1/ART
Artifact
9
AD&D
Rare
This Wand can be attached to any undead monster champion. When the Wand is used in battle against an opposing champion of level 8 or less, the opponent is instantly slain (discarded). Limit one per deck.
This artifact can be attached to any AD&D champion or an undead champion from any world. It instantly defeats any opposing champion with an adjusted level of 8 or less.
Card Combo: If the ally Dreaded Ghost is brought into play as a champion using Gib Hcivonad's power, and then the Wand of Orcus is attached, opposing champions up to level 17 are instantly defeated.
2/ART
Artifact
3
AD&D
Common
The Axe can be attached to any champion. In addition to the
listed bonus, the
Axe also gives the attached champion a +8 ally in combat.
3/ART
Artifact
Greyhawk
Uncommon
The Flask gives the attached champion a +6 tanar'ri ally that
can earthwalk
and cast wizard spells. If the artifact is discarded, the attached
champion is also
discarded.
4/ART
Artifact
Greyhawk
Uncommon
In combat, one enemy ally (chosen by this player) is forced to
switch sides,.
The levels of all friendly allies are doubled.
5/ART
Artifact
8
Greyhawk
Rare
The attached champion can cast any spell, but only in defense;
it can never
attack. The champion uses the last digit of his card number as his
level.
6/ART
Artifact
Greyhawk
Common
When the attached champion enters combat, the player can choose
to prevent
the opposing champion from playing allies or spells.
7/ART
Artifact
8
Greyhawk
Uncommon
The base level of an opposing champion is halved (round up).
This artifact
does not function when used against a champion with the Eye and Hand
of
Vecna.
8/ART
Artifact
Greyhawk
Common
This artifact can be attached to a champion with the Cup of
Al'Albar. The
attached champion can dispel one spell while involved in a round of
battle.
Monsters cannot use this Talisman.
9/ART
Artifact Greyhawk
Uncommon
The attached champion is a flyer and is immune to offensive
spells. If the
champion wins a round of battle, an opposing holding is
immediately
discarded.
10/ART
Artifact
Forgotten Realms
Rare
The attached champion is immune to offensive spells and once
per battle can
cast a +5 spell (Def/4). Once per turn, the player can examine one
opponent's
hand.
11/ART
Artifact
Forgotten Realms
Common
The champion can negate either the power of level (but not
both) of each
magical item and artifact used against him in combat.
The champion with the Coin can only choose to negate offensive magical items and the offensive powers of artifacts. Defensive powers cannot be negated.
12/ART
Artifact
3
Ravenloft
Rare
Once per turn, the player can flip the top card of any other
player's draw deck.
He can use it only if it is a spell or ally that is legal for that
step. The card is
reshuffled into the player's draw deck.
The Seals' power can be used once from a player's phase 3 to phase
3 of the
player's next turn. The Seal can be used during another player's
turn.
13/ART
Artifact
2 Ravenloft
Common
Attached champion becomes undead. The opposing champion's base
level is
considered to be a zero, unless it its a cleric or undead. Opposing
undead allies
switch sides.
14/ART
Artifact
6
Dark Sun
Rare
If the attached champion is discarded, the artifact returns to
the player's pool
as a monster. Instead of attaching this artifact to a champion, the
player can
play the Obsidian Man as a monster.
15/ART
Artifact
2
Dark Sun
Uncommon
an opposing wizard cannot cast spells. Before battle, the
player can discard the
attached champion and examine all other players' hands, discarding
any spell
cards.
16/ART
Magical Item
2
Common
A champion can be played into the player's pool with this
magical item, even
of the champion is already in play somewhere. The champion's powers
are
unchanged. (Def)
17/ART
Magical Item
7
Common (Off)
18/ART
Magical Item
5
Rare
Can only be attached to a champion who carries gauntlets of
ogre power or a
girdle of storm giant strength. The first ally used against the
attached
champion is discarded. (Off)
19/ART
Magical Item
6
Rare
Champion breaks down walls, allowing him to ignore all such
cards. Can be
played on a champion even after combat is ended by a wall spell.
Combat
must continue.
