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SPELLFIRE™ Reference Guide Table of Contents

Master the Magic Introduction 4 Dispel Magic 27


What's It All About? 4 World Bonuses 27
The Cards 5 Fear of Undead 27
The Deck 6 Aiding the Attacker or Defender . . . . 27
Setting Up 7 Parallel Universes ?7
PROJECT COORDINATOR: Bruce Nesmith Victory 7 Longer or Shorter Games 27
DESIGN: Bruce Nesmith and Tim Beach Game Play 8 LJlueline 28
EDITING: Jim Butler and Dave Gross Two Draw Mulligan 9 Swapping Magical Items ?8
L
TYPESETTING: Angelika Lokotz Rule of the Cosmos ) High Magic 28
INTERIOR ILLUSTRATIONS: Tom Baxa, Den Beauvais, Brom, Jeff Butler, Clyde Caldwell, Realms 10 One World ?S
Doug Chaffee, Ned Dameron, Diesel, Tony DiTerli/xi, Dave Dorman, Terry Dykstra, The Formation 10 Alternate Deck Sizes 28
Jeff Easley, Stephen Fabian, Fred Fields, Ken Frank, Dan Fra/ier, Carol Heyer, The Pool 11 Questing 29
Greg Hildebrandt, Tim Hildebrandt, Jim HoUoway, Dave Hoppack, Daniel Home, Limbo 11 Wandering Champions 29
Paul Jaquays, Dennis Kauth, Bob Klasnich, Charles Kohl, John Lakey, Laura Lakey, The Abyss 11 Defender's Game 29
Roger Loveless, Erik Olson, Glen Orbik, Mark Painter, Keith Parkinson, Robin Raab, Combat 12 Conqueror's Game 29
Robh Ruppel, Stephen F. Schwartz, Jeff Starlind, John Statema, David C. Sutherland I I I , Ending the Battle 13 Tournament Beginning 29
Glen Tarnowski, Tim Truman, Valerie Valusek, Kevin Ward, Ken Widing, Robin Wood Wall Spells 13 Rules Variants 30
SPECIAL Ti IANKS TO: John Danovich and Dori Hein Spoils of Victory 14 The Tyrant's Game 30
Razed Realms 14 One-Deck Solitaire 31
Flyers, Swimmers, Two-Deck Solitaire 33
and Earthwalkers 15 Solitaire Variations 33
Events 15 Nasty Tricks 34
Beyond the Basics 16 SPELLFIRE Protocol 39
Holdings 16 Release History 40
Magical Items and Artifacts 17 Deck-Building Strategies 46
Levels 17 Tournaments and Strategy 64
Special Powers 17 Strategy 73
Realm and Holding Tactics 94
Champions 18 1st Edition Cards 97
Spells 19 1st Edition Chase Cards 237
Rule Cards 19 Promotional Cards 246
Immunity 20 RAVENLOFT® CARDS 247
ADVANCED DUNGEONS & DKACONS, AD&D, DARK SUN, DRAGON, DRACONLANCE, DRAGON STRIKE, DUNGEONS & DRAGONS
D&D, FORGOTTEN REALMS, CEN CON, CRIiYHAWK, MONSTROUS COMPENDIUM, POLYHEDRON, RAVENLOFT, KI'GA ,ind
Card Conflicts 20 DKAc;oNi.A\ci-: 00 CARDS 281
SPELLJAMMER are registered trademarks owned by TSR, Iiu-. Counter-Effect Cards 21 DRAGONLANCE Chase Cards 315
The GEN CON logu, MENZO13ERRANZAN, PLAN ESCAPE, SPELLFIRE, TSR, and the TSR Logo are trademarks owned by TSR, Inc.
All TSR characters, character names, and the distinctive likeness thereof ,w trademarks owned by TSR, Inc. © 1995. All Rights Reserved,
Multiplying and Adding 22 FORCOTTHN REALMS® CARDS 324
Rnndom House and its affiliate companies havu world wide distribution rights in the book trade fur Enj-IMi-hnj'u.iiie products of TSK, Inc. Three or More Flavors 23 FORC;OTTHN REALMS
DiMi'ibulutl to the toy and hubby ir.ide by regional distributors.
Distributed to the book and hobby trade in the United Kingdom by TSR, 1.IJ.
Terms 23 Chase Cards 358
Thism.itiTi.il is proL'etixl under the copyright Liwsof the United Status of America, Optional Rules 26 Appendix: Card Lists 367
Any reproduction or unauthorized usa of the material cont.iinutl heroin i^ prohibited withoul the cxpres:. wnlten consent iifTSR, Inc.

1132XXX1501
Introduction As each player is building his empire, the other players are trying to destroy it. The
players use fantasy champions (clerics, heroes, monsters, and wizards) to attack and
Si'L-LLFiKE™ is a collectible card game for two or more players. The idea is that each defend their empires. These champions are aided by spells, magical items, artifacts,
player builds his own unique deck of cards from all of the cards he owns. As of the end events, and allies. If the attack is successful, a part of the defender's empire is raxed or
of 1994, there are 797 unique SPELLFIRE cards. Most have strange powers that break or a defending champion is defeated. "Razed realm" is a term that will pop up continu-
change the general rules of the game. In all cases, the rule on the card takes precedence ously in these rules.
over the rules of the game. For example, according to the game rules monster champi- In any game, the idea is to have fun. Don't get hung up on rules technicalities or play
ons cannot cast spells. However, the Borys (305/lst) monster champion card says that "touch rules." No-one has fun in a game with a rules lawyer. Play fair and honestly. Be
it can cast both wizard and cleric spells, even though it is a monster. willing to replay a few cards if a player didn't understand what was going on. Remem-
ber, it's just a game.
Card Numbers
Throughout this book, whenever a card is named, it is followed by the card number The Cards
and the edition of the game it first appeared in. In the example above, Borys is card Each card has a similar look and layout. Take a moment and place down a few of the
number 305. It first appeared in the first edition of the game. Below is a list of all the cards. The sideways cards mostly have map pictures, although there are a few excep-
edition abbreviations used in this book. For more details on the individual releases, see tions. They are the realms that make up an empire. The rest of the cards are laid out
Release History on page 40. upright. In the upper left hand corner is an icon that identifies the type of card. Below
is the list of possible icons. The wizard champion icon and wizard spell icon have the
1st First edition, 420-card set, June 1994. Note that cards 401-420 are only same shape, but different colors. The same is true for the cleric champion icon and the
available in the second edition of SPELLFIRE cards. cleric spell icon. Both spell icons are pale yellow.
Four of these icons belong to a single card type: champion. Clerics, heroes, monsters,
1st Chase Booster pack #1, 25-card set, June 1994. These are only the 25 cards unique and wizards are all champions. Rules that discuss champions apply to all of these
to booster pack #1. They are numbered I of 25 through 25 of 25. cards. There are some rules unique to individual types of champions.
Some of the icons have a number. All champions have a number. The number is the
RL RAVENLOFT®, booster pack #2, 100-card set, September 1994. level of the card. Level is a measure of power. The higher the level, the more powerful
the card. Most cards have levels ranging from 0 to 9.
DL DRAGON LANCE®, booster pack #3, 100-card set, October 1994.

DL Chase DRAGONLANCE, chase cards, 25-card set, October 1994. They are found
in the DRAGONLANCE booster packs and are numbered 1 of 25 through
25 of 25.

FR FORGOTTEN REALMS®, booster pack #4, 100-card set, November 1994.

FR Chase FORGOTTEN REALMS, chase cards, 25-card set, November 1994. They are
found in the FORGOTTEN REALMS booster packs, and are numbered 1 of 25
through 25 of 25.

Promo Promotional cards, August 1994. There are only two cards in this set,
labeled Promo 1 and Promo 2. They have been given away at various
conventions such as the GEN CONW Game Fair.

What's It All About?


The idea of the game is to build an empire. Players take turns drawing and laying
down cards from their individual decks. In a collectible card game, each player has his
own deck. Cards from one player's deck are never mixed in with cards from another
player's deck.

THE BASICS 4
Before beginning to play, all the players should agree on which optional rules, if any, 3) Play cards into the pool and cast spells, at the player's option.
are being used. Once the rules have been agreed upon, each player should select his a) Place any number of champions, artifacts, and magical items into the pool.
deck. Which optional rules are in play may determine which deck a player uses, Artifacts and magical items must be attached to champions. Once attached,
assuming he has more than one deck to choose from. they may not be rearranged. An artifact can only be placed on a champion
Each player shuffles his deck thoroughly and places it face down on the table. Each from the same world; magical items can be attached to any champion.
player has his own draw pile and never draws cards from any other draw pile. b) Cast any spell allowed to be cast in step 3. There must be a champion in the
Each player then draws five cards to form his starting hand. Play begins with the pool able to cast the spell. Other players may not cast any spell in defense
oldest player taking the first turn and proceeds clockwise around the table. Some cards unless the optional Dispel Magic rules are in effect (which is strongly recom-
can be played out of sequence. In this case, it is possible for a player other than the old- mended).
est to actually lay down the first card.
4) Attack one realm of another player, at the player's option. Once the realm is cho-
Victory sen, the attacker cannot switch the attack to a different realm, even if he uses dif-
ferent champions. Champions for the attack can come from the player's hand or
There are two ways a SPELLFIRE game can end. The most common is when one player from his pool. For more details on attacking realms, see Combat on page 11.
has six realms in play and none of them are razed. He has built himself an empire. The
first player to do this wins. 5)- Cast spells and adjust the hand size.
The second way a game can end is when one of the players runs out of cards in his a) Cast any spell allowed to be cast in step 5. There must be a champion in the
draw pile. That player is allowed to finish his turn, but the game ends when he raps pool able to cast the spell. Players that just defended a realm may not cast
(knocks to signal the end of his turn). The player with the most unrazed realms wins. If spells in this step.
two or more players have equal numbers of unrazed realms, count the number of b) Discard cards from the hand until it has only eight cards. Some card powers
razed realms to break the tie. If further tie breakers are needed, count holdings. If this may allow a player to keep more cards in his hand.
still results in a tie, the game is truly a draw.
6) Rap on the table to signal the end of the player's turn. The player to his left may
now take his turn.

Game Play Two Draw Mulligan


Every player must follow this turn sequence. Steps 1, 5, and 6 must be performed. If a player has not played a realm and does not have a realm in his hand that he could
Steps 0, 2, 3, and 4 are optional. play by the end of his second, turn, stop the game and start over. No one wins or loses;
the game is voided. The player calling for a mulligan must have played any event
0)' Play a Rule Card. Perform any other actions that must happen at the beginning of cards that might give him a chance to get a realm, such as Good Fortune (100/lst), and
a player's turn. For example, Marco Volo (50/lst) allows a player to look at an he must reveal his hand to prove he has no realms. It is possible for a player to draw a
opponent's top card at the beginning of his turn. realm, but then be forced to discard it through card play. A Transformation (201 /1st)
event or Discovery of Spellfire (401 /1st) event card can make this happen. The player
1) Draw three cards from the draw pile. Some cards allow a player to draw addi- can still call for a two draw mulligan as long as he never got the chance to play a realm
tional cards each turn.
card onto the table. If a player has realms in his hand, but other players have them all
2) Play realms and holdings, at the player's option. Only one of each can be played in play, he can still declare a mulligan.
in a turn, even if the player has more in his hand. By the end of that second turn, the player without a realm is forced to discard three
a) Play, rebuild, or replace one realm at the player's option. You may only do one cards to get down to an eight-card hand. He has the option to attack, knowing he can't
of the three options. If a realm is played, the player cannot rebuild another have a pool and his champions will be discarded. Neither of these are good options.
realm in the same turn. For more details on rebuilding and replacing realms, The plaver's bad situation has nothing to do with his skill (or lack thereof), it's just a
see Razed Realms on page 14. bad draw. In the spirit of friendly competition, the game is restarted. All players return
b) After the realm action, play one holding, at the player's option. Holdings must their cards to their decks, shuffle, and start over.
be attached to realms from the same world. Once attached they cannot be
rearranged. A player can add a holding to a realm other than the one just Rule of the Cosmos3
played or rebuilt. Only one of each champion, artifact, and realm card can be in play at once. While one
player has a specific champion, artifact, or realm in play, no other player can use it. For
1
The first step of the turn sequence is numbered zero so that the remaining steps agree with the original version* of example, if a player has Elminster (44/1 st) in his pool or in combat, no other Elminster
the game. All spell cards show which step they can be cast in. Making this step 1 would change all of the steps t h a i
followed, which would make the markings on the card meaningless. 3
3 In the first and second printings of the SI'ULLFIKE game rules, the Rule of the Cosmos was optional. As of this
Magical items and artifacts may not be placed into the pool at the end of combat. If a player finds he has too m.inv
cards in his hand, ho must discard until he is within the allowed range. printing it is an official main rule. There is now an optional rule for setting it aside.
GAME PLAY 8 9 GAME PLAY

L^
card can be brought into play. This restriction does not apply to allies, spells, magical Each realm protects the two realms directly behind it by shielding them from attack.
items, holdings, or events. A razed realm is still considered in play. Other players may A realm cannot be attacked if it is behind another unrazed realm.-' A razed realm offers
not put that realm in their formations as long as it is remains in someone else's, even no protection. Realms that are exposed by a razed realm can be attacked normally.
though it is razed. The player may not replace a razed realm with that same realm,
since the raxed card is still in play.
Strategy Tip
Do not lay down your first realm unless you have a champion in your hand to
Strategy Tip defend it. Otherwise you are just giving your opponent a free card when he attacks
In a muitiplayer game, put any important champions in the pool right away. The and razes the realm,
champion is more vulnerable that way, but you may be prevented from putting [f the only realm in your hand on your first draw is particularly weak, it may be
him out later by the Rule of the Cosmos. The same tip holds true for artifacts. better to wait a turn and hope to draw a stronger realm. Never wait beyond your
There are a few cases where two cards with different pictures have the same second turn to play your first realm.
name, such as Salt View (232/lst) and Salt View (237/lst). In most cases this is an
error on TSR's part. These cards are considered different and can both be in play at
once. The cards must be exactly the same, down to the card number, before one The Pool
excludes the other. The only factor that is ignored is which printing the two cards The pool is just a place on the right side of the formation. In step 3 of his turn, a player
came from. 1 can put any number of champions in the pool from his hand. He can attach artifacts
and magical items to these champions. These cards are considered to be in play but do
not count against the player's hand size limit. The cards in the pool stay there until
Realms they are used in battle or until card play forces them to be discarded. If a champion is
Realms represent places that are loyal to the player. They are the focus for attacks and ejected from the pool, all of his artifacts and magical items are discarded.
defenses. Each realm is a kingdom, nation, city-state, or empire found in one of TSR's
AD&D"" roleplaving worlds. Limbo
During step 2, a player can play one new realm. This new realm c.in be played into Limbo is a place on the left side of the formation. Cards that are not in play, but cannot
the foremost empty space in the formation or on top of a razed realm. The razed realm be placed in the player's hand, discard pile, or draw pile, are put in Limbo. Generally
is then discarded. Empty places in the formation must be filled in a certain order. The they are placed face down so that there is no confusion with the cards in the pool.
tip of the pyramid (card A) must have a card, even if it is ra/ed, before playing one in There are a few cards, such as Strahd Von Zarovich (100/RL), which return to a
the middle {cards B and C) or last row (cards D, E, and F). The middle row must have player's pool at the end of his next turn. Those cards are in Limbo and considered out
cards in both of its positions before a card can be played in the last row. It doesn't mat- of play until they return. If a player is allowed to draw cards from his discard pile, or
ter which card in a particular row is played first. shuffle it back into his draw pile, cards in Limbo are not included.
II a realm is discarded in the first or second row when there are realms in a lower If the time comes for a card to leave Limbo, but it cannot, the card is placed in the
row, those other realms are unaffected. However, the next realm played must fill the discard pile. For example, when Strahd is defeated, he is out of play until the end of
foremost empty spot. the player's next turn. In other words, he is in Limbo. If another player puts a Strahd
Instead of playing a realm, the player can choose to rebuild a realm by discarding card in his pool during this time, the original Strahd cannot return to the pool. When
three cards from his hand and/or pool. The rebuilt realm is flipped back over. the time comes for the first Strahd to return to his pool, he must instead be placed in
the discard pile. The Labyrinth Map of Shuuc (410/lst) and the Ring of Regeneration
The Formation (58/RL) place cards in Limbo. Strahd Von Zarovich (RL/100) can place himself in
As realms are played, they form a triangle with its base toward the player (see the set- Limbo. The Map and the Ring allow a champion to return to the pool or discard pile.
up diagram). The first realm played is the top point of the triangle. The second row
must be filled before any realms may be played in the third row. The Abyss
If card play forces a realm to be discarded it is possible to have an empty spot in the The Abyss is a place where events are placed after they have been played or discarded. In
lead position when there are realms in the second row, or an empty spot in the second addition, Takhisis's Abyssal Gateway (13/DL Chase) places a card in the Abyss. Once any
row when there are realms in the third row. In those cases, new realms must be played card is sent to the Abyss, it cannot be brought back into the current game.
into the empty spots first.
For example, if realms A through E are filled, but A and B have been discarded bv
events, the player must lay down his next realm into position A. He cannot lay it down
into position B or F.
' A 1st i'i1 itiun Elminster would prevent ,1 2nd edition Elminster from tvin^ phivivl. ' Except bv flyers, swimmers, or earthwalkers.
CAM].. Pi ,\> ID 1 •] GAME PLAY

|^_
Ending the Battle
Combat 1 The battle ends if the defender's realm is razed or discarded, or if one of the attacker's
During step 4 of the turn, a player can attack one realm of another player. An attack champions is defeated or discarded. However, there are some special circumstances.
follows this sequence. All possible results for a round of combat are listed below.

a) The attacker indicates which realm is being attacked. It must be a realm he is able • If the defender defeats an attacking champion during a round of combat, the battle is
to attack, either because it is exposed or because he has some special power allow- over. The attacker may not put forward another champion to continue the attack. The
ing him to attack it. In a multiplayer game, the player can choose to attack any defender has won and earns spoils of victory.
other player's realm. • If the attacker wins a round by defeating the defending champion, he can continue
b) The attacker selects a champion from his hand or from his pool and presents it as the attack. The attacking player may select a different champion that has not already
the attacking card. He may not add any artifacts, magical items, allies, or spells to been used in this battle and start another round of combat against the same realm.
the champion at this time. However, if the champion came from the player's pool, • If the defender ever declines to defend the realm, the realm is razed and the battle is
he may already have some magical items or an artifact, over. The attacker has won and earns spoils of victory.
c) The defender selects a champion from his hand or pool and presents it as the • If the attacker ever declines to put forward a champion, the battle is over. Neither
defending card. If there is no defense, the realm is razed. The defender may not side has won, and neither gets spoils of victory. The attacker is never required to con-
add any artifacts, magical items, allies, or spells to the champion at this time. How- tinue an attack. He can stop at any time.
ever, if the champion came from the player's pool, he may already have some • If card play causes the attacked realm to be razed or discarded during combat, the
magical items or an artifact. battle is over. The attacking player gets spoils of victory. Both champions must be
d) Compare the total levels of each side. Take into account any realm, holding, magi- selected before combat is considered to have started.
cal items, artifacts, events, spells, etc. that affect the combat. The side with the For example, both players have selected champions. The attacking player then
largest total is winning. A tie means the defender is winning, plays a Siege! (150/lst) event, forcing the defender's realm to be razed. Both champi-
e) The player that is losing can play one card. Compare the total levels again. If he is ons return to their pools, and the attacker gets spoils of victory.
still losing, he keeps playing cards one at a time until he is winning, • If card play causes an attacking champion to be defeated or discarded, the battle is
f) Now the other player plays cards one at a time until he is winning. Card play goes over. The defending player gets spoils of victory.
back and forth like this until the player that is losing either cannot or will not play For example, the Outcast (323/lst) is defending against the Gnomes of Samek
another card. This round of combat is over. The winner does not have the option to (52/1 st) with the Shield of Destruction (313/lst) magical item attached to it. The
play any more cards, no matter how badly he may want to. defender plays Ancient Curse (399/lst) and kills the Gnomes. The battle is over; the
g) Whichever player has the highest adjusted level wins that round. The defender defender has won and gets spoils of victory.
always wins ties.
h) The winner places his champion, with all of its artifacts and magical items, in his Wall Spells
pool. He discards all allies and spells used in the combat. If the attacker has no • If card play prevents an attacking champion from continuing to fight, that champion
realms on the table, razed or unrazed, his victorious champion must be discarded is defeated but returns to its pool and the battle is over. Since the champion was not
at the end of the turn. However, if the victorious champion without a realm has discarded, the defender does not get spoils of victory.
earned spoils of victory (see below) and draws a realm, then that champion can be For example, if the Outcast is attacking and the defender plays a Wall of Fire
placed in the pool. The loser discards all the cards he used in the combat, including (335/lst), the Outcast is defeated. Since he can't fly he has lost the battle. However,
his champion and all its attached cards. since card play defeated him rather than overwhelming force, he returns to his pool.
i) The players have now completed one round of battle. If the attacker won the round, This is true even if the wall spell caused that side to have a higher total level. When
but the realm he attacked was not razed, he may select another champion and attack the Outcast was unable to get over the wall, the size of the force on the other side
it again. He may not use the same champion to attack more than once in his turn. He was irrelevant.
must attack the same realm; he cannot switch the attack to a different realm. • If card play prevents a defending champion from continuing to fight, that round of
If the attacker lost or the defending realm was razed or discarded, the battle is over. combat is over. The defending champion returns to the player's pool. The attacking
The attacker may not continue to attack new realms, even if he has champions left player may select a different champion that has not already been used in this battle
who have not participated in battle this turn. and start another round of combat against the same realm.
j) After the battle is over, one of the players may be eligible to draw spoils of victory. If the Outcast had cast the Wall of Fire spell while attacking in the example above,
Spoils of victory is one card from the player's draw pile. The attacker draws the defending champion would be defeated, but gets to return to his pool. However,
spoils of victory if the realm he was attacking was razed or discarded. The the attacker cannot choose to continue the attack with another champion, since he
defender draws spoils of victory if an attacking champion was defeated in combat did not win the round of battle.
and discarded.
13 COMBAT
COMHAT 12
L
Spells such as Wall of Iron (336 /1st) and other cards that require a champion to hand during step 2. The player can only rebuild one realm each turn, and by doing so
become a flyer allow the other player to play one card that will make him a flyer. In
forfeits play of a new realm.
this case, cards like the Fly (343 /1st) spell or Baba Yaga's Hut (158/lst) seem like they In the diagram on page 7, realm A protects realms B and C. If A is razed, B and C can
are being played as counter-effect cards. However, in reality its the phrasing of the be attacked. If A and B are razed, C and D can be attacked. Realms E and F are still pro-
wall spell card that is allowing the other player a chance to play another card in tected. A realm retains its position in the formation even if other realms are discarded.
response.
For example, if realms A, B, and C are all discarded, realms D, E, and F do not move up
Spoils of Victory to fill the empty spots.
If the realm being attacked is razed or discarded during combat, the attacker gets to
draw one card from his draw pile. This is true even if card play other than combat Strategy Tip
causes the realm to be razed or discarded. However, if the realm was razed or dis- Always play the middle realm in the third row before playing either end. The
carded outside of combat, no spoils of victory are awarded. middle realm is protected by two realms, whereas each end realm is only pro-
If the attacker is defeated during combat, the defender gets to draw one card from
tected by one.
his draw pile. Note that the attacking champion must be discarded. Once again, this is
true even if the defense itself did not cause the champion to be discarded, but some
other card play. Champions discarded outside of combat for any reason do not grant
any player spoils of victory.
Flyers, Swimmers, and Earthwalkers
A Hying champion can attack any realm, regardless of its position. If it attacks a pro-
tected realm, all allies of that champion must be flyers, swimmers", or earthwalkers in
order to reach it. A champion's ability to fly, swim, or earthwalk is not automatically
Strategy Tip conferred to its allies.
If you already have eight cards in your hand, drawing a spoils of victory card will A swimming champion is able to attack any realm that shows a coastline, even if it is
force you to discard one. Sometimes it is better to keep the spoils card and discard protected. Realms that do not show coastlines can only be attacked by swimmers if
another less valuable card. Sometimes it is smarter to put it back on the draw pile. they are exposed. Rivers and ponds don't count. The individual card descriptions say
You will get that card on your next turn. exactly which realm cards are vulnerable to swimmers.
This drawn card can be played immediately. A realm or holding can be laid down For example, the Great Kingdom of the AD&D GKHYI IAWK campaign world has lots
in formation. A champion can be placed in the pool. An artifact or magical item can of coastline. However, the Great Kingdom SPELLFIRE card (123/lst) does not show any
be attached to a champion in the pool. A rule card can be put into effect. The card coastline. Therefore, it cannot be attacked by swimmers unless it is exposed.
played must be legal in all ways, except that it is being played at the wrong time in An earthwalking champion can move underground to reach realms that are other-
the turn sequence. Event cards drawn as spoils of victory cannot be played out of wise protected. If an earthwalker attacks a protected realm, all allies of that champion
turn sequence. Since most event cards can be played at any time, this isn't much of a must be flyers, swimmers, or earthwalkers in order to reach it.
restriction. However, a few, such as The Caravan (319/lst), must wait. If a champion with one of these special abilities attacks a realm, any ally that joins
If the card isn't played/ it can be added to the player's hand, returned to the top him must also be able to get to the realm. For example, a swimmer can attack a pro-
of the draw pile, or discarded. tected realm that has a coastline. A Hying ally can join it in combat. However, if the
protected realm is The Great Rift (12/lst), which is immune to flyers, the flying ally
Razed Realms could not be used because it can't get there.
Any type of champion and ally can defend against flyers, swimmers, and earth-
A ra/,cd realm is turned face down. It is not removed from its position in the formation walkers.
or discarded. If a holding is attached to that realm, it is discarded when the realm is A flyer cannot choose to not fly. A swimmer cannot choose to not swim. An earth-
razed. During step 2 a player can replace a razed realm with a new one. The razed walker cannot choose to not earthwalk. If a realm cannot be attacked by a flyer, a
realm is then discarded. champion designated as a flyer cannot attack it, even if the realm is exposed and he
Once a realm has been razed, any special power the realm provides is eliminated. need not fly to get to it. The same is true for swimmers, earthwalkers, or any other
For example, the turn it's first played, Maztica (15/FR) prevents heroes of level d or champion of this type.
higher from attacking or defending until the beginning of the owner's next turn. If
raxed, however, heroes can attack and defend normally. Events
If a realm that lets a player hold extra cards, such as the Great Kingdom (123/lst), is Most event cards can be played at any time, even during another player's turn. Those
ra/ed, the player must discard down to his allowed maximum at the end of his next that cannot state specifically when they can be played. In general, events take effect
turn.
in the order they are played. If another player is drawing a card from his hand to
A raxed realm can be rebuilt (flipped up) if the player discards three cards from his
" Assuming the realm shows a coastline in its picture.
COMISAT 14 15 COMBAT

