not the level) of all cards played against her.
287
Cleric
Dark Sun
Common
Immune to offensive wizard spells, the elemental cleric can also cast any wizard spells containing the words earth, air, fire, or water.
288
Cleric
Dark Sun
Common
When Klik enters combat as a defender, he can destroy one magical item in play anywhere. He can use hero unarmed combat cards.
289
Hero
AD&D
Common
Orc; adventurer. When Photed is in a pool with one or more other adventurers, each adventurer gains 1 to his base level.
290
Wizard
AD&D
Common
Elf; adventurer. When Sharla is in a pool with three or more other adventurers, each adventurer becomes immune to offensive wizard spells.
291
Cleric
AD&D
Common
Elf; adventurer. When Migrane is in a pool with three or more other adventurers, each adventurer becomes immune to offensive cleric spells.
292
Hero
AD&D
Common
Adventurer. When Vitralis is in a pool with two or more other adventurers, each adventurer gains a +3 ally whether attacking or defending.
293
Wizard
AD&D
Common
Elf; adventurer. When Larn is in a pool with three or more other adventurers, all phase 4 spells cast by an adventurer are doubled in level.
294
Monster AD&D
Common
Dragon; flyer; adventurer. Livekor can cast cleric spells. When he is in a pool with five or more other adventurers, all monsters in that pool can become heroes at the start of this player's turn.
295
Hero
AD&D
Common
Adventurer. When Shayla is in a pool with four or more other adventurers, each adventurer becomes immune to offensive magical spells.
296
Monster
AD&D
Common
Adventurer. When Ssilcroth is in a pool with four or more other adventurers, allies cannot be used to defend against an attack by this player's adventurers.
297
Wizard
AD&D
Common
Gnome; adventurer. When Rumples is in a pool with five or more other adventurers, this player may deflect harmful events targeting him at any other player.
Any harmful event targeting the player's hand, pool, formation, discard pile, Abyss, or Void may be deflected.
298
Wizard
Greyhawk
Common
Diamond can come to the aid of her sisters, Emerald and Topaz, and act as an ally. Win or lose, she is discarded.
299
Wizard
Greyhawk
Common
Emerald can come to the aid of her sisters, Diamond and Topaz, and act as an ally. Win or lose, she returns to her pool minus any attached cards.
300
Wizard
Greyhawk
Common
Topaz can come to the aid of her sisters, Diamond and Emerald, and act as an ally. Win or lose, she returns to her pool with all of her attached cards.
301
Hero
Dragonlance
Common
Ruby can put one hero unarmed combat card beneath her in the pool. She can use the card during her own combat or she can play the card for her sisters, Jacinth and Amethyst, when they are in combat.
Unarmed combat cards can be placed under Ruby during phase 3.
302
Hero
Dragonlance
Common
Jacinth can put two hero unarmed combat cards beneath her in the pool. She can use the cards during her own combat or she can play them for her sisters, Ruby and Amethyst, when they are in combat.
Unarmed combat cards can be placed under Jacinth during phase 3.
303
Hero
Dragonlance
Common
Amethyst can use any unarmed combat cards and can put two such cards beneath her in the pool. She can use the cards during her own combat or she can play them for her sisters, Ruby and Jacinth, when they are in combat.
Unarmed combat cards can be placed under Amethyst during phase 3.
304
Cleric
Ravenloft
Common
Pearl can bless all allies played with her or her sisters, Amber and Aquamarina, giving each ally a +2 bonus.
305
Cleric
Ravenloft
Common
Amber can magically enhance all magical items held by her or her sisters, Pearl and Aquamarina, giving each item a +2 bonus.
306
Cleric
Ravenloft
Common
Swimmer. An artifact attached to Aquamarina also functions for her sisters, Pearl and Amber.
307
Monster
AD&D
Common
Giant. The cyclops gains 2 levels for each magical item attached to him.
308
Monster
AD&D
Rare
Giant. Being of two minds, the ettin may have two AD&D artifacts attached to him.
309
Monster
AD&D
Common
The formorian is so repulsive that no allies can be played in combat against him.
310
Monster
AD&D
Common
This giant gains an additional 4 levels when fighting swimming champions.
311
Wizard
AD&D
Rare
Giant. A master of elemental magical, all spells cast during phase 3 that affect champions "of X level or less" have that level increased by 2.
312
Wizard
AD&D
Common
Giant; flyer; swimmer. During battle, Pellgrade can cast a +7 lightning bolt offensive spell that destroys one of his opponent's magical items or artifact.
Card Combo (from bluntaxe@GATEWAY.NET): If the Spellbook is attached to Pellgrade, he can store his lightning bolt spell, having two for the next battle, and then three for the battle after that.
313
Cleric
AD&D
Common
Giant; swimmer. Neranal has a pet shark as a +4 swimming ally that devours (discards) the first swimming ally played against this champion.
314
Cleric
AD&D
Common
Giant. Gloaranor can attack any realm showing trees, regardless of position or special powers.
315
Cleric AD&D
Common
Giant. When Moralin attackes, any allies the defender wishes to use during that round of combat must be shown to this player. Only those allies may be played.
316
Cleric
Forgotten Realms
Common
Dwarf. Claiming to be an offspring of the god Moradin, Borin can never be discarded through combat if the avatar is in play. If defeated, he merely returns to his pool with his attachments.
317
Cleric
Forgotten Realms
Common
Dwarf. This champion gains 3 levels against all Underdark monsters and can use hero unarmed combat cards.
318
Cleric
Forgotten Realms
Common
Dwarf. No drow can stand against this mighty leader; drow allies are instantly killed, and drow champions return to their pools.
319
Monster
Forgotten Realms
Common
Underdark. This nasty monster cna use offensive blood abilities and is immune to offensive hero unarmed combat cards.
320
Monster
Forgotten Realms
Common
Underdark. This beholder can cast wizard spells and is immune to offensive magical items.
321
Monster
Forgotten Realms
Common
Underdark. Only offensive spells and magical items that have the word "fire" in their title have any effect on this monster. It is immune to psionic attack.
322
Hero
Forgotten Realms
Common
Elf (drow). Malleyahl gains 3 levels when defending an Underdark realm and can use offensive psionic power cards.