20/ART
Magical Item
2
Common
The attached champion becomes a flyer. If he is defeated in
battle against a
non-flying champion, he can retreat from combat back to his pool.
(Def)
Card Combo (from Spellfire Reference Guide Volume II): If the Winged Boots is attached to Iuz the Evil, he can attack, lose the round, use his special power to raze a realm or discard a razed realm, and then return to the pool to attack again on the next turn. Note, however, that this strategy will not work if Iuz's opponent is a flyer.
Card Combo (from Scavenger's Spellfire Corner ): If Winged Boots is attached to the Aurak Draconinan Lord, the Lord can lose the round, discard the opposing champion, and then return to the pool to do it agian next turn. As with the previous combo, this only works if the opponent is not a flyer.
Card Combo (from Scavenger's Spellfire Corner ): If Winged Boots also works well attached to Gloriana. If her opponent is a flyer, she automatically wins the round. If her opponent is not a flyer, she can return to the pool if defeated.
Card Combo (from Mark Towse): Attach Winged Boots to Lyr of the Mists, allowing her to use her power, lose the battle, and then return to the pool (as long as the opposing champion is not a flyer) to do it again next turn.
21/ART
Magical Item
1
AD&D
Uncommon
Champion is a swimmer. If combined with any other parts of the
rod, the rod
counts as an artifact and gains an additional +1 for each part.
(Off)
22/ART
Magical Item 2
AD&D
Rare
23/ART
Magical Item
3
AD&D
Uncommon
Champion is immune to offensive magical items. If combined with
any other
parts of the rod, the rod counts as an artifact and gains an
additional +1 for
each part. (Off)
24/ART
Magical Item
4
AD&D
Rare
Flyers cannot be played against the attached champion. If
combined with any
other parts of the rod, the rod counts as an artifact and gains an
additional +1
for each part. (Off)
Card Combo (from the Sussman Zone ): Attaching the Rod of 7 Parts, #4 to Rand the Bowyer makes him nearly impossible to defeat.
25/ART
Magical Item
5
AD&D
Uncommon
At the beginning of his turn, this item's owner can examine an
opponent's
hand. If combined with any other parts of the rod, the rod counts as
an artifact
and gains an additional +1 for each part. (Off)
26/ART
Magical Item
6
AD&D
Rare
The attached champion becomes an earthwalker. If combined with
any other
parts of the rod, the rod counts as an artifact and gains an
additional +1 for
each part. (Off)
27/ART
Magical Item
7
AD&D
Uncommon
The champion can ignore one card played against him in combat. If combined with any other parts of the rod, the rod counts as an artifact and gains an additional +1 for each part. (Off)
During battle, a champion with the Rod of 7 Parts, part 7 can ignore any one card played after the battle begins. The opposing champion cannot be ignored. If a player chooses to ignore a defensive magical item, any level bonuses are lost, but the power of the item, because it is defensive in nature, remains.
The player may ignore an event played in battle, such as Cataclysm!
An avenging ally can also be ignored, although its power may be used against another player.
28/ART
Magical Item
1
Common
Once per turn the player may discard one card from his pool or his hand, and then draw one card from his draw pile. (Def)
The Bag of Holding is used during phase 3 of the player's turn.
Card Combo: This card is best used with cards that can recover other cards from the discard pile, such as Tasslehoff Burrfoot, which can retrieve a magical item from the discard pile once per turn. A magical item can be dicarded, even Bag of Holding itself, in order to draw an additional card. Tasslehoff can then recover the discrded magical item, and the process can be repeated next turn.
29/ART
Magical Item
5
Rare
The Fortress can be played as a magical item or as a holding. The realm or champion is immune to events and offensive spells during other player's turns. (Def)
30/ART
Magical Item
Rare
The spellcaster with this item can retain up to two spells after winning a round of combat to use in another battle. Only step 4 spells can be saved. (Def)
31/ART
Rule
Dark Sun
Rare
32/ART
Rule
Dark Sun
Common
Each Dark Sun realm can be defended once per battle by a
monster that can
cast any spell. The level is equal to the number of Dark Sun realms
and
holdings the defender has in play. If the sorcerer-king is defeated,
the realm is
razed.