-
All of the expansion sets except 1st Edition contain rule cards. They are all rare cards
and difficult to obtain. A rule card is played at the beginning of the player's turn, defender makes his choice of who will be defending after the attacker has selected a
before he draws his cards. While the rule card is in play, its rule affects everyone. Think champion.
of it as an event card that stays around forever. A rule card is only discarded when Take the example of the Living Scroll (408/lst) attacking the Lovely Colleen {22/1st
another rule card is played; only one rule card can be in play at a time, no matter how Chase). The Living Scroll automatically defeats heroes. The Lovely Colleen automati-
many players there are in the game. A soon as another rule card is played, the one in cally defeats monsters. However, since the Living Scroll was activated first (it
play must be discarded. attacked), it would defeat the Lovely Colleen.
For example, the RAVENLOFT rule card allows a player to keep all his RAVENLOFT Counter-Effect Cards
realms face down. They are turned vertical to distinguish them from razed realms. His
realms remain face down until a different rule card is played. The standard rule for the SPELLFIRE game is that the effects of cards played take place in
the order they are played. In other words, when a card is played, all of its powers and
Immunity effects are dealt with before the next card can be played.
There is one notable exception to this rule. Some cards, such as Calm (400/lst), are
Some cards are immune to offensive spells and offensive magical items. These spells
and magical items have no effect whatsoever against cards that are immune to them. specifically designed to be counter-effect cards. When a counter-effect card is played, it
The opposing player can play them, but they don't work. If a champion has immunity, negates the effects of a card that was played before it. In all cases, it must be the next
so do all of his allies and any other cards with him in combat. card played by the affected player. For example, if a player lays down a Cataclysm!
A few cards, such as Gib Htimsen (13/lst Chase), state that they are immune to (99/lst) event, the realm he chooses is discarded. However, the Calm event negates the
spells or magical items, but do not declare if it is offensive magic, defensive magic, or Cataclysm! If the player plays any other card before he reacts with the Calm, the Cata-
both. If the context of the card does not make it clear, assume that the card is immune clysm! is not negated.
only to offensive magic. As a rule, a defensive spell or magical item would not be The Loup-Garou (79/RL) is dealt with similarly. It allows the other player a chance
directed at the card and therefore the card would not be able to stop it. to play a magical item to avoid being defeated. Events such as Airship (90/lst) can be
played as if they were counter-effect cards. It works because the phrasing of the Loup-
A champion that is immune to offensive magical items or spells is allowed to use
them himself. The same is true for defensive magical items or spells. Garou allows for another card to be played. Since an event card can be played at any
Most artifacts do not declare themselves to be offensive or defensive. In the original time, it can be played to destroy the Loup-Garou, saving the player from defeat.
Some cards, such as Captain Kazhal (299/lst) or the Brine Dragon (45/DL), have
game design, no card was allowed to be immune to artifacts. Huwever, now there are a
few cards that are immune to artifacts, The general rule for artifacts is the same as it is powers that may seem like they are counter-effect cards. However, they are not. For
example, Captain Kazhal can destroy one magical item held by his opponent. If his
for magical items. If an artifact affects only cards on its side, it is defensive. All other
artifacts, especially those that give bonuses to the wielcler, are offensive. The Codex of opponent plays a magical item in the middle of combat, Captain Kazhal can destroy it
the Infinite Planes (152/lst) is defensive. The Hammer of Tyr (60/FR) is offensive. before the effects of the magical item are felt. This follows from the general rule. Since
Captain Kazhal was played first, his card gets to be used first. On the other hand, if an
Some cards are immune to events, but this does not mean the card cancels the event.
opponent with an attached magical item attacks a realm being defended by Captain
For example, immunity to events would not prevent The Caravan (319/lst) nor would
it prevent another player from using Good Fortune (100/lst). However, if a player put Kazhal, the magical item gets to perform its magic before Captain Kaxhal destroys it.
out Solid Fog (382/lst), which prevents all attacks, Gib Htimsen could still attack since The magical item was in play first.
he is immune to events. Below is a list of all known counter-effect cards in the SPKLLFIKI- game as of the 1994
publications.
Card Conflicts
There will be times when two cards directly conflict with one another. For example, the Optional Rule
Brine Dragon (45/DL) being played against an opponent that already has a Brine
The Spell Turning, Reflection, and two Dispel Magic cards are technically inter-
Dragon out. The Brine Dragon ally states that it swallows an opposing ally, forcing it to
be discarded. Which Brine Dragon gets to activate its special power first? preted as only playable during combat. However, the original intent of these three
cards was to allow you to cancel the effects of any spell as it is being cast, even if it
The card that is activated first gets to use its power first. In this case, the first Brine
is during your opponent's turn. In fact, Spell Turning can technically be cast during
Dragon gets to discard the other one. This rule also holds true for cards that are not
step 3. However, if it's your turn, your opponent can never cast a spell in step 3.
identical, but which have identical or similar results. The card that is activated first
gets to use its power first if there is a direct conflict, It is strongly recommended that the optional rule for Spell Turning and Dispel
Magic be used. This rule allows these spells to be cast at any time. Without this
In the case of champions attacking and defending, the attacking player activates his
change in interpretation, such cards as Disintegrate (393/lst) and Takhisis's
champion first by pushing it forward to attack. Even if the defending champion was in
Abyssal Gateway (13/DL Chase) cannot be stopped. Of course, the player must-
the player's pool long before the attacking champion, it has been activated second. The
still have a champion capable of casting the spell in his pool to use Dispel Magic or
same holds true even if the defending champion is on the realm or holding card. The
Spell Turning.
BEYOND THE BASICS 20
21 BI;YONDTHH BASICS
Dispel Magic*
The Dispel Magic (346 & 358/lst), Spell Turning (398/lst), and Reflection (83/DL)
spells were originally intended to be cast at any time. Unfortunately, they were printed
as only being castable in step 4. In fact, Spell Turning can also be cast in step 3, but since
your opponent cannot cast a spell at you during your step 3, it can never be used then.
This optional rule allows these spells to be cast at any time, even during someone
else's turn. You must specify, however, which champion in your pool is casting it. If you
have no champions capable of casting the spell in your pool, you cannot cast that spell.

World Bonuses*
When a champion attacks or defends a realm from the same world, that champion's
level increases by 1.
Fear of Undead*
An undead champion or ally of unadjusted level 4 or higher (the number in the icon)
automatically frightens away any opposing non-undead allies of level 1 or 2. If the
opposing champion is a cleric, the fear of undead is negated and the allies may stay. A
cleric gains 2 levels if the opposing champion or any opposing allies are undead.

Aiding the Attacker or Defender*


This optional rule applies only to multiplayer games. It is not recommended for three-
player games, but it adds excitement to games with four or more players.
In addition to or instead of playing his own cards, an attacker or defender can invite
other players to contribute allies, spells, or magical items from their hands to aid his
attack or defense. The attacker or defender must specifically invite a player's help.
Players outside the battle cannot thrust their aid upon an unwilling player. A player
can aid only one side or the other; he cannot aid both. Any player may use events to
affect combat between two other players, because events are not considered aid under
this rule.
Contributed allies and spells are discarded after the battle. Contributed magical
items arc discarded only if attached to a champion who is discarded. If that side won,
or the champion returns to his pool through card play, the magical items return to the
owner's hand after the battle.
If the winner of the battle is entitled to spoils of victory, each player who contributed
to the victory also gets a free card. If this situation allows two players to gain their 6th
realm at the same time, they share the victory.

Parallel Universes
Ignore the Rule of the Cosmos. Each player can have up to two of the same realm,
champion, or artifact in play at the same time. This optional rule should be considered
for games played with previously unopened decks, since there is no guarantee that
there won't be duplicates within the deck. It should also be seriously considered for
games involving five or more players. In large games, too many cards are likely to be
held by multiple players.
Longer or Shorter Games
Tor a short game, play to only four realms. The four realms form a diamond pattern
rather than the triangle of the six-realm game.
27 OITIONAI. RULES
For a longer game, play until one player runs out of draw cards. Whoever has the Questing
most unrated realms wins. After a player lays down six realms, he simply extends the During step 2 of his turn, a player can turn face down a champion in the pool. It must-
triangle pattern, adding a fourth row of four more realms, and a fifth of five (if needed). be a champion that is able to attack or defend on that turn, not one impaired by an
Blueline event or spell. That champion has gone questing and cannot be used to attack or
defend until the player's next turn. During step 2 of the player's next turn, he discards
The Blueline rules are used by players who desire to treat each card as it is depicted. A the top card from another player's draw deck. If the card is anything but a champion,
dragon is a dragon, regardless of whether it is stated on the card as such. In addition, the card is discarded and the questing champion returns to its pool; it may not attack
the Blueline rules also make a few corrections to the cards, such as modifying the time that turn. If the card is a champion, the questing champion must face it in one-on-one
a spell can be cast or changing a magical item from offensive to defensive. Whether combat. Neither can add any cards — including events — to the battle. Judge the victor
being classified as a dragon allows that champion to fly needs to be determined when
the rules are agreed upon. strictly by the levels and the powers on the two cards, considering the questing cham-
pion the attacker, his opponent the defender (who wins ties).
For instance, Red Zeb (25/lst Chase) is obviously a dragon, and the Blueline rules Each player can send only one champion questing each turn. The advantage of
label him as such. Unfortunately, he is not listed as a flyer under his special power, so questing is that the player can force another player's card to be discarded before he
he has no ability to fly unless the players agree beforehand that all dragons can fly.
ever gets to use it.
Since there are cards that can adversely affect dragons, it's probably a good idea to
allow them to fly to give them some type of advantage. Wandering Champions
Swapping Magical Items In the normal game, any player who loses all his realms must also discard his pool of
champions. This can be a harsh penalty. It also affects deck building and play strategy.
Magical items can be freely rearranged between champions in a player's pool during Few players are willing to lay out a champion until they have at least two realms on
step 2 of the player's turn. Artifacts cannot be swapped.
the table.
High Magic With wandering champions, the player's pool is not linked to his realms. Losing all
his realms does not affect the pool. He can have as many champions in it as he
Allow all champions to cast any spell and carry any number of artifacts from any
wishes.
world. Holdings and realms must still be from the same world.
One World Defender's Game
To win the Defender's Game, a player must not only play six realms, but also prevent
Ignore world restrictions when attaching holdings to realms and artifacts to champions. them from being ra/ed by the start of his next turn. This gives the other players one
Alternate Deck Sizes last chance to stop him. If Menzoberranzan (2/lst) is played during another player's
turn as the sixth unrazed realm, the player can still win when it becomes his turn, even
It can be difficult to put together a 55-card deck. You'll always feel as though you don't if nobody had a chance to attack him before the start of his next turn.
have enough room for all the cards you want to play. Whatever deck size you choose,
keep the relative ratio of card types the same as in a 55-card deck. Changing the bal- Conqueror's Game
,mce of card types can dramatically alter the play of the game, sometimes for the Some players want a more aggressive game. With this rule, the game is won by the
worse. If you use a deck size of 75 or 110 cards, the victory conditions become having first player to have six realms in his formation, and to have razed four other realms on
10 unra/ed realm cards in play.
the board. Whether or not the six realms in the winner's formation are razed is
DECK SIZK 55 75 110 unimportant; they can all be razed and he still wins. Each time a player razes a realm,
put a marker of some sort on that realm to indicate who razed it. Each marker should
Realms 8-15 1 0-20 1 5-30
be unique to the player. Coins, dice, and poker chips make good markers. If the realm
Holdings 0-5 11-7 0-10
is ever rebuilt or discarded, the marker is returned to the player.
Events 0-10 0-13 0-20
Champions 1-20 1-27 1-40 Tournament Beginning
total levels 80 105 lh()
Rule cards 0-2 0-3 0-4 In some circumstances, especially in tournament play, having the oldest person at the
Wizard spells 0-18 0-24 0-36 table go first may not be appropriate. For a fairer approach, each player draws a card
Cleric spells 0-18 0-24 0-36 at random from his deck. Compare the last digits of the card numbers. Whoever has
Magical items 0-10 0-13 0-20 the highest number goes first. In the case of a tie, draw a second card. Play then pro-
Artifacts 0-5 0-7 0-10 ceeds clockwise around the table.
Allies any number any number any number
OPTIONAL RULES 28
24 OPTIONAL RULES
Rules Variants One-Deck Solitaire
So you've built the world's best SI'ELLFIRE deck, and you want to lest it out. Your prob-
An optional rule is a minor change to the game. It doesn't change the focus of the lem is that you can't find anyone to play with just now. The solution? Solitaire
game, merely some of the rules. A rules variant is a completely different way to play SI'ELLFIRE games! Playing the game solitaire is also a great way to test out a deck. It's
the SPELLFIRE game.
also a lot more fun than a regular game of solitaire.
The Tyrant's Game Solitaire SPELLFIKE games are played against an imaginary opponent. The cards them-
selves work just as they do in any other game. However, rules are needed to direct the
This game variant stresses combat and destruction, not defense and building. Unlike card play of the imaginary opponent.
the Conqueror's Game optional rule, it requires the players to build .specialized decks. This version of the solitaire SPELLHRE game needs only one deck. You lay out realms
The Decks normally, but the imaginary opponent does not. He has no realms of his own. He
attacks your realms and razes them. You attack your own razed realms, which he
The Tyrant's Game requires two decks for each player. One is a I2-card realm deck, defends. If your attack is successful, the realm is rebuilt. It is possible to affect two
composed strictly of realm cards. The other deck is a 55-card combat deck, composed realms in the same turn. You can lay down a new one and regain a razed realm during
of all types of cards, The same limits on other card types apply to the 55-card deck. combat, all in the same turn.
Champion levels cannot exceed 80, no more than 10 event cards, etc. It can even have The game is over when you run out of cards in your deck or have six unrazed realms
realm cards. However, no more than two of any realm card can be available to the on the table. You can keep playing until you are out of options, but you may not
player between both decks. For example, if he has a Nibenay (226/lst) in his realm reshuffle the discard pile unless allowed by card play, such as with the Myrmidons
deck, he can have one more in his combat deck. However, he could not have two (61 /1st) ally card. Since both you and your imaginary opponent are drawing from the
Nibenay realm cards in his combat deck and one in his realm deck. same deck, the game is shorter than you might think (most games run about 15 min-
Set-up utes). All of the other basic game rules are unchanged.
Each player picks up his 12-card realm deck so that he can see all the cards. Starting Rules for the Imaginary Opponent
with the oldest player at the table, each player lays down one realm card. Play pro- 1) He always draws his cards one at a time, not in a group. The order in which they
ceeds around the table until all players have laid down six realms in formation. Realm are drawn can affect how they are played.
cards must be laid down in the same order allowed in a regular game. The Rule of the
Cosmos dictates that no more than one of any realm can be in play. If there are four or 2) His realm cards and holding cards are discarded immediately. If your deck has 10
more players, you might want to increase the realm deck to 15 cards. or fewer realms, there is a good chance that the game will end without six realms
When every player has six unique realms laid down in formation, the realm deck is on the table.
set aside. It will never be used again.

Winning 3) Event cards are played as soon as they are drawn, unless the card itself indicates
otherwise. In that case, the event is played as soon as possible. For example, the
The object of the game is to raze the cither player's realms. The game ends when one Calm (400/lst) event must wait until you throw a harmful event, and The Caravan
player has all six of his realms razed or discarded. During game play, every time a (319/lst) event must wait for the end of the imaginary opponent's turn. Events
player razes a realm, he marks a point. Forcing a realm to be discarded, such as with a that are useless to him, such as Labor of Legend (108/lst), are discarded immedi-
Cataclysm! card (99/lst), does not earn him victory points. Scoring can be done on a ately.
piece of paper or with counters, The player with the most points when the game ends
is the winner.
4) The imaginary opponent always puts all of his champions in his pool during step 2
It is possible to achieve a draw with the Tyrant's Game. If a player runs out of cards of his turn. Those excluded by the Rule of the Cosmos must remain in his hand.
in his draw pile, he must continue to play with just the cards in his hand. However, Put his pool of champions to the left of the realm formation and yours on the right.
that may leave him with no viable champions to press the attack. If all the players Your champions in the Abyss should go farther to the right and are turned face
agree the game cannot be won, it is called a draw, and there is no victor. down. His champions in the Abyss go farther to the left and are turned face down.
Game Play
3) When he draws a magical item, he places it on the champion with the fewest magi-
In all other respects, the game is played by the normal rules. Discarded or razed realms cal items in his pool. If more than one champion has the fewest magical items, see
can be replaced by realm cards from the player's hand. Realms can be rebuilt to fore- the Rule of Ties below. A magical item is never placed on a champion that already
stall the end of the game. However, the player who razed a realm still keeps his points has that exact same power. For example, a Viper Hand (103/lst), which allows the
(or having done so. All the optional rules are available except, of course, the Con- champion to cast wizard spells, is never placed on a champion that can cast wizard
queror's Game.
spells.
RULES VARIANTS 30
31 RULES VARIANTS
6) Artifacts are also attached to champions as soon as they are drawn. They are
side) or subtracts (from your side) the highest number of levels. This is not always the
placed on the champion with the lowest total level, abiding by same-world restric-
card with the highest individual level. Remember that level includes all adjustments
tions. However, some artifacts must wait until a champion of the proper world is
available. for artifacts and magical items. In the case of ties, see the rule above.
Some cards allow the player to choose to act whenever he wants. The imaginary
player always chooses to use his power at the first possible moment. For example, the
7) Spells castable before and after combat (steps 3 and 5) must be cast the same turn
Mind Flayer (83/lst) can steal an ally. If you have not played any allies yet, the imagi-
Nicy are drawn. If they cannot be cast that turn, they are cast on the first turn pos-
nary opponent steals the first one you play.
sible, For example, the Banishment (395 /1st) spell forces a monster to be dis-
If the imaginary opponent gets to choose a card from your hand or draw pile, as
carded. If you don't have a monster in your pool, the imaginary opponent holds
the Banishment card until you do. with the Discovery of SPELLFIRE event (401 /1st), using levels to pick doesn't work.
Instead he picks the card based upon its type. Use the order below to decide which
card is picked. If only allies or spells are available, then use the level-based rule
S) The imaginary opponent must attack each turn. He always attacks first with the
described above.
champion that has the highest overall level. In case of ties, see the rule below. He
always attacks the foremost exposed realm that it is legal for him to attack (even
Realm Champion Rule Event Holding Artifact Magical Item
with flyers). For realms in the same row, see the Rule of Ties below. If the imagi-
nary opponent razes a realm, he gets a spoils of victory card.
Random Draws
He does not attack with a champion that is guaranteed to be defeated. This may
Some cards require you to draw randomly from the imaginary opponent's hand, or for
mean that he doesn't attack at all. For example, if you have the Lovely Colleen
him to draw from yours. For such random draws, turn the cards face down and shuffle
(22/lst Chase) in your pool, he does not attack with a monster. (The Lovely
them, then draw the appropriate number of cards.
Colleen automatically defeats all monsters.) He attacks in the face of what would
seem like insurmountable odds, as long as failure isn't automatic. The best measur-
Winning
ing stick is that if you would have to play even one card from your hand, or if the
attack can force even one other card in play to be discarded, he attacks. Like any solitaire game, winning at a solitaire SPELLFIRE game is tough. To win com-
pletely, you must have six unrazed realms on the table. Most of the time you will not
win. Bruce Nesmith (the designer of solitaire SPELLFIRE) scores his games by how many
9} In combat, the highest level spells and allies arc played first. In case of ties, see the
unrazed realms he has when he runs out of cards in his draw pile. A score of 0 or 1 is
Rule of Ties below. Spells that have no effect due to events, realm powers, cham-
pion powers, etc. are never cast. Your imaginary opponent isn't stupid, just pathetic. Having 2 or 3 realms unrazed is average. Managing to keep 4 or 5 realms
unrazed is a good game.
mechanical. The imaginary opponent adds support cards (allies and spells) as long
as it puts him in a winning position for the moment. If the imaginary opponent is Two-Deck Solitaire
losing, and adding all his remaining support cards to the combat does not change
that, he gives up without using them. He pays no attention to whether or not he This game is played with the same basic rules as one-deck solitaire. However, you
have a deck, and your imaginary opponent has a deck. He plays his own realms, and
can w i n the battle as a whole. It may be obvious to you that he doesn't have
you play your own realms, just as in the regular game. The major drawback of two-
enough muscle to beat you, but he still tries. His mechanical strategy forces you to
play your support cards to win. deck solitaire is that it requires a lot of table space.

10) The imaginary opponent defends razed realms using the same rules he uses to
Solitaire Variations
• Optional Rules for Solitaire: You will find that the imaginary opponent can be
attack. The razed realm uses its power normally when he is defending. If he
defeats one of your champions, he gets spoils of victory. beaten too easily with some deck configurations. These optional rules are a little
trickier to play, but can make the game more challenging.
Rule of Ties
• Razed Realms: When the imaginary opponent draws a realm, he plays it into the for-
The imaginary opponent always uses the highest level card first. However, it is easy to
mation as an already razed realm. If there are no more empty positions left in the for-
have two cards with the same level to choose from. All ties are resolved by card num-
mation, he plays it over the leading unrazed realm. Any holding attached to the
ber. Lower numbered cards are chosen first. When dealing with booster sets, cards are
chosen in order of publication first, then by card number. previous realm is discarded.

Rule of Selection • Brilliant Opponent: Instead of using the mechanical rules for the imaginary oppo-
Many cards require the player to pick a champion, realm, magical item, etc. If the nent, play him yourself. Use your judgement for how and when attacks should be
made, but to maximize his result. Place magical items and artifacts as if you were on
imaginary opponent is required to pick, he always chooses the card that adds (to his
his side.
RULES VARIANTS 32
33 RULES VARIAKTS
1
[ Nasty Tricks This combination with Gabrielle Aderre (93/RL) can also cause havoc among a
It's not always enough to build a gre.it deck. To win consistently, a player must also player's opponents. If defeated, Gabrielle can look at an opponent's hand and discard
play his cards right. This section is full of nasty tricks that can be used to gain a n one card. Of course with the Map, she can do this over and over and over . . .
advantage. Each trick is named for the person that first brought it to our attention. Not The Ego Coin and the Labyrinth Map of Shuuc are extremely rare cards. Making
all of them work with every deck. any of these combinations happen is going to take a lot of collecting and trading of
cards.
Winter's Flyers/No Flyers
There are several FORGOTTEN REALMS realm cards that have the special power to
Peek's Loup-Garou Two-Step
prevent flyers from attacking them: Menzoberranzan (2/1 st), Pirate Isles (10/lst), This RAVENLOFT ally states "opposing champion is automatically defeated unless he has
The Great Rift (12/lst), and Evermeet (29/lst). By attaching the Border Forts or can play a magical item." If the Loup-Garou (79/RL) is played with a card that does
(198/lst) holding to one of them, the realm becomes almost invincible. Border Forts not allow the opponent to play magical items, it is an automatic victory. As of 1944, no
requires that the attacking champion be a flyer. The champion must be a flyer, but such card exists.
cannot be a flyer! This combination does not occur with any other world's realms A lesser technique, but still deadly, is to play the Loup-Garou with a card that
and holdings. destroys magical items or is immune to them. The magical item can still be played,
The only way to break through this combination is to eliminate the holding, or thereby satisfying the Loup-Garou, but it is either discarded or ineffective. Generally
negate the power of the realm or holding. A Cataclysm! (99/lst) event, Siege! (150 & speaking, the player should play the other card, eliminating existing magical items,
203/lst) event, lux the Evil (167/lst) GKEYHAWK monster champion, and Disintegrate then the Loup-Garou. Cards that eliminate all magical items are italicixed in the list
(393/lst) wizard spell can destroy the realm. Provided she is granted the ability to fly, below. The rest just provide i m m u n i t y or some other lesser defense. The Flesh Golem is
Anavias (262/lst) the DARK SUN hero negates a holding's power and could attack one the best choice, because it is not an event.
of these "flyers only" realms. Likewise, the Ankhtepot (84/RL) RAVENLOFT monster Qualifying cards: Icewind Dale realm (20/lst), Midnight, Goddess of Magic (46/lst),
ignores holdings. The Crown of Souls (67/RL) RAVENLOFT artifact ignores a realm's Giant Skeleton ally (192/lst), Kiara hero (171 /1st), Codex of the Infinite Planes artifact
power. The Crime Lord (55/lst) FORGOTTEN REALMS hero and Kapak Draconians (152/lst), Wind of Disenchantment event (377/ 1st), Crushing Fist wizard spell (344/ 1st),
(49/DL) ally can destroy a holding. Mogadishu's Horde (251 /1st) forces all of our Lightning Bolt wizard spell (332/lst), Orb of Power magical item (310/lst), Captain
opponent's holdings to be discarded. The Silver Spring (244 /1st) DARK SUN holding Kazhal hero (299/lst), Sky Singers event (278/lst), Fast Talking! event (210/lst), Anli-
raxes an opponent's realm. Takhisis's Helmet of Power (18/DL Chase), a magical item, magic Barrier wizard spell (68/DL), Wand of Telekinesis magical item (63/DL), Irong-
eliminates a realm's immunity. nome magical item (57/DL), Harkon Lukas monster (87/RL), Adam monster (83/RL),
Flesh Golem ally (73/RL), Knights of the Rose hero (6/DL Chase), Gib Evets monster
Nesmith's Everpresent Amarill (11 /1st Chase), Gib Htimsen monster (13/lst Chase), Alicia wizard (IS/ 1st Chase).
The Labyrinth Map of Shuuc (410/lst) FORGOTTEN REALMS artifact prevents the cham- As a side note, the Magical Champion magical item (402 /1st) can make the Loup-
pion from being discarded if it is defeated. Instead the champion — along with all his Garou into a champion — a frightening thought indeed. The Loup-Garou is instantly
magical items — spends a turn in the Abyss. This is a wonderful artifact for any cham- defeated, however, if the Magical Champion is discarded. Many of the cards listed
pion. For a select few, however, it provides some nasty surprises. above can do just that.
If Amarill (77/lst) the cleric is defeated, another champion in the player's discard
pile is returned to his hand. Notice that this happens when Amarill is defeated, not Dori's Defense Against the Wicked Loup-Garous
when he is discarded. With the Map attached to him, Amarill may be defeated, but he At TSR we play some pretty nasty Sri-i.LRRfc games at lunch, as indicated in this sec-
comes back after a turn. When a player is attacked, he can defend with Amarill and tion. One way to deal with the Loup-Garou (79/RL) is to build a deck with some
intentionally lose, Amarill goes to the Abyss for a turn and the player can retrieve a immunities to this nasty ally. Having the Stone Giant (82/FR) in your pool lets you
valued champion from his discard pile. The attacking champion is spent and cannot be instantly destroy one ally of level 4 or less each round of combat — a technique that
used again in this battle. The player can theoretically retrieve champions from his dis- works against The Assassins (252/lst) as well.
card pile over and over. The DARK SUN holding Yaramuke (241 /1st) destroys one ally as it attacks (your
If the Ego Coin (419/lst) magical item is attached to a champion, it can carry any choice). Of course, smart players will send over an ally they're willing to sacrifice —
number of artifacts from any world, It would allow the Map of Shuuc to be attached to and then play the Loup-Garou. A better card is the RAVENLOFT realm Kartakass (5/RL).
other champions as weli. Werebeast champions and allies — the pesky Loup-Garou! — cannot attack this realm.
This combination with luz the Evil (167/lst) can be deadly, lux am ra/c any But the best possible card of all in defending against the Loup-Garou is Black Waters
other player's realm if he is defeated. With the Map attached to him, a defending (246/lst). This DAKK SUN holding states that no werecreature or monster can attack any
player can intentionally lose with luz, raze a realm, and still have luz around to do it realm held by this player — a tremendously valuable asset indeed! Try to position this
again. holding in the back of your formation, but don't forget to mention it whenever some-
one comes over with the Loup-Garou — or lux the Evil (167/lst)!
NASTY TkifNs 34
35 NASTY THICKS
^
The Flesh Golem Defense Melka's Eternal Dragons
If the other player plays a Flesh Golem against you and the numbers indicate it's The Night of the Eye (42/DL) rule card allows up to three DKAGONLANCE event cards to
your turn to play again, play anything that will get rid of allies. The Net of Entrap- remain in effect at the same time. For most of the DKAGONLANCE events, this is no big
ment is not possible (the Flesh Golem prevents magical items from being played), deal. However, with Bronze Dragons (97/DL) it's a very big deal. This event card pre-
but the Brine Dragon is a nice option. vents anyone from attacking the player who played it. In effect, the player becomes
immune to attacks! He can just sit back and play his realms each turn with no fear of
being attacked. Fortunately both cards are rare.
Danovich's Double Trouble There are only a few ways to stop this combination. Anyone who plays a rule card can
The key to this trick is getting champions who can automatically defeat certain types of stop it. A Calm (400/lst) event card allows that player to attack. Playing enough other
champions into the player's pool. Done right, no matter what type of champion the DKACONLANCE event cards can eventually get rid of the Bronze Dragons. However, the
attacker puts forward, the defender can choose the champion that automatically best way around this combination is to not attack. Use the Cataclysm! (99/lst) event,
defeats him. Siege (150 & 203/lst) event, and Disintegrate (393/lst) spell to destroy or raze realms.
The best combination is the Lovely Colleen hero (22/lst Chase), which automati- Nesmith's Catch-22 Champion
cally defeats monsters, and the Living Scroll monster (408 /1st), which automatically
defeats clerics and heroes. Fortunately for most players, both of these cards are The Lovely Colleen (22/lst Chase) and Edormira, Red Dragon (2/lst Chase) both have
extremely rare. Any cards that can negate wizard spells, such as the Tantras holding the ability to automatically defeat monster champions, although Edormira's power
(32/lst), just make it tougher. works only when attacking. The Skull of Fistandantilus (10/DL Chase) artifact allows
Similar effects can be obtained by attaching the Ego Coin artifact (419/lst) and the only wizards or monsters to defend against it. If you use the Ego Coin (419/lst) to get
Heartwood Spear artifact (318/lst) to the Living Scroll. The Heartwood Spear auto- the two together, your opponent can put up only a wizard in defense. All of these cards
matically defeats monsters. This combination is even more difficult to achieve because are extremely rare.
the Ego Coin is even more rare than the Lovely Colleen. The Heartwood Spear is a Any card that can eliminate the Ego Coin ruins the entire setup. For example, Mid-
common card, but getting all three in play in a single game is tough. night (46/lst) would cause lots of problems, as would the Fast Talking! (210/lst) event
card.
Ward's Cataclysm!
The Cataclysm! event card (99/lst) can earn a player a spoils of victory card. Attack a
Nesmith's Undying Loup-Garou
realm, wait until your opponent selects a champion, then play the Cataclysm! event. There are several cards that allow you to reuse an ally continually. If that ally is the
Any interaction between the champion's powers must be resolved before the Cata- Loup-Garou (79/RL), life can get pretty tough on your opponent. The Sword Coast
clysm! event is considered, but the realm is destroyed, unless the opponent has a Calm (17/lst) allows an ally used in combat to return to his hand. However, that works only
event (400/lst) or other means of saving the realm. According to the rules, the attacker on defense. Azalin (82/RL) can keep an ally with him in the pool. If that ally is the
is now entitled to spoils of victory. Similar tactics can be used with the Siege event (150 Loup-Garou, Azalin becomes extremely tough. Dr. Mordenhcim (97/RL) can use one
& 203 /1st), especially if the player's first realm is already razed or discarded. ally from the discard pile, so he can keep calling up the Loup-Garou.