323
Hero
Forgotten Realms
Common
Elf (drow). Malaruat can corrupt a monster in the pool of a player not involved in the current combat to act in his stead. That player must provide the champion, but this player may only use the cards in his own hand.
Malaruat can select a monster in the pool of a player not involved in combat to take his place. This means Malaruat's power is only usable in mult-player games. After selecting a monster and replacing Malaruat in combat, the player continues the battle using his own hand.
If victorious, only Malaruat's player receives spoils, not the player who contributed the substitute champion. If defeated, only the substitute champion, not Malaruat, is discarded.
If the Throne of the Drow is attached to Malaruat, another champion can be selected to attack a champion in an opponent's pool.
324
Hero
Forgotten Realms
Common
Elf (drow). Maleficent can cast wizard spells and use blood abilities. She commands such power that one avatar not involved in combat must aid her in any way its special powers can.
325
Hero
Forgotten Realms
Common
Allies are sympathetic to Isika; those played with her gain 2 levels and those played against her lose 2 levels.
326
Hero
Dark Sun
Common
Elf. Merika can use blood abilities.
327
Hero
Dark Sun
Common
Giant. Allies flock to Funerea's side, abandoning their champion to join her.
328
Psionicist
Dark Sun
Common
Elf (drow). Salurana psionically polymorphs all allies played with her, changing them to elves or drow, as desired. (Def/4)
329
Psionicist
Dark Sun
Common
Jella can Raise Object, lifting a magical item away from a champion in an opponent's pool and discarding it during phase 3. (Off)
330
Psionicist
Dark Sun
Common
Dwarf. During combat, Myalasia can Locate Object, randomly drawing one card form the opposing player and discard it. (Off)
331
Psionicist
Dark Sun
Common
Kit'Kit'Kin has a Fortress of Irn Will in effect at all times unless she drops to level 0; while the fortess is in effect, she is immune to psionic attack. (Def)
332
Psionicist
Dark Sun
Common
Dwarf (mul). This dwarf's focus is undead, and her hatred is so intense that she doubles her base level whenever in battle with them.
333
Psionicist
Dark Sun
Common
Flyer. Minerva has Danger Sense. If she is about to lose a battle, she can retreat back to her pool, though the battle is still lost. (Def)
334
Hero
Forgotten Realms
Common
Islerik is immune to offensive magical items. When defending, he can reflect the special power of the attacking champion, casuing it to affect the attacker.
When defending, Islerik is immune to the attacking champion's special power. He relects (uses) the opponent's special power. Champions with instant defeat powers, such as Living Wall, are themselves defeated instantly when Islerik is defending against them. Living Scroll is also instantly defeated.
If Islerik is defending against Lady of Fate, Avatar of Istus, the attacker does not need to discard two cards, since the Lady of Fate's power is optional.
Islerk's power makes him a great addition to defense-oriented decks or speed decks.
335
Hero
Dark Sun
Common
Elf. Meric can cast cleric spells. He can pass through the earth at will, allowing him and his allies to earthwalk.
336
Hero Dark Sun
Common
Giant. Pyre can cast wizard spells. He gains 7 levels when in combat with nonspellcasting champions.
337
Psionicist
Dragonlance
Common
Elf (drow). Ansalong negates the special powers of all offensive cards attached to an opposing champion.
338
Psionicist
Dragonlance
Common
During combat, Jarek can psionically Reverse Gravity, causing all opposing flyers to become nonflyers and nonflyers to become flyers. (Off)
339
Psionicist
Dragonlance
Common
Dwarf. If this player chooses not to attack on his turn, Moraster can use his Create Object power to search through the draw pile for any magical item and place it on the top of his deck. (Def)
340
Psionicist
Dark Sun
Common
This thri-kreen can psionically Summon Planar Creature to use a monster champion from any pool as an ally. If Kai'Rik'Rik is defeated, the monster is discarded. (Off)
Kai'Rik'Tik's power allows it to use another champion as an ally, utilizing that champion's level, special powers, and attached cards.
The borrowed champion is discarded after combat as with any ally, despite the wording on the card, which seems to infer that borrowed champion is only discarded if Kai'Rik'Tik is defeated. A careful reading of the card gives no indication as to what happens if Kai'Rik'Tik wins. Absent specific directions on the card, borrowed champions used as allies are discarded.
341
Psionicist
Dark Sun
Rare
Dwarf (mul). If defeated in combat, Talcon can psionically Fate Link to bring another champion from any pool to the discard pile with him. (Off)
Talcon's power will not work on his opponent, since the opponent is not in a pool.
342
Psionicist
Dark Sun
Common
Flyer. Minervan's Flesh Armor power adds 4 to his base level when attacking or defending. (Def)
343
Monster
Birthright
Common
Awnshegh; flyer. Apocalypse can cast wizard spells and use blood abilities. It automatically defeats a realm champion.
344
Regent
Birthright
Common
Awnshegh; flyer. The Harpy can cast wizard spells. No flying allies can be played against this champion.
345
Regent
Birthright
Rare
Awnshegh; undead. The Magian can cast wizard and cleric spells. He and his allies are immune to the special powers of opposing realms and holdings.
The special powers of realms include restrictions, such as that the realm can only be attacked by flyers or swimmers. The Magian can ignore such restrictions.
346
Regent
Birthright
Common
Awnshegh. The Serpent can cast cleric spells. In battle, it can turn into a giant constrictor snake (monster, base level 12), but can no longer cast cleric spells.
347
Regent
Birthright
Common
Chernevik can cast cleric spells. He can employ his Iron Will blood ability to resist being removed from his pool for any reason.
It would seem that Chernevik is discarded if a player has no realm in play, since there can be no pool in that situation, however, the Spellfire Oracle has ruled otherwise. Even if a player has no realms in play and therefore has no pool, Chernevik is not discarded.
While the card states Chernevik's power is a blood ability, cards that negate blood ability cards, such as Dispel, do not stop Chernevik's special power.
348
Regent
Birthright
Common
Elf. When attacking a realm showing trees, Cidre's allies cannot be forced to switch sides or discarded for any reason.
349
Regent
Birthright
Common
Adan is charismatic and used to the burdens of command. Any allies played with him gain 2 levels and are immune to offensive spells.
350
Regent
Birthright
Common
Rahil can cast wizard spells. He can employ his Blood History ability to look at the top five cards on any opponent's draw pile.