33/ART
Rule
Ravenloft
Common
If any Ravenloft champion or undead champion of any world is defeated in battle, that champion returns to the player's pool at the end of that player's next turn.
34/ART
Rule
Ravenloft
Uncommon
Undead champions and Ravenloft monsters can attack razed realms. Allies need not be undead. If a razed realm is defeated, it is discarded and the attacker again draws spoils of victory.
A player receives spoils of victory both when a realm is razed and when it is discarded under the Walking Dead rule card. However, there can be only one spoils of victory in a single turn. As soon as a realm is razed, the player's turn moves to phase 5. On a subsequent turn, the same realm can be attacked and discarded, resulting in another spoils of victory.
35/ART
Rule
Greyhawk Rare
36/ART
Rule
Greyhawk
Uncommon
Greyhawk Artifacts with numerical bonuses can be played as
champions.
Artifact-champions are not considered monsters, wizards, clerics, or
heroes.
Any ability normally given by the artifact to a champion is possessed
by the
artifact-champion.
37/ART
Rule
Dark Sun
Common
Dark Sun cards (champions, artifacts, realms) are immune to the
Rule of the
Cosmos. If this rule card is discarded, the owner of the card chooses
which
cards are discarded to enforce the rule of the Cosmos again.
38/ART
Rule
AD&D
Rare
No event can be played. All events currently in play are
immediately
discarded. In addition, no more than one magical item can be attached
to any
champion. In battle, no more than one of each type of card can be
attached to
each champion.
This rule card allows only one of each type of CARD to be in the
battle.
However, special powers of cards do not count toward this
limitation.For
example the artifact card Axe of the Dwarvish
Lord conveys a +8 ally,
but an ally card can still be played.
39/ART
Rule
Ravenloft
Common Only Ravenloft champions may cast offensive wizard
spells.
40/ART
Rule
AD&D
Rare
All realms that have no special powers can borrow the powers of
one other
realm in play, but only when attacked. All champions that have no
special
powers can steal the power of the opposing champion in combat.
All allies that have no special powers are unaffected by the
special powers of
champions and allies.
41/ART
Ally
8
Common
Flyer. Flying allies cannot be played against the roc. The
opponent must
discard any already in play.
42/ART
Ally
4
Common
Flyer. In battle, Kinsle can cast cleric spells to aid the attached champion.
43/ART
Cleric spell
2
Common
Any dragon champion is automatically defeated, but returns
unharmed to the
player's pool. Dragon and draconian allies are discarded. (Off/4)
44/ART
Wizard spell 2
Rare
Remains with the champion until dispelled. Champion and allies
become
flyers and swimmers. (Def/3/4)
45/ART
Ally
3
Common
Flyer.
46/ART
Ally
6
Common
Flyer.
47/ART
Ally
7
Common
Flyer.
48/ART
Ally
3
Common
Flyer. Dimock fights invisibly and cannot be discarded or
switch sides during
battle for any reason.
49/ART
Magical Item
3
Common The champion can choose to be a flyer or non-flyer at the
beginning of
combat. (Def)
50/ART
Ally
5
Common
Flyer. Ariel flies psionically and is immune to spells, allies,
and events that
harm other flyers.
51/ART
Event
Uncommon
All dragons in combat or in pools are immediately discarded.
52/ART
Ally
7
Common
The opposing player cannot play any events for the rest of this
round of battle,
including Calm.
53/ART
Event
Uncommon
In a multi-player game, this card can be played to prevent one
player's turn.
In a two-player game, this event can prevent an extra turn gained
form
another card, such as the Caravan.
Temporal Stasis is played between players' turns &emdash; like Caravan &emdash; and before the turn to be skipped.
54/ART
Event
Rare
This player can deflect a harmful event affecting only him onto any other player. (Helpful)
Events that affect everyone cannot be deflected.
55/ART Event
Rare
Choose another player to defend your realm. You choose which
champions
are used. If he loses a round, his champion is discarded; he draws a
card for
each round he wins.
