1/RL
Realm
Ravenloft
Uncommon
Defending champion can cast wizard spells and can discard one
enemy ally
each round.
2/RL
Realm
Ravenloft
Rare
In a victorious defense, a maximum of one ally remains with the
realm card
and becomes undead.
3/RL
Realm
Ravenloft
Common
Coast
4/RL
Realm
Ravenloft
Common
Coast
5/RL
Realm
Ravenloft
Common
Werebeast champions and allies cannot attack this realm.
6/RL
Realm
Ravenloft Uncommon
Each round Keening is attacked, one living enemy ally is discarded each round.
Keening's power does not function against undead allies, but any other ally can be affected. Keening's player may determine when to use the power. It may be used at any time during battle to discard the ally of the defender's choice.
Keening's power works on allies, not just ally cards. Allies such as those provided by Axe of the Dwarvish Lords and the Triumvirate realms can be discarded by Keening's power.
7/RL
Realm
Ravenloft
Common
If razed in combat, look at top six cards of opponent's deck. Place one at the bottom of his draw pile.
The realm's power to place a card at the bottom of the draw pile is used before Spoils of Victory is drawn.
8/RL
Realm
3
Ravenloft
Common
Wolves are a +3 ally to defending champions.
9/RL
Realm
Ravenloft
Rare
If razed in combat, draw two cards at random from attacker's
hand and
discard them.
10/RL
Realm
Ravenloft
Common
11/RL
Realm
Ravenloft
Uncommon
Coast
Defender can change the attacking champion to any other champion in the attacker's pool.
The defender can change the attacking champion, but only once per round, and it must be done at the start of the round of battle (i.e. after the attack is announced).
The new attacker selected must be capable of attacking. Thus a champion who has already been in combat cannot be selected. Similarly, a champion that has recently cast Wish cannot be chosen. If Dementlieu is protected, the attacker can only be switched to another champion capable of reaching the realm (e.g flyer, swimmer, earthwalker).
If the original attacking champion was taken from the player's hand, that champion returns to the hand. If the original attacker has powers that can be invoked before combat begins (i.e upon attack), those powers may still be used.For example, Agis may still destroy a monster in a pool, even if the defender forces Agis to be exchanged for another attacking champion.
If the original attacker is replaced, he can attack again later in the round.
12/RL
Realm
5
Ravenloft
Common
Can defend itself as a level 5 undead champion (vampire).
13/RL
Realm
Ravenloft
Common
Cleric spells lose 2 levels when attacking Har'Akir.
14/RL
Realm
Ravenloft
Common
15/RL
Realm
Ravenloft
Uncommon Only champions with an unmodified level of 6 or higher
can attack this
realm.
16/RL
Holding
Ravenloft
Rare
The attached realm and its defenders are immune to offensive spells.
17/RL
Holding
6
Ravenloft
Rare
Can call upon a +6 zombie horde as an ally to defend the
attached realm for
one round of battle.
18/RL
Holding
4
Ravenloft
Common
The attached realm can defend itself as a level 4 undead champion (vampire).
19/RL
Holding
Ravenloft
Uncommon
If the attached realm is attacked, a doppelganger imitates any
one of the
attacker's allies each round.
20/RL
Holding
Ravenloft Common
The power of the ancients subtracts 3 levels from champion
attacking the
attached realm.
21/RL
Event
Common
All players can rearrange their realms and holdings.
22/RL
Event
Uncommon
All players shuffle their discard piles and place on top of their decks.
23/RL
Event
Common
All champions can attack any realm regardless, of its position,
until the end of
this player's next turn.
24/RL
Event
Rare
Double the level of all werebeasts and undead until the end of
this player's
next turn.
25/RL
Event
Common
All monster champions gain 3 levels until the end of this player's next turn.
26/RL Event
Rare
All champions use the first digit of their card number for
their level until the
end of this player's next turn.
27/RL
Event
Common
Champions that can cast wizard spells now cast only cleric
spells and vice
versa, until the end of this player's next turn.
28/RL
Event
Uncommon
All champions gain 1 level for each Ravenloft realm and holding
in their
player's control until the end of this player's next turn.