Beach's Unstoppable Monster Butler's Blinking luz


Jt is possible to make a champion almost unstoppable. It must become immune to as With this little trick, luz the Evil (167/lst) becomes even more intimidating than he
many different types of supporting cards as possible. The best example of this is the already is. The power of luz frightens opponents, because unless they have a trick up a
Gib Htimsen (13/lst Chase) monster with the Net of Entrapment (217/lst) attached to sleeve, they are going to lose to luz, one way or another. This trick makes things even
it. Gib Htirnsen is immune to spells, magical items, artifacts, and events. The Net of worse.
Entrapment prevents an opponent from using allies. Not much left but defensive spells First, play luz into a battle. A lot of times, an opponent will sacrifice a champion, or
and magical items! even allow you to raze a realm, rather than risk retribution from iuz by defeating him.
The Orb of Power (310/lst) makes the champion immune to offensive spells and However, a smart opponent might try to get it over with, defeating luz so he doesn't
magical items. Attaching the two of them to the Tithian (301 /1st) hero, which automat- have to worry about you playing luz again. If your opponent tries to fight Iuz, and gets
ically razes a realm if victorious, creates a vicious combination. A similar example is into a lead so you are able to play cards into the battle, have him cast the wizard spell
the Tembo (310/lst) monster, which prevents the opponent from using allies, with the Blink (374/lst). Blink specifies that your champion loses the battle — is defeated — but
Orb of Power. returns to the pool anyway. When you are defeated, your opponent draws spoils of
None of these is not as powerful as the Gib Htimsen combination. However, the Net victory, but you raise one of his realms — and you still have luz around to do it again!
of Entrapment and Tembo are uncommon cards, the Orb of Power is a common card, You can get a similar effect by attaching the Ring of Regeneration (58/RL) to Iuz — or
and Tithian is a rare card. Gib Htimsen is an extremely rare card. even better, the Labyrinth Map of Shuuc (410/lst), though you'll have to use the Ego
Coin (419/lst) to make the attachment possible.
NASTY TRICKS 36
37 NASTY TRICKS

L
There are other champions who can use this trick as well, such as Gabrielle Aderre
(93/RL). Because of her low level, Gabrielle is easier to put into a losing situation. In
addition, she can use the spell Animate Dead (383/lst), which can have the same
SPELLFIRE Protocol
effects as Blink. Under optimum conditions, with Gabrielle Aderre and two copies each The idea of playing games is to have f u n . Unfortunately, some people forget this in the
of Blink and Animate Dead, Gabrielle can use her power as many as five times in one heat of battle. This section describes how the players ought to conduct themselves dur-
game. ing a game. None of these suggestions are rules. You can decide among yourselves
how mercenary and Machiavellian you want to be. just remember: It's only a game.
Beach's Devastating Defiler
This trick is pretty obscure and is not one to count on — but it can be fun if the cards The Menzoberranzan Pause
happen to fall so it works. In addition, it provides a good use for the Defiler (303/lst) The Menzoberranzan (2/lst) realm can be played at any time. When the game starts,
wizard, a card that should generally be avoided in most cases. the player going first should give everyone a chance to examine their hands to see if
To have a chance of getting this trick to work, put the Defiler in your deck, along they have Menzoberranzan or other cards they may want to play immediately, such as
with The Scarlet Brotherhood (135/lst) realm and the Arms of the Shield Lands Discovery of Spellfire (401 /1st). All too often, the first player draws his cards and
(21 6/ ] st) holding, as well as a few spells. Use two copies of Arms of the Shield Lands starts his turn before some of the other players have even finished shuffling. He isn't
for best results. First, put The Scarlet Brotherhood into play and use its power, razing it being rude, he's just not thinking.
at the beginning of your turn to eliminate a champion from any pool. Then, in your Interestingly, the Menzoberranzan Pause could belong in the section on Nasty Tricks.
realm-building phase, play a realm (if you can, of course), and attach Arms of the The player going first can bluff his opponents by saying "Anyone want to play Men-
Shield Lands to The Scarlet Brotherhood to rebuild it instantly. Then in step 3 of the zoberranzan?" This realm is not a great one to have in the first position, and he might
turn, use the Defiler to cast a spell, like Disintegrate (393/lst) or Takhisis's Abyssal panic an inexperienced player into playing it too early.
Gateway (13/DL Chase). When she casts a spell, you have to discard a friendly hold-
ing; discard Arms of the Shield Lands. When you draw the holding again, you can do The Caravan Pause
the same trick again. After a player knocks to signify the end of his turn, wait a few seconds to see if anyone
wants to play The Caravan (319/lst) event. Technically, as soon as the next player per-
Butler's Balderdash! forms any game action, such as laying out a rule card or drawing his new cards for the
Certain card combinations are truly frightening to behold; this is one of them. The turn, The Caravan cannot be played. In addition, cards like Helm (8<VFR) and Limited
FORGOTTEN REALMS chase cards contain a very rare cleric spell called the Thrice Hearty- Wish (43/FR) can negate the event altogether.
Cup of Balder the Red (1 /FR Chase). This spell allows any hero to win the next round
of battle. The Card in Hand
By casting this spell on Tithian (301 /1st), you can both win a battle and raze a realm If a player has a card in his hand, or is in the process of drawing it from his hand to
in the process. There's only one defense against this spell, and that is by using the play it, wait until he is done. The idea of the game is not to see who can play cards
champion Alicia (18/lst Chase), who is immune to all spells. faster, but who can play better. If someone is about to play a card, let him finish before
There are other good choices as well, but probably none are more effective than playing one of your own. Sliding an event onto the table when your opponent is in the
Tithian, If you're fond of using the Magical Champion (402/lst) magical item, combine process of playing a card of his own isn't sporting.
that item with the Flaming Fist (65/FR) to punish your opponent.
Finally, the spell can be cast upon a realm that defends itself as a hero. The realm Touch Rules
wins any battle automatically unless the attacking champion has a power that could be If a player pushes forward a champion to attack, but then quickly changes his mind
activated to cause it to win, such as the Headless Horseman (88/RL) or the Living and picks a different champion, it's okay. The same idea holds true for any card play. If
Scroll (408/lst). the player reverses his decision before anything happens, let him. You want to beat
your opponent with your skill, not by his momentary lapses. Touch rules should be
avoided.
A good example of touch rules is when a player puts a champion in his pool before
he puts down a realm. If he realizes his mistake before anybody else plays a card, he
should be allowed to play the realm.
One of the few cases where touch rules should be used is in the draw. Once a player
draws his three cards, he should not be allowed to go back and perform actions that
were supposed to be done before. By having seen his card draw, his strategy might
have been influenced. Therefore it isn't fair for him to do those things he forgot to do.

NASTY TRICKS 38
34 Si'cu.nRL PROTOCOL
You Need Glasses There are three basic rarities of cards: common, uncommon, and rare. There are also
The text on a SPELLFIRE card can be difficult to read across a table. Occasionally, a player special cards that do not fit any of these categories, such as chase cards, which are
may play a card that is clearly ridiculous given what his opponent has on the table. For labeled very rare. Just because two cards are rare does not mean that they are equally
example he might attack a realm that can only be attacked by flyers with a champion rare. Since each printing of the game and booster packs were of different sizes, some
that cannot fly. Or he might play a spell against a champion that is immune to spells. rare cards are more rare than others.
That player should be allowed to retract his card and make another choice.
Order of Publication for 1994
Rules Arguments Original set of 420 cards
In a game like SPELLFIRE, there are bound to be disagreements on how a particular com- Original chase cards 1-25
bination of cards should be interpreted. This book should resolve such questions. It is KAVENLOFT booster cards 1-100
still possible, however, that a situation that cannot be easily resolved may arise. If the DRAGONLANCE booster cards 1-100
players can't come to an understanding, they should take turns ruling on these issues. DRAGONLANCE chase cards 1-25
The first issue is resolved by the youngest player. Each time an unsolvable problem FORGOTTEN REALMS booster cards 1-100
occurs, the next person around the table makes the ruling. If a ruling is made one way FORGOTTEN REALMS chase cards 1-25
in one game, it should remain that way in all subsequent games. The idea isn't to bend
the rules to serve your own purposes, but to come up with a set of table rules that First Edition Double Decks
everyone understands and is willing to accept. The first edition of the SPELLFIRE game was packaged in red display boxes. Each dis-
play box contained six double decks. A double deck is two decks of cards, attached at
the center, with one set of first edition rules. The deck boxes are the same color as the
Release History back of the cards themselves.
Part way through the printing of the first edition cards, it was noticed that the card
The SPELLHRE collectible card game was first conceived in March of 1994. Six weeks backs for some of the realms cards were upside down. The problem was immediately
later, the design was completed, the rules and cards were edited, and it was off to the rectified and the remainder of the realm cards were printed correctly. However,
typesetters. Although the calendar time was only six weeks, each designer worked 2,752,000 realm cards (55,040 of each) have an upside down back. These cards only
the equivalent of 10 weeks. Four people worked on the design, and countless others appeared in the 1st edition of the game.
playtested it and provided insight and commentary. The four principle designers are There are four sorting pools for the first edition game: realm, common, uncommon,
James M. Ward, Steve Winter, Timothy B. Brown, and David "Zeb" Cook. In June of and rare. The realm pool is strictly realm cards. However, the other three pools have
1994, the first edition of the Sn.:i.i.f:iRi: game was shipped to stores around the some realm cards as well. By putting 10 cards from the realm pool into each deck, it
country.
guarantees that each deck is playable right out of the box.
This chapter starts where the original designers left off. It details each printing of The first edition double decks contain FORGOTTEN REALMS, GREYHAWK, and DARK SUN
each SPELLFIRE game product. The quantity, rarity, and print dates for each are pro- cards, as well as "generic" AD&D cards. You can tell a first edition card by the lack of
vided. The release date is when the product was shipped. Frequently it takes until the trademark logo by the card number.
next month before it shows up on store shelves.
For each product release, there is a table showing how the cards are broken down. Double decks: 275,200
The card pool is the total number of unique cards for that type. In the first edition Displays: 45,91)0
printing there are 150 different common cards. The quantity of cards shows how many Release date: June 1994
of each card is in circulation. For example, Drizzt Do'Urden (45 /1st) is a common card.
There are 179,200 first edition Drizzt cards in print. The last column is total cards. This Cards Card Quantity of Total
is how many total cards of that type are in print. There are 179,200 of each common Rarity per box pool each card cards
card in print, making for 26,580,000 total common cards. Realm 10 50 110,080 5,504,000
There are firm plans to translate the SPELLFIRE game into German, Portuguese, Common 30 150 110,080 16,512,000
French, Polish, Italian, and Spanish, The German and Portuguese translations of Uncommon 10 100 55,040 5,504,000
SPELLFIRE were printed in 1994. Rare 5 100 27,520 2,752,000
Rarity Total 55 400 30,272,000

Each SPELLFIRE deck and booster pack is randomly collated. This means that no two
decks or booster packs contain the same mix of cards. To make the issue even more
complex, some cards are more rare than others.

RELEASE HISTORY 40 41 RELEASE HISTORY


Booster Pack #1
The booster packs for first edition were shipped in June at the same time as the first edi-
tion double decks. The card mix is very similar, with two principal differences. The
booster pack did not include any cards from the realm pool. It also included a 25 card
chase set that was not in the original set. These are all marked 1 of 25 through 25 of 25.
The lack of realms and extra chase cards made the booster packs valuable on their own.
Cards from this set cannot be distinguished from cards in the first edition double decks.
Booster packs: "1,296,000
I The display boxes of no edition double decks look just like the first edition display
boxes. The cards inside are drawn from the same pools as the first edition cards. Note
that the cards in this set are only 1-400; the 25 chase cards and cards 401-420 are avail-
able only in the first and second editions — not the no edition set. There are no new
cards in this set that did not appear in the previous printing (the first edition).

Double decks: 15,000


Displays: 36,000 Displays: 2,500
Release date: June 1994 Release date: August 1994

Cards Card Quantity of Total


Cards Card Quantity of Total Rarity per box P°°l each card cards
Rarity per pack pool each card cards Realm 10 50 6,000 300,000
Common 8 150 69,120 10,368,000 Common 30 150 6,000 900,000
Uncommon 4 100 51,840 5,184,000 Uncommon 10 100 3,000 300,000
Rare 2 100 25,920 2,592,000 Rare 5 100 1,500 150,000
Chase 1 25 51,840 1,296,000 Total 55 400 1,650,000
Total 15 375 19,440,000
Second Edition Double Decks
Combined First Edition Double Decks The second edition double decks are drawn from almost the same set of cards as the
and Booster Pack #1 first edition double decks. Twenty rare cards from the first edition were replaced with
20 new cards. Each of these 20 new cards used a photograph instead of a piece of
Since both of these sets were released at the same time, both draw from the same pool painted art. These 20 cards are numbered 401 of 420 through 420 of 420. Their card
of cards, and both sets are marked first edition, it is worth seeing the combined table backs are marked first edition, since this is the first printing for any of them. The card
below. In fact, there is no way tell if a card marked first edition came from a double backs for all the other cards in this set are marked second edition.
deck box or from the booster pack. This table shows the total pool of first edition cards For the game player, as opposed to the collector, these twenty photo cards are some
available
same to you. Interestingly, the chase cards and rare cards have almost exactly the
frequency. of the most powerful SPELLFIRE cards ever made. Unfortunately, they are also some of
the rarest cards in print. There are only 9,000 of each card available. Statistically, you
get an average of one card per deck. However, the way probabilities work, it is possible
Card Quantity of Total to get none in an entire double deck, or get two or three in a single deck.
Rarity pool each card cards
Realm 50 110,080 5,504,000 Double decks: 90,000
Common 1 50 1 79,200 26,580,01 X ) Displays: 15,000
Uncommon 100 1 06,880 1 0,688,000 Release date: August 1994
Rare 100 53,440 5,344,000
Chase 25 51,840 1,296,000 Cards Card Quantity of Total
Total 425 49,612,000 Rarity per box pool each card cards
No Edition Double Decks Realm 10 50 36,000 1 ,800,000
Common 30 150 36,000 5,400,000
Shortages of double decks just before the GEN COM Game Fair forced TSR to print a Uncommon 10 1 00 1 8,000 1,800,000
short run just for the convention. The cards have no edition marks on their backs. Orig- Rare 5 100 9,000 900,000
inally, it was intended that all print runs of SPELLFIRE cards after the first would have Total 55 400 9,900,000
no edition markings. However, after printing the short run of no edition cards, it was
decided to number and label all future printings of the cards. Thus, this is the only
unmarked set of SPELLFIRE cards on the market. In terms of raw numbers of available
cards, it is the rarest of all sets. They have never been sold in stores. These cards were
only available at conventions and through special promotions.
RELEASE HISTORY 42
43 RELEASE HISTORY
,
RAVENLOFT Booster Pack #2
very rare. Each of the chase cards has a photograph instead of a piece of painted art.
This booster pack was written by Bruce Nesmith and edited by Dori Hein. It features
cards and concepts from the RAVENLOFT campaign setting of gothic horror. Bruce is the
co-author of the RAVEN LOT campaign setting and many RAVENLOFT accessories and
( These cards are quite powerful, but not on the same order as the photo cards found in
the second edition set.
adventures. He is currently the Creative Director in charge of the SPELLFIRE game line.
Booster packs: 900,000
The RAVENLOFT booster pack also introduced the rule card to the SPELLFIRE game. It is
Displays: 25,000
the only booster pack to not have a set of chase cards printed with it. (Both the
DRAGONLANCE and FORGOTTEN REALMS booster packs have 25 chase cards.) Release date: October 1994
Although the RAVENLOFT booster packs were not shipped to stores until September
Cards Card Quantity of Total
of 1994, the cards were sold at the GEN CON Game Fair in August. A printing problem
Rarity per pack pool each card cards
with the plastic wrap of the individual booster packs prevented the RAVENLOFT
Common 9 50 1,620,000 8,100,000
booster pack from shipping in August, but the cards themselves were ready. At the
Uncommon 4 25 . 144,000 3,600,000
GEN CON Game Fair, special 16-card booster packs were sold in clear plastic wrappers.
The top card of each was a special promotional card, the Legendary Artifact Rare 2 25 63,000 1,575,000
Chase 1 in every 4th 25 9,000 225,000
{Promo 1). The other 15 cards were from the RAVENLOFT set. Five thousand of these
special booster packs were made. They have never been sold in stores, only at the Total 15 100 13,500,000
1994 GEN CON Game Fair. The remaining booster packs not sold at the Game Fair FORGOTTEN REALMS Booster Pack #4
were used as prizes and promotional give-aways at a variety of conventions and spe-
This booster pack was written by Dave Gross and edited by Lester Smith. Dave is the
cial functions. The card numbers in the table below do not include these special, pro-
motional booster packs. editor of POLYHEDRON"" Newszine and has worked on several AD&D products. The
FORGOTTEN REALMS booster packs contain more cards from the most popular AD&D
Booster packs: 972,000 game campaign world of all time. FORGOTTEN REALMS cards also appeared in the first
Displays: 27,000 edition of the SPELLFIRE game. The cards in this booster pack are all new and can be dis-
Release date; September 1994 tinguished by the FORGOTTEN REALMS logo to the left of the card number.
The FORGOTTEN REALMS booster pack introduced the concept of using card numbers
as a random factor. A card is drawn from someone's draw pile. If the last digit of the
Cards Card Quantity of Total
Rarity per pack pool each card cards card number falls in the right range, a special power or ability is triggered.
Every fourth FORGOTTEN REALMS booster pack has one chase card instead of one of
Common 9 50 1 74,960 8,748,000
the rare cards. In an entire display box, there are 9 chase cards. Obviously, these cards
Uncommon 4 25 155,520 3,880,000
are very rare. Each of the chase cards has a photograph instead of a piece of painted
Rare 2 25 77,760 1,944,000 art. These cards are quite powerful, but not on the same order as the photo cards found
Total 15 100 14,572,000
in the second edition set.
DRAGONLANCE Booster Pack #3
Booster packs: 504,000
This booster pack was written by Jean Rabe and edited by Dori Hein. It features cards
and concepts from the DRACIONI.ANCE novels and campaign setting. Jean was head of Displays: 14,000
the RPGA organisation for many years and now works for TSR, Inc. as a freelancer. Release date: November 1994
She has written and edited several AD&D game products, novels, and DRAC;OIMJ.AN<.T
Cards Card Quantity of Total
. short stories. The DKAGONI.ANCK world of Krynn is so large that not all of the people
Rarity per pack pool each card cards
and places could fit into a mere 1 00 cards. As the author, Jean Rabc decided to focus on
the more recent events and heroes. Common 9 50 90,720 4,536,000
Uncommon 4 25 80,640 2,016,000
The DRAGONLANCE booster packs introduced three new concepts to the game; swim-
Rare 2 25 35,820 882,000
mers, earthwalkers, and time-dependent cards. A swimmer can attack any realm card
Chase T i n every 4th 25 5,040 126,000
that shows a coastline in its map picture. (The individual realm card descriptions in
Total 15 100 7,560,000
this book state whether or not a swimmer can attack it coastally.) Earthwalkers can
attack any realm, regardless of its location. Time-dependent cards change their powers
or levels depending upon the time of day the card is played.
Every fourth DRAGONLANCE booster pack has one chase card instead of one of the
rare cards. In an entire display box, there are 9 chase cards, Obviously, these cards arc
RELEASE HISTORY 44
45 RELEASE HISTORY
Promotional Cards
As of 1994, two Si'ELLHKE game promotional cards have been issued, the Legendary even want to consider replacing the Cup of Al-Akbar with a second Codex of the Infi-
Artifact (Promo 1) and the Geneva Conclave (Promo 2). As discussed above, the Leg- nite Planes. While you can only have one of them in play at a time, two of them in your
endary Artifact was bundled xvith 15 RAVENLOFT cards in a clear plastic wrap. The deck means you will draw one of them sooner.
16-card, unlabeled booster pack was sold at the 1994 GEN CON Game Fair and given
away at various other conventions and special occasions. Only 5,000 of these special GREYHAWK Artifacts (Top 5)
booster packs were made. >Jo. Name Level Rarity
The Geneva Conclave was given away to each person entering the 1994 GEN CON 159/lst Chariot of Lyrx +3 Rare
Game Fair. The cards were given away individually, not with anything else. Only XXX 152/lst Codex of the Infinite Planes — Common
of these cards were made. Those not given away at the game fair were given away at 160/lst Cup of Al-Akbar Uncommon
other conventions and special occasions. 218/lst Johydee's Mask Rare
199/lst Ren's Crystal Ball Common

Deck-Building Strategies In order to use these artifacts, the deck must have GREYHAWK champions. Looking over
all the possible champions, several stand out as must-have champions. The special
Sometimes the best way to teach is through examples. We can talk forever about strate- powers of these champions are attractive in any deck, not just in GREYHAWK decks. The
gies for deck building, but showing you some pre-built decks may get the point across Arch-Druid (189/lst) can shut down a cleric deck. luz the Evil (167/lst) razes an
better. enemy realm if he is defeated. Hettman Tsurin (172/lst) draws cards from the oppo-
This section has two different categories of pre-built decks. The first category takes nent's hand.
up most of the space. It shows decks built around common themes, such as campaign Many of the following champions are rare cards. They total only 65 levels of the 80
worlds or types of champions. Since we know that you do not have unlimited you are allowed. This means that you can substitute low-level champions with high-
resources, they only use a limited number of the very rare cards. The cards all come level ones. For example, if you are unable to find a Kiara (171/lst), you can put in
from the first edition set of 400 cards, plus the appropriate expansion. Each deck shows Drizzt Do'Urden (45/lst). First edition chase card champions that are good choices for
what replacements can be made for those players who can get better cards from later this deck include Edormira (2), Gloriana (3), Dagaronzie (6), Shalbaal (9), Gib Htimsen
editions or other expansion sets. (13), Stryck (17), Alicia (18), Lovely Colleen (22)!
The second part of this chapter features decks made by players without limits on
their resources. They use lots of extremely rare cards and make no excuses for it. Their GREYHAWK Champions (Top 12)
decks have unusual themes that don't fit into the obvious categories. No. Name Type Level Spells Rarity
You will find some common ground in each of these decks. For example, almost 189/lst Arch-Druid Cleric 4 Cleric Rare
every deck here has two Caravan (319/lst) and two Calm (400/lst) events. Most of 172/lst Hettman Tsurin Hero 2 Rare
them also have two Cataclysm! (99/lst) events and a Men/oberranzan (2/lst). Most 167/lst luz the Evil Monster S VVi/ard Uncommon
players consider these cards essential to any deck. 171/lst Kiara Hero 2 Uncommon
(Wi/lst Lolth, Spider Queen Monster 9 C and W Rare
GREYHAWK Deck 165/lst Mika the Wolf Nomad Wizard 7 Wi/.ird Rare
To build any deck around a campaign world, you must first analyze the strengths and 162/lst Mordenkainen VVi/ard 7 Wizard Rare
weaknesses of the cards in that world. The only cards specific to any campaign world 164/lst Otto VVi/ard 6 C and W Rare
are realms, holdings, champions, and artifacts. All other types of cards are considered 1 61 /1st Rary the Traitor VVi/ard 4 VVi/.ard Common
to be AD&D cards. Even if the artwork or name is clearly from a particular AD&D role- 185/lst Thorvid Hero 5 Rare
playing campaign world, it is fair game as a card for any of them. The cards for this 194/lst Winged Horror Monster 7 Uncommon
GREYHAWK deck come from the first edition set of 400. 188/lst Young Gold Dragon Monster 4 Wizard Common
The most notable features of the GREYHAWK cards are the number and power of the
artifacts. GREYHAWK has more — and more powerful — artifacts than any other campaign A SPELLFIKII deck must have between 8 and 15 realm cards. Winning decks rarely have
world. Two of them are even common cards! However, you can have only five artifacts fewer than 10. You have 30 GREYHAWK realms to choose from. Let's eliminate all realms
in a deck, so pick the five best. The Eye & Hand of Vecna (156/lst) is no better than that have no special powers. While you're at it, get rid of the Bone March (131 /1st).
many magical items, so don't pick it. The Chariot of Lyrx has exactly the same power (Look it up to see why.) Since a GREYHAWK deck generally does not have many cleric
as Baba Yaga's Hut (158/lst) and it grants a +3 level bonus, so forget the Hut. The Rod spells, get rid of Veluna (1 21 / 1 st), Bissel (134/lst), and the Free City of Grey hawk
of Dispel Magic (220/lst) is similar to the Codex of the Infinite Planes, but less power- (11! /1st). The Scarlet Brotherhood (135/lst) pays too high a price for its power. The
ful. Leave the Rod at home- You are left with the artifacts shown below. You might Hold of the Sea Princes (114/lst) is just too weak. You are left with 11 reasonably pow-
erful realms.
DECK-BUILDING STRATEGIES 46
47 DECK-ELUDING STRATKC ;ii;s
b
GREYHAWK Realms (Top 11)
No. Name Rarity Wizard Spells (Best 4)
116/lst Blackmoor Uncommon NO. Name Level Quantity Rarity
129/lst Bright Desert Map 395 /1st Banishment 1 Common
140/lst Burneal Forest Common 391 /1st Death Fog 1 Common
123/lst The Great Kingdom Rare 393 /1st Disintegrate 1 Rare
125/Ist Grey hawk Ruins Uncommon 332/lst Lightning Bolt +5 2 Common
136/lst Irongate Map
112/1 st The Lands of luz Uncommon The Codex of the Infinite Planes (152/lst) provides immunity to spells and magical
113/lst Pomarj Map items. By including two Nets of Entrapment (217/lst), you also prevent the enemy
133/lst Sea Barons Map from using allies. If you can find one, the Helm of Teleportation (219/lst) is a good
119/lst Sterich Map replacement for one of the Nets.
124/lst Temple of Elemental Evil Uncommon
Magical Items (Best 2)
The holdings you pick should complement the realms, champions, and artifacts that No. Name Level Quantity Rarity
you have already chosen. The Arms of Grey hawk (144/lst) is great if the other player 217/lst Net of Entrapment 2 Uncommon
doesn't use GRHYHAWK holdings. The Arms of Furyondy is a good choice, especially if 310/lst Orb of Power 1 Common
attached to the Great Kingdom. The Arms of Veluna (209/lst) and Arms of the Shield
Lands (216/lst) are other good picks. The Arms of the Great Kingdom (145/lst) is very Labor of Legend (108/lst) is a common card that rebuilds a realm, but at the cost of a
powerful, particularly attached to The Great Kingdom (123/lst). However, there just champion. It is a good substitute for Spirit of the Land (288/lst), which is a rare card.
aren't enough undead in this mix of champions to make it worthwhile.
Events (Best 5)
You may want to forgo having any holdings in your deck. They add to the defensive
ability of the deck, but decrease your total number of available cards. If you decide not No. Name Level Quantity Rarity
to have any holdings, replace them with ally cards. 400/lst Calm 2 Common
319/lst The Caravan 2 Common
GREYHAWK Holdings (Top 4) 99/lst Cataclysm! 2 Uncommon
No. Name Rarity 382/lst Solid Fog 1 Common
146/lst Arms of Furyondy Common 288/lst Spirit of the Land 1 Rare
144/lst ArmsofCreyhawk Rare
216/lst Arms of the Shield Lands Common You'll certainly find many ways to "fine-tune" this deck, especially since you need 11
209/1 st Arms of Veluna Common or 12 more cards to round out this deck. The idea for this initial design is not to make
the ultimate GREYI IAWK deck, but to create one that can be built from a reasonable
The champions chosen for this deck need support cards. With these champions, allies stockpile of cards.
should be the support cards for battles, with a few wizard spells thrown in. The only
cleric spell worth putting into this deck is Raise Dead (366/lst), a rare card. If you can't
find two Gladiators (257/lst), use Kank Lancers (255/lst) instead. Spells and allies
contained in the second edition are also good replacements. If you can't find the rare
allies or spells, replace them with magical items.
Allies (Best 5)
No. Name Level Quantity Rarity
252/lst Assassins +2 1 Uncommon
257/lst Gladiators +9 2 Uncommon
61 /1st Myrmidons +4 1 Rare
84/lst Noble Djinni +4 1 Rare
195/lst Treants of Grandwood +5 2 Uncommon