Only champions from the opponent's pool can be chosen to defend the realm. Help! remains in effect throughout the battle.
56/ART
Wizard spell
Uncommon
All Flyers become non-flyers and vice versa until the beginning
of this
player's next turn. Swimmers and earthwalkers are unaffected by this
card.
(Off/3/4)
57/ART
Cleric spell
Common
The player can freely rearrange his realms and holdings, but
must fill from
the top down. (Def/3)
58/ART
Wizard spell
3
Uncommon
This spell doubles the caster's level. (Def/4)
59/ART
Cleric spell
Common
The champion can immediately elude an opposing cleric or hero,
ending the
round of battle. Both champions go back to their pools. (Def/4)
60/ART
Wizard spell
7 Common
Opposing allies of level 4 or less are immediately discarded. (Off/4)
61/ART
Holding
AD&D
Rare
This holding can be attached to any realm. Any artifact of any
world can be
attached to this holding. Any champion defending the attached realm
can use
the artifact.
62/ART
Holding
AD&D
Common
This holding can be attached to any realm. When this holding is
first played,
all champions with the name "Gib" are discarded.
63/ART
Holding
AD&D
Uncommon
This holing can be attached to any realm. Each of this player's
champions and
allies gain +1 when defending any realm. This holding stays attached
and in
play even if the attached realm is razed.
64/ART
Holding
AD&D
Common
This holding can be attached to any realm. If something forces
the attached
realm to be discarded, this holding is discarded in place of the
realm, and the
realm stays in play.
65/ART
Holding
AD&D
Uncommon
This holding can be attached to any realm. This player can, at
the end of each
turn, rearrange his holdings. Holdings must still be attached to
realms legally.
66/ART
Cleric spell
AD&D
Rare
Offensive
Hide under the lead realm; expose when the realm is attacked.
Only one
glyph can be placed under a realm; it is discarded after one use. The
attacking
champion cannot play allies in this round of battle. (Def/3)
This spell is bluelined as offensive
67/ART
Cleric spell
1
Uncommon
Offensive
Hide under the lead realm; expose when the realm is attacked.
Only one
glyph can be placed under a realm; it is discarded after one use. The
attacking
champion's base level is a 1 for this round of battle. (Def/3)
This spell is bluelined as offensive
68/ART
Cleric spell
Rare
Offensive
Hide under the lead realm; expose when the realm is attacked.
Only one
glyph can be placed under a realm; it is discarded after one use. The
attacking
champion must discard all attached magical items. (Def/3)
This spell is bluelined as offensive
69/ART
Cleric spell
3
Uncommon
Offensive
Hide under the lead realm; expose when the realm is attacked.
Only one
glyph can be placed under a realm; it is discarded after one use. An
attacking
champion with an attached magical item is defeated. (Def/3)
This spell is bluelined as offensive
70/ART
Cleric spell
2
Common
Offensive
Hide under the lead realm; expose when the realm is attacked.
Only one
glyph can be placed under a realm; it is discarded after one use. An
attacking
champion without an attached artifact or magical item is defeated.
(Def/3)
This spell is bluelined as offensive
71/ART
Monster
6
Dragonlance
Common
Swimmer; can attack any realm that shows coastline on the card.
72/ART
Monster
7
Dragonlance
Common
Flyer, swimmer; can attack any realm that shows coastline on
the card. One
opponent's magical item is discarded. Deathstream can cast wizard
spells.
73/ART
Monster
9
Greyhawk
Uncommon
Swimmer; can attack any realm that shows coastline on the card.
When
Zielesch enters battle, the player can draw a card. If the card is
usable, it can be
played; otherwise, the card goes into the player's hand.
74/ART
Monster
10 Dark Sun
Rare
Undead flyer. Can cast any spell. Immune to psionics and
offensive spells. If
Dregoth attacks, his level drops to 6.
75/ART
Monster
8
Dark Sun
Common
Flyer. Can cast wizard spells. Immune to psionic attack. Can be discarded to rebuild a razed realm.
Korgunard may be discarded to rebuild a razed realm at any time during the player's turn except phase 4. Korgunard can rebuild any razed realm, even that of an opponent.