29/RL
Rule
Greyhawk
Rare
Victorious Greyhawk champions may keep one spell used that
round that
they can cast normally when they return to the pool. The spell is
automatically cast again the next time that champion fights. Any
dispel magic
card can be used to remove the spell.
Card Combo (from Shadowlord's Spellfire Page ): A Greyhawk champion in combat casts Wish on the opposing champion to win the round. Wish then remains with the champion and is used again in that champion's next battle.
30/RL
Rule
Dark Sun
Rare
One Dark Sun holding can be counted as a realm for the purpose
of victory
conditions.
31/RL Rule
Ravenloft
Rare
Play Ravenloft realms face down, but vertically. (Holdings are
still face up, as
are other realms.) Reveal the realm only when it is attacked. If one
of his
Ravenloft realms is razed, the player can rearrange all his Ravenloft
realms.
32/RL
Cleric spell
Common
If an opponent has an undead champion or ally, player can look
at the
opponent's hand. (Def/4)
33/RL
Cleric spell
Uncommon
All of the opponent's living allies (not undead) in play are discarded. (Off/4)
34/RL
Cleric spell
Common
If defeated, this champion can curse its opponent to lose 3
levels until a dispel
magic removes this card. (Off/4)
35/RL
Cleric spell
8
Rare
Casting this spell creates a +8 ally for the duration of the round. (Off/4)
This spell creates an ally subject to all cards affecting allies.
For example,
Brine Dragon can swallow it
and Shield of Wickedness can
cause it to change sides. The card is also subject to cards that
affect spells. It
can be canceled with Dispel
Magic, but is not affected by
Spell Turning.
36/RL
Cleric spell
6
Uncommon
(Off/4)
37/RL
Cleric spell
Common
Pick one opposing ally card and discard it. (Off/4)
38/RL
Cleric spell
Common
All opposing allies lose 1 level. (Off/4)
39/RL
Cleric spell
4
Common
(Off/4)
40/RL
Cleric spell
Common
This champion's allies all gain 2 levels. (Def/4)
41/RL
Cleric spell
Uncommon
All undead enemy allies with levels equal to or less than the
champion must
be discarded. (Off/4)
42/RL
Cleric spell
Common
A cleric in a player's pool can cast this on any champion,
allowing him to cast
cleric spells for this round. (Def/3)
43/RL
Cleric spell
5
Common
(Off/4)
44/RL
Cleric spell
Rare
Player can substitute any unrazed realm's power, but not its
attached holding,
for this round. (Off/4)
45/RL
Cleric spell
Rare
Player may retrieve any champion or ally from his discard pile
and return to
his hand. (Def/3)
46/RL
Wizard spell
3
Common
(Off/4)
47/RL
Wizard spell
4 Common
Casting this spell creates a +4 ally. (Def/4)
48/RL
Wizard spell
5
Common
Has no effect on undead champions. (Off/4)
49/RL
Wizard spell
Rare
Reduces opposing champion's level to 0 for this round. (Off/4)
Hold Person reduces the adjusted level at the time the spell is
cast to
zero. Cards subsequently played by the opponent are not affected.
50/RL
Wizard spell
Uncommon
Opponent lays all spells and magical items in his hand face up
on the table for
this round. (Off/4)
51/RL
Wizard spell
Common
Undead champions and allies gain 2 levels for this round. (Def/4)
52/RL
Wizard spell
Uncommon
Multiply the levels of the two weakest allies and add to the
total. If only one
ally is present, it is now a 0. (Def/4)
This spell multiplies the levels of the two weakest allies. The
product is then
added to the champions level. The original level of the allies is
ignored. Once
cast, the melded allies cannot be changed. If another ally of lower
level is
played, it does not change the meld or the melded allies.However, the
allies
may still be destroyed, as with
Brine Dragon or caused to
switch sides,
as with Shield of Wickedness. If
one ally is removed, the other
becomes level 0.Playing another ally will not change the level. Only
the
original allies can be melded. The meld can be canceled with
Dispel Magic,
in which case the allies return to their original levels.
Spell Turning has no effect.
53/RL
Wizard spell
Rare
From any pool, use a champion (level only) not immune to spells
as an ally.