Rahil's Blood History ability is used in phase 3 of the player's turn.
351
Regent
Birthright
Common
Arlando is a master diplomat. He can be discarded to end a battle between any two players. Champions return to their pools without declaring a winner. No further attacks this turn are allowed. This player gets to draw a card.
Arlando cannot use his power until battle has begun (i.e. both an attacker and defender have been selected.) The card draw by using Arlando is not considered Spoils of Victory.
352
Monster
Ravenloft
Common
Undead. This monster's touch causes mummy rot, permanently subtracting its base level from the base level of any champion who defeats it.
353
Hero
Ravenloft
Common
Undead. During combat, this ghoul goes into a berserk rage and destroys one of the opposing player's holdings (this player's choice).
354
Cleric
Ravenloft
Common
Flyer. Ting Ling can use blood abilities. He confers the power to fly on his allies, allowing them to attack with him.
355
Monster
Ravenloft
Common
Undead; swimmer. This inanimate object is the home of evil spirits. Only swimming allies may be played against this champion.
356
Cleric
Ravenloft
Common
Undead. This appraition drains 3 levels from the attacking champion, adding them to itself. Lycanthropes fear it, and no werecreature will attack it.
If a werecreature attacks and the Lesser Mummy defends, both champions return to their pools and the battle is over. If the Lesser Mummy attacks and a werecreature defends, the round continues normally, since the werecreature is defending, not attacking.
357
Wizard
Ravenloft
Common
Undead (vampire). This wizard is immune to psionic attack and offensive unarmed combat cards. She can use blood abilities and unarmed combat cards usable by dragons.
358
Monster
Ravenloft
Common
Flyer. When defending a Ravenloft realm, the vulture can opt to draw five cards form his draw pile. He can use only those cards for the battle, and all are discarded at the end of the round.
359
Hero
Ravenloft
Common
If defeated by a psionicist or regent, this champion can flee back to its pool rather than being discarded.
360
Monster
Ravenloft
Common
Four allies must be played against this champion before any of their powers or levels take effect. Once four are played, the result it totaled and applied.
361
Wizard spell
Common
This player's champions and allies put forward in battle become flyers for this turn. (Def/3/4)
362
Wizard spell
Uncommon
The caster can choose to become any other type of champion (cleric, hero, regent, etc.) until the end of this players turn. (Def/3/4)
363
Wizard spell
Common
Destroys immediately all opposing allies of level 4 or less. (Off/4)
364
Wizard spell
Common
Immediately destroys one opposing ally of level 4 or less, or one magical item, of the caster's choice. (Off/4)
365
Wizard spell
Common
The level bonus increases to +5 if cast by a level 7 or 8 champion or to +9 if cast by a champion of level 9 or higher. (Off/4)
366
Wizard spell
Common
Only flyers can attack across the wall. (Off/4)
367
Wizard spell
Common
Only earthwalkers can attack across the wall. (Def/4)
368
Wizard spell
Common
Destroys one artifact, chosen by the caster. If cast during phase 3, the caster does not receive a level bonus. (Off/3/4)
369
Wizard spell
Common
The crushing fist adds 4 levels or destroys one magical item, chosen by the caster. (Off/4)
370
Wizard spell
Common
Can be cast at any time to cancel the effects of a just-cast spell or to cancel an existing spell. (Def)
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.
371
Wizard spell
Common
No attacks are allowed against any player until this player's next turn. (Off/3)
372
Wizard spell
Common
Attach to any enemy champion in a pool; that champion cannot attack or defend until the fear is dispelled. (Off/3)
373
Wizard spell
Common
A champion who is about to lose a round of battle escapes to the player's pool, but the round is still lost. (Def/4)
374
Wizard spell
Common
An opposing monster returns to its pool; the caster wins this round of battle. (Off/4)
375
Wizard spell
Common
All champions of level 4 or less die, regardless of whether they are in battle or in pools. (Off/3/4)
376
Wizard spell
Common
Kill all champions of level 5 or less in one player's pool and prevents survivors from attacking until after that player's next turn. (Off/3)
377
Wizard spell
Uncommon
Kills any one champion or ally of the caster's choosing of level 7 or less. (Off/3/4)
378
Wizard spell
Common
Can be cast at any time to negate the special power of an attacking champion before his power can activate. (Off)
379
Wizard spell
Common
Can be cast at any time to turn a just-cast offensive spell back upon its caster as if the original target had cast it. (Def)
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.
380
Wizard spell
Common
The opposing champion cannot cast spells for this round of combat. (Off/4)
381
Wizard spell
Uncommon
If the casting champion is defeated, the opposing champion is also discarded. (Def/4)
382
Wizard spell
Uncommon
This spell can be cast at any time to negate the effect of any event card. (Def)
Limited Wish can be cast at any time. This means that during a battle, champions in a pool can cast the spell.
383
Wizard spell
Uncommon
Take any one wizard spell from your draw pile and play it immediately. Then, reshuffle the draw pile. (Def/3/4/5)
384
Wizard spell
Uncommon
Discard any one card in play (except a realm) regardless of its immunities. This spell can be cast at any time, but the casting champion cannot be used again until its owner's next turn. (Off)
Wish can be canceled with Dispel Magic. It can be turned with Spell Turning or Reflection, in which case the champion casting the Wish is discarded. The caster, now the target of the turned Wish, can take no further action. Only another champion can cast Dispel Magic or another Spell Turning. Wish cannot be used to cancel an event, unless that event has a lasting effect. Likewise, only spells with a lasting effect can be canceled with Wish.
Wish can be cast at any time. This means that during a battle, champions in battle or in a pool can cast the spell. If Wish is cast on an attacking champion, that champion is defeated and the defender is entitled to spoils of victory. If a champion casts Wish during battle, and the Wish is cancelled, the attacker is defeated, since he can take no further action.
Because Wish is not affected by immunities, it is effective on cards normally immune to offensive spells, such as Elminster, and is effective against an opponent with the Codex of Infinite Planes.
Wish can be used to discard a dungeon card. If so used, both the Wish and the caster of the Wish are removed from the game (sent to the Void). If Wish is Retargeted to a dungeon card, the original caster of the Wish and Wish itself, are removed from the game.