76/ART
Wizard
7
Greyhawk
Uncommon
Swimmer; can attack any realm that shows coastline on the card. In battle, he can borrow any magical item in play, returning it when the round ends. Drawmij can imitate the power of any other wizard in play.
Drawmij cannot borrow a magical item from Mordenkainen, even if both champions belong to the same player.
77/ART
Cleric
7
Dark Sun
Common
When he enters battle as a defender, Klik can destroy one
magical item in
play anywhere.
78/ART
Monster
10
AD&D Common
Dragon; flyer, swimmer; can attack any realm that shows
coastline on the
card. Can cast wizard spells. Mykell psionically destroys any one
ally played
against him in a round of battle.
79/ART
Wizard
6
AD&D
Common
Each spell cast by Hornung has a level equal to the card
number's last digit.
Hornung never need ask permission to cast a spell.
When Hornumg casts Mirror Image, his level is first doubled, then +6 is added (the last digit of Mirror Image).
80/ART
Monster
4
Ravenloft
Uncommon
The invisible stalker can also be played as a +4 ally to any
champion able to
cast spells. If the invisible stalker is on the losing side of a
battle, it returns to
the player's pool at the end of his next turn.
81/ART
Cleric
7
Greyhawk
Common
This cleric of St. Cuthbert is immune to offensive spells and magical items.When in battle, she can choose to use a dimension door to return to her pool, ending the round of combat; if she does, all attached cards are discarded.
Because Erital's power activates upon defeat in battle, the power is negated by the Ring of Reversion and Thought Eater. Her power is not a spell.
82/ART
Cleric 8
Ravenloft
Common
When used in combat, this player can place any two cards from
his
opponent's discard pile on top of his draw pile.
83/ART
Cleric
9
Dragonlance
Common
Once per turn, in any step, she may cast any cleric spell from an opponent's discard pile, and then place it on the top or bottom of his draw pile.
Although Goldmoon can use her power at any time, she must abide by the phase restriction of the spell being cast. If Goldmoon casts a spell with a duration, it goes to the opponent's draw pile (top or bottom) when the spell expires. Spells without duration are immediately (after the round of combat) placed at the top or bottom of the draw pile.
84/ART
Hero
5
AD&D
Rare
Elf
Heroes cannot resist helping the princess. When entering battle, Amber can use any hero in play as an ally; after battle, win or lose, the hero returns to its owner's pool.
Amber's power is used during battle, which means a defender must be put forth before the power is used. Any hero other than the defender can be selected as an ally.
The hero-ally only returns to its pool if it is still in play at the end of the round of battle. If discarded during battle, if the opponent plays Brine Dragon for example, the hero remains discarded.
85/ART
Wizard
7
Forgotten Realms
Common
When attacking or defending, Darson can play any card as a
defensive spell
card, using the last digit of the card number as the spell's
level.
The number of cards Darsson can play as defensive spells is
limited only by
the number of cards available to the player, typcially the cards in
the player's
hand.
86/ART
Realm
9
Forgotten Realms
Uncommon
Coast
Dragon champions may defend this realm twice per turn.
Opponent's
dragons may not attack. Any holding may be attached to Council
Aerie.
Council Aerie can defend itself as a level 7 hero. Council Aerie
is an excellent
realm for decks that have a lot of dragon champions. If a dragon
champion is
defeated while defending Council Aerie, it may defend again. The
dragon
champion is discarded after the second defense, even if victorious.
87/ART
Realm
Dragonlance
Common
The Shining Lands can be attacked only by flyers or
earthwalkers. The realm
and its defending champion are immune to offensive spells. Any
holding can
be attached to the Shining Lands.
88/ART
Realm
6
AD&D
Uncommon
Coast
Cannot be attacked by flyers and can defend itself as a level 6
monster that can
cast wizard spells. Any holding can be attached to Bluet Spur.
89/ART
Realm
Greyhawk
Common
The level of any dragon defending the Hell Furnaces is doubled.
Any holding
can be attached to this realm.
90/ART
Realm
Dark Sun
Common
Only champions able to cast spells can attack this realm. Any
holding can be
attached to Euripis.