DECK-BUILDING STRATEGIES 4S
49 DECK-BUI LDINC; STRATEGIES
RAVEN LOFT Deck
RAVENLOFT Realms (Top 11)
The RAVEN LOFP expansion is notable for its monster champions, it also adds some pow-
erful allies to the basic set. It is far stronger on cleric spells than wizard spells. Fortu- f^o. Name Rarity
nately, monsters and allies work well together. The mix of champions below totals only 1 /RL Barovia Uncommon
64 levels and can certainly be improved by substituting a few from other campaign 2/RL Darkon Rare
worlds. After all, it is not safe to have so many champions of one type. A single Trea- 1 1 /RL Dementlieu Uncommon
sure (312/lst) event card would wipe them all out. If your opponent has the Lovely 9/RL Invidia Rare
Colleen in his pool, you are nearly defenseless. Ideal champions to replace are 5/RL Kartakass Common
Ankhtepot, Arijani, Sir Edmund Bloodsworth, and Sir Hiregaard (even though he is a 6/RL Keening Uncommon
hero). Put in their place the toughest nonmonster champions that you have. 2/ 1 st Menzoberranzan Realm
15/RL Sri Raji Uncommon
RAVENLOFT Champions (Top 13) 7/RL Tepest Common
1 2 / RL Valachan Uncommon
No. Name Type Level Spells Rarity 8 / RL Verbrek Common
S3/RL Adam Monster 7 Rare
84/RL Ankhtepot Monster 7 Cleric Uncommon
89/RL Arijani Monster A Uncommon None of the RAVENLOFT holdings are especially exciting. The best of the lot are Castle
82 / RL A.7.ci 1 i n Monster S VVi AI rd Rare RAVENLOFT (16/RL) and Paridon (19/RL). Neither are included in this set, but could
97/RL Dr. Mordenheim Hero 1 Common replace a few of the spells.
S6/RL Dr. Rudolph Van Richten Hero 3 Common The champions of this deck need allies. There are so few spellcasters that most of
93/RL Cabrielle Aderre Wizard 3 Wi/ard Common these spells are castable in step 3. You only need one spellcaster in the pool to be able
87/ RL Harkon Lukas Monster 5 Uncommon to use any of these spells. If you can't find some of these spells, replace them with
88/RL Headless Horseman Monster 4 Rare Hold Person (49/RL) and Misty Summons (53 /RL).
99/RL Lord Soth Monster 7 Rare
Wizard Spells (Best 5)
95/RL Sir Edmund Bloodsworth Monster 2 Common
92/RL Sir Hiregaard I luro 2 Common No. Name Level Quantity Rarity
100/RL Strahd Von Zarovich Monster 9 VVi/ard Rare 395 /1st Banishment — 1 Common
392/lst Death Spell 1 Common
393 /1st Disintegrate 1 Rare
There are only two RAVENLOFT artifacts really worth using: the Fang of the Nosferatu
346/lst Dispel Magic — 2 Common
(70/RL) and the Crown of Souls (67/RL). The others are nice, but not very powerful.
52/RL Strahd's Malefic Meld — 1 Uncommon
Both the Fang and the Crown are rare cards. If you don't get them both, the Apparatus
(66/RL) is a worthy replacement, although it is actually weaker than the Helm of Tele- 1
The RAVENLOFT allies are some of the toughest in the game, particularly the Loup-
portation (219/1 st) magical item. Both the Apparatus and the Helm are rare cards.
Garou (79/RL). Most of the allies recommended here are from the RAVENLOFT booster
RAVENLOFT Artifacts (Top 2) set. If you can't find some of them, Gladiators (257/lst) or Kargat Vampires (71 /RL)
No. Name Level Rarity are good replacements.
67/RL Crown of Souls Rare
70/RL Fang of the Nosferatu Rare

No deck should have fewer than 10 realms, If you intend to play in multiplayer games, 1
a deck should not have fewer than 12 realms. Below are all RAVEMLOFT realms, except
for Menxoberranxan, which should be in every deck ever made. If you don't have
them all, mix in the best of the non-RAVENLOFT realms that you do have. Focus on
realms that support your allies or harm your opponent. Kartakass, Valachan, Verbrek,
and Sri Raji are the best realms to replace.

DECK-BUILDING STRATEGIES 50
51 DECK-BUILDING STRATEGIES
Allies (Best 6)
Kevin's DRAGONLANCE Heroes Deck
No. Name Level Quantity Rarity The majority of this deck is composed of DRAGONLANCE cards, with a smattering of
76/RL Fiend +6 1 Rare RAVENLOFT and FORGOTTEN REALM cards. The deck is designed with only hero champi-
73/RL Flesh Golem +5 2 Uncommon ons, supported with event card, allies, DRAGONLANCE rule cards, and magical items that
74/RL Ghost Ship +1 1 Rare make a hero deck extremely formidable.
79/RL Loup-Garou +2 2 Uncommon The deck should contain between 12 and 14 DRAGONLANCE realms, some of which
77/RL Spectre +4 2 Uncommon require flyers, swimmers, or earthwalkers to reach. The exclusive use of DRAGONLANCE
195/lst Treants of Grandwood +5 1 Uncommon realms, with the exception of the essential Men/oberranzan (2/lst), takes advantage of
the World Bonus optional rule. Holdings such as the Shoikan Grove (18/DL) can be
The Staff of Mimicry {61 /RL) is an important magical item for this deck. During your attached to DRAGONLANCE realms with no special powers.
turn, it can imitate a Tarokka Deck (56 /RL) (assuming one is in your pool), allowing The allies of this deck are a mix of DRAGONLANCE and other cards. Of the
you to draw two cards out of your opponent's deck! During other player's turns it can DKAGONi.ANCi' allies, the Brine Dragon (45/100), Sivak Draconians (48/100), and Aurak
imitate one of your other items. Two other RAVENLOFT magical items to consider are th( Draconian? (50/100) are essential. Other allies, such as the Loup-Garou ( 79/RL) and
Amulet of the Beast (64/RL) and the Blood Coin (60/RL).
Gladiators (257/lst), are good additions. Since the heroes of this deck are unable to
Magical Items (Best 5) cast spells, allies are the cornerstone of any attack or defense the deck may become
involved in.
No- Name Level Quantity Rarity Magic items and artifacts are also a key component of this deck. If someone is lucky
2 1 7/lst Net of Entrapment 1 Uncommon
enough to obtain both a Sword of Friendship (3/DL Chase) and the Axe of the Brother-
310/lst Orb of Power 1 Common
hood (3/DL Chase); and get them into play at the same time, the champions of that
63/RL Ring of Reversion 1 Uncommon
pool have a formidable weapon.
61/RL Staff of Mimicry I Uncommon The event cards of this deck are designed to assist the heroes in any attack or realm
56/RL Tarokka Deck 1 Uncommon defense. The most critical of these events is the Crossed Blades (8/DL Chase), which
allows only heroes to attack or defend. If your opponent has only monsters or wizards
Labor of Legend (108/lst) is a common card that rebuilds a realm, but at the cost of a in his pool, this is an easy spoils of victory,
champion. It is a good substitute for Spirit of the Land (288 /1st) if you can't find one. 11 Two of the most important cards in this deck are the rule cards. There are two
you know your opponent uses a lot of spells, substitute Disrupted Magic (27/RL) for choices here for the SPELLFIRE player with a large selection of cards: either The Golden
Quirk of Fate (26 /RL) or the RAVENLOFT Rule card. The other event card worth consid- Age (22/DL Chase) rule card, which allows heroes to draw two spoils of victory, or the
ering is Mists (21 /RL), just for the dirty trick you can pull with it.
Night of the Eye (42/DL), which allows up to three DRAGONLANCE event cards to stay
Events (Best 5), Plus 1 Rule Card in play at one time. If the latter event card is coupled with Crossed Blades, Bronze
Dragons (97/DL), and Kiri-Jolith Arrives (93/DL), this player has an extremely deadly
No- Name Quantity Rarity combination in play.
400/lst Calm 2 Common
319/lst The Caravan 2 Common Realms (13)
99/lst Cataclysm! 2 Uncommon
288/1 st Spirit of the Land 1 Rare
No. Name Rarity
8 / DL Cristy ne Common
26/RL Quirk of Fate 1 Rare
4/DL Good land Uncommon
31 /RL RAVENLOFT Rule Card 1 Rare
13/DL Isle of Selasia Uncommon
2/lst Menzoberranzan Rea 1m
Though this deck requires seven more cards, this is not the only RAVEN LOFF deck that I/DL Mithas Rare
could be built, nor even necessarily the best. Many of the cards from the RAVENLOFT set 2/DL Nordmaar Common
are better used with other types of decks. For instance, there are many powerful cleric 11 /DL Plains of Dust Uncommon
spells in the RAVENLOFT set. However, there are only two RAVENLOFT champions capable !5/DL Reorxcrown Mountains Rare
of casting cleric spells.
3/DL Silvanesti Common
6/DL Solamnia Rare
10/DL Southern Ergoth Uncommon
I2/DL Spine of Taladas Uncommon
1 4/ DL Thorin Common

DECK-BUILDING STRATEGIES 52
53 DECK-BUILDING STRATEGIES
1 Alternative Realms Alternate Events
No. Name Rarity NO. Name Rarity
7/DL Sancrist Common 1/DL Chase Call to Arms Rare
129/lst The Bright Desert Realm 276/1 st Water Hunters Common
136/lst Irongate Realm 91 /DL Mishakal Intervenes Common
17/lst Sword Coast Realm 95 /DL Morgian, God of Disease, Strikes Common
3l2/1st Treasure! Common
Holdings (2)
No. Name Rarity Artifacts (4)
20/DL Altar of Mishakal Uncommon No. Name Level Rarity
18/DL Shoikan Grove Common 25/DL Chase Medallion of Faith Rare
53/DL Shield of Huma Common
Alternative Holdings 54/DL The Nightjewd Common
17/DL The Lost Citadel Rare 10/DL Chase The Skull of Fistandantilus +4 Rare
16/DL Tower of Wayreth Rare
Alternative Artifact
Hero Champions (11) No. Name Level Rarity
No. Name Level Rarity 51 /DL Dragonlnnce +3 Common
38/DL Caramon Majere 7 Rare
45/lst Drizzt Do'Urden 8 Common Magic Items (5)
37/DL Flint Fireforge 3 Common No. Name Level Rarity
4/DL Chase Knights of the Crown 3 Rare 2/DL Chase Axe of Brotherhood +2 Rare
6 /DL Chase Knights of the Rose 6 Rare 64/DL Flute of Wind Dancing Uncommon
5/DL Chase Knights of the Sword 4 Rare 219/1 st Helm of Teleportation Rare
24/DL Lord Gunthar, Solamnic Knight 5 Uncommon 402/1 st Magical Champion Very Rare
22/lst Chase Lovely Colleen 7 Rare 3/DL Chase Sword of Friendship +3 Rare
36/DL Tanis Half-Elven 6 Common
39/DL Tasslehoff Burrfoot 3 Common Alternative Magic Items
301/lst Tithian 5 Rare No. Name Level Rarity
64/KL Amulet of the Beast Common
Alternative Heroes 310/1 st Orb of Power Common
No. Name Level Rarity 316/lst Shield of Wickedness Common
55/lst Crime Lord 7 Uncommon 151/lst War Banner +1 Common
14/lst Chase Darbee 6 Rare
258/lst Rikus 6 Uncommon Allies (8)
No. Name Level Rarity
Events (10) 50/DL Aurak Draconian +4 Uncommon
No. Name Rarity 45/DL Brine Dragon +6 Rare
97/DL Bronze Dragons Rare 73 / RL Flesh Golem +5 Uncommon
99/lst Cataclysm! Uncommon 257/lst Gladiators +9 Uncommon
8/DL Chase Crossed Blades Rare 49/DL Kapak Draconians +4 Uncommon
100/Zst Good Fortune Uncommon 79/RL Loup-Garou +2 Uncommon
93/DL Kiri-Jolith Arrives Uncommon 48/DL Sivak Draconians +4 Common
108/lst Labor of Legend Common 2^2/1 st The Assassins +2 Uncommon
288/1 st Spirit of the Land Rare
9/DL Chase Spirit of the Que-Shu Rare
101 /1st Surprise Raid Common
319/lst The Caravan Common

DECK-BUILDING STRATEGIES 54 55 DECK-BUILDING STRATEGIES


Alternative Allies
.
Holdings (5)
No. Name Level Rarity j^o. Name Level Rarity
255/lst Kank Lancers +6 Uncommon
236/lst Arkhold Common
407/1 st Mercenary Gold +8 Very Rare
242/lst Lost Oasis Common
77/RL Spectre +4 Uncommon
244/lst Silver Spring Common
46/DL Kagonesti Elves +5 Common
246 /1st Black Waters Common
44/DL Solamnic Knights +3 Common
247/lst Fort Melidor Common
15/DL Chase Takhisis's Mirror of
Underworld Minions +2 Rare Also, the DARK SUN lands and holdings work well with the rule card City States
Rule Cards (2) (30/RL). If you can find it, drop an ally or spell to make room for it.
No. Name Rarity The DARK SUN world also has some very strong champions. We can start by taking the
42/DL Night of the Eye Rare
best of them, then seeing what we still need.
22/DL Chase The Golden Age Rare
DARK SUN Deck Champions (6)
No. Name Level Rarity
In general, the DARK SUN deck is a brute force deck built for all-around power and
258/1 st Rikus ., Hero 6 Uncommon
aggressiveness. A lot of the DARK SUN cards are rare or uncommon, so this deck has 261 /1st Agis Hero 5 Uncommon
more of those cards than most other decks. If you have trouble finding the cards, look
299/lst Captain Ka/hal Hero 9 Rare
for near equivalents from other worlds. Realms from the RAVENLOFT or DRAGONLANCE
301 /1st Tithian Hero 5 Rare
worlds would be welcome additions as would champions with the FORGOTTEN REALMS, 304/lst Dragon King Monster 8 Rare
GREYHAWK, or AD&D trademarks.
305/lst Borys Monster 9 Rare
DARK SUN has few realms (eight) and a large number of holdings. Since that is likely
to be a sticking point, let's start with those two types of cards. For realms, the decision So far, we have six champions with a total of 42 levels. Only two of them, the monsters,
is fairly simple: All the DARK SUN realms are good ones, so use them all. Since we need are spellcasters — and we should have a few spells later. We still need champions and
more, let's add some that can stand up well. Menzoberranzan comes in for obvious spellcasters that fit the theme. Three more can come from the DARK SUN world, then
reasons; Zhentil Keep and Jungles of Chult because they are fortified {even though we'll have to go outside; GREYHAWK champions fit very well.
they are both coastal), and Anauroch (also known as the Great Desert) because it fits.
Realms (12) Champions
No. Name Level Rarity
No. Name Level Rarity
259/lst Neeva Hero 7 Rare
221 /1st Draj Realm
306/lst Preserver Wizard 6 Common
222/lst Raam +1 Realm
323/lst The Outcast Hero 5 Rare
223/lst Urik 4 Realm
161 /'1st Rary the Traitor Wizard 4 Common
224/lst Tyr 5 Realm
165/lst Mika the Wolf Nomad Wizard 7 Rare
225/lst Gulg 7 Uncommon
167/1 st lux the Evil Monster 8 Uncommon
226/lst Nibenay Uncommon
2277 1st Balic 4 Realm
This puts us at 12 champions (six heroes, three monsters, and three wizards) with a
405/ 1 st Slave Realm of Tunek Very Rare total of 79 levels; seven can cast wizard spells. That's pretty good. Lolth the Spider
2/'lst Menzoberranzan Realm Queen (166/lst) could be substituted for luz the Evil if you want to achieve the maxi-
3/1 st Zhentil Keep 5 Rare
mum 80 levels.
15/lst Jungles of Chult 5 Realm
IH/lst Anauroch Realm
Next are events. We can take the typical must-haves, and add another one, Spirit of the
Land, which is essential for a DARK SUN deck. If you can't find Spirit of the Land, sub-
Next, take a look at holdings. DARK SUN has some great ones. For simplicity, we'll stick stitute the more common Labor of Legend (108/lst). Use two of each of the listed
with some very strong ones. If you can, replace Fort Melidor with the Geneva Con- events for a maximum of 10. Surprise Raid (101 /1st) would be a nice substitute for any
clave {Promo 2), which can be attached to any realm. You can use the Geneva Conclave
to protect the other realms in the deck. of the other cards.

DECK-BUILDINC STRATEGIES 56 57 DECK-BUILDINC STRATEGIES


L L
Events (10) FORGOTTEN REALMS Spell Deck
No. Name Rarity This deck is constructed to allow spellcasting, especially of wizard spells. It consists
099/1 st Cataclysm! Uncommon mostly of common cards, so should be relatively easy to duplicate. There are, however,
100/lst Good Fortune Uncommon some important rare or uncommon cards in the deck, notably Midnight (46 /1st) and
288/lst Spirit of the Land Rare Mulmaster (33/lst).
319/lst Caravan Common Look at champions first, since we want to combine a FORGOTTEN REALMS theme with
400/lst Cilm Common spellcasting champions. For the most part, we can use FORGOTTEN REALMS champions,
but we'll need to go outside a little for another spellcaster.
We now have 39 cards. This leaves us 16 slots for spells, magical items, mid allies We
have enough champions who can cast wizard spells, so we'll put in a handful of those Champions (14)
plus some allies and magical items. We have only two champions who can cast cleric ' No. Name Level Rarity
spells, so there is little use in adding those to the deck. Of the two DARK SUN artifacts 044/lst Elminster the Mage Wizard 9 Uncommon
neither is really great, though Annulus (411 /1st) is not bad. If you can find the card ' 045/lst Drizzt Do'Urden Hero 8 Common
you might substitute Annulus for a magical item. For allies, duplicate the ones you like 046/lst Midnight, Goddess Wizard 7 Rare
the best. 050/lst Marco Volo Hero 3 Uncommon
051 /1st The Harpers Hero 6 Common
Magical Items (2) 055/lst Crime Lord Hero 7 Uncommon
No
- Name Level Rarity 071 /1st Drow Matron Wizard 5 Uncommon
1 05/lst Staff of Conjuring +5 Common 072/lst Dracolich Monster 6 Rare
2 1 7/Iet Not of Entrapment Uncommon 074/lst Allisa of the Mists Hero 5 Common
077/lst Amarill Cleric 3 Uncommon
Wizard Spells (8) 189/lst Arch-Druid Cleric 4 Rare
No
- Name Level Rarity 306/lst Preserver Wizard 6 Common
332/lst Lightning Bolt +5 Common 408/lst Living Scroll Monster 0 Very Rare
338/lst Wall of Force +5 Common 417/lst Mind Flayer Lord Monster 8 Very Rare
340/lst Cone of Cold +5 Common
347/lst Improved This gives us 14 champions for a total of 77 levels. Six can cast wizard spells, but only
Phantasmal Force +6 Common three can cast cleric spells. We want realms and holdings that give us spellcasting ability,
391/lst Death Fog Common luz the Evil (167/lst) can be substituted for the Preserver if available. If Midnight is
392/lst Death Spell _ Common unavailable, think twice about building this deck. If you can't find the photo cards, the
393/lst Disintegrate R nre Living Scroll can be dropped; substitute any higher-level wizard for the Mind Flayer
395/lst Banishment Common Lord. There are also a variety of real good champions from the FORGOTTEN REALMS release,
most notably Helm (89/FR) and Cyric (92/FR). Both can cast wizard and cleric spells.
Allies
No
- Name Level Rarity Realms (12)
061 /1st Myrmidons +4 Rnre No. Name Level Rarity
J90/1 st Hell Hound +5 Uncommon 002/lst Menzoberranzan — Realm
IWS/lBt Treants of Grandwood +5 Uncommon 003 /1st Zhentil Keep 5 Rare
252/lst The Assassins +2 Uncommon 004 /1st Shadowdale Realm
255/lrt Rank Lancers +6 Uncommon 008/lst Thay Realm
Gladiators +9 Uncommon Oll/lst Ravens Bluff Realm
012/lst The Great Rift Realm
013/lst Myth Drannor Uncommon
('20 / 1 st Icewind Dale Realm
023/lst Damara Realm
027/lst Darkhold Realm
028/lst Haunted Hall Evening — Rare
029/lst Evermeet Realm
DncK-BuiiDiNC STRATEGIES ^ 59 DECK-BUILDING STRATEGIES
We can choose a number of holdings as well. You might want to use two copies of Mul Magical Items
master; replace Arabel with one of them. If you can get a copy of the Geneva Conclave jsj0. Name Level Rarity
(Promo 2), use it in place of Suzail, since the Geneva Conclave allows the attached ?l7/1st Net of Entrapment Uncommon
realm to cast spells, making it safe.
Allies
Holdings (5) ]sj0. Name Level Rarity
No. Name Level Rarity 061 /1st Myrmidons +4 Rare
033/lst Mulmaster Uncommon 751 /1st Mogadiscio's Horde +1 Common
035/lst Suzail Uncommon 252/1 st Assassins +2 Uncommon
036/lst Arabel 4 Uncommon 255/lst Kank Lancers +6 Uncommon
037/lst Fortifications Uncommon 257/lst Gladiators +1 Uncommon
038/1 st Fortifications Uncommon
Myrmidons is a nice addition to the deck so you can occasionally reshuffle your spells.
Let's add some of the common events to round things out. Since we've got a Mulmas- If you can't find it, substitute another strong ally, or another magical item. If you have
ter or two, we'll be drawing extra cards; therefore, we can get along without Good For- access to it, another excellent addition to the deck is the spell Recall (74/DL), which
tune (100/lst). Use two copies of each of these events. allows you to retrieve spells from your discard pile.
Events (6) Tim's Common Deck
No. Name Rarity This deck was built to prove that a deck could be built with only common cards. Fur-
099/1 st Cataclysm! Uncommon ther, the deck has no duplicates; only one of any given card, even the really good ones.
319/lst Caravan Common The deck has been tried a few times, and it's record is two wins for each loss. The deck
400/lst Calm Common has three strategies. First, before playing with it, tell people what it is; during play, they
tend to concentrate on other players {if any), because they are more dangerous. This
This puts us at 37 cards, leaving room for 18 more. Most should be spells, w i t h a few strategy doesn't work in a two-player game. Second, the deck has enough realms to
magical items and allies to give us variety. If you have trouble finding some of the rare make it likely to draw at least one every turn. Third, the deck has a lot of low-level
or uncommon spells, use duplicates of some of the common spells listed. champions that can be used as sacrifices to keep someone from raxing a realm. There
Wizard Spells (12) are also several wall spells to end battles without the loss of champions.
No. Name Level Rarity Realms (13)
106/lst Spell Formless Horror +3 Uncommon No. Name Level Rarity
212/lst Shapechange +6 Rare 001 /1st Waterdeep Realm
332/lst Lightning Bolt +5 Common 002 /1st Menzoberranza n -r- Rea 1 m
338/lst Wall of Force +5 Common 004/lst Shadowdale Realm
340/lst Cone of Cold +5 Common 008/lst Thay Realm
347/lst Improved
011/lst Ravens Bluff Realm
Phantasmal Force +6 Common 015/lst Jungles of C h u l t 5 Realm
348/lst Fear _ Riirc
023/lst Damara Realm
371/lst Wall of Fog _ Common
029/lst Evermeet Realm
391/lst Death Fog _ Common 221 / 1st Draj Realm
392/lst Death Spell _ Common
222/[ s t Raam +1 Realm
393/lSt Disintegrate _ Rirc 223/tst Urik 4 Realm
395/lst Banishment Common 224/lst Tvr 5 Realm
227/lst Balic 4 Realm

DncK-Bun.DiNc; STRATEGIES f,0 61 DK K-BMI.PINK;: STRATEGIES


^
r Holdings (5)
No. Name Level Rarity
198/lst Border Forts Common
236/lst Arkhold Common
243/lst Grak'sPool +5 Common
244 /1st Silver Spring — Common
246/lst Black Waters Common

Events (7)
No. Name Rarity
108/lst Labor of Legend Common
203/lst Siege Common
312/lst Treasure Common
319/lst Caravan Common
382/lst Solid Fog Common
387/lst Faithful Hound Common
400/lst Calm Common
Champions (17)
No. Name Level Rarity
045/lst Drizzt Do'Urden Hero 8 Common
051/lst The Harpers Hero 6 Common
053/1 st Adventurers! Hero 3 Common
056/lst Adventurers Hero 4 Common
057/lst The Jotun slayers Hero 4 Common
060/lst Tergoz Tenhammer Hero 5 Common
074/lst Allisa of the Mists Hero 5 Common
089/lst Cleric of Malar Cleric 4 Common
155/lst Skeletal Horde Monster 5 Common
161 / 1 st Rary the Traitor Wizard 4 Common
181/lst Wolf Nomads Hero 4 Common
188 /1st Young Gold Dragon Monster 4 Common
196/lst Rangers of Hornwood Hero 4 Common
260/lst Sadira Wizard 4 Common
264/lst Herminard Hero 4 Common
303/lst Defiler Wizard 6 Common
306/lst Preserver Wizard 6 Common
Magical Items (2)
No. Name Level Rarity
098/lst Figurine of Power +3 Common
105/lst Staff of Conjuring +5 Common

| DECK-BUILDING STRATEGIES 62
L
Tournaments and Strategy No matter what is scheduled, be prepared to be flexible; some games go surprisingly
fast while others progress slowly. To allow a flexible schedule, don't book all the space
SPELLFIRE is a great way to entertain people, and setting up a tournament is a good way aVo'nce. For example, if there is space for six players, schedule only four for the second
to bring all sorts of people together to test their decks against one another. Running a round of play If one of the early games runs over, it can still continue while new
tournament is fairly easy. Setting one up can be a little daunting. Fortunately, all you games are started.
really need to p!ay SPELLFIRE is a place to gather and a convenient time; below are some Also, remember to schedule the tournament for a convenient time of day. If played at
examples. home, arrange a time convenient for everyone. If a store is hosting the game, work
with the manager to find the best time, probably a weekend or evening.
1. Home: Space is the key factor here. Make sure that there are a large table and At a convention, time is at the mercy of the coordinator. The game typically has to fit
many chairs to accommodate the players. into a regular time slot, like other games, and other events may limit the available
2. A hobby shop, bookstore, or other business that sells Spellfire: Always make time.
sure to get the permission of the owner or manager of the store before telling
everyone about the tournament. Most stores, if they have the space, are happy to Getting Started
allow people to run SPELLFIRE for them. It helps them sell the games, and they Once the time and location have been decided, there is only one more ingredient neces-
don't have to supervise play directly. sary for a successful game of SPELLFIRE. Unfortunately, many people forget about this
3. A gaining convention: As with a hobby store, it is vital that you obtain the bless- important element: advertising.
ing of the convention organizer. Space is typically at a premium at most conven- A tournament requires players, and some method needs to be agreed upon to spread
tions, so make sure to approach the coordinators early on. Convention the word about the game. This has to be handled differently for each venue. If the tour-
coordinators usually like someone with initiative who is willing to run a game or nament is to be held in someone's home, the best advertisement is to call friends and
supervise a tournament. Such activities entertain the people who attend the con- tell them when to show up.
vention and take some of the burden off the convention coordinators by providing If using a store, the business could help with advertising by putting up a few signs to
something they don't have to supervise directly (or find a volunteer for). If the let people know when the event is going to occur. They might want you to make the
coordinator can be convinced that your event can draw people to the convention, sio-ns and post them yourself; make sure to know what they want on the signs — and
he might even grant free admission to the SPELLFIRE judges in return for their work. where the advertisements can be placed — before putting them up. Be nice to the owner
or manager of the store; he or she is doing a favor by donating the space. By the way,
Space even if the tournament is at a store, call friends who would have invited to a home
Each place has a requirement in common for the tournament: space. So, how much is game. This increases attendance at the event and impresses the owner or manager — no
enough? one like a poorly attended game!
That really depends how many players are planning to attend. If only four people If running a tournament at a convention, use whatever means of advertising the con-
are playing at any given time, one large table is sufficient. If 20 people are playing at a vention has available. Put up a sign in your assigned space, announcing it as the site of
time, considerably more space is required. Try to estimate how many people are going the SPELLFIRE tournament. If the convention has a printed program or schedule of
to play at the same time, and then compare that to the amount of time available. These ' events, try to get the tournament announced in it. If they announce things by putting
two factors should indicate the amount of space required. up posters, make sure you know where you can put posters without getting in trouble.
If working with a store or a convention, these steps need to be followed in reverse. Many conventions provide sign-up sheets at a central table; put one up for the tourna-
Once the coordinator sets aside the available space, as well as how much time the ment. Whatever method is used, remember to mention the time and place for the
game is to be allowed, the maximum number of players can be determined. If there is event, how many people can play, and what the event is.
space for four players and time is limited to four hours, count on being able to run
eight games. If eight players start out, a single winner can be determined in seven What Is the Event?
games (see below, under "Playing the Game"). The more available time, the more play- The answer to this question might seem simple: It's a tournament. But what kind of
ers that can get involved. tournament?
There are two general types of tournament, the "Virgin Deck" tournament and the
And Speaking of Time . . . "Killer Deck" tournament. For the truly ambitious tournament coordinator (that's you,
ri
A SPELLFIRE game between two people almost always takes under an hour, even if both ght?), there's also the "Set-Up Deck" tournament.
players are learning the game. A game often goes as quickly as 20 minutes, and a few
even finish in under five. If new players are going to be taught a t the tournamen (, 1. The Virgin Deck Tournament. This means that everyone plays with a deck fresh
schedule an hour for each game just to be safe. Games between two players who know °ut of the box. A lot of unopened decks are required for a Virgin Deck tournament; tra-
the rules can be scheduled for a half hour, ditionally, each player gets to keep the deck used during the game as an incentive to
keep playing.