385
Wizard spell
Common
All flyers become non-flyers and vice-versa until the beginning of this player's next turn. Swimmers and earthwalkers are unaffected by this spell. (Off/3/4)
386
Wizard spell
Common
This spell doubles the caster's current level. (Def/4)
387
Wizard spell
Common
A wizard who casts this spell can sacrifice another wizard from his pool to escape defeat, but the opponent still gains spoils (if applicable). (Def/4)
388
Wizard spell
Common
This spell may only be cast by a defending champion and lasts until the beginning of this player's next turn. The attached champion is immune to harmful events and the special powers of all cards. (Def/4)
389
Wizard spell
Common
Allows this caster to redirect a just-cast offensive or defensive spell at any card in play. This spell may be cast at any time. (Def)
The spell that is subject to the Re-target spell must be redirected to another target. Re-target can only be cast on Dispel Magic if there is another spell in play to which the Dispel Magic can be redirected.
390
Wizard spell
Common
When this player's opponent plays a card into the battle, it is played face down. This player then guesses the card type (ally, wizard spell, etc.). If correct, that card is discarded. (Off/4)
Card Combo (from zuse2@webtv.net ): In battle, cast ESP, which requires that the cards played into battle by the opponent are played face down. If the player guesses the card type, it is discarded. After ESP is in play, play a card that requires the opponent to play a certain type of card, such as Melt Bone (requires the opponent play an ally), Loup-Garou (opponent must have or play a magical item), Ki-Rin (opponent must have or play an ally). These cards make it rather easy to guess the next card to be played, ensuring it will be discarded and the opponent will be defeated.
391
Wizard spell
Common
(Def/3)
Hide under any realm in your formation; expose when the realm is attacked. Any champion of base level 4 or less is immediately discarded before the battle even begins. (Off/3)
392
Wizard spell
Common
Play just after an opponent has announced an attack on any realm. Choose another realm in the same formation for the champion to attack instead, which he and his allies may, reagrdless of position or restrictions. (Off)
393
Wizard spell
Common
Reduces the target's base level by half (round down) until the end of that player's next turn. (Off/3/4)
394
Wizard spell
Common
All opposing allies of level 3 or less are discarded. Opposing allies of level 4 or higher lose their special powers. (Off/4)
395
Wizard spell
Common
Hide under any realm in your formation; expose when the realm is attacked. An attacker is sent to Limbo until the end of that player's next turn. Discard spell after use. (Def/3)
396
Wizard spell
Common
Until the end of this champion's next combat, increase the caster's base level by 1 if cast by a champion level 5 or less; by 3 if level 6-9; or by 5 if level 10+. (Def/3/4/5)
397
Cleric spell
Common
Increases to +6 if cast by a level 7 or 8 champion, and increases to +8 if cast by a level 9 or higher champion. (Off/4)
398
Cleric spell
Common
The cleric who casts Sanctuary loses the round of battle but is not discarded; it returns to the pool instead. (Def/4)
399
Cleric spell
Common
The champion and his allies are considered flyers for this round of battle. (Def/3/4)
400
Cleric spell
Common
Can be cast at any time to cancel the effects of an existing or just-cast spell, blood ability, or psionic power card. (Def)
401
Cleric spell
Common
Any one defeated champion can be selected from this player's discard pile and placed back in his hand. (Def/3/5)
402
Cleric spell
Uncommon
Immediately razes one realm with no holding. (Off/3)
403
Cleric spell
Uncommon
All cards currently in battle are discarded, and combat ends with no victor. Every player must raze one of his own realms or discard a holding in play. (Off/3/4)
404
Cleric spell
Common
Discard any holding of an opponent. (Off/3/4)
405
Cleric spell
Common
Only cleric spells can be cast until the end of this player's next turn. (Def/3/4/5)
This spell can be countered immediately with the wizard spell Dispel Magic. However, if Faith-Magic Zone is not immediately countered, only the cleric spells Dispel Magic or Dispel can remove it from play before its normal expiration.
406
Cleric spell
Common
This spell can be cast to place one champion from any player's discard pile to the Abyss. (Off/3/4/5)
407
Cleric spell
Common
This spell serves as a protector for a player's pool. Any spell directed at the player's pool must first be directed at the ward, who is considered a level 8 hero in a pool all his own. (Def/3)
If the entire pool or any card in the pool is targeted by a spell, that spell is redirected to the Ward of Peace.
The Ward remains in place until dispelled, wished, or otherwise removed, such as being defeated in combat. The ward is considered a hero, and may have attached magical items. It can be used by Princess Amber as an ally. The Ward is also vulnerable to Curse of the Azure Bonds and Tyranthraxus, the Possessing Spirit.
408
Cleric spell
Common
Until the end of this player's next turn, all clerics discarded by any means are sent to Limbo instead of the discard pile. They return to players' pools at the end of their next turns. (Def/3)
409
Cleric spell
Common
The special powers of all dragons and swimmers are negated until the end of this player's next turn. (Off/3)
410
Cleric spell
Common
Until the end of this player's next turn, all players "elevate" one of their pool champions to King. Their King is the first to attack or defend and is immune to harmful events. If defeated in combat, the highest level champion remaining in the pool is also discarded. (Off/3/5)
The King is selected from among eligible champions. For example, a champion immune to offensive spells cannot be selected as King. If for some reason the King becomes unable to attack or defend (e.g the King is discarded), another champion may be chosen.
If the King is defeated, the highest level champion in the pool is discarded along with the King. If the highest level champion is immune to offensive spells, the next highest level champion is discarded.
411
Cleric spell
Common
This spell can be cast to recall any champion from Limbo back to the player's pool or from the Abyss to the discard pile. (Def/3)
412
Cleric spell
Common
Until the end of this player's next turn, this player's draw pile is immune to the special power of other cards that try to look at or discard cards from the draw pile. (Def/3/5)
413
Cleric spell
Common
Until the end of this player's next turn, any realm that is razed in combat is also discarded. (Off/3)
414
Cleric spell
Common
Until the end of this player's next turn, no rule cards can be played. The owner of any rule card currently in play must discard either a realm, holding, or champion. (Off/3)
415
Cleric spell
Common
This spell adds a permanent ally to the caster equal to half his base level (round up). (Def/3/4)
416
Cleric spell
Common
An opposing player must attack with the targeted champion (if possible) during his next turn. If he does not, the champion is discarded and the player must discard two cards from his hand or pool.