91/ART
Realm
Dark Sun
Common
Coast
Cannot be attacked by flyers, except Dregoth. If razed, this
realm can be rebuilt
by discarding only 1 card.
Due to the body of water on the card picture, New Guistenal is considered a coastal realm.
92/ART
Realm
Dark Sun
Common
This realm is also considered a Ravenloft realm. This realm can
be
voluntarily razed by the player at the end of his turn, allowing the
player to
take another turn immediately.
This card allows a player to take another turn by razing this realm during phase 5 of his turn. When first played, Ancient Kalidnay is placed vertically in the formation. Once its special power to grant an extra turn has been used, it is placed horizontally in the formation, just like other razed realms.If rebuilt, it is still played horizontally, indicating its power has been used.
Ancient Kalidnay can provide only one additional turn per player per game. Temporal Stasis allows Ancient Kalidnay's special power to activate and then negates it. Rebuilding the realm won't allow the player to gain an extra turn.
Card Combo (from Scavenger's Spellfire Corner ): If the Silver Spring holding is attached to Ancient Kalidnay, razing Ancient Kalidnay to gain another turn also razes another realm.
93/ART
Realm
Dark Sun
Common
This player's champions are immune to psionic attacks.
Champions with
attached artifacts or magical items cannot attack this realm,
although they can
be added during battle.
Ur Draxa protects a player's champions from all psionic attacks, whether champions' special powers or psionic power cards.
94/ART
Realm
6
Dark Sun
Common
Shault can be attacked only by monsters or flyers. The city can
defend itself as
any type of level 6 champion, chosen by the player when attacked.
95/ART
Realm
Dark Sun
Common
If the Forest Ridge is razed by an attacking champion, feral
halflings eat the
winning champion, causing the card (and any possessions) to be
discarded.
96/ART
Realm
Dark Sun
Rare
Any champion attacking Celik must discard all attached magical
items or
artifacts, and cannot add more during battle.
A nasty combination is to play the ally Loup-Garou when defending Celik. Loup-Garou requires the opponent play a magical item, while Celik prevents magical items from being played. The attacker is thus defeated.
97/ART
Realm
5
Dark Sun
Common
Can be attacked only by flyers or earthwalkers. Lake Island
defends itself as a
level 5 monster.
98/ART Event
Common
No events can be played, including Calm, until the end of this player's next turn.
Year of Plenty prevents events from being played, but does not affect any events with a duration that are currently in play.
99/ART
Ally
-2
Common
Prevents all special powers and spell casting ability of the
opponent's
champion, allies, spells, and magical items.
The effect of the Thought Eater is similar to that of the Ring of Reversion, the opponent's special powers are negated during the round of battle. This includes powers activated upon defeat, such as those of Drizzt Do'Urden, Iuz the Evil, and Ochimo. It also includes the powers of avenging allies such as Assassins and Starving Artist.
The level bonuses of an opposing champion's attached cards is not affected by Thought Eater, only the special powers and spell casting abilities.
The Spellfire Reference Guide Volume II incorrectly indicates that clerics opposing the Thought Eater can still cast spells. While icon abilities are not negated by the Thought Eater, all spellcasting is prevented.
100/ART
Cleric spell
Uncommon
Take any three cards form an opponent's discard pile and place
them on top
of his draw pile. (Off/3)
1/ART Chase
Artifact
5
Greyhawk
Chase
The level bonus (if any) of each opponent's spell is reduced by
2. Undead
cannot be used against the attached champion. The Mace is discarded
when
the attached champion enters battle against Iuz.
2/ART Chase
Artifact
Ravenloft
Chase
3/ART Chase
Artifact
Dark Sun
Chase
The attached champion is immune to psionics. When the attached champion is discarded, the Psychometron psionically destroys one other champion.
The Spellfire Reference Guide Volume II incorrectly indicates that the artifact's power to destroy a champion can be used when the Psychometron is discarded. However, the attached champion must be discarded for the Psychometron's power to be used. for purposes of the Psychometron's power, being sent to the Abyss is considered being discarded.