TOUKNAMI'NTS A N D STRATEGY 64 65 TOURNAMENTS AND STRATEGY

»-
r Be careful with this type of tournament; not every Virgin Deck is completely DO I Need Anything Else?
playable. Because of the mix of cards, each deck is guaranteed to have enough realms,
Do a check of the place where the game is to be played. Is the light good? Are there
but everything else can vary. It would be good to take a glance through each deck as it
restrooms nearby? Are there snacks, a vending machine, or a food stand? Is the place
comes out of the box to make sure it's playable. Don't go into too much detail; that
comfortable? The answer to all these questions should be "yes" for the tournament to
takes too much time- Instead, count the number of realms and champions to insure
that there are at least 10 of each. Don't expect the deck to be legal according to tourna- work well.
Besides a good area, you also need a set of rules, such as the SPELLFIRE Reference
ment rules, and don't expect that the player can use every card. However, if the deck
Cnitie. Failing that, you need to have a few sets of the regular rules (those packaged
has a low number of realms or champions, or something else is wrong — like an exces-
vvith the decks), as well as someone who can decide how things work when questions
sive number of wizard spells and no champion who can cast them — reject the deck. A
arise (and questions will come up, especially among the new players). It's best to have
Virgin Deck Tournament is usually played for the sake of play, not to determine a
ii single person answering all rules questions so that the answer is the same each time a
single winner from among several participants; see "Playing the Came."
t;iven question arises.
Incidentally, during a tournament, if a question comes up and the answer to that
2. The Killer Deck Tournament. This type of tournament is B.Y.O.D. (Bring Your
question isn't printed in something official, the answer-person has final say. Make sure
Own Deck). Each player is expected to have a deck they've put together, one they've
the players know that in advance. The official printed material for SPCLLI-IRE includes
built to Destroy All Other Decks. All that is provided is space, time, and supervision
the rules, the revised printing of the rules (July 1994), the SPELLFIRE Reference Guide,
(including answering rules questions)-
and Sage Advice from DRAGON"" Maga/inc. Nothing else — no magazine article, no
For this type of tournament, conduct a quick check on each deck: Count the different
letter from TSR, and certainly no phone call to a TSR employee — is official. The person
types of cards to make sure they don't exceed maxirnums, count all the cards to make
in charge of answering rules questions makes all other interpretations of card interac-
sure there are 55, and add up the champion levels to make sure the total is 80 or less.
tions during a tournament.
Make sure that no card appears in a deck more than twice. This takes a little time, and
Besides the answer-person, it's vital to keep track of the winners in the tournament.
it might offend some people, but it's better to be sure the decks are legal. Even people
Prizes or other awards should be given to the winners.
who intend to make tournament-legal decks make mistakes sometimes. They wouldn't
want someone else to have a deck that wasn't legal, and they should understand the Isn't There Something Else?
need to be sure.
A great deal of SPELLFIRF cards might be required. If running a Virgin Deck Tourna-
By the way, if the deck is checked by sorting by card type, be sure to mix the cards
ment, a deck is required for everyone. In a Killer Deck Tournament, cards don't need
thoroughly before returning the deck to the owner.
to be provided, but it's nice to have some available in case people want to buy more to
improve their deck. A Set-LJp Deck Tournament also requires a lot of cards before the
3. The Set-Up Deck Tournament. If a lot of SPELLFIRE cards are available, as well as a
tournament even begins. If possible, there should be more cards available for pur-
lot of time, decks can be put together that are fairly evenly matched. Try to balance
chase during any tournament, in case the players want to improve their decks or start
them with <i good number of realms, and make sure every card in each deck is usable
in that deck. This guarantees that each deck is good for play. collecting.
Be really careful when building decks. In other types of tournaments, the judge is Can I Get Help?
blameless if someone ends up with a weak deck; if the judge set up the decks — and
The store or convention should be able to provide some materials. Hopefully, they've
accidentally put together a weak one — there's no one to blame but him, and some
players could get upset. chosen facilities with all the desired amenities, like restrooms, light, and food. They
might be able to provide some prizes or even some cards to play with. A store should
Incidentally, it's not a bad idea to run more than one type of tournament at the same
have SPELLFIRE decks for sale, and might be willing to provide some decks for a Virgin
time, provided there is the space, time, organization, and energy. For example, in a Vir-
Deck Tournament. If a Killer Deck Tournament is being run, the store might provide
gin Deck tournament some people arc going to get excited about the game and want to
some other type of prize. At a convention, there are usually several people who sell
start building their deck right then and there. If they alter the deck, it's no longer a Vir-
games and related materials; they might be willing to donate prizes, especially if it
gin Deck and can't be used in that tournament. If a Killer Deck Tournament is running
at the same time, they've got a place to go. results in advertising for them and people coming to their booth to buy cards and
other games.
If organizing a major event, it's possible to got support from TSR, Inc. The company
likes to sell SPELLFIRE cards, and a tournament is good advertising. Write a letter a few
^'e-eks (or longer — the more time the better!) before the tournament explaining where
and when it is to be held and how many people you expect. A phone call is pretty
Unreliable; please write a letter.
There are no guarantees that TSR can help you, but it could be worth asking. A tour-
nament for a few friends probably does not warrant support. If the event is at a store,
TOURNAMENT? AND STRATEGY (•>(•> 67 TOURN AMI-NTS A N D STRATEGY
winner from the losers' side eventually plays the winner from the winners' side.
Remember, to be eliminated, a player has to be defeated twice, so if the winner from
Round Robin Tournaments the winners' side loses a game to the winner from the losers' side, they have to have a
rematch to determine who finally wins. See the diagram for details.
FOUR PLAYERS This type of tournament is the fairest since it gives everyone an extra chance. A
strong player who loses to another strong player still has a chance to compete, rather
PLAYER 1 PLAYER 3 than being eliminated early while weaker players advance farther because their com-
vs. vs. petition was less fierce. The Double Elimination tournament works best at conven-
PLAYER 2 PLAYER 4 tions, where space, time, and people are usually more readily available. Keep in mind,
however, that scheduling each match for this type of tournament can be a scheduling
THEN
nightmare. At a store, where time is at a premium, the Double Elimination tournament
PLAYER 1 PLAYER 2 is less desirable, and it doesn't work well for an in-home tournament either. Double
vs. vs. Elimination is fair for any type of deck, Virgin, Killer, or Set-Up.
PLAYER 3 PLAYER 4 As with the Single Elimination, the Double Elimination runs into a slight problem
THEN
with Virgin Deck Tournaments: What can be done to insure the decks aren't altered
between rounds? New decks can be provided at each stage, decks can be checked in
PLAYER 1 PLAYER 2 and out of a bank, or the decks can be visually inspected before each subsequent
vs. vs. round. None of these options are really desirable, however.
PLAYER 4 PLAYER 3
3. No Elimination. In a No Elimination tournament, the object is play, not advance-
Six PLAYERS ment. This structure is ideal for Virgin Deck Tournaments. In a No Elimination tourna-
ment, two players play against each other. One wins, one loses, and that's the end of it;
PLAYER 1 PLAYER 3 PLAYER 5 there are no advancements or subsequent matches. In a Virgin Deck No Elimination
vs. vs. vs. Tournament, each player goes away having played once and gets a deck of SPELLRRE
PLAYER 2 PLAYER 4 PLAYER 6 cards; not a bad deal. The No Elimination tournament is dissatisfying for Killer Deck
THEN
or Set-Up Tournaments. This type of structure works wherever a Virgin Deck Tourna-
ment is used; it is best at a large-scale convention, fine for a store, and okay for a home
PLAYER 1 PL AYE R 2 PLAYER 4 tournament.
vs. vs. vs.
PLAYER 3 PLAYER 5 PLAYER ft 4. Round Robin. In this tournament structure, each player plays every other player,
THEN
and the total wins are tallied. This works in small gatherings, but is unwieldy for large
gatherings. Thus, the Round Robin tournament, is best for a small home gathering or
PLAYER 1 PLAYER 2 PLAYER 3 for a small group at a store or convention but not for any type of large group. The
VS. VS. VS. Round Robin is equitable for a Killer Deck Tournament since there would be a desire to
PLAYER 4 PLAYER 6 PLAYER 5 test each deck against every other one anyway. For a Set-Up tournament, the decks
THEN
should be fairly even, so there should be no clear winner in a Round Robin. With a Vir-
gin Deck Tournament, the overall winner probably depends more on the random mix
PLAYER 1 PLAYER 2 PLAYER 3 of the deck and less on the skill of the player. See the diagrams for a suggestion on how
vs. vs. vs. to set up a round robin tournament with six players. There is a possibility of a tie in a
PLAYER 5 PLAYER 4 PLAYER 6 Round Robin tournament; if this occurs, there can be a play-off. All the people who
THEN
tied for the win play a game together. The winner of this "sudden death play-off"
becomes the overall winner.
PLAYER 1 PLAYER 2 PLAYER 4
vs. vs. vs. 5. Multi player. This tournament works like a Single Elimination tournament but
PLAYER 6 PLAYER 3 PLAYER 5 involves several players at each stage. For example, each game might involve four
people instead of just two. The one winner advances, while the other three are elimi-
nated. Each match in this structure takes longer, because a four-player game usually
takes longer than a two-player game, This is also less equitable and less fun, because it

TOURNAMENTS AND STRATEGY 70 71 TOURNAMENTS AND STRATEGY


r

eliminates players from the tournament at a much faster rate. The Multiplayer Tourna-
ment should be used only if there are an excessive number of players and you really Strategy
want to determine a winner. It can also be used if there is an odd number of players at Strategy is advance planning with the objective of creating a plan that places an oppo-
any stage on the advancement chart; for instance, if there are only three players at the nent at a disadvantage. Tactics are how a strategy is enacted, making use of available
semi-finals stage, advance all three to the final and have a three-player game. Multi- means to accomplish an end: winning. In military terms, strategy covers the plans
player games can be difficult with Virgin Deck Tournaments but are equitable with made for conducting a battle; tactics covers how the battle is actually conducted
Killer Deck and Set-Up Deck Tournaments. according to the materials at hand and the occurrences during the battle. This section
And One More and the next two sections discuss strategy (plans and preparation for play) and tactics
(play) in the SPELLFIRE game.
There is an alternate style of play that works well for tournaments. Take two (or more) Strategy for a SPELLFIRE game breaks down into two broad categories: style of play
decks of SPELLFIRE cards and mix them together. Use this pile as the draw pile for both (or theme) and deck-building. These are closely related; build a deck according to the
players. Some cards should be avoided in such a game, like any card that lets you dis- style desired. In terms of the SPELLFIRE game, strategy is building a deck designed to
card from the draw pile or any card that requires discards to be reshuffled into the grant an advantage over an opponent. Strategy has a strong influence on your later tac-
draw pile. tics, because the way you have planned determines the limits on how you can play.
Prizes Tactics in a SPELLFIRE game can be summed up very simply: Play the cards you have
in your hand, not the cards desired. Adjust to what is currently available, react to what
The basic prize for a SPELLFIRE tournament, especially a Virgin Deck Tournament, is a the opponent does, and don't wait for cards to show up. Of course, there's more to tac-
deck of SPELLFIRE cards. Sometimes this is enough, especially if you aren't trying to tics; the subject is covered in more detail after the sections on strategy.
determine a single winner. The first thing to do is determine the type of game desired, such as combat-, spell, or
If there is an elimination tournament with a single winner, it would be nice to have a defeat-oriented. This in turn determines the kind of deck to build. The type of deck
grand prize. Games are a good idea, individual cards aren't bad, and a press sheets of built has great influence on the tactics that can be put into play.
cards might be available from TSR for bigger tournaments. Along the way to the grand
prize, there can also be smaller giveaways, like posters. Certificates and trophies can A Note About Themes
enhance the excitement as well. Though this section deais mainly with overall strategy, it's good to think about a theme
In a No Elimination tournament, where the idea is to play, establish a system for giv- for the deck as well. While themes are covered more thoroughly in the section on deck-
ing away door prizes. One simple way is to have people cut their decks; the player building, what follows are a few notes on themes that to consider while thinking about
with the highest card number wins. Other methods could also be used, such as lowest strategy.
number or the number closest to 100. If several door prizes are given away, it wouldn't There are several ways to give a theme to a deck. There are currently five worlds
hurt to vary the method somewhat to make sure everyone gets a fair shake. That way, available upon which to base decks: the FORGOTTEN REALMS, GREYHAWK, DARK SUN,
if someone has a deck loaded with cards 401^120, they won't always beat someone RAVENLOFT, and DRAGONLANCE worlds. You can choose from four types of champions
who has built a deck with lots of cards 1-25. Posters are good door prizes, as are (monsters, heroes, wizards, and clerics), and build a deck around that type of cham-
SPELLFIRE double deck packs. pion. You can build a deck heavy on spells, events, magical items, artifacts, or allies.
Within each of those themes, there are secondary themes. If allies are desired, concen-
trate on those that are numerically powerful or on those with fun powers. If events are
going to be a theme, choose events that hurt the opponent, events that help you, or
events that pull cards from the draw pile. If theming a deck around spells, concentrate
on battle spells or on spells that can be used in phase 3 of the turn. The choices are end-
less.
Kach theme is highly adaptable to different strategies. A theme is a personal choice
that depends on the type of play desired and the types of cards preferred. To determine
which theme is best, look at the cards, play a few games, and look at a few of the sam-
ple decks in this book. Think about the themes in relation to your overall strategy of

L
play. To decide on strategy, look first at the game's rules.

A Look at the Rules


The object of the SPELLFIRE game is to place down six realms; once that occurs, the game
is over. The player who can lay down realms on a regular basis, and defend them from
attacks, is most likely to win.
URNAMKNTS A N D STRATEGY 72 73 STRATEGY
While trying to build realms, other players arc trying to destroy them — and you realms and play them fastest. In such a game, the luck of the draw determines the win-
have to give some thought to keep them from getting ahead. While there are a lot of ner, and all of the plans and clever tactics make little difference,
quiek ways to raze or destroy realms, such as Siege (150/lst) or Disintegrate (393/lst),l ^n offensive strategy has advantages and disadvantages. Playing offensively brings
the basic method for razing a realm is battle. In battle, each side essentially bid with
onflict from the other players, making the game more interactive and more enjoyable;
cards until one side chooses not to continue. There are numerous special effects that
u nfortunately, this also causes other players to focus on revenge. A successful offensive
can affect the outcome of the battle, but most battles are won through numerical supe- strategy also keeps other players from getting too far ahead (following the maxim "the
riority. To prepare an adequate defense, and to be able to conduct a successful attack, best defense is a good offense"). Again, though, this draws attention to you. By concen-
use cards that either pre-empt a battle's end or grant a numerical superiority. trating on offense so much that basic realm-building and protection are ignored, it is
Some battles end in a draw, when the attacker decides not to continue the effort. If less likely that you can successfully defend yourself from counter-attack.
the defender defeats the attacker or if the attacker razes a realm, the battle has a win- The best overall strategy includes both offensive and defensive capabilities. How-
ner. That winner draws a card as Spoils of Victory. A spoils card can be very important, ever, look first at defense; insure your abilities to build and defend, and then look at
since realms, holdings and champions can be played immediately. If it's a realm, it can the ability to attack others successfully. This is a basic military strategy: Secure the area
win the game. Getting a Spoils of Victory card is part of the game, so it falls under tac- before expanding. Within this general guideline, it is easier to determine more precise
tics. But in strategy, it's possible to plan a deck that grants a better chance of getting strategies and styles of play.
Spoils of Victory.
The Rule of the Cosmos is something else to consider. It states that once a realm, The Speed Strategy
champion, or artifact is in play, no other player can put that same card into play. This This strategy is based on drawing cards as fast as possible to deplete the draw pile. It is
can be very important in determining strategy; if too many cards are in common with primarily a defensive strategy, because the only object is to get realms out and draw all
your opponent(s), it may prevent some of them from getting into play. Try to choose of the cards before anyone else; attacking another player is hardly ever necessary. An
cards that others are less likely to use, especially realms, since they are the key to ultimate speed deck can end a game very quickly without ever going to battle. The
winning.
player with the speed deck has a lot to do during his turn; the other players just watch.
Finally, there is another way to win besides getting six unrazed realms out. When a . Playing a regular deck against someone with a speed deck is not much fun, and it is
player draws the last card from his or her draw deck, the game ends at the end of that easy to become bored and frustrated. The game becomes a race again. While someone
player's turn. Whoever has the most realms up at that time wins. This leads to the might applaud the strategy, tactics mean next to nothing because the actual play of the
"speed" strategy, where a player makes sure that he can play a realm every turn and game means little.
burn through his draw pile quickly.
The two basic types of strategy, though, are offensive and defensive. Battle Strategy
Overall Strategy Since almost every game involves some battles, think about how those battles should
be conducted. There are a couple r of different strategies.
o
The basic goal of the SPELLFIRE game encourages a defensive style. The player who gets 1 One simple strategy is to play the numbers. Use champions with high levels, spells
his realms out first and keeps them unrazed wins; attacking another player is only nec- and allies with high bonuses, and so forth. This is not a bad basic strategy, especially
essary to keep someone else from getting too far ahead. For the player capable of for those inclined toward a more offensive game. It is -most effective with a deck built
defending himself, it's possible to win without attacking at all.
primarily of allies, though there are spells and magical items that can help as well.
Another advantage of the defensive style of play is that other players tend to over- Playing to take advantage of high numbers means you often win battles, especially
look those who do not attack them. In a two-player game, this is not evident, because when they are very straight- forward battles.
the other player has only one focus. While other players attack one another and seek Unfortunately, battles in SPELLFIRE are seldom straight- forward. Players often have
revenge for attacks, the defensive player can sit quietly taking turns until victory is at cards that affect the battle in some way so that numbers are not that important. For
hand. However, once the defensive player has several realms on the board, and the instance, suppose one player has the +9 ally Gladiators (257/lst), and another has the
warring players have only one or two, he is likely to find himself the center of atten- +6 ally Brine Dragon (45/DL). The Gladiators have a higher bonus, but the Brine
tion.
Dragon can swallow one opposing ally, causing that ally to be discarded. If played
A purely defensive strategy has some disadvantages- First, it isn't as much fun to ^gainst the Gladiators, the Brine Dragon has an effective bonus of +15 (+9 for eliminat-
play. While winning is gratifying, at least in the short-term, playing defensively ing the Gladiators).
doesn't allow the interactions that an offensive inclination does; it's almost like playing Such situations lead many players to the strategy of playing powers. To these play-
alone. Second, a purely defensive strategy puts the player in a reactive position, able to er
s, numbers matter far, far less than the special powers of the card. This strategy can
respond to the actions of other players but not often able to initiate actions. Third, a lead to a concentration on spells and magical items over allies, because most spells and
purely defensive strategy often aids other players; such cards as Solid Fog (382/lst) m
agical items have unusual powers. When a deck is built based on powers, the cards
prevent attacks on anyone. Not only does a purely defensive style make for a some- with the best chance of success should be given the most attention. For example, Invisi-
what unexciting game, it also turns the game into a race dependent on who can draw bility {339 /1st) is a sure-fire spell: You play a wizard, your opponent plays a hero to
STRATEGY 74
75 STRATEGY
defend, you cast Invisibility, and you raze your opponent's realm. There' are way? to Let's look at the turn in order. First, there's that somewhat nebulous time at "the
stop this from happening, but most times, it is effective. beginning of your turn." Rule cards are played at this time as are Marco Volo (50 /1st)
In general, try to use cards that grant both a good numerical bonus and a nice power, Mid Ren's Crystal Ball (199/lst). Events can also be played at this time; if you have a
like Brine Dragons or Flesh Golems (73/RL). There are several cards that break this very low number of cards in your hand, this isn't a bad time to play Transformation!
general rule, among them Invisibility. Some other good cards have low bonuses, but (201 /1st). There's very little anyone can do with the things done at the beginning of
great powers. The Assassins (252/lst) and the Loup-Garou (79/RL) are good examples the turn. Look at the cards that have powers at the beginning of a turn and see if there
of this; both are +2 allies, but with very good powers. The Loup-Garou has the chance are any that would make a good addition to a deck. Since they're relatively sure things,
to immediately kill the opposing champion, and if The Assassins lose, they kill any they can ^e elements of a successful strategy.
champion. Next comes the card draw. Typically, three cards are drawn — but there are a number
The Assassins are good for another strategy, playing to lose. In this strategy, several Of ways to increase this, such as Tyr (224/lst), Arkhold (236/lst), and the Medallion of
lower-level champions who can be sacrificed in battle hold off opposing champions. Faith (25/DL Chase). Drawing more cards increases your chances of getting what you
This type of strategy encourages the use of cards such as The Assassins and luz the vvant and need; this is a good strategy. Make for certain, though, that there are enough
Evil (167/lst)/ which have a special power activated if they are on the losing side of the cards in the deck that can be played quickly. Try to include a few realms or holdings
battle. A victory can still be sweet, but losing also grants some measure of satisfaction. that increase the hand size, such as The Great Kingdom (123/lst) or the Mud Palace
The great thing about a "loser" strategy is that by playing the "avenging ally" your (228/lst), to make sure that the extra cards drawn don't just wind up in the discard
opponent may decide to concede the battle. For example, if one player has Midnight pile at the end of the turn.
{ 46/lst) in her pool, and the other player plays The Assassins in battle, the first player Next comes the realm-building phase. If winning is your goal, it is vitally important
might sacrifice the champion involved in combat rather than risk having Midnight fall that a realm is played each turn. It's possible to win without doing so, but the longer
to The Assassins. Be careful not to concentrate so much on lower level champions/ the time without placing a realm, the harder it gets to come back and win. The maxi-
since their low levels may prevent your ability to win a battle. In addition, be careful if mum number of realms in a deck is 15; that many realms virtually guarantees that a
you attack, because if you lose while attacking the opponent gets a spoils of victory. realm draw each turn — but it uses more cards than is necessary. A good number of
Also, keep a few purely offensive cards in the deck so you can keep someone else from realms is about 12, perhaps as low as 10. A related strategy is using realms that can be
getting ahead of you. played without fear of the Rule of the Cosmos. Some realms are obviously good, like
Nibenay (226/lst) and Mithns (1 /DL), and a lot of people play with them. It's possible
to reduce the number of potential duplicates in the deck by avoiding such powerful
Playing to Lose, the Hard Way realms in favor of lesser realms. By playing with the popular cards, it becomes a race to
There is a second play-to-lose strategy. It is not recommended but has worked for see which player can get the realm out first. You might even consider playing with
some people. In this strategy, place duplicates of champions or realms in your deck. realms without powers, since few people are likely to use such realms.
Note that by doing so, each card counts; thus, two copies of Drizzt (45/1 st) count After realms and holdings comes pool-building. It's good, but not as vital, for there
as 16 levels of the total of 80 allowed. The idea behind this is simple: With two to be enough champions in the deck to defend your realms. Few people attack on the
copies of a card in your deck, one of them is more likely to appear early in the first turn or two, and this gives most players the chance to bring out a few champions.
game. If one card gets discarded, it can be replaced with the same thing. The prob- Also, look at the powers and levels of the champions to see how they fit the overall
lem with this strategy is that it depends on losing that card sometime; otherwise, a strategy outside of battle. Marco Volo (5(J/lst), Midnight (46/lst), and the Crime Lord
completely useless card can get stuck in your hand. In addition, your opponent can (55/lst) are all good examples of champions with powers that extend outside of battle.
lay down the card first — leaving two useless cards in the deck. One card that works Also, any wizard or cleric can cast spells in the pool-building phase, and that's some-
especially well in this strategy is Delsenora (10/25), who can also be used to protect thing to keep in mind if playing a spell deck. Spells cast in phase 3 are more reliable
a player from an event. than most, because they are almost sure-things (at least as long as the Dispel Magic
optional rule is not in effect). A valid strategy is to use only phase 3 spells.
Next comes battle, which has already been covered, and then discarding. There are a
Non-Battle Strategy few spells you can cast in phase 5 of your turn that should also be considered.
So far, the strategies discussed have related to battle. It is also important to pay atten- Whatever your strategy, the next phase is to implement it through deck-building. Up
tion to the non-battle strategy, specifically to the number and types of realms used and to now, most of the strategies discussed have been thinking about things like how a
to the cards that can be played in non-battle phases of the turn. A good example of the ' player wants to play and what themes he might like. It's now time to choose whatever
latter is Disintegrate (393/lst); it is a sure-fire spell (unless the optional rule for Spell theme(s) you want along with a strategy and begin finding cards that compliment
Turning and Dispel Magic is in effect). There are ways to stop it from being effective, both. Anything known about your opponents' decks is valuable too.
such as a Spirit of the Land (28S/lst) if Disintegrate is played on a DARK SUN realm.
However, unless the opponent is very fortunate, Disintegrate is effective. Even if it is
blocked, it takes a valuable card from your opponent's hand.