417
Cleric spell
Common
Shillelagh creates a magical weapon equal to half the caster's base level (round down) that lasts until the end of this player's next turn. (Def/3/4)
418
Cleric spell
Common
Cast by a champion in the pool into a combat, this spell adds 4 to the base level of the affected champion. (Def/4)
419
Cleric spell
Common
Prevents all champions in one player's pool from attacking or defending until after that player's next turn. This player can make no attacks this turn. (Off/3)
420
Cleric spell
Common
Hide under any realm in your formation; expose when the realm is attacked. Any champion of base level 5 or less is immediately discarded before the battle. Discard spell after use. (Off/3)
421
Cleric spell
Common
Opposing champion is stripped of all magical items and artifacts. Items are sent to Limbo until the end of the player's next turn and then return to their original champion (if possible) or are discarded. (Off/3/4)
422
Cleric spell
Common
Allows this player to search his draw pile for any magical item or artifact and place it on the top of his draw pile. (Def/3/5)
423
Cleric spell
Common
Lasts until dispelled or until the champion is involved in combat with an undead champion. The protected champion is immune to the special powers of all undead champions. (Def/3/4)
424
Psionic Power
Common
May be used during a round of battle to exchange this champion for one in your pool. The pool champion may have already attacked or defended this battle. (Def/4)
425
Psionic Power
Common
An invisible champion can bypass a defending wizard or cleric of base level 4 or less and raze the realm. The defending champion returns to his pool. (Def/4)
426
Psionic Power
Common
Allows the champion to cast cleric and wizard spells, use blood abilities, and use unarmed combat cards for this round of battle. (Def/4)
427
Psionic Power
Common
The opposing player must reveal the next two cards he plans to play in this combat. (Off/4)
428
Psionic Power
Common
The base level of this champion is subtracted from the base level of the target. If the opponent is reduced below level 0, he remains in combat at a negative total. (Off/4)
429
Psionic Power
Common
Discards any unarmed combat cards in play and prevents further unarmed combat cards from being used this round. (Off/4)
430
Psionic Power
Common
This power is played by a champion in the pool to lend its base level to another champion in combat. If the aided champion loses, this champion is discarded as well. (Def/4)
431
Psionic Power
Uncommon
This champion can choose to become a different type of champion type (hero, wizard, etc) for this round of battle. (Def/4)
432
Psionic Power
Common
An opposing champion cannot cast any spells or use psionic power cards for the rest of this round of battle. (Off/4)
433
Unarmed Combat
Common
Usable only by heroes. Draw one card at random from the opposing player, playing it if possible but discarding it otherwise. (Off/4)
The card is drawn from the opponent's hand. A player with the Herald of Mei Lung is immune to Jab.
434
Unarmed Combat
Common
Usable only by heroes. An opposing wizard, cleric, thief, or regent draws and discards a card, noting its last digit. If the digit is a 0 or a 1, the opponent is defeated. (Off/4)
435
Unarmed Combat
Common
Usable by all champions. This maneuver turns a just-played offensive unarmed combat card back upon its user. (Def/4)
436
Unarmed Combat
Common
Usable only by heroes. An opposing spellcaster cannot cast spells for this round of combat. (Off/4)
437
Unarmed Combat
Common
Usable by all champions. This unarmed combat card negates a just-played unarmed combat card. (Def/4)
438
Unarmed Combat
Common
Usable only by undead champions. The opposing champion must discard one card from the current round of combat. (Off/4)
If the opposing champion has no attached cards, Rake! has no effect.
439
Unarmed Combat
Uncommon
Usable only by dragons. All nonflying opponents lose two levels. If reduced to level 0 or less, they are discarded. (Off/4)
440
Unarmed Combat
Common
Usable only by elf (drow) champions. This can be played at any time to discard the highest ally, spell, or psionic power card played during this round of combat.
Because the wording of this card indicates it can be played at any time, Blind Side! can be played by a champion in the pool, just like Dispel Magic or Wish.
441
Unarmed Combat
Common
Usable only by heroes. The attached hero can discard any single card attached to an opposing champion. Win or lose, the hero is discarded at the end of the battle. (Off/4)
442
Blood Ability
Common
Usable only by heroes. The attached hero can discard any single card attached to an opposing champion. Win or lose, the hero is discarded at the end of the battle. (Off/4)
443
Blood Ability
Common
All opposing allies whose plus is less than the last digit of the attached champion's card number are immediately discarded. (Off/4)
The "attached champion" referred to in the card text is the opposing champion, to which the opposing allies are attached.
444
Blood Ability
Common
This ability can be used after a combat to return up to two just-discarded allies from the discard pile to your hand. (Def/5)
445
Blood Ability
Common
The attached champion is immune to offensive magical items until the end of this round of battle. (Def/4)
446
Blood Ability
Common
Attached champion becomes a monster and is now considered an awnshegh. Lasts until the attached champion is discarded. (Def/3/4/5)
447
Blood Ability
Common
All opposing allies of +5 or less are forced to switch sides. Allies played after this blood ability are unaffected. (Off/4)
448
Blood Ability
Common
Attached champion is immune to offensive magical items and offensive spells until the end of this player's next turn.
449
Blood Ability
Common
Any champion defeated by the attached champion is sent to the Abyss rather than the discard pile. (Off/4)
450
Blood Ability
Common
Attached champion draws and discards a card, noting the last digit of the card number. This is the number of opposing allies (chosen by the opponent) which are persuaded not to fight. Allies are sent to the discard pile. (Off/4)
451
Artifact
Greyhawk
Common
During phase 0 of each turn, the owner of Rens's Crystal Ball can inspect the top three cards of any deck and discard one card.
452
Artifact
Greyhawk
Common
All of this player's champions are immune to offensive magical items and offensive spells.
453
Artifact
Greyhawk
Common
The attached champions gains 5 levels when attacking, but only 2 levels when defending.
454
Artifact
Greyhawk
Common
If this player discards three cards from his hand during phase 5, he can return any one card from the discard pile to his hand.
455
Artifact
Forgotten Realms
Common
While this card is in play, all opponents draw one fewer card then normal on their turns (minimum of one card).