4/ART Chase
Artifact
5
Dark Sun
Chase
If the attached champion is defeated in battle, all of one
other player's
holdings are discarded. If one of this player's realms is attacked,
the attached
champion must be used first in defense.
5/ART Chase
Artifact
3
AD&D
Chase
This artifact can be attached to any champion. When the
champion with this
item is defeated, the winning champion is sent to the Abyss,
permanently
removed from play.
If a realm champion wins a round of battle against a champion with Barab's Goblet of Dissolusion, the realm is not sent to the Abyss (Technically, the realm champion is sent to the Abyss, but the realm supplies a new champion the next time it is attacked).
Card Combo (from Spellfire Reference Guide Volume II): If Barab's Goblet of Dissolution is attached to Ochimo, he can attack, lose the round, use the Goblet's power to send a victorious opponent to the Abyss, and then return to the pool, since Ochimo must be defeated twice before being discarded.
6/ART Chase
Wizard
7
Greyhawk
Chase
Onad can imitate the effects of any event, by being discarded
just after that
event is played. The use of Onad in this manner is secondary to the
use of the
actual event.
7/ART Chase
Hero
8
Forgotten Realms
Chase
At the beginning of a battle, Lord Blacktree can imitate the
powers of any
single realm or holding in play. Only powers usable during a round of
battle
can be imitated.
8/ART Chase
Hero
8
AD&D
Chase
Can cast wizard spells. While in play all Ravenloft champions except Strahd Von Zarovich are turned face down and cannot act. Must defend if Strahd Von Zarovich attacks.
Young Strahd does not "kill" an opposing Ravenloft champion, they just can't face him. When Young Strahd is played as a defender from the hand, all Ravenloft champions are turned face-down. If the attacker was a Ravenloft champion, he is returned to his pool and the attacker gets to select another champion.
While Strahd is in play, Ravenloft champions cannot act, but their immunities still function. You may attach magical items and artifacts to Ravenloft champions, but they cannot be used.
9/ART Chase
Hero
8
AD&D
Chase
Immune to offensive spells. This swashbuckler is the captain of
a ship; he and
his allies are considered swimmers and can attack any coastal
realm.
10/ART Chase
Monster
8
Ravenloft
Chase
Undead. This spectral bagpiper can cast wizard spells. He and
any attached
cards are immune to the special powers of allies.
11/ART Chase
Cleric spell
Chase
12/ART Chase
Wizard spell
Chase
This spell summons a magical fist as a +4 ally. The fist can
cause one enemy
ally to be discarded. (Off/4)
13/ART Chase
Wizard spell
Chase
The special power of an opposing champion or ally is
neutralized until the
end of the current battle. (Off/4)
14/ART Chase
Wizard spell
4
Chase
When this spell is played, all the opponent's allies are discarded. (Off/4)
15/ART Chase
Wizard spell
4
Chase
16/ART Chase
Magical Item
5
Chase
The attached champion becomes an agile flyer. The champion is
not affected
by cards that normally cause harm specifically to flyers. (Def)
17/ART Chase
Magical Item
5
Chase
The attached champion is immune to offensive spells. If this
item is in the
pool when a spell is cast, the amulet can be discarded to prevent the
effects of
the spell. (Def)
18/ART Chase
Magical Item
Chase
Before battle, choose one opponent's champion; that champion's
special
abilities are negated until the end of your turn. (Off)
19/ART Chase
Magical Item
5
Chase
When this card is used in battle, flip one card from the
opponent's draw pile.
The last digit of that card's number is an additional bonus for the
attached
champion. (Off)
The opponent's card is flipped as soon as the Smoke Powder Pistol enters battle, regardless of which champion is currently winning the battle. The card that is flipped is discarded.
20/ART Chase
Magical Item
Chase
Draw one less card than usual when beginning your turn. In
addition, look at
the bottom 5 cards in your draw pile. Place one in your hand and
return the
others to the bottom of the draw pile. (Def)
If Dragon Font is copied with Staff of Mimicry, the two magical items are used one after the other, which results in two less cards being drawn from the top of the deck and two cards taken from the bottom six cards.