Win or lose, champion is returned to its pool. (Def/4)
54/RL
Wizard spell
+?
Common
Player adds 1 level to this champion for each realm and holding
he has in
play. (Def/4)
55/RL
Wizard spell
3
Common
Does not affect undead monsters. (Off/4)
56/RL
Magical item
Uncommon
When used in battle, the player may look at the top six cards
of his
opponent's deck and discard one. (Def/4)
57/RL
Magical item
Rare
If victorious, this champion may make one extra attack on the
same realm
before being put in his pool. (Def)
58/RL
Magical item
Uncommon
If this champion is defeated, he is returned to his pool at the
end of the
player's next turn. (Def)
59/RL
Magical item
2
Common
The sword becomes +5 if the opposing champion is undead.
60/RL
Magical item
Common
If defeated, put card on opponent's champion. Opponent's hand
size is
reduced by one until dispel magic is cast or the new owner is
defeated. (Off)
61/RL
Magical item
Uncommon
Imitates one magical item attached to any other champion this player's pool. (Def)
The Staff of Mimicry can duplicate the powers of one other magical item in the player's pool. If the imitated item is discarded or otherwise removed from play, a different magical item may be selected for the Staff of Mimicry to duplicate.
The Staff of Mimicry is considered an offensive magical item when duplicating the powers of an offensive magical item.
The Staff of Mimicry can be used to duplicate one of the most powerful magical items, the Bell of Might, allowing the Staff to duplicate events. However, an individual player can only duplicate an event once. For example, the player may only duplicate an opponent's Caravan once, using either the Bell or Staff of Mimicry, but not both on the same event.
62/RL
Magical item
Common
Before combat, the player can look at one other player's hand. If used, the attached champion cannot attack this turn. (Def)
63/RL
Magical item
Uncommon
The opposing champion cannot use his power or cast spells. (Off)
The Ring of Reversion cancels all powers as shown in the box on
the
opposing champion's card. This includes flying, swimming,
earth-walking,
and use of psionics. The Ring of Reversion only negates a champion's
power
until the end of the combat round. This includes powers that are
triggered
upon defeat, such as the powers of
Iuz the Evil (167/1st) and
Strahd von Zarovich.
64/RL
Magical item
Common
Used in combat, one enemy ally (except undead) is turned into a
werebeast,
causing him to switch sides.
65/RL
Magical item
+?
Common
If victorious, champion keeps up to six ally cards face down
with it. These are
dead allies; however, champion gains 1 level for each card.
66/RL
Artifact
Ravenloft
Rare
Player borrows any champion (level only) from any pool as an
ally. Win or
lose, champion is returned to its pool.
67/RL Artifact
Ravenloft
Rare
When used to attack, defender's realm power (but not attached holding) is ignored.
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.
68/RL
Artifact
Ravenloft
Uncommon
Opponent cannot use undead champions or allies, OR card can be
discarded to
force Strahd to be discarded permanently.
The Holy Symbol can be discarded to remove an opposing Strahd,
either
Strahd Von Zarovich or
Young Strahd. In either case,
Strahd is sent
to the Abyss.
69/RL
Artifact
Ravenloft
Uncommon
When used in combat, opponent can have only one ally. Any
extras are
discarded.
70/RL
Artifact
Ravenloft
Rare
Attached champion can substitute the powers of any champion
from any pool
other than its own.
71/RL
Ally
5
Common Flyer. Undead. Becomes +7 if defending a realm with a
mausoleum or
graveyard holding.
72/RL
Ally
4
Common
73/RL
Ally
5
Uncommon
Rips magical items from its opponent, who must discard all attached magical items.
74/RL
Ally
1
Rare
Champion and allies become flyers. When attacking, can switch
attack to a
different realm.
The Ghost Ship allows a player to switch his attack to another
realm when it
is played. Because it makes the champion and allies flyers, any realm
can be
attacked. The attack can also be switched to another player's
realm.The attack
can only be switched once and can only be switched at the time the
card is
played. When the attackers move to another realm, the defending
champion
returns to the pool and any allies or spells played during the round
are
discarded. The defender must choose a different champion to defend
the new
realm.