STRATEGY 76 77 STRATEGY
1
^vantages and disadvantages beyond any nostalgia you might feel for the world if
Gathering Intelligence vou played in an AD&D campaign set there. These are discussed in the sections on
An important element of planning strategy is knowing the opponent, or in this choosing cards.
case, the opponent's deck. This is not always possible, but there are some possibili-
ties. If the same opponents are played again and again, it should become clear as to The Mongrel Deck
how they like to play. If one likes to play undead, put in cards that hurt undead. It's Some people avoid themes for support cards, but use world themes, or themes based
difficult to find out about a deck until you see it in action, though. One option is to on champion types. However, a theme of any kind locks the player into using some
ask your opponent what kind of deck he has, but expect to tell him about your cards that might be better ignored. Some people just like to pick the best cards avail-
deck too. Some people name their decks, and these names can give you tips about able, and don't really have a theme; they build "mongrel" decks, with cards of several
their contents. A "Wizard Spell Deck" has a pretty obvious content; a "Deck of types and cards from several different worlds. A mongrel deck, since it concentrates on
Death" has a content that is less obvious. diversity and sheer power without any strict requirements, is one of the better decks
If nothing is known about the decks of your opponent(s), build a strong and ver- you can build.
satile deck and hope for the best.
Cardswith Disadvantages
Since there are a lot of things that can hurt undead, it's not wise to play with many of
Themes them. However, since it's not wise to use undead, not many people do. Since not many
A lot of strategy is deciding among options. The leader of a medieval army might have people use undead, it's not wise to add cards to your deck to affect undead; why waste
several different types of units, like cavalry, archers, and infantry. The leader has to slots on cards that aren't useful? Therefore, not many people use cards that adversely
decide which units are best for the battle to come and the proper mix between units. affect undead. So, it's okay to use undead, because people won't be playing with cards
Maybe he needs a lot of archers to soften the enemy, a few infantry for support, and a that can hurt them.
good cavalry unit for a quick strike. Maybe his infantry units are unreliable, so he See the point?
wants to avoid using them. Or perhaps his enemy has a unit of archers that would Just because a card has disadvantages doesn't mean your opponent has the cards to
eliminate his cavalry before they can be used. Any knowledge of the enemy helps. play on those disadvantages. The key is to know your opponent's deck and adapt to it.
A SPELLFIRE player faces many similar decisions (though the scale is very different). A If he plays a lot of undead, use some cards that hurt undead. If he has a lot of cards
player can choose realms from five different worlds; there are four different types of thot harm undead, don't use many undead. A SPELLFIRE deck is easily adaptable, make
champion, as well as magical items, artifacts, spells, and allies to use in battle. Should sure take advantage of that.
he use wizards and wizard spells, or concentrate mostly on heroes and allies? Should
he use DARK SUN realms or DRAGONLANCE realms? These decisions are based on the Choosing Cards
player's desired themes. There are several different types of themes as well — by world, Choose the cards for your deck according to your strategy and theme. This often leads
type of champion, or type of support. A deck can be built to play on numerical superi- to difficult choices, and be ready to be flexible; don't be overly attached to the number
ority or on powers of cards; it can be built as an offensive deck, a defensive deck, or a of realms or allies you're going to use.
speed deck. Which is best? Well, that depends on the player.
A deck with a lot of allies is an aggressive deck, because the only way to use allies is Must-Have Cards
in battle. You can choose spells that are cast before a battle, though these can still be It is worth noting several of the "must-have" cards — cards that show up in almost
offensive spells. You can rely mostly on magical items, because they last longer than every deck — because of their special powers. The four cards seen most frequently in
spells or allies. You might decide that you want a versatile attack deck and concentrate decks seem to be Menzoberranzan (2/lst), Cataclysm (99/lst), The Caravan (319/lst),
on champions and allies that can fly, swim, or earthwalk, as well as spells and magical and Calm (400/lst). Good Fortune (100/lst) is also a popular event. There are also
items that allow those forms of movement. some very popular champions, like Drizzt Do'Urden (45/lst), Midnight (46/lst), and
Note that each type of card can be shut down in some fashion: Allies are vulnerable Delsenora (10/25). The wizard spells Disintegrate (393/lst) and Takhisis's Abyssal
to the Net of Entrapment (217/lst), spells can be nixed by Midnight (46/lst) or the Gateway (13/DL Chase) are considered almost essential. If you play in a game that
Arch-Druid (189/lst), and magical items and artifacts can be removed from play uses the Dispel Magic optional rule, it's wise to carry a couple of those as well.
because of Fast Talking (210/lst). The best bet is to use a variety of such support cards Menzoberranzan is popular because it is a realm that can be played any time — and
so that you the deck can continue to be a viable force even if one type is shut down. in a game based on building realms this is an important power. The Caravan grants an
Going overboard, with a theme for support cards is an unwise strategy. extra turn (always welcome) and Calm prevents the harmful effects of an event. Cata-
A world theme can be a great comfort, because it simplifies a lot of decisions. If you clysm can be used to eliminate an opponent's realm (provided he can't immediately
want to play a FORGOTTEN REALMS deck, you probably want several champions from play a Calm). Good Fortune allows the player to draw five extra cards.
that world, and you most likely want to play with several wizards and wizard spells, Drizzt is a high-level hero that, when defending, must be defeated twice before bein^
since the FORGOTTEN REALMS is very good for that type of play. Each world has its own discarded. Many players prefer to lead with Drizzt in defense, allowing him to be
STRATEGY 78 yy STRATEGY
defeated once and eliminating the opposing champion (except for Rikus, 258/lst) from Common vs. Rare
the rest of the battle. Since Drizzt is also high-level the opposing champion must often Because of the Rule of the Cosmos, use cards that your opponents are unlikely to use.
be aided by other cards, which eliminates those cards from subsequent rounds of Thus, it is a good idea to use rare cards in your playing deck whenever possible; the
battle. Midnight is a good addition to any deck, especially in a deck in which spells are rarer the better. This makes it less likely that duplication of cards will occur. Note,
used, since she can shut down some spcllcasting ability — or prevent someone from however, that this strategy can backfire, because most people with access to rare cards
shutting your spellcasting ability down. Delsenora can be played in much the same use them. In addition, there are common cards that are quite valuable, and a deck of
way as a Calm to prevent the effects of an event. all common cards can be a pretty good one (as described in the section on sample
Disintegrate is popular because it destroys an opponent's realm, but, unlike Cata- decks).
clysm, it can't be stopped by Calm. Takhisis's Abyssal Gateway removes an opposing
champion from the game for good, a handy ability, especially if used against a cham- Types of Cards
pion that you have in your hand and can't play because of the Rule of the Cosmos. Types of cards are listed in the order in which it is suggested they be picked. Though it
Spell Turning and Dispel Magic can be useful in battle, and if the optional rule regard- is not necessary to follow this order, it is helpful to pick out the most required cards
ing their use is in effect, against phase 3 spells — like Disintegrate and Takhisis's (like realms and champions) early and the most optional cards (allies and spells) later.
Abyssal Gateway. It's possible to leave out one or more entire categories of cards. Some decks use no
Other cards are popular as well and are discussed according to the type of card. spells, while others hold no magical items or artifacts. If playing with a regular group,
it might be interesting to set a few new parameters to keep things interesting, such as
Choose What You Can Use having everybody set up decks without event cards.
The most important thing to remember when choosing cards is very simple, but often
overlooked: Choose cards you can use. If spells are desired, make sure to have champi- Realms
ons capable of casting them; if certain holdings go good with the deck, have realms to There must be at least eight realms in your deck, but no more than 15 in any case. The
which they can be attached; if certain artifacts aid the cause, have champions of the object of the game is to build realms — being the first player to place six realms on the
same world who can use them. The possibilities of card combinations should always table. The fewer realms placed in your deck, the harder this is. With a full 15 realms in
( b e noted, but never count on a combination coming up to make a card {or cards) use- a deck, realms should be drawn every third or fourth card. Though it won't always
ful; the odds are against getting a specific combination. Still, it is a good idea to set up happen, odds are that there will always be a realm in your hand to play.
a few combinations in your deck; if you happen to get them, be happy, and if not, you A lot of people build decks with 12 realms. This still gives a pretty good chance of
should still be able to use the cards you drew. See the section on Nasty Tricks for com- drawing one. It also allows the inclusion of three other cards for your deck, such as
ments on good card combinations. three defensive event cards to protect the realms: Pit Trap (416/lst), Labor of Legend
Another part of choosing usable cards is this: Avoid duplication of cards that are (108/lst), Calm (400/lst), Spirit of the Land (288/lst), etc. In a two-player game, with
subject to the Rule of the Cosmos (realms, champions, and artifacts). There are some less competition and fewer opponents to destroy realms with Cataclysm (99/lst) and
players who put two Drizzt (45/lst) cards in their deck or two Menzoberranzan Disintegrate (393/lst), it's possible to get by with 11 or even 10 realms in a deck.
(2/lst) cards. While this increases their odds of drawing those cards early, it also leads If there are fewer than 10 realms in a deck, it's almost guaranteed to cause problems
to two other possibilities. First, both Menzoberranzans might be drawn after some- competing. With only this many realms, one is drawn (on average) every fifth or sixth
body else has played that realm, causing the player to be stuck with two useless cards card, or about once every two turns.
rather than just one. Even if the card is played first, that still leaves a card in your deck So which realms should be used? Well, that depends on the theme, and it's related to
that cannot be played (unless the first one is somehow lost and it's possible to play the how the other cards are chose.
second before someone else steps in). Second, the level of the champion counts against As already mentioned, most people consider Menzoberranzan (2/lst) a must for
the total allowed; why not play with a deck that has only usable champions? If dupli- their decks. Not only can it be played at any time, but it is immune to flyers. Since it is
cates are used in a deck, it prevents other very good cards from being added. a must-have card, though, almost every opponent will have it in his deck; if you get
As always, there are exceptions to the rule, and some people have success with a yours out first, it becomes the target of a Cataclysm or Disintegrate from anyone who
strategy of duplication. Menzoberranzan and Delst-nora (10/25) are the cards most wants to play their own. However, if paired with Geneva Conclave (Promo 2), which
often duplicated. can cast spells and protects the attached realm from events, Menzoberranzan is rela-
tively safe and should remain in play for awhile. Border Forts (198/lst), which pre-
vents attack by any champion except flyers, is also a nice addition to Menzoberranzan.
However, most people want to destroy Menzoberranzan outright, and few opponents
actually try to raze it instead.
Some people choose realms by world, which is often a good idea. It allows a simpli-
fied choice of holdings (as detailed in that section), and several realms grant bonuses to
champions from the same world. A good example is Damara (23/lst), a realm of the

STRATEGY 80 81 STRATEGY
L J
FORGOTTEN REALMS world that doubles the level of any defending FORGOTTEN REALMS The DRAGONLANCE world also has 15 realms available, 13 with special powers. Of
champion. those, two are very good, Mithas (1/DL) and Reorxcrown Mountains (15/DL); Mithas
The realms of the FORGOTTEN REALMS world give the most good choices for play, because it automatically comes back if it gets razed, the Reorxcrown Mountains
partly because there are more realms from that world than from any other. This world because of the limited number of champions that can attack and its immunity to offen-
also has good holdings, though most are uncommon cards. There are numerous realms sive wizard spells — like Disintegrate. Three other realms are good; Spine of Taladas
from this world that grant the defender of the realm the ability to cast wizard spells, (12/DL) and Isle of Selasia (13/DL) because of the limited number of champions that
and there are a few realms that provide their own champions — and good champions at can attack them, Plains of Dust because of the -2 penalty the realm gives to an attack-
that. It is possible to build a very good deck using realms only from the FORGOTTEN ing champion. One DRAGONLANCE realm, Khur (5/DL), can defend itself. Most of the
REALMS world. cither DRAGONLANCE realms are too limited in their aid unless you build a deck with ti
The GREYHAWK realms are a different matter. Of the 30 available, 17 have special very narrow theme, like around elves and dwarves. Solamnia (6/DL) sounds pretty
powers. Of those, two are difficult to justify using: The Bone March (131 /1st) that has good, but has the potential to help your opponent more than it does you. The
the disadvantage that a hero can't be played in its defense, and The Scarlet Brother- DRAGONLANCE holdings are okay, with Shoikan Grove (18/DL) being exceptional. A
hood (135 /1st), which has a nice power that is used at the cost of razing the realm — decent set of DRAGONLANCE realms can be assembled, but a player is probably better off
seldom a good idea. This leaves 15 GREYHAWK realms to choose from. The GREVHAWK just using the best of them with another set of realms, perhaps from the RAVENLOFT or
realms are geared toward monsters and clerics more than anything else, with several DARK SUN worlds. Mithas is a fine addition to any set of realms, and the Reorxcrown
realms providing advantages to one or the other. If there were more good clerics to Mountains aren't too bad.
play or if monsters didn't have some other disadvantages, this would be great, and a When selecting realms, give some thought to the other types of cards you want to
player could build a killer GREYHAWK monsters or clerics deck. GREYHAWK Ruins play, especially champions and holdings. If playing with a low number of champions,
(125/lst) is the only realm from that world that gives a bonus specifically to champi- having realms that can defend themselves in case you have trouble drawing a cham-
ons of that world; it's very beneficial if playing with several GREYHAWK champions pion are a good addition to the deck. When concentrating on self-defending realms,
(probably to use GREYHAWK artifacts). Other than that, the best GREYHAWK realms for add more allies than spells or magical items (since you can't play a magical item on a
general use are Blackmoor (116/lst), which gives a bonus to all artifacts and magical realm). If a player wants a deck with spells and spellcasters, add a few realms that
items used in its defense, The Great Kingdom (123/1 st), which can't be attacked by grant spellcasting abilities to their defenders, probably realms from the FORGOTTEN
undead and increases the maximum hand size by two, Temple of Elemental Evil REALMS, so you can take advantage of the holding Mulmaster (33/lst). If there are
(124/lst), which allows the player to draw three cards as soon as you play it, and other holdings, make sure that there are enough realms of the correct world to support
Burneal Forest (140/lst), which penalizes each attacking champion and ally by 2 lev- them — usually, for each holding from a given world, two realms from the same world
els. The GREYHAWK holdings are also pretty good, but it's still hard to recommend play- should be in the deck.
ing a deck with only GREYHAWK realms unless a player wants a monsters or clerics
deck. Holdings
All the DARK SUN realms have special powers, and they are consistently good — some Choosing holdings is closely related to choosing realms. A maximum of five holdings
of the best available. However, among the cards printed in 1 994, there are only eight can be added in a deck, though you don't have to use them at all. Holdings are gener-
DARK SUN realms; if a player wants to play a DARK SUN deck, he needs to have a few ally good cards that are very helpful in defense; under the first DARK SUN rule card,
realms from other worlds as well. That's probably okay given the powers of these City States (30/RL), holdings can even help you win directly. However, it's important
realms. Of the eight printed in 1994, four are fortified, with none under level 4, and one to pick holdings that can be played. For example, suppose you've got a deck with
at level 7 (the highest available so far). The best DARK SUN realms are probably Tyr about half DARK SUN realms and about half RAVENLOFT realms. A split of about half on
(224/lst) and Nibenay (226 /1st), though the Slave Realm of Tunek (405/lst) is quite the holdings would work reasonably well. However, if only one realm from the
good too. There are also a lot of good DARK SUN holdings to attach to the realms, and FORGOTTEN REALMS is in the deck, don't overload with FORGOTTEN REALMS holdings. As
the DARK SUN rule card City States (30/RL) takes advantage of DARK SUN realms and mentioned, a two realms to one holding ratio, per world, is about right. It's possible to
holdings, making it arguably the best rule card available. DARK SUN realms make nice* go a little higher, like five DARK SUN holdings with eight DARK SUN realms, but not
additions to most decks and a good basis for any mixed deck. much.
Of the 15 RAVENLOFT realms, 11 have special powers. Two of them, Har'Akir (13/RL) Holdings can be dropped altogether without too much problem, but they provide
and Kartakass (5/RL), are comparatively weak, but the others range from good to several advantages with few disadvantages. Even cards like the Crime Lord (55/lst)
insidious. Three — Tepest (7/RL), Invidia (9/RL), and Dementlieu (11 /RU — are quite and Mogadiscio's Horde (251 /1st), both of which destroy holdings, are seldom used by
valuable. Dementlieu allows you to choose your attacker, and the other two have pow- opponents. It is recommended that a few are used in any deck.
ers activated if they are razed. RAVENLOFT holdings are good, but not truly great, and One holding to consider, regardless of deck composition, is the Geneva Conclave
there are only five of them available. Still, it's possible to put together a pretty good set (Promo 2). This holding can be attached to any realm and protects that realm from
of realms with a RAVENLOFT theme, especially if one or two realms are added from events, like the ever-popular Cataclysm (99/lst). In addition, the Geneva Conclave
other worlds. allows the attached realm to cast spells, getting past potential restrictions on the cast-
STRATEGY 82 US STRATEGY
ing of wizard spells, such as Midnight (46/1 st), whose power is that wizards must ask
her permission to cast spells. The Geneva Conclave is a good addition to any deck that
uses realms from two or more worlds; since it can be attached to any realm, it can be
played virtually any time it is drawn,
DARK SUN has the widest selection of holdings, many of them with great powers. The
best of the 23 DARK SUN holdings are Arkhold (236 /1st), which allows the player to
draw an extra card per turn; Lost Oasis (242 /1st), which allows the player to draw and
play a card — possibly a realm — when attacked; Silver Spring (244 /1st), which allows
1 Champions
Champions can be difficult to choose. There can be no more than 20 champions, and
the total of their levels can be no more than 80. It is recommended that champions total
somewhere close to 80 levels and no fewer than 70 levels. Try to use about 10 to 13
champions total. If fewer are used, it can create a problem in drawing enough champi-
ons to defend your realms (though this can be partially countered by using self-
defending realms). If you use many more champions than 13, you'll have a flood of
the player to raze another realm if the attached realm is razed; and Black Waters them and be short on other cards, making the champions useful primarily as sacrifices
to stop attacks— which is not necessarily a bad idea.
(246 /1st), which prevents attacks by monsters or anything designated as a were-crc,i-
I O n e of the things to think about is how to use the champion: mostly outside battle,
ture. Some other good DARK SUN holdings include The Mud Palace (228 /1st), North
to win a round of battle, or to lose a round of battle. Some champions, like Marco Volo
Leodopolus (229 /1st), South Leodopolus (230 / 1st), and Fort Melidor (247/lst). The
(50 /1st) or Hettman Tsurin (172/lst) are most useful when they aren't used in battle.
only bad one is Giustenal (240/lst), which prevents an attacking champion from play-
ing more than three allies (which seldom happens anyway). The DARK SUN realms and Some champions, like Gib Htimsen (13/25) are made to win rounds of battle, and that
should be the goal when using them. Other champions are best used to lose a round of
holdings encourage allies and at the same time do well against your opponent's allies.
battle, either as a defender to stop an attacker's champion before it reaches your realm,
If a lot of DARK SUN realms are in your deck, use holdings, especially if you can include
the City States rule card. or because the champion has a special power activated when it loses. An example of
the latter is luz the Evil (167/lst). It wouldn't hurt to choose a champion or two pri-
The FORGOTTEN REALMS holdings are also good. Of the 11 holdings from that world,
marily to lose a round; at some point in a game, it is in your best interest to sacrifice a
only two are not advantageous: Tantras (32/lst), because it prevents you from casting
spells to defend the attached realm, and Selune (39/lst), which prevents attacks by the champion to lose a round.
Besides general uses for champions, consider the type of champion, its world, and its
undead (of which there are so few). At the opposite end of the scale is Mulmaster
(33/lst), which allows the player to draw another card whenever a spell is cast. If level. Some themes make the choice of champions easier. A world theme dictates that
building a FORGOTTEN RI-ALMS deck, especially one with several wizards and wizard champions are mostly from that world. If you want a deck with a lot of wizard spells,
spells, there should be no problem getting enough holdings for it — except possibly at least half the champions should be able to cast those spells; while most can be wiz-
because most of the FORGOTTEN REALMS holdings are uncommon cards. ards, it's also wise to have a few monsters, heroes, or clerics who can cast wizard spells
Holdings for the GKEYHAWK world vary in power, but, since there is a maximum of in case an opponent puts Midnight (46/1 st) into play.
There are four types of champions in the game: wizards, clerics, heroes, and mon-
five holdings per deck, it's possible to choose five decent ones. Some of the more inter-
sters. There are more heroes than anything else (73 cards). Monsters are also found in
esting GRKYI IAWK holdings are: Arms of GREYHAWK (144/lst), which prevents monsters
abundance (57 cards); there are more than twice as many monsters as either wizards
and flyers from attacking any GREYHAWK realm in play; Arms of Furyondy (146/lst),
which protects the attached realm from harmful events; and Arms of the Shield Lands, (28 cards) or clerics (21 cards). Heroes have few disadvantages; however, except for a
few special heroes, they cannot cast spells. Monsters suffer a few disadvantages with
which instantly rebuilds a razed GREYHAWK realm. All of these can be pretty useful. If
several spells and other cards aimed specifically at removing them from play. Clerics
choosing to go with a GREYHAWK theme, you are more likely to avoid the problems of
are generally weaker than other cards, but this is not so much because they are tar-
the Rule of the Cosmos; GREYHAWK realms and holdings are a little less fantastic than
geted by other cards, but because they tend to be lower level and have weaker special
those of other worlds, and few people play them. However, since the holdings aren't
outstanding, skipping them doesn't really hurt a deck. abilities. As a group, and ignoring spellcasting problems for a moment, wizards suffer
The RAVENLOFT world has five holdings, as does the DRAGONLANCE world. In the fewer disadvantages than any other type of champion.
Each champion also has a world {or at least a trademark). If using artifacts, consider
DRAGONLANCE set, Shoikan Grove (18/DL) is the best holding, because it limits attacks
the champion's world of origin; your deck should have at least twice as many champi-
to only a few champions and allies; The Lost Citadel (17/DL) is quite effective if play-
ons from a given world as artifacts from that world. Also, some realms and other cards
ing with or against wizards; the Tower of Wayreth (16/DL) is of dubious worth since it
give special advantages to champions from a specific world; if any of those are used,
has to move around; and the other two holdings have powers that are activated only
rarely. While none of the RAVENLOFT holdings are outstanding, they are all good. Castle make sure to have champions they can help.
You should consider the champion's level. If selecting primarily high-level champi-
Ravenloft (16/RL) and Paridon (19/RL) are less reliable than the other holdings,
because they depend on the cards in your opponent's deck. ons, many spells and events can be ignored. You use fewer cards, allowing you to
choose other interesting cards for your deck. You are more likely to win a round of
In summary, if using DARK SUN realms, use some of the holdings. For FORGOTTEN
battle. However, there are disadvantages to taking all high-level champions. You have
REALMS, RAVENLOFT, and DRAC;ONI.AKC.-|V there are some good choices, but FORGOTTEN
trouble keeping enough champions for defense in your pool. The Rule of the Cosmos
REALMS holdings are typically superior. Finally, the use of GREYHAWK holdings depends
on the type of deck you want. has a greater effect on you if an opponent's play of a single card keeps 10% of your
champions out of play. Also, some of the high-level champions are very popular, and
in a multiplayer game a player is likely to run into decks with duplicates of several of
STRATEGY 84 1 S5 STRATEGY
your champions. Finally, some low-level champions have really good powers, and you
shouldn't avoid them just because of level.
Incidentally, when looking at champions, keep the RAVENLOFT event Quirk of Fate
(26/RL) in mind. While it is in play, the level of each champion is equal to the first
digit of the card's number. This is especially good for RAVENLOFT champions, and bad
for most other champions.
1 abilities but are pretty low level. Some, like Ireena Kolyana (85/RL) and Dr. Rudolph
Van Richten (86/RL) are especially good against other RAVENLOFT champions. Sergei
Von Zarovich (98/RL) is the highest level RAVHNI.OIT hero and is immune to all events.
5ir Hiregaard (92/RL) becomes a level 6 monster when defending; he can be a bargain
during deck-building, taking only 2 of your maximum of 80 levels, but giving you 6
levels when used to defend.
Finally, there are six heroes with the AD&D logo. Without a doubt, Lovely Colleen
Split-Level Champions (22/lst Chase) is the best and most popular; she defeats monsters automatically. The
other AD&D heroes are good, but not so great. Fejyelsae (7/lst Chase) is the highest
So far, there is only one champion with two levels listed in the icon: Gib Ekim (4/lst
level hero available so far, but she drops to level 7 when allies are used with her, mak-
Chase). She can act as a level 5 wizard or a level 7 hero. When you are building your
ing her less desirable as a champion.
deck, she counts as a level 5 champion, since that is the first number in the icon.
Overall, the best heroes among the cards printed in 1994 are Lovely Colleen, Drizzt
Do'Urden, Agis, Rikus, Marco Volo, Tithian, the Crime Lord, and Hettman Tsurin.
Each of them would be a good addition to almost any deck. The other heroes men-
When it comes to choosing the levels of your champions, it's a matter of personal
tioned in this section are good for certain themes.
taste. However, there are several champions that are objectively quite good. Following
Monsters are the next most common type of champion, with 57 of them available
is some advice on choosing champions, divided first by type and then by world.
among the 1994 cards. There are 20 monsters that are flyers, enough to build a viable
Heroes are the most common type of champion, and there are more heroes from the flyers deck if there were enough flying allies to support them. There are 14 dragons.
FORGOTTEN REALMS world than anywhere else. Several of that world's champions are
Just seven of the monsters are undead, five of those are RAVENLOFT monsters.
quite good: Cyric (92/FR), who is high level and can cast spells; Drizzt Do'Urden
There are 13 RAVENLOFT monsters altogether, and most of them are pretty good cham-
(45/lst), who must be defeated twice while defending before being discarded; Crime
pions. The best are Strahd Von Zarovich (100/RL), who is an undead flyer that can cast
Lord (55/lst), who can be played as an event to destroy a holding; The Harpers
wizard spells and who returns to the pool a turn after being defeated; Adam (83/RL),
(51 /1st), who can cast spells; Ochimo (95/FR), who must be defeated twice before
who is immune to all offensive spells and magical items; and the Headless Horseman
being discarded; and Marco Volo (50/lst), who can discard, the top card from an oppo-
(88/RL), who can choose to automatically win a round of battle at the cost of being dis-
nent's draw deck. There are also a few level 5 FORGOTTEN REALMS champions who
carded afterward. As mentioned, the others aren't bad at all, and the RAVENLOFT cham-
become higher level when facing monsters. Hubadai (85/lst), is one of only two flying
pions would make a nice basis for a monster deck.
heroes (the other is a GREYHAWK hero) but is otherwise unremarkable. The favorite
The FORGOTTEN REALMS world has 12 monster champions. Several are good, but the
FORGOTTEN REALMS champions seem to be Drizzt, Marco Volo, and the Crime Lord.
best is the Living Scroll (408/lst), which automatically defeats a hero or cleric but is
The DARK SUN heroes are the next most common, with 15. The best ones are Captain
automatically defeated by a wizard or monster. If you have the Living Scroll in your
Khazal (299/lst), who can destroy an opponent's magical item; Rikus (258/lst), who
pool, you have an impervious defense against heroes and clerics — provided someone
can attack again in the same battle if he wins; Agis (261 /1st)/ who can destroy a mon-
doesn't kill the Living Scroll before battle with Agis (261 /1st), Ice Storm (380/1 st), or
ster in his opponent's pool before battle begins; and Tithian (301 /1st), who razes a
some other card. If you have the Living Scroll and Lovely Colleen (22/lst Chase) both
realm immediately if he wins while attacking. Anavias (262/lst), who can negate the
in your pool, you're in pretty good shape. Another good FORGOTTEN REALMS monster is
powers of enemy holdings, is also interesting, but of a low enough level that she's
the Iron Golem (80/FR), which can be discarded to remove an enemy holding. This is
almost useless anyway. Agis is probably the most popular DARK SUN hero, with Rikus
and Tithian next. very similar to the special ability of the Crime Lord, but is not considered an event and
is not subject to Calm (400/lst).
The DRAGONLANCE world is next with 11 heroes. The best all-around heroes in that
There are also 12 AD&D monsters, none of which are below level 6. The best are Gib
set are Caramon Majere (38/DL), who gets additional bonuses when he fights with
Htimsen (13/lst Chase), who is immune to events, spells, magical items, and artifacts;
allies, and Knights of the Rose (6/DL Chase), who is immune to offensive magical
Karm (25/lst Chase), who has a very high level and can fly and cast wizard spells but
items and become level 10 against monsters. Several of the other DRAGONLANCE heroes
are okay, especially in a deck with a DRAGONLANCE theme. cannot use allies; and Gib Evets (11 /25), who is immune to spells and magical items.
The two AD&D monsters to avoid are Smolder, Red Dragon (21 /1st Chase), a flyer
Next are the eight GREYHAWK heroes. None are really outstanding. The best for battle who destroys one of his owner's holdings if he loses; and Ember the Red Dragon
is Thorvid (185/lst), who gains 3 levels when fighting monsters, undead, or flyers.
(23/25), a flyer who, if defeated, allows her opponent to draw two spoils of victory
Hettman Tsurin (172/lst) is also good, but not for battle; his special ability, to ran-
cards. All the other AD&D monsters are good champions. Of special note is Shalbaal,
domly draw a card from an opponent's hand and discard it, is phenomenal. Tyrinon
Red Dragon (9/lst Chase), if he wins a round of battle, the player randomly draws a
(176/lst) is one of the two flying heroes available (the other is a FORGOTTEN REALMS
'hero); he is otherwise unremarkable. card from his opponent and discards it, laughing while he does so. The AD&D mon-
sters are good additions to most decks, and since several can fly, would probably form
There are six RAVENLOFT heroes but none are very powerful. All have good special
the backbone of a flyers deck.