456
Artifact
AD&D
Common
This wand can be attached to any undead monster champion. When the wand is used in battle against an opposing champion of level 8 or less, the opponent is instantly slain (discarded).
457
Artifact
AD&D
Common
The Axe can be attached to any champion. In addition to the listed bonus, the Axe also gives the attached champion a +8 ally.
458
Artifact
Forgotten Realms
Common
If the attached champion is defeated, Guenhwyvar may be attached to any other Forgotten Realms champion in the player's pool.
459
Artifact
Dark Sun
Common
If the attached champion is discarded, the artifact returns to the player's pool as a monster. Instead of attaching this artifact to a champion, the player can play the Obsidian Man as a monster.
460
Artifact
AD&D
Common
The Throne of the Gods can be used by a champion of any world. It is not subject to the Rule of the Cosmos, but any champion with the Throne attached must immediately battle any other champion who also claims the Throne. The winner receives a spoils of victory.
461
Artifact
AD&D
Common
Usable by any champion from any world. Nature's Throne strips any special movement requirement (swimmers, flyers, etc) from any realm that this player's champions attack.
The power of Nature's Throne refers to specific restrictions on the realm. Protected realms can still only be attacked by flyers, earthwalkers, and swimmers (if a coastal realm).
The artifact only removes movement requirements, not restrictions. As an example, Menzoberranzan still cannot be attacked by flyers.
462
Artifact
AD&D
Common
Can be used by an undead champion from any world. All of this player's undead are immune to offensive psionic power cards, unarmed combat cards, and blood abilities.
463
Artifact
AD&D
Common
Usable by a champion from any world. An opponent's special powers that activate upon defeat ("avenging" champions and allies) are negated and "avenging" champions and allies are sent to the Abyss when defeated.
The Medusa Throne's power is only effective against opposing (i.e. opposing in battle) champions and allies. it's power does not work while in the pool.
464
Artifact
AD&D
Common
Can be attached to a champion from any world. The Throne of Ice allows a champion to attack a rule card as if it were a realm. Any player can defend the rule card like a normal realm, but if the attack is successful, the rule card is "razed" and removed from play.
465
Artifact
AD&D
Common
Can be attached to a swimming champion from any world. All swimming champions of this player are immune to harmful events and offensive magical items. Swimming champions and allies gain 2 levels.
466
Artifact
AD&D
Common
Usable by a champion from any world. When brought into play, all events in play are negated and no more can be played as long as the Throne of the Pharoahs remains in play.
Handmine will not function while Throne of the Pharoahs is in play.
467
Artifact
AD&D
Common
Usable only by an elf champion form any world. All elves of this player can use unarmed combat, psionic power, and blood ability cards.
468
Artifact
AD&D
Common
Usable only by elf (drow) champions from any world. Instead of attacking a realm during a turn, the attached champion can attack a champion in another player's pool. If successful, this player draws a card (but not as spoils) and the defender is discarded.
The champion with the Throne attached can attack either an opponent's champion or realm. However, the player with the Throne may still attack a realm in the same turn before or after using the Throne's power to attack a champion. The player must use other champions to attack the realm.
Only one champion may be attacked per turn using the powers of the Throne. Thus Zaknafein's power is not helpful, since only one champion can be attacked.
469
Cleric
15
Dark Sun
Rare
Earthwalker
Avatar. Two Dark Sun champions must be discarded to bring this avatar into play. All champions of this player are granted the earthwalking ability.
470
Cleric
15
Dark Sun
Rare
Flyer
Avatar. Two flying champions from any world must be discarded to bring this avatar into play. All flying champions of this player are immune to cards that directly target flyers.
471
Cleric
15
Dark Sun
Rare
Swimmer
Avatar. A Dark Sun cleric of level 12 or higher must be discarded to bring this avatar into play. Once per turn, this player can look at the top card of each player's draw pile and discard any champions or allies that are swimmers.
472
Cleric
15
Dark Sun
Rare
Avatar. A monster (dragon) champion must be discarded to bring this avatar into play. All Dark Sun champions of this player gain a +5 fire elemental as an ally that cannot be forced to switch sides or be discarded through cardplay.
473
Hero
13
AD&D
Rare
Avatar. Gnome. A hero of level 8 or higher must be discarded to bring Garl into play. All champions of this player are considered gnomes. Garl and all "true" gnomes are immune to offensive wizard spells.
474
Monster
14
AD&D
Rare
Earthwalker
Avatar. An earthwalking monster of level 7 or more must be discarded to bring Urdlen into play. Urdlen devours all earthwalking allies that oppose any of this player's champions.
475
Hero
16
AD&D
Rare
Avatar. Halfling. A monster of level 12 or higher must be discarded to bring Yondalla into play. Yondalla can only defend, never attack. If defeated in combat (or discarded from any reason) she forces both the opposing champion and one other champion of her choice to be discarded.
476
Hero
13
AD&D
Rare
Avatar. Halfling. A hero with an attached magical item must be discarded to bring Brandobaris into play. Once per turn, this player can select one champion in another player's pool to take magical items and artifacts from. The magical items and artifacts are then redistributed to other champions in that player's pool.
Artifacts must be redistributed so as to be legally used (i.e. worlds of champion and artifact must match).
477
Wizard
18
AD&D
Rare
Avatar. Elf. An elf champion of level 16 or higher must be discarded to bring Corellon into play. Corellon is immune to offensive wizard spells and rule cards have no effect against elf champions of this player.
478
Monster
14
AD&D
Rare
Avatar. Orc. A hero of level 13 or higher must be discarded to bring Bahgtru into play. All allies of this player gain a +4 bonus and are immune to offensive spells, blood abilities, and magical items.
479
Monster
16
AD&D
Rare
Avatar. Beholder. Another player's wizard must be defeated in combat to bring the Great Mother into play (at the time of the victory). Once per turn, the Great Mother can surround one pool in an antimagic shell that prevents all spellcasting.
During each phase 3, the Great Mother selects which pool cannot cast spells. This effect lasts until the player's next phase 3.
Champions are only affected while they are in the pool. If a champion enters battle, he may cast spells.
480
Cleric
16
AD&D
Rare
Avatar. Giant. A giant of level 14 or higher must be discarded to bring Annam into play. At the start of this player's turn, Annam can discard one card at random from another player who has a hand of eight cards or more.