75/RL
Ally
4
Common
Undead.
76/RL
Ally
6
Rare
Flyer. Opposing clerics lose 3 levels against this ally.
77/RL
Ally
4
Uncommon
Flyer. Undead. All enemy champions and allies (except undead)
lose 1 level
when opposing this ally.
78/RL
Ally
1
Common
If opposing champion is victorious, he loses his power until
dispel magic is
cast on him. Keep this card with the champion.
79/RL
Ally
2
Uncommon
Werebeast. 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.
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.
80/RL
Ally
3
Common
Flyer. Werebeast.
81/RL
Hero
3
Ravenloft
Common
One card from the player's hand is kept hidden under this one. Use it in his next battle, then hide a new card.
If the Mysterious Stranger attacks, the card hidden under him activates before the defender's power. Any card can be hidden under the Mysterious Stranger, but only combat cards may be used during battle.
82/RL
Monster
8
Ravenloft
Rare
Undead. Casts wizard spells. If victorious in battle, takes one
ally with him
into the pool.
83/RL
Monster
7
Ravenloft
Rare
Immune to offensive spells and magical items.
Adam is incorrectly bluelined as undead in Spellfire Reference Guide Volume I.
84/RL
Monster
7
Ravenloft
Uncommon
Undead. Casts cleric spells. Ignores the effects of opposing holdings.
85/RL
Hero
3
Ravenloft
Common Level 5 vs. undead. If facing Strahd, he returns to his
pool; that player must
select another champion or lose the battle.
86/RL
Hero
3
Ravenloft
Common
Opponent must lay his hand face up for this round. Level 6 vs. any Ravenloft champion.
87/RL
Monster
5
Ravenloft
Uncommon
Werebeast. When in combat, he picks one magical item, artifact,
spell or ally
of the opponent to be discarded.
88/RL
Monster
4
Ravenloft
Rare
Dragon
Flyer. If attacking, it can choose to automatically win the round, but card must then be discarded.
The Headless Horseman may use his power at any time during the round of combat.
89/RL
Monster
6
Ravenloft
Uncommon
When attacking, picks which champion from his opponent's pool will face him.
Arijani's power activates as soon as he attacks. The attacking player selects the defender.
90/RL
Monster
4
Ravenloft
Common
Undead. Flyer. Any undead allies gain 2 levels.
91/RL
Monster
5
Ravenloft
Common
Undead. Casts cleric spells.
92/RL
Hero
2
Ravenloft
Common
When defending, he turns into a level 6 monster.
93/RL
Wizard
3
Ravenloft
Common
If defeated, looks at opponent's hand and places one card on
the bottom of
that player's draw pile.
94/RL
Monster
4
Ravenloft
Common Cast wizard spells. When in combat, player can take one
wizard spell from his
deck and play it. Reshuffle the deck.
The spell selected using the Hags special power must be legally
castable during
phase 4.
95/RL
Monster
2
Ravenloft
Common
Doppelganger. Imitates the level or power of his opponent, but
not both. Uses
power second (after opponent).
96/RL
Monster
8
Ravenloft
Uncommon
Can look at opponent's hand after declaring which realm he is attacking.
97/RL
Hero
1
Ravenloft
Common
Can use one ally from his discard deck.
98/RL
Hero
6
Ravenloft
Common
Undead. Sergei is immune to all event cards, even beneficial ones.
99/RL
Monster
7
Ravenloft
Rare
Undead
Immune to offensive wizard spells. Opposing DRAGONLANCE champions cannot use their powers.
100/RL
Monster
9
Ravenloft
Rare
Flyer. Undead. Casts wizard spells. If defeated in combat and
no other Strahd
is in play, her returns to his pool at the end of the player's next
turn.
If a Strahd is defeated in battle he is put in limbo. Strahd then
returns to the
player's pool at the end of the player's next turn. If at that time
Strahd cannot
return to the pool for any reason (such as the Rule of the Cosmos),
he is
discarded.Strahd's special power only activates upon defeat. If he
wins the
battle, but is discarded for another reason, such as the playing of
Pit Trap!
or Aurak Draconians, Strahd
is discarded.