L
STRATEGY -S6
S7 STRATEGY
The seven GREYHAWK monsters are next. Two of them are very good: Lolth, the Gabrielle Aderre, Mika the Wolf-Nomad, Otto, and Rary the Traitor are all pretty
Spider Queen (166/lst), who can cast wizard and cleric spells and if defeated is good .
shuffled back into the draw deck; and luz the Evil (167/lst), who can cast wizard Clerics make up the smallest and weakest group of champions. Most are of negligi-
spells and razes a realm if defeated. The other GKEYHAWK monsters arc okay, notable ble worth. However, there are two FORGOTTEN REALMS clerics worth noting: Amarill
only because four of them are flyers, a couple of which would be nice additions to a (77/lst), who allows the return of another champion from the player's discard pile
flyers deck.
when defeated; and Adon (84/FR), who gains 5 levels when Midnight (46/lst) is in
There are six DRACONLANCE monsters. The best are the Aurak Draconian Lord play and is immune to spells, magical items, and artifacts. There is one notable
(418/lst), who kills the champion who defeats it; Dargent, Silver Dragon (30/DL), a GREYHAWK cleric, the Arch-Druid (189/lst), who must grant permission for other cler-
flyer who can cast wizard and cleric spells and can make one ally a flyer; and Pyrite, ics to cast spells. Finally, three AD&D clerics are pretty good: Delsenora (10/lst Chase),
the Ancient Gold Dragon (35/DL), who has the same powers as Dargent. Takhisis, who can also be discarded to cancel the effects of an event for one player; Andra the
Queen of Darkness (33/DL), would be good if she could cast spells during the day as Wise (24/lst Chase), who is the highest level cleric available and prevents undead
well as at night or if she could defend as well as attack. allies from being played; and Halcyon ("1 6/25), who can return a card from the discard
There are six DARK SUN monsters as well. Of them, the only two worthwhile mon- pile every time she wins a round of battle. There are several good cleric spells, but
sters are Borys (305/lst), who can cast cleric and wizard spells, and the Dragon King beyond those just mentioned, no really good clerics. Building a deck heavy on cleric
(304/lsO, who can cast wizard spells. Both are pretty good champions. spells requires you to include some other champions who can cast cleric spells, like
To sum up, the best and most popular monsters are the Living Scroll, Gib Htimsen, Borys (305/lst) and Lolth (166/lst).
lux the Evil, Strahd Von Zarovich, Headless Horseman, Lolth, the Spider Queen, Borys,
Aurak Draconian Lord, Adam, Gib Evets, Karm, Dragon King, Pyrite the Ancient Gold Rule Cards
Dragon, and Dargent, Silver Dragon. The rule cards provide an unusual twist that alter the mode of play slightly once they
Wizards make up the next-largest group of champions, with 28 cards. Wizards have are played. Rule cards aren't a requirement, but some can help with different themes.
it good in the SPELLFIRE game; there is nothing that automatically defeats a wizard, and Hach world has at least one rule card; the DRACON LANCE, world has five, and the
they suffer from the effects of other cards less than any other type of champion. In FORGOTTEN REALMS world three. Of all the rule cards available, the best is probably City
addition, they can cast wizard spells as well as use allies, magical items, and artifacts. States (30/RL), the DARK SUN rule card, because it relates directly to victory conditions.
There are a lot of good and desirable wizard spells. While decks themed around other If you are the only one playing a DARK SUN deck, and you use City States, you quickly
types of champions have problems, a wizard deck has few. move one step closer to winning provided you use holdings. Few rule cards other than
The FORGOTTEN REALMS world has the largest contingent of wizards, with U . The City States see regular play, though Night of the Eye (42/DL) is close.
must-have wizard is Midnight (46/lst), who must grant permission for other wizards Each of the other rule cards has advantages, most only for the cards of the same set.
to cast spells and who destroys magical items held by a champion who opposes her. You'll have to judge the relative merit of each one for yourself, based on what you
Ambassador Carrague (88/FR) draws up to three cards from the draw deck during have in your deck. If you play lots of wizards, use Tower of High Sorcery
battle. Other good FORGOTTEN REALMS wizards are Elminster the Mage (44/lst), who is (19/DL Chase); for monsters, Age of Dreams (21 /DL Chase); for heroes, The Golden
immune to offensive spells, and Khelben "Blackstaff" Arunsun (94/FR), who gains 4 Age (22/DL Chase). The best one for clerics, which isn't that good, is Blessing of the
levels when defending Waterdeep. Simbul of Aglarond (90/FR), who gains 4 levels Gods (20/DL Chase). The best DRACONLANCE rule card for a DRAGONLA.NCE deck is
against a Red Wizard, is also good because she is high level. Night of the Eye. The best FORGOTTEN REALMS rule card for a FORGOTTEN REALMS deck
There are five GREYHAWK wizards, none really great. However, Mika the Wolf- is Zhentarim Intrigue (25/FR Chase), though Time of Troubles (99/FR) is very good
Nomad (165/lst) gains 3 levels when his opponent uses allies; Otto (164/lst) can also for a special theme deck. The RAVENLOFT rule card Islands of Terror (31 /RL) is pretty
cast cleric spells; and Rary the Traitor (161 /1st) gains 3 levels when fighting a wizard good too.
and 3 levels when defending a realm with an attached holding.
Of the five DRACONLANCE wizards, two are pretty good: Fizban the Fabulous Events
(32/DL), who can also cast wizard spells, can't attack, and casts all spells at the level of Events are wide open. As with rule cards, look through the events and see which ones
the last digit of their card number; and Par-Salian, Wizard of the White Robes, who is are best suited fir your deck. Events considered a must by most players include The
level 10 during the day. Raistlin Majere, Wizard of the Black Robes (31 /DL), is pretty Caravan (319/lst), Calm (400/lst), Cataclysm! (99/lst), and Good Fortune (100/lst).
good, gaining 2 levels at night and 4 levels if used against Caramon Majere (36/DL). Some other popular events include Discovery of Spell fire (401 /1st), Map of Life
None of the four DARK SUN wizards are that great. Of the two AD&D wizards, Alicia (413/1 st), Spirit of the Land (288/lst), Labor of Legend (108/lst), Pit Trap! (416/lst),
(18/lst Chase), who is immune to magical items, is the best. The single RAVENLOFT wix- and Bronze Dragons (97/DL). Several of the other events from the DRACONLANCE deck
ard, Gabrielle Aderre (93/RL), takes one card from the opponent's hand and place it on are also pretty good, especially for a DRAGONLANCE deck that uses the Night of the Eye
the bottom of the opponent's draw pile when defeated. (42/DL) rule card.
The best wizards are Midnight, Fizban the Fabulous, Par-Salian, and Alicia. Elmin-
ster the Mage, Khelben "Blackstaff" Arunsun, Simbul of Aglarond, Raistlin Majere,
STRATEGY 88 89 STRATEGY
Artifacts Magical Items
Artifacts have some disadvantages. First, they can be attached only to champions from 1 There are a lot of good magical items available. A magical item can be attached to any
the same world. If you want to use artifacts, make sure to have two champions of the champion. Unlike spells, the effects of a magical item remains because it stays with the
appropriate world for each artifact in your deck. Second, no more than five can be in champion. A maximum of 10 magicai items are allowed in any deck, and every player
any deck. Third, artifacts are limited by the Rule of the Cosmos; only one of any given should consider using at least a few.
artifact can be in play at one time. Fourth, there are magical items at least as powerful The five magical items that are probably the best include three very rare cards: the
and more versatile because they can be attached to any champion. Scroll of 7 Leagues (412/lst), which allows the attached champion and any allies to
Thus far, there are not a lot of great artifacts, though there are a few gems. There attack any realm and has a +7 bonus; the Chest of Many Things (420/lst), which
were 11 FORGOTTEN REALMS artifacts published in 1994, giving that world the lead — allows the attached champion to fly and to act as any sort of champion; and Magical
though most of the FORGOTTEN REALMS artifacts are uncommon, rare, or very rare cards. I Champion (402/lst), which can be attached to an ally to turn the ally into a hero of the
The best ones include the Labyrinth Map of Shuuc (410/lst), which allows a defeated same level. The other two of the top five might be the Blood Coin (60/RL), which,
champion to return to the player's pool; Rod of Shapechange (93/lst), which allows an when the attached champion is defeated, is attached to the opposing champion, reduc-
already discarded champion to fight in place of the one with the artifact; Hammer of ing the opponent's hand size by one card; and the Net of Entrapment (217/lst), which
Tyr (60/FR), which is +6 and destroys all undead in play; and the Sword of Cymrych prevents an opponent from playing allies. Some other good items are the Axe of Broth-
Hugh (62/FR), which is +6 and destroys all undead and all giants. erhood (2/DL Chase) and the Sword of Friendship (3/ DL Chase), both of which
There are also several GREYHAWK artifacts, 9 to be exact. They are more common become +6 when the other is in play.
than most other artifacts as well. The best is probably the Codex of the I n f i n i t e Planes There's a plethora of other good magical items as well, including Banner of the One-
(152/lst), which makes all the player's champions immune to offensive magical Eyed God (102/lst), Staff of Conjuring (105/lst), War Banner (151 /1st), Ring of Shoot-
items and spells. If you play with GREYHAWK realms, the Orb of Dragonkind (157/lst) ing Stars (208/lst), Ring of Regeneration (58/RL), Blamblower (56/DL), Dalarnar's
is a must, because it protects all GREYHAWK realms from attack by monsters or Ring of Healing (62/DL), Takhisis's Mirror of Revenge (16/DL25), Takhisis's Helmet of
dragons. Two GREYHAWK artifacts make the champion and all allies fivers: Baba Power (18/DL Chase), and Horn of Blasting (53/FR).
Yaga's Hut (158/lst) and Chariot of Lyrx (159/lst); the chariot also grants a +3 In addition, there are many other magical items that are at least okay, especially
bonus. Ren's Crystal Ball (199/lst), which allows the owner to discard one of the top those items that grant immunities or allow an alternate mode of travel (like swimming
three cards from an opponent's draw pile, is good, as is Johydee's Mask (218/lst), or flying).
which allows the attached champion to assume the level or power of any other cham- There are enough good magical items that they could be used as a theme for a
pion in play.
deck — but beware. There are a number of events and champions that shut down magi-
Following close behind the GREYHAWK world is the DRAGONLAKCE world, with 8 cal items.
artifacts. The good ones are Medallion of Faith (25/DL Chase), which allows the
attached champion to cast cleric spells, allows the player to draw an extra card per Wizard Spells
turn, and increases the hand size by one; The Skull of Fistandantilus (10/DL25), Before choosing wizard spells, decide three things.
which allows the attached champion to cast wizard spells, doubles the levels of those First, do you want a lot of wi/ard spells? There are a lot of good wizard spells avail-
wizard spells, and keeps heroes and clerics from defending against the attached able, and you might want to use several of them. If this is the case, make sure to have
champion; the Hammer of Kharas (55/DL), which is +5 (+7 when attached to a enough wizards and other champions able to cast wizard spells. On the other hand, it's
dwarf); and the Shield of Huma (53/DL), which prevents the attached champion from a viable strategy to play with a lot of wizards— because they have few disadvantages —
being discarded when defending until defeated twice and subtracts 3 levels from but few or no spells; this can mislead your opponents into doing things to shut down
opposing dragons. your spellcasting when you couldn't care less.
The best of the five RAVENLOFr artifacts are the Apparatus (66/RL), which allows the Second, do you want to concentrate on winning numerically, or on spells with spe-
attached champion to borrow the level of a champion in any pool as an ally; and the cial powers? While winning numerically is easier to keep track of, it's not as satisfying.
Fang of the Nosferatu (70/RL), which allows the attached champion to substitute the As long as there are spells with special powers available, you should take advantage of
powers of any champion from any pool other than its own. There are two DARK SUN a few.
artifacts, neither of which is great. Finally, there is one AD&D artifact, The Legendary Third, do you want battle spells or would you rather concentrate on spells cast in
. Artifact (Promo 1), which can be attached to any champion and increase that cham- phase 3? The advantage of battle spells is that they help you win battles. The advan-
pion's level to 10. tage to phase 3 spells is that you don't have to risk entering battle to use them.
While there are some good artifacts, note the disadvantages to this group of cards, Once you've thought about these things, go through the spells and decide which
and compare the magical items available. ones you want.
The spells generally regarded as the best are Disintegrate (393/lst), which can
destroy an opponent's realm, and Takhisis's Abyssal Gateway (13/DL Chase), which
1 can permanently remove a champion from the game. Limited Wish (43/FR), which
STRATEGY w y! STRATEGY
stops events like The Caravan (319/lst), and Wish (46/FR), which can remove any ^vvimmers. If you build a deck of flyers, or of flyers, swimmers, and earthwalkurs, you
card except a realm, are also must-haves. Some other exceptionally good spells are should use all these allies.
Death Spell (392/lst), which kills a champion of level 7 or lower; Wall of Fog Basically, any ally with a bonus of +5 or higher should be considered, but you must
(371 /1st), which prevents all battles until the same player's turn; Banishment also think about how many allies you can fit into your deck. Following is a list of allies
(395/lst), which kills any one monster in play; Death Fog (391/lst), which kills cham- 1 that have good bonuses, and which you might want to use purely for their numerical
pions of level 5 or less in one player's pool and prevents survivors from attacking value or perhaps because they belong to a certain class, such as flyer or undead. Some
until after that player's next turn; Invisibility (339/lst), which allows the caster to have special, but rarely used, powers. The allies are listed with their numerical
bypass a defending hero to immediately raze a realm; Phorbe's Scrolls (406/lst), bonuses: Hordes of Castle Greyhawk +5 (154/lst), Kank Lancers +6 (255/lst), Gladia-
which gives a +7 bonus and forces the opponent's largest ally in battle to be dis- tors +9 (257/lst), Kargat Vampire +5 (7 1 / RL), Fiend +6 (76/RL), Kagonesti Elves +5
carded; Wall of Force (338/lst), which has a large bonus and prevents non-flyers from (46/DL), Bloodriders +7 (63/FR), Kuo Toa +5 (67/FR), Locathah +5 (68/FR), and
attacking; Lightning Bolt (332/lst), which has a +5 bonus and destroys an ally or Samurai +5 (77/FR).
magical item; Hallucinatory Terrain (42/FR), which can duplicate any holding in play. There are also several allies with powers designed to hurt your opponent's forces.
Dispel Magic and Spell Turning are good spells, especially if the optional rule regard- The Mind Flayer +3 (83/lst) shifts an enemy ally to its side; Noble Djinni +4 (84/1 st)
ing them is being used. destroys all flyers in battle and prevents your opponent from using more; Intellect
Some other good spells include Spell of Formless Horror (106/lst), Shapechani^o Devourer +1 (86/lst) immediately kills an opposing champion of level 5 or less; Mer-
(212 / 1st), Paralyze (333/lst), Wall of Stone (337/lst), Crushing Fist (344/lst), cenary Gold +8 (407/lst) kills an opposing +1 or +2 ally; Map to a Mercenary Army +8
Improved Phantasmal Force (347/lst), Fear (348/lst), Black Tentacles (378 / 1st), (41 5/ 1st) halves the levels of offensive wizard spells cast against its side; Flesh Golem
Strahd's Malefic Meld (52/RL), Recall (74/DL), and the Haste Spell (23/DLChase). +5 (73/RL) causes opponent to discard all magical items in battle; Spectre +4 (77/RL)
causes opposing champion and allies to lose 1 level each; Loup-Garou +2 (79/RL) kills
Cleric Spells an opposing champion who doesn't have and can't play a magical item; Brine Dragon
There are some very good cleric spells. Unfortunately, there aren't a lot of good clerics +6 (45/DL) swallows an opposing ally; Ninjas +1 (70/FR) draw a card from the oppo-
to cast them, and you should think carefully about the viability of a cleric and cleric nent's hand and use it against him; and Olive Ruskettle +3 (71 /FR) prevents all magi-
spell deck. Until there are more higher-level clerics, or clerics with better powers, limit cal items and artifacts in play from functioning.
the number of cleric spells used. In addition, there are allies that benefit their own side in some way without helping
Because few people play with cleric decks, there are no must-have cleric spells. There or specifically harming the opponent. Myrmidons +4 (61 /1st), when discarded, causes
are several candidates, though. Dispel Magic (358/lst) and Reflection (83/DL) arc use- all discards to be reshuffled into the draw deck; Hell Hound +5 (190/ 1st) makes its
f u l for getting rid of, or turning aside, spells. Double Trouble (90/DL) doubles the side immune to Fireball (331 /1st); Treants of the Grandwood (195/lst) make their side-
effectiveness of a battle spell. There's also Blade Barrier (352/lst), which destroys immune to offensive wizard spells except Fireball; Ghost Ship +1 (74/RL) makes the
opposing allies of level 5 or less but can be used only in defense; Darkness (359/lst), champion and allies into flyers and allows them to change target realms; Sivak Dra co-
which ends a battle with no winner or loser; Raise Dead (366/lst), which retrieves a mans +4 (48 /DU can assume level and ability of opposing ally; Pseudodragon +3
champion from the discard pile; Raise Dead (32/FR), which retrieves a just-killed (74/FR) stays with its champion until defeated; and Red Wizards +5 (75/FR) allow the
champion from the discard pile; Divine Intervention (81/DL), which retrieves a cham- attached champion to cast wizard spells.
pion from the discard pile; Binding Curse (34/RL), which curses an opponent's cham- Finally, there is the category of avenging allies, those allies that have special powers
pion with a -3 penalty until dispelled; Conjure Grave Elemental (35/RL), which activated when they are on the losing side of a battle. These allies, and their abilities
summons a +8 ally; Animate Rock (36/RL), which has a high bonus; and Creeping when they lose, include Mogadishu's Horde +1 (251 /1st), which makes the opponent
Doom (28/FR), which destroys an opponent's realm. discard all holdings in play; Assassins +2 (252/1 st), which kill any one champion in
play; Vistani +1 (78/RL), which stays with the winner and causes that champion to
Allies lose any special power; Kapak Draconian +4 (49/DL), which destroys the opponent's
Allies are useful and versatile, playable with any champion. As with spells, think about i lead holding; Aurak Draconian +4, which kills the opposing champion; and Flaming
the type of game you want to play, whether it is based on numbers or on powers. In Fist (65/DL), which causes the losing player to discard a magical item or artifact, or
general, you should try to do both: Use high-level champions with special powers. raze one of his own realms. Note that the Flaming Fist will also affect the player who
Another general rule is don't use any ally of +4 or below unless it has a special power. used the card, if he loses; this one is an unreliable avenging ally.
Even then, if the power doesn't sound that great, don't use the ally. There are plenty of
higher level allies or allies with good powers.
There are a very few allies with special movement powers: Kargat Vampire (71 /RL),
( Fiend (76/ RL), Spectre (77/RL), and Werebat (80/RL) are all flyers. Ghost Ship
(74/RL) makes the champion and all allies into flyers. Brine Dragon (45/DL), Dimcr-
nesti Elves (47/DL), Kuo Toa (67/FR), Locathah (68/FR), and Sahuagin (76/FR) are

STKATH;Y 92
L 91 STRATEGY
Specific Tactics
Tactics Beginning the turn. There are some cards that must be played at the beginning of your
In general, tactics in the SFELLFIKE game come down to one statement: Play the cards turn, like a rule card, or that have powers that are activated at the beginning of your
you're dealt. There are, however, some ways to do this that are better than others. turn, like Marco Volo (50/lst). The beginning of your turn is before your card draw,
What follows are general and specific tips on SPELLFIRE tactics. find it's sometimes difficult to remember to do those things. One way to remember to
use Marco Volo is to lay him face up on the top of your draw pile. When you reach to
General Tactics draw cards, he's right there to remind you to use him first.
• Play your strategy as nearly as possible. You've planned, and you've built your deck
to support the plan, so don't spoil it now. If you've planned a defensive strategy, Building the formation. You might be tempted to wait to lay down a realm until you
don't attack unless you have to. If you've planned an aggressive strategy, be aggres- I c a n defend it. Don't wait too long. You have to get realms down, and nobody else
sive when possible. If you've built a spell deck, play spells. If you've built a deck to knows you don't have champions in your hand unless you tell them somehow.
use powers, think about numbers second.
Building the pool. It's not safe to start building your pool when you have only one or
• Look at the cards in your hand and think about them, before you decide what cards two realms out. They could fall to Disintegrate (393/lst) or Cataclysm (99/lst) and
to play Think about the consequences. If the cards don't fit your strategy, you still cause you to lose your pool. Building a pool is safest after you have three or more
have to play them. realms out. However, you might not be able to wait that long because you have too
many cards in your hand. You might need to attack an opponent to prevent him from
• If you've planned well, you've set up a few good card combinations. Don't wait for getting too far ahead. Also, if you have a champion likely to be in an opponent's deck
those card combinations. The odds are against them showing up — but be happy and it is in your best interest to get the champion out early — before your opponent puts
take advantage of it when they do show up. down the same champion and prevents you from doing so.

* Read the cards. You might forget something. Attacking. Attack when you need to, even if you can only whittle down your oppo-
nent's forces (or you may wish later that you had whittled them down). If you happen
• Don't forget the sequence of the turn and blow an opportunity to play a realm or to to get a good draw in the first turn or two, make an attack — your opponent might not
play something into your pool. have a good draw.

• Play all the cards you have in your formation and pool. If they have special powers Discarding. Try not to have to discard. Play into your formation and into your pool
that will help you during your turn, use them. during those phases. Don't count on battle to draw cards out of your hand — if you
have 15 cards in your hand your opponent will simply allow you to raze his realm just
• Bluff sometimes. If someone comes to attack you, hold up a card and say "don't do to see the pain on your face as you discard down to eight cards.
it." It doesn't matter what the card is, as long as your opponent thinks it's a Cata-
clysm (99/lst) or something similar. Of course, bluffs work best when you some-
times have a real threat.

• In a multiplayer game, don't draw attention to yourself.

• Show no mercy. If you can take the lead, take it; if you don't, your opponent might
surprise you and prevent you from playing a card you really want to play.

TACTICS 94 95 TACTICS
Realm Coast Realm Rare Coast
Dennis Kauth Jeff Easley Dennis Kaulli

This card cannot be used to This is a most-have card for This card cannot be used to
cast step 3 or 5 spells. 11' Dis- most decks. This card should cast spells in step 3 or 5. I t is
rupted Magic (27/RL) is in not be played as a realm best used in decks that feature
effect, this card allows action if al all possible. Alter- cleric spells. If the card is
defending champions to cast nately, if you are fairly sure no defending itself, it is vulnera-
cleric spells instead. other player is using Men- ble to any card that affects
Waterdeep is best used in xoberranzan, it can save your clerics, like the Living Scroll
decks that have wizard spells, pool of champions if your (408/1 st).
but do not have many cham- other realms are all elimi- If this card is in the deck,
pions capable of casting wiz- nated, if you do think another make sure Darkhold (27/1 st)
ard spells. If Arabel (36/lst) is player has Menxoberranxan is in there too. All defenders
attached to Waterdeep, its in his deck, play it as soon as of Darkhold gain 2 levels if
monster can cast wixard you get it, denying him the Zhentil Keep is anywhere in
spells. chance. play.
Mulmaster (33/lst) is a I f l h e Border Forts ( I W / l s l ) Mulmaster (33/lst) is a
good holding to attach lo holding is attached, Men- good holding to attach lo
Waterdeep. Moonwell xoberranzan becomes almost Zhentil Keep. Tantras
(23/FR) is a good holding for unassailable. It is only vulner- (32/lst), the Geneva Conclave
this realm, allowing the able to events, such as Cata- (Promo 2) Arabel (36/lsl),
defending champion to cast clysm! (99/1 st) and Siege (150 and Moonwell (23/FR) are
both types of spells. £ 203 / 1st), or champions- poor choices. If Arabel is
Berdusk (31/lst), Tantras such as Ankhtepot (84/RL)— attached, the player can
(32/lst), Suzail (35/lst) and that can ignore holding or choose either champion lo
the Geneva Conclave (Promo realm powers. defend the realm. Since the
2) are poor choices. This realm is not vulnerable realm is razed if that cham-
to swimmers unless it is pion is defeated, the other
i'ltc City of Splendors is the most exposed . champion is never used.
important and influential city in Berdusk (31 /1st), Hillsfar
fit 1 northern reaches, find per- In the FORGOTTEN REALMS cam- (34/lst), and both Fortifica-
haps in all Faerun. The metropo- paign world, the fabled under- tions (37 & 38/1 st) holdings
lis is the hub of trading from the ground city of Menzobemmzan will add levels to the level 5
mineral-rich lands to the north to is home to lite powerful and evil cleric of Zhentil Keep.
Htf merchant kingibnis to the draw elves. It is also the birth-
south. place of Drizzt Do'Llnien.