481
Monster
15
AD&D
Rare
Flyer
Avatar. One or more flyers totaling 16 levels or more must be discarded to bring Remnis into play. At the end of each turn, Remnis can fly into this player's discard pile and retrieve one non-champion card, returning it to this player's hand.
Remnis is bluelined as a flyer.
Since Remnis' power is used at the end of the player's turn, it can return from Limbo and use its power in the same turn.
Remnis is a great addition to any deck, particularly in games played with Enhanced (ten realm) victory conditions, since these games last longer and it becomes more important to recycle your best cards.
482
Monster
17
AD&D
Rare
Avatar. Three magical items with at least a +3 bonus each (or three elf champions) must be discarded to bring Cegilune into play. When attacking, she causes all magical items held by the oppoising player to be discarded.
When Cegilune attacks, all magical items held in the opponent's hand are discarded. Magical items attached to champions in the opponent's pool are not discarded.
483
Wizard
16
AD&D
Rare
Avatar. Undead, flyer, elf. An undead champion with a magical item or artifact must be discarded to bring Kanchelsis into play. Each time Kanchelsis wins a round of combat, he can force one attached card anywhere in play to be discarded (excluding realms and champions).
484
Wizard
16
AD&D
Rare
Avatar. Weretiger. A monster champion of level 12 or higher must be discarded to bring Ferrix into play. In combat, Ferrix forces her opponent to discard one artifact or holding from thier hand, pool, or formation, or else lose the round of combat.
485
Wizard
20
AD&D
Rare
Flyer
Avatar. Three champions must be discarded to bring Titania into play. This player can choose one type of champion at the start of each of his turns that is immune to harmful events and offensive psionic power cards.
486
Cleric
16
AD&D
Rare
Avatar. A wizard immune to offensive spells must be discarded to bring this avatar into play. Once per turn, Verenestra can negate a defensive spell. If discarded from play for any reason, all cards with the words "immune" or "immunity" on them are likewise discarded.
Verenestra's power to discard cards with immune or immunity on them extends to over 300 cards, including the dungeon cards Domain of Takhisis, Queen of Darkness, The Belly of the Beast, Pit of the Mind Lord, The Torture Room, and Return of the Dwarven King.
487
Wizard
15
Forgotten Realms
Rare
Avatar. Two level 9+ wizards must be discarded to bring Midnight into play. While in play, all champions that use wizards spells must ask her permission to cast them. She destroys all magical items held by the opposing champion.
488
Monster
14
Greyhawk
Rare
Avatar. Undead. 10+ levels of undead champions must be discarded to bring Iuz into paly. Iuz can cast wizard spells. Once per turn, this player may raze one of his realms to force an opponent to discard a razed realm or raze on unrazed realm.
Card Combo: If a player with Iuz, the Avatar of Evil, razes one of his own realms, Iuz can raze an opponent's realm, or discard an opponent's razed realm, once per turn. By razing Mithas, which is automatically rebuilt, a player with Iuz can raze a realm each turn.
489
Monster
21
Greyhawk
Rare
Avatar. Elf (drow). Two drow chamions must be discarded to bring Lolth into play. Can use wizard and cleric spells and psionic power cards. If Lolth is defeated, shuffle her back into the draw deck along with the drow used to summon her.
490
Rule
Common
Played at the beginning of the player's turn, this card is not discarded. It affects all players and remains in effect until any other rule card is played.
At the start of this player's turn, he may guess a type of card (realm, holding, wizard, cleric spell, etc.) and flip over the top card of one player's draw pile. If he guessed correctly, the card is placed in the Abyss, otherwise it is discarded.
Only the player of the card uses this rule card's power at the start of his turn.
While the subject of some controversy, the literal wording of the card indicates that on an incorrect guess, the card is discarded. Therefore, if an event is drawn and some other card type was guessed, the event is discarded, which means it is placed in the Abyss.
491
Rule
Common
Played at the beginning of the player's turn, this card is not discarded. It affects all players and remains in effect until any other rule card is played.
This rule card allows every player to have a rule card in play (this player may have one in addition to this one). Only the player who playes a rule card is affected by its powers.
The Ultimate Rule Card removes all rules from play.
Rule cards played after the Rule Lawyer's Delight only affect the player of the card. Despite the wording of the first paragraph of text, subsequent rule cards do not replace this card. The only rule card that removes Rule Lawyer's Delight is the Ultimate Rule Card. Rule Lawyer's Delight can also be removed with Genie Bottle, Wish, or Ellorelloran.
492
Rule
Common
No champion of base level 7 or greater (before magical items and other attached modifiers) may be involved in combat. All Forgotten Realms champions and allies gain 1 level.
493
Rule
Common
All champions except clerics battle undead champions at half their base level, and allies of less than +4 cannot be played against undead champions by non-clerics.
494
Rule
Common
Only Ravenloft champions can cast offensive wizard spells. Only Dark Sun champions can use psionic power cards. Only AD&D champions can use unarmed combat cards. Only Birthright champions can use offensive blood abilities.
495
Rule
Common
The game cannot end by a player running out of cards. Any time a player depletes his draw pile, he simply reshuffles his discards to form a new draw pile. Cards in the Abyss remain in the Abyss.
496
Rule
Common
All instant-kill cards lose their special powers, retaining only their icon bonus. This includes all champions, allies, and events that cause a particular type of champion to be discarded.
Only Instant Defeat cards that affect a particluar type of champion are negated by this rule card. For example, the Living Wall, because it effects all champion types of level 6 or higher, retains its special powers. Cards like the event Water Hunters (All undead in play are destroyed immediately.) do not function if Fair Fight! is in play.
Only the card types indicated are affected by this rule card. Other instant-kill cards work normally.
497
Rule
Common
Events that have a stated duration remain in effect. After two events have been played, a third event forces the first event played to be discarded. Events continue to cycle through, with a third event always replacing the event that has been active the longest.
498
Rule
Common
At the end of this player's turn, razed realms in the C, D, or E positions are discarded. Razed realms in the A or B position remain in the formation.
499
Rule
Common
Allies and psionic power cards cannot be played. Any such cards already in play are discarded when this rule card is played.
500
Rule
Common
Spells and blood abilities cannot be played. Any such cards already in play are discarded when this rule card is played.
501
Event
Chase
All players' pools fill with water, negating the special powers
of all magical
items and artifacts attached to nonswimmers. Items function normally
in
combat. This event lasts until negated. (Harmful)
502
Wizard spell
Chase
Place face down beneath a realm until it is attacked. This realm's defenders get to use their special powers before that of the attacker. Discard after use. (Def/3/5)
503
Cleric spell
Chase
Look at the top six cards of your draw pile and arrange the cards in any order. When finished, send this card to the Abyss. (Def/3/5)
504
Realm
Greyhawk
Chase
Cannot be attacked by swimmers. If razed in combat, this player can raze any other realm in play. If razed or discarded outside of combat, this player can cause one swimming champion anywhere in play to be discarded.
505
Holding
AD&D
Chase
Can be attached to any realm. Attacking champions of base level
9 or higher
draw and discard a card, noting the last digit. If that number is 3
or less, the
have underestimated the danger and are discarded. This player draws
spoils.
Card Combo (from Tim Barth, barth@twcny.rr.com ): Play the holding Caves of Mystery on the Spiderfell. This allows all attacking champions to have a chance at being discarded. If the player has also put A Sure Thing in play, the opponent's champion must be discarded.
506
Event
Chase
Until the end of this pler's next turn, realm champions caqn
attack ipposing
realms (regardless of position or restrictions) and use magical items
and
artifacts.
If defeated in combat, the realm of the realm champion is
discarded. Magical
items and artifacts are discarded at the end of the event. (Helpful)
507
Realm
Dark Sun
Chase
This realm's champion can be of any type, chosen each time it
is attacked.
Unarmed combat cards cannot be used when attacking this realm.
508
Hero
AD&D
Chase
Can cast wizard and cleric spells. Immune to all offensive cards and opposing champions' special powers. All cards in this player's pool can be turned face down while the Etheral Champion is in play.
Note that the Ethereal Champion is immune to opposing champions' special powers. For there to be an opposing champion, the Ethereal Champion must be in combat. The Ethereal Champion is therefore affected by other champions' special powers when not in combat.
The Ethereal Champion (and Cyric) have the power to hide a player's pool from other players. Cards in the pool are turned face down so that other players won't know what champions are in the pool (or not know the specific location of a face-down champion who was in the pool before Ethereal Champion was brought into play).
If an opponent plays a card with a power that effects one of the cards in the pool, the opponent chooses blindly from among the possible targets.
For example, an opponent targets the players pool with the Wand of Telekinesis, which can only affect magical items. The opponent selects a card in the pool as the target. If the card is not a magical item, another card is selected. If, howeveer, a magical item is selected that is attached to a champion immune to magical items, the power of the Wand is used with no effect.
As another example, when Agis attacks, he can psionically destroy a monster in the defender's pool. The attacker selects a card to target with Agis' power. If he chooses a card other than a monster, he chooses another card, since Agis' power has not been used. If he chooses a monster immune to psionic powers, then Agis' power is wasted and no other cards can be selected.
Because Wish is effective against any card type, the first card selected as the target of Wish is discarded. If the card selected is immune to Wish, such as through the power of the Winner's Cape, the Wish spell is wasted. No new targets can be selected.
If there are two pools with cards turned face down, players must announce champions and artifacts played into the pools, in order to follow the Rule of the Cosmos.
If the Ethereal Champion cannot use its power, for example if it goes to Limbo, has cast Wish, or has been Trapped!, the pool is turned face up until the Champion can once again use its power.
509
Holding
Dark Sun
Chase
Defenders of the attached realm can choose to negate defensive
spells and
defensive magical items for the duration of the battle.
510
Artifact
AD&D
Chase
Limbo becomes the Abyss and the Abyss becomes Limbo for as long as this card is in play. Nonevent cards normally sent to Limbo are removed from play; nonevent cards normally sent to the Abyss return at the end of that player's next turn.
511
Event
Chase
Play during the first round of a realm's defense as a defender. If this realm is razed or discarded in this battle, all razed realms in play are also discarded.(Harmful)
This event is played by the defending player during the first round of combat. If the realm is ultimately razed or discarded in the current battle, all razed realms in play, including the player of the event, are discarded.
512
Ally
Chase
These allies can be played in combat regardless of cards that prohibit allies from being played. If played during a successful defense of a realm, one of the attacker's realms is razed (chosen by the attacker).
513
Holding
AD&D
Chase
Can be attached to any realm. Each time a realm or holding is removed from play, this player draws one card.
This card's power is activated whenever a realm or holding is removed from play, which includes being discarded, sent to the Abyss, or removed from the game. A razed realm that is replaced in the formation is considered removed from play.
514
Holding
AD&D
Chase
This holding can be attached to an existing realm for the +3 ally or it can be played directly into the pool as a realm during phase 2. While in the pool, it cannot be attacked through combat, nor does it count as a realm for victory conditions. While in play, champions of this player do not require a realm in their formation to remain in play.
515
Event
Chase
Cosmic rays cause crystals in the ground to grow, which in turn sorround this player's pool. His champions all age, doubling their base levels until the end of this player's next turn. (Helpful)
516
Holding
Forgotten Realms
Chase
If attached to Menzo, the realm cannot be razed or discarded except through combat. If attached to another realm, that realm is immune to attacks via the Underdark or by earthwalkers.
517
Cleric spell
Chase
Play if about to lose a round of combat. You escape into the corridor of your mind, returning to your pool defeated but not discarded. (Def/4)
518
Cleric spell
Chase
Place face down beneath a realm. If a Forgotten Realms champion
defends the
attached realm, its base level is doubled and it is immune to
offensive cards.
(Def/3/5)
519
Wizard spell
Chase
Place face down beneath a realm. If a realm in this player's formation is targeted by a spell that could raze or destroy it, discard the Dragon's Eye charm instead. (Def/3/5)
520
Artifact
TSR
Chase
This mighty artifact is the Grand Prize in the 1996 World Chmpionship at the GenCon Game Fair. All of this player's champions are immune to offensive spells (including Wish) and the attached champion is also immune to harmful events. This artifact can be used by any champion.
The Winner's Cape increases a champion's adjusted level by 10.
Although this artifact can be attached to any champion, its world is unique (TSR) and it cannot be included in any deck in a World War tournament.