97 IST EDITION
Realm Realm Coast
Dennis Kauth Realm Coast Rr.ilm Coast Realm Realm Coast
Dennis K a u t h Dennis Kaulh Dennis Kauth Dennis Kauth Dennis Kaulh
This card cannot be used to Any deck that includes
cast step 3 or 5 spells. In the FORGOTTEN REALMS cam- This realm is best used in This card cannot be used to Calimshnn lies far to the south of
Cormyr should also include paign world, Sembia is a wealthy decks without many champi- cast step 3 or 5 spells. If Dis- the Heartlands of the
Shadowdale is best used in the Suzail holding card. If
decks that have both cleric nation of merchants and farmers. ons, but with many allies. rupted Magic (27/RL) is in FORGOTTEN REALMS campaign
attached to Cormyr, the cham- Located just west of Cormyr, mid If this card defends itself, it world. It is a hot-bed of intrigue
and wizard spells, but not .ill effect, this card allows
pion and each of his allies on the western shores of the Sea
the champions are capable of is vulnerable to any card that defending champions to cast and double crosses.
gains four levels. of Fallen Stars, Sembia controls
casting both types of spells. If affects heroes, such as the Liv- cleric spells instead. Composed of dozens of war-
tunny lucrative trade routes. ing Scroll (408/lst). The Hills- Thay is best used in decks ring city-states, the nation has
Arabel (36/lst) is attached, its Cormyr if one of the most power- Every seven years, iiw mniicii far (34/lst) and Fortifications with wizard spells, but not the potential to outshine nil
level 4 monster can cast spells. ful and influential kingdoms in of merchants elects an Overmas- (37 & 38 /1st) holdings ir.in many champions capable of others. Sadly, the political
Shadowdale can be good to the FORGOTTEN REALMS cam- ter lo rule Sembia. Eldi/th Yunn- add levels to the realm's level casting wizard spells. If Ara- struggles ofCalimshan tire out-
have in a deck if the Dis- paign world. It is also called the master is serving his third 2 hero. The Fortifications bel (36/lst) is attached, its done only by the conflicts
rupted Magic (27/RL) card Forest Country or the Land of consecutive term.
might be played against you. bonuses to allies adds to the level 4 monster can cast wiz- between the merchants.
Hie Purple Dragon. Strategically In St'inliiti, money tilii'iiys
1 This realm is not vulnerable realm's bonuses. With Fortifi- ard spells. Ostensibly, Calimshan is ruled
situated in the only land route talks. Bribery is considered a way
to swimmers unless it is cations (38 /1st), each ally- Moonwell (23/FR) te a by a single Pasha. In reality, he
between the Sword Coast and the of life there. Sembians put profit
exposed. gains 6 levels! good holding for this realm, cannot accomplish anything
western empires that surround above all else, making them some
Mulmaster(33/lst)isa If the Arabel (36/lst) hold- allowing the defending cham- more than keeping outright war
the Sea of Fallen Stars, it if n of the toughest bargainers in nil
good holding to attach lo ing card is attached, the pion to cast both types of from erupting between the cities.
merchant's haven. Cormyr is ofFaeri'ni.
Shadowdale. Berdusk player can defend with either spells. Berdusk (31 / 1st), The local Sultans and Caliphs
under the benevolent rule u/'
(31/lst),Tantras(32/lst), built in champion. If it loses, Tantras(32/lst), Suzail give him only token recognition
King Azoun IV, who takes his
Suzail (35/1 st) and the however, the realm is razed (35/lst) and the Geneva Con- as their ruler.
advice from the wise and power-
Geneva Conclave (Promo 2) and the other one never gets a clave (Promo 2) are poor
ful Vaiigerdaluisi.
are particularly poor choices. chance to defend. If the Black- choices.
staff Tower (19/FR) or High This realm i.s not vulnerable
In Hie FORGOTTEN REALMS cam- Horn (21/FR) holding is to swimmers unless it is
paign world, Shadowdale is <i attached, the ally provided exposed.
small town that can boast FJniin- gains three levels.
ster the Mage for a citizen. The Tanlras(32/lst)andthe Thai/ is a powerful nation ruled
region is quite popular with 1 wo Fortifications cards are by the evil Red Wizards. Highly
adventuring parties. A large good holdings to attach to the paranoid, the Wizards seek to
number of ruins, home to mon- Moonshae Isles. Berdusk expand their control over all the
sters and treasures, draw adven- (31 /1st), Suzail (35/lst), and neighboring kingdoms,
turers like ants toiioncy. Arabel are particularly poor
choices.

IST EDITION 98
99 IST EDITION
Realm Coas Realm Coast Realm
Dennis Kauth Uncommon Realm Coast Realm Coast
Dennis K n u t h Dennis Kauth Erik Olson Dennis Kauth Dennis Kaulh
Champions that have become This card cannot be used to Champions that have become This card cannot be used to Believe it or not, this realm is If this card is defending itself,
flyers with magical items, cast step 3 or 5 spells. If Dis- flyers with magical items, cast step 3 or 5 spells. If Dis- vulnerable to swimmers even it is vulnerable to any card
artifacts, or spells cannot rupted Magic (27/RL) is in artifacts or spells cannot I r u p t e d Magic (27/RL) is in when it is not exposed. Down that affects monsters, such as
attack this realm. If an attack- effect, this card allows attack this realm. If an attack- effect, this card allows in the lower left corner is a Treasure (312/lst). Hillsfar
ing champion becomes a flyer defending champions to cast ing champion becomes a flyer defending champions to cast tiny bit of shoreline. The Sea (34/lst) and the Fortifications
while in combat, the battle is cleric spells instead. while in combat, the battle is cleric spells instead. of Fallen Stars can just be holdings (37 & 38/1 st) add
over. The attacker is defeated Ravens Bluff is best used in over. The attacker is defeated Myth Drannor is best used seen. levels to Chult's level 5
and may not continue the decks that have wizard spells, and may not continue tin- in decks that have wizard monster.
attack, but returns his cham- but do not have many cham- attack, but returns his cham- j spells, but do not have many Vaasa was an unclaimed waste- Tantms(32/1sO, Hillsfar
pion to his pool. pions capable of casting wiz- pion to his pool. champions capable of casting land for mam/ centuries. Then and the two Fortifications
If the Border Forts (198/lst) ard spells. If Arabel (36/lst) is If the Border Forts (198/lst) wj/ard spells. If Arabel Zhengyi the Witch-King raised cards are good holdings to
holding is attached, the Pirate attached, its level 4 monster holding is attached, The Great (36/lst) is attached, its level 4 up liis iron-bound monolith of attach to Jungles of Chuli. I I
Isles become almost unassail- can cast wizard spells.
1 able. It is vulnerable only to Rift becomes almost unassail- monster can cast wizard black rock, which he named the Yulash (25 /FR) holding is
Mulmastcr(33/Tst)isa able. It is only vulnerable Lo spells. Castle Perilous. The adventurer attached to this realm, its
events, such as Cataclysm! good holding to attach to events, such as Cataclysm! One of only a few cards the Garet!i Dragonabane defeated the monster champion gains the
(99/lst) and Siege (150 & Ravens Bluff. Moon well (99/lst) and Siege (150 & increase a player's hand size, sorcerer and toppled Castle Per- two levels for each opposing
203/lst), or champions — such (23/FR) is a good holding for 203/lst), or champions — such it is very useful even decks ilous. ally.
a.s Ankhtepot (84/RL)— that this realm, allowing the as Ankhtepot (84/RL)-that without any wizard spells. Now Vaasa is again a land of There are three cards thai
can ignore holding or realm defending champion to cast can ignore holding or realm Moonwell(23/FR)isa nomadic barbarians. Monsters are affected by having lungles
powers. both types of spells. powers. good holding for this realm, and t! ic goblin races threaten of Chult in the deck. All of
Berdusk(31/lst),Tantras This realm is not vulnerable allowing the defending cham- anyone foolish enough to wander them receive bonuses when
The Piniit' ides tloiitiitule llic Sen <32/lst),Suzail (35/1 st) and to swimmers unless it is pion to cast both types of its plains. defending it. They are Pter-
of Fallen S/ws. As i lie iwi/ie sug- the Geneva Conclave (Promo exposed. spells. Berdusk (31/lst), anadon (65/lst), Triceratops
gests, the isles arc hideaways of 2) are particularly poor Tantras (32/lst), and Suzail (88/lst), and Gorgosaurus
dozens of pirate sliifw. choices. The Great Rift i* Hie entrance lo (35/lst) are poor choices. (66/lst). Consider putting
the Undo-home, the most impres- This realm is not vulnerable them in any deck that con-
Also known as the Living C/fi/, sive dwari'cn kingdom in nil of U) swimmers unless it is tains Jungles of Chult.
RAVENS BLUFF is unique ama>H> i-inri'iii. !t /s ruled and populated exposed.
AD&D cities. Member* of the !n/ 1 he gold dwarves, who flour- Chult is a land of ancient fallen
RPGA® Network constaiilli/ ish in great numbers. The ruined elven city oj Myth empires and strange magie.
contribute' to it, adding more and Drannor lies deep in the heart of Dinosaurs and other great mon-
more inlere^liiig < /tunieier* uinl the Elven woods. Now it is a sters still roam the jungle, rem-
establishments to liieeili/. place of fiends and other horrori nants of a bygone nge.
from Hie outer i>liines.

1 ST EDITION LOO IST EDITION


101
/
Rea 1 m
Dennis Kauth

The High Forest is home to tre-


nnts, elves and powerful dritidf.
Realm
Dennis Kiuilh
C oas Realm
Dennis K a u t h

This card is best used in decks This realm is not vulnerable to


I Ri'.ilm
Dennis Kauth
Coasi

This card is best used in decks


Realm
Dennis Kaulh
Coast

This is a wonderful card for


Realm
Dennis K.uilh
Coast

Believe it or not, this realm is


that feature many ally cards. swimmers unless it is lli.it contain many allies. any deck. Obviously, it is par- vulnerable to swimmers even
It is a bastion of ancient magic, Only an ally used in the battle exposed. Technically there is a Tantras (32/lst) and the Forti- ticularly useful if the oppo- when it is not exposed. There
steeped in the lore of wit u re can be returned to the small bit of coastline showing fications (37 & 38/lst) cards nent's deck is strong on is a little, tiny bit of coastline
itself. No woodsman would dare player's hand. The ally can be on the far right side. Since this are a good holding to attach magical items. Any deck that at the top of the card.
to raise an axe to its trees. It has used right away again in the cord portrays the greatest to Impiliur. Berdusk {31 / 1st) has the Icewind Dale card in it For obvious reasons, this
remained unscathed in/ axe or next round of battle. desert in the FORGOTTEN and Suzail (35/lst) are partic- should feature the Loup- card is best used in a deck
hammer for centuries. Tantras (32/lst) and the REALMS campaign world, ularly poor choices. If Arabel Garou (79/RL) ally card. The that features monsters. Allies
This area was once part of the two Fortifications (37 & however, it is an exception to (36/lst) is attached, its level 4 Icewind Dale strips the do not gain levels, no matter
elven kingdom of Eaerlann. Even 38/lst) cards are good hold- the general rule. monster gains a level, just like opposing champion of his how monstrous they may be.
the elves only ever ruled a por- ings to attach to the Sword The opposing champion any other champion would. magical item, then the Loup- If Arabel (36/lst) is attached,
tion of the forest. The treants still Coast. Berdusk (31 /1st) and
and each of his allies loses one The ally provided by High Garou demands he have one, its level 4 monster gains
control a part of the north, Suzail (35/lst) are particu- level when attacking Anau- I lorn (21 /FR) or Blackstaff or play one, or forfeit the another 4 levels, just like any
i named the Woods ofTurlang. larly poor choices. roch. The Living Scroll Tower (19/FR) receives the combat. If the opposing other monster champion
Annikacni live in lite Slur If the Blackstaff Tower (408/lst), and any other level bonus. player can play a magical would.
Mounts, whose peaks rise HJ> in (19/FR) or High Horn champion or ally of level zero, item, the Loup-Garou is satis- Arabel (36/lst) is a good
the center of the forest. (21 /FR) holding— each of remains a zero. It does not Once just a bunch of indepen- fied. The Icewind Dale card holding to attach to The High
Slninge weather is said to be which provides an ally — is become a -1 . dent city-states, Impiltiir /s no-it' can strip the magical item Moor. Berdusk(31/lst) is a
common in the High /-"ores/. attached to this realm and is
If the Peasant Militia a unified kingdom. As a nation, away, but it's too late. The particularly pAir choice. The
Ruins of blood, exploding hail discarded during battle, it (40/lst) holding is attached, il is always on the defensive. Cre- plaver played a magical item, bonus from the Yulash
stones, and burning sium> are not cannot be retrieved by the
its penalties are cumulative. ated when an army of hobgoblins even if he didn't get to keep it. (25/FR) holding is cumulative
unheard-of. It is blamed on the Sword Coast. The attacking champion and threatened to raze each city one This realm is valuable with I he realm's bonus.
Dire Wood section of the
each ally lose two levels to a In/ one, impilti.tr stands ready to enough to make the Geneva
forest, which is home to tin- minx The Sword Coast is not <t mil ion
minimum level of 0. repel ami invader. Conclave (Promo 2) worth The High Moor is a foul and bar-
ofKarse. or mi empire. Rnllitr it is a large
attaching to it to protect it ren wasteland. It is home to all
expanse of uncontrolled land. At This vast and mysterious desert manner of trolls, bugbears, ores
from Cataclysm! ( 1 9 / l s l )
the southern end is the cih/ of has grown rapidly over the past events. and other monstrous creatures.
Balder's Gate, pefining the millennium. In unolher, it may Three famous ruins lie dd'ji in
* northern border is the metropolis sweep over Cornn/i: 11 ;s a deep the heart of this rocky wilderness;
of Warerdeep. in between there mystery how u deserl of such size Dragonspear Cnstlc, Hie
are settlements, walled towns, can exist side by side with the Dungeon of Swords, and Ham-
andevt'it cilirt, but no one lays great glacier. Some greater fiower mer Hall*.
claim to Ha- rolling plains. must be involved.

1ST EDITION 102


LOS IST EDITION
L.
Realm Coas Realm
Dennis Kauth Realm Coast Realm Realm Realm
Dennis Kauth Dennis Kauth Dennis Kauth Dennis Kauth Dennis K a u l h
Rnshnmeit is a kingdom of smalt, This realm is not vulnerable to Nestled <il the fool of the Great For plainly obvious reasons, This is a powerful realm to There is no point in adding
tough nomads. Its warrior? are swimmers unless it is Glacier, Narfell is an indepen- lliis card is best used in a deck have in any deck. Not being this realm to any deck that
noted for their favagen/ and exposed. There appears to be dent frontier kingdom. Traders [hat features monsters and able to use allies cripples does not also contain the
endurance. This is not a land of a small bit of coastline show- and merchants are as willing to allies. If a monster champion many decks. This realm can Zhentil Keep realm card.
high culture, hut one of simple ing at the bottom of the card. deal with ogre tribes as tl/ei/ niv is used to defend Dragon- be made even more powerful Since Zhentil Keep can act as
men with simple, hul htirdi However, examining the with high elves. spear Castle, each ally card, if the Tantms holding card
justice. FORGOTTEN RRAI.MS campaign a level 5 cleric, Darkhold is
Narfell is more a collection of but not the champion, gains (32/lst) is attached to it. best used in decks that con-
The Iron Lard rules Ruslinmeii world map shows that this is tribes than a true kingdom, //s two levels. Tantras prohibits spells in tain a mixture of cleric spells
from his Citadel of Steel. The a t i n y lake, high in the Earth- people nre noted horsemen, possi- Arabel (36/lst) and either attack or defense. Between the and allies.
livn Lord commands the king- spur mountains. It hardly bly the best is nil of the Fortifications (37 & 38/lst) two cards, only magical items, That said, keep in mind that
dom's army, known as the Fangs qualifies as coastline. FORGOTTEN REALMS campaign cards are good holdings to artifacts and events will work. its power works even if some
ofRashamen, However, Hie This card doubles the level world. Only the Tuigan Horde attach to Dragonspcar Castle. However, don't include other player has Zhentil Keep
Witches of Rashamen appoint the of the champion as it enters can compare, and the two have Suzail (35/lst) is a poor Tantras if your deck relies on in play. The champion
, Iron Lord and wield the true into the battle, even champi- never been adequately matched. choice. If Arabel is attached, spells. defending Darkhold and each
' power in the kingdom. Their ons provided by holdings, Woe be to a horse trader Ihut its level 4 monster gains the Tantras and the Geneva of his allies gains two levels.
magic is powerful enough to have such as Arabel (36/lst). This tries to sell damaged good* in bonus levels just like any Conclave (Promo 2} are good Tantras (32/lst) and either
held back the Red Wizards of means that magical items and Narfell. Most tribesmen would oilier monster champion. The holdings to attach to Dag- Fortifications (37 & 38/lst)
Thaif for ninin/ i/enrs. artifacts brought with ihe xooufr kill a man than his horse. ally provided by the Black- gerdale. Peasant M i l i t i a card are good holdings to
champion from the pool are staff Tower (19/FR) or High (40/lst) is a particularly poor attach to Darkhold. Berdusk
also doubled. Magical items, Horn (21/FR) holding choice.Yulash(25/FR)isa (31 /1st) is a particularly poor
artifacts, allies, spells and any
receives the bonus if Dragon- poor choice of holding for this choice. If Arabel (36/lst) is
other cards played afterward spear Castle is defended by a
are not doubled. realm. Attach Blackstaff attached, its level 4 monster
monster. Tower (19/FR) prevents the can gain the bonus levels, just
If Berdusk O I / 1st), Hillsfar opponent from playing wiz- like any other champion. The
(36/lst) or either Fortifica-
Dragonspear Castle was once a ard spells as well. bonus levels from Berdusk,
tions (37 & 38/lst) holdings strong defender of the Trade Hillsfar (34/lst), and the For-
are attached, their level Wai/. Daeros Dragonspear built This fanning and hunting com- tifications cards are added to
bonuses add to the champion Hie castle and protected the trade munity has always preferred to the realm bonus. The allies
after Damara doubles them. route for years. Daeros and his keep to itself. Its people arc provided by the Blackstaff
This realm is valuable enough custlefell to the evil wizard untriisting and suspicious. The Tower (19/FR) and High
to be worth protecting with Casalia. It is now home to main/ history of Daggerdale is riddled Horn (21/FR) holdings gain
the Geneva Conclave (Promo unsavory linmiinoids and mon- with tragedy and betrayal. It's no the two level bonus if Zhenlil
2) holding. sters. wonder the people of this fair val- Keep is in play.
ley keep to themselves.
IST EDITION 104
\ 05 IST EDITION
I Realm
Rare Co.ist Realm Uncommon Uncommon Uncommon
Dennis Kauth Laura Lakey Dennis K a u i h Dennis Kauth Dennis Kauth Dennis K a u l h

This realm is vulnerable to This realm is not vulnerable to Also named the Evt'nnoors, this This holding's power grants This holding should be This is an extremely powerful
swimmers, even if it is not swimmers unless it is desolate wasteland is little its bonus levels even to included only in decks that card, valuable in almost any
exposed. In the lower right exposed. Even though the understood. Populated hi/ all realms, such as Zhentil Keep have no spells. It is a great deck. Even if your opponent
corner of the card there is <i bit Evermeet of the FORGOTTEN manner ofgoblinoid races, i! /s n (3/ 1 st), which can defend holding to have if you know plays a spell, you get to draw
of coastline. REALMS campaign world is an dangerous place at best. The ores themselves as a wizard or your opponent will be play- a card. It is best used in decks
This is a nice card to have island, ihe picture on the card and hobgoblins are the least of a cleric. Heroes and monsters ing a spellcasting deck. w i t h lots of spells.
in ,1 deck, but not an incredi- shows no coastline. wanderer's problem*. that can cast spells do not get Moonshae Isles (7/lst), Waterdeep (1 /1st), Zhentil
bly powerful one. In effect, it Evermeet is a good card to The fierce trolls for which the bonus levels. Sword Coast (17/lst), Impil- Keep (3/lst), Shadowdale
costs only two cards Lo put in a deck full of wizard region is named hunt anything Obviously this holding tur(19/lst), Dragonspear (4/lst), Thay (8/lst), Ravens
rebuild the realm, since you (or wizard!) spells, allowing that move?. They are canni/ and should be used in decks that Castle (25/lst) Daggerdale Bluff (11/lst), Myth Drannor
have to get rid of three, but you to include more non- wise to the ways of thinking crea- have lots of wizards and /or (26/lst) are good realms for (13/lst), Daggerdale (26/lst),
you can draw one immedi- spelleasting champions. tures. Experienced in hunting clerics. Tantras. Waterdeep (1 / i si), and Evermeet (29/lst) are
ately. The player gets to draw Flyers, including Hying goblins, arcs, and even bugbears, X.lientil Keep, Daggerdale Zhentil Keep (3/lst), Shadow- good realms to attach Mul-
1 a card even if the realm is allies, and those champions the trolls travel in packs, spring- (26/lst) are good realms for dale (4/lst), Thay (8/lst), master to. Hallucinatory Ter-
rebuilt by an event, such as granted the ability to fly ing ambushes upon unwary trav- Berdusk to be attached to. Ravens Bluff <ll/lst). Myth rain is frequently used to
Labor of Legend ( 1 0 8 / I s l ) . through card play, cannot ellers. Waterdeep (1 /1st), Shadow- Drannor (13/lst), and Ever- duplicate Ihis holding.
attack Evermeet. If the Border The elves ofSilven/tnoon mitt dale (4/lst), Moonshae Isles meet (29/lst) are particularly If a spell such as Disinte-
The Haunted Balls of Forts (198/lst) holding is Evereskn are the accidental bene- . (7/lst), Thay <S/lst), Raven's poor choices. If attached to grate (393/lst) is used Lo
Eveningstsr arc a complex of attached, the Pirate Isles factors of the Trolltnoors. Adven- Bluff (11/lst), Myth Drannor Mulhorand (16/FR), defend- destroy Mulmasler or the
n/n/s jiift outside the picturesque become almost unassailable. It turers must brave the Tm!i moors (13/lst), Dragonspear Castle ing clerics gain a total of +5 realm it is attached to, the
town of Eveningsfar. Only those is only vulnerable to events, to get to the elvish havens. (25/lst), and Evermeet levels. owner still gets to draw a card
adventurers with royal charters such as Cataclysm! (99/1. st) (29/lst) are particularly poor since the holding was in play
from King Azouii IV can delve and Siege (150 & 203/lst), or choices. Damara {23/1 si) The walled city of Tantras suf- before the spell. If it is a Dis-
their depths* The Knights of champions — such as doubles the level of a cham- fered greatly during the Time of pel Magic (346 & 358/lst),
Myth Drannor begun their Ankhtepot (84/RU— [hat can pion before Berdusk's level Troubles. The gods themselves Spell Turning (398/1 si), or a
famous careers in the twilight ignore holdings. bonus is added. If attached lo battles in its streets, trampling similar card, he may play it to
depths of the halls. Mil] master (33/lst)isa Mulhorand (16/FR), defend- its buildings. To this day, a huge save the realm. Of course
good holding to attach to ing clerics gain a total of +5 iiirn north of the city is com- playing that defensive spell
Evermeet. Berdusk (31 /1st), levels. pletely dead to magic. No spell of allows him to draw yet
Tantras(32/lst),Su/ail am/ kind can be cast there. another card!
(35/lst), and the Geneva Con-
clave (Promo 2) are particu-
larly poor choices.

1st EDITION 106 107 IST EDITION


Uncommon Uncommon Uncommon Uncommon Uncommon Uncommon
Dennis Kauth Dennis Kauth Dennis Kauth |ohn & Laura Lakey Jeff Easley Fred Fields

This holding is of use in This holding should be This holding should not be There are two FORGOTTEN There are three Fortifications Selune protects its realm from
almost any deck. However, included in any deck that con- attached to a realm that can REALMS Fortifications (37 & holding cards (37, 38, 149/lst) undead allies as well as
the Fortifications (38/lsl) tains the Cormyr (5/lst) defend itself. The player can 38/lst) holding cards. This is in the SfELLFIEE card game. undead champions. This is a
holding will do the same realm card. Since Cormyr has choose either built-in cham- the weaker of the two. There Two of them are FORGOTTEN handv realm to have if your
tiling and add 3 levels to each no special powers, SuXiiil may pion to defend the realm. If he is no reason to include this REALMS holdings. This is the opponent is using a
ally. If played on Zhentil Keep be the only reason to include loses, the realm is razed card if you have two of num- stronger of the two. There is RAVENLQFT deck.
(3/lst), Moonshae Isles Cormyr in a deck. immediately. The other built- ber 38 to add to a deck. no reason to include card 37 if
(7/ 1st), Jungles of Chult Waterdeep 0 / 1st), in champion will never get a The phrase "all defenders" you have two of this one to Selune is actually goddess of the
(15/lst), Luiren(14/FR)or Shadowdale (4/lst), Thav chance to defend. i i u l u d e s the champion and add to a deck. moon and stars. She is also called
Mulhorand (16/FR), it adds (8/lst), Ravens Bluff (11 /1st), ZhentilKeep(3/1st), each ally. The phrase "all defenders" Our Lady of Silver. Selitiie's
its bonus levels to the realm's Myth Drannor (13/lst), and Moonshae Isles (7/lst), and Moonshae Isles (7/lst), Jun- includes the champion and symbol is seven stars around a
built in champions. Wlu-n Evermeet (29/lst) are particu- Jungles of Chult (15/lsO all gles of Chult (15/lst), Sword each ally. pair of woman's eyes. Her clerics
attached to Maztica, the larly poor realms to attach can provide their own cham- Coast (17/lst), Impiltti r Moonshae Isles (7/lst), Jun- are calm and even tempered, and
bonus for Hillsfar is not Su/,ail to. pions. All are poor choices to (19/lst), and Dragonspear gles of Chult (15/lst), Sword they preach a doctrine of patience
counted when determining if attach Arabel to. The High Castle (25/lst) are good Coast (17/lst), Impiltur and tolerance. They wage eternal
a champion is of level 6 or This is the capita! of Cormyr, Moor (21/lst), Damara realms for Fortifications, (19/lst), and Dragonspear conflict with the clerics of Shar,
lower. where King Azoun IV holds (23/lst), and Dragonspenr Waterdeep (1/lsO, Zhentil Castle (25/lst) are good the evil goddess of Hit' ni^ht.
tvui'!. Sttzail is also the garrison Castle (25/lst) are good Keep (3/lst), Shadowdale realms for Fortifications. This card represents Set line's
Hillsfar is a well-defended walled home of the Purple Dragons, the realms for Arabel. The High (4/lst), Thay (8/lst), Ravens Waterdeep (1/lst), Zhentil temples, which are located every-
city. Gladiatorial arena fights an' elite armed forces of Cormyr. Moor and Damara increase Bluff (11 /1st), Myth Drannor Keep (3/lst), Shadowdale where in the FoRCorn;i\
a regular event in Hillsfnr. Such The city is famous for its /yon/ the level of Arabel's monster (13/lst), and Evermeet (4/lst), Thay (8/lst), Ravens REALMS. Selune's greatest temple
barbaric displays arc no! so com- sculptors and marketplaces. champion, just as they would (29/lst) are particularly poor Bluff (11/lst), Myth Drannor /s in the mighty metropolis of
mon in liierestofFacnlit. Famous trading houses such as any other champion. choices. (13/lst), and Evermeet Waterdeep. The beautiful temple
One of the only magic shops in the Seven Suns Trading Coster Realms that provide (29/lst) are particularly poor is appropriately called the House
all of the FORGOTTEN REALMS and the Six Coffers Market Pri- bonuses to allies are cumula- choices. of the Moon.
can be found hi Hillsfar. Magical cikos operate from Sttzail. tive with Fortifications, Realms that provide
items can be bought there for a Attached to the Moonshae bonuses to allies are cumula-
steep price. Potential buyers tales, an ally card gains 4 lev- tive with Fortifications.
should beware. The citizens of els! Damara doubles the Attached to the Moonshae
Hillsfar are very xenophobic. champion's level before Forti- Isles, an ally card gains 5 lev-
Any non-human caught inside fications adds its bonus. els! Damara doubles the
, the walls is sentenced for life to champion's level before Forti-
the arena. fications adds its bonus.

IST EDITION 108 109 IST EDITION


Uncommon Uncommon Rare Rare Uncommon Common Elf
John & Laura Lakey Clyde Caldwell Larry Elmore Fred Fields Clyde Caldwell Jeff Easley

This holding is useful when Alias is a great champion for King Azoun's ability works Although he is a low-level This is one of the tougher This is a must-have card for
the opponent relies on allies. any deck. Her immunity to when he is attacking and wizard, Maligor's power is a Si'i-LLFiRE cards in print. Not most decks. As soon as you
It is not nearly as powerful as offensive spells is a powerful when he is defending. He is a nice one. He is one of the few only is Elminster level 9, but draw Drizzt, play him into
the Fortifications cards (37 & ability, and she has a rela- good champion for any deck. champions that can stop the he has that wonderful immu- your pool before someone else
3 H / l s l ) . Champions and allies tively high level. The oppo- King Azoun is obviously best Loup-Garou (79/RL) ally. nity beats you to it.
with level 0, such as the Liv- nent can play the offensive suited for decks that have lots When playing Maligor, wait The opponent can play an The best way to defend
ing Scroll (408/lst), are not spell, but it will have no effect of ally cards. until a really good ally is offensive spell, but it will with Drizzt is to put him for-
reduced to -1 . No champion on Alias, her allies, any of her The Legendary Artifact played before shifting it to have no effect on Elminster, ward against a tough cham-
or ally can have a level of less spells, magical items, or arti- (Promo 1 ) is a poor artifact to your side. This is usually not his allies, any of his spells, pion. Declare that Drizzt has
than 0. facts. attach to King Azoun IV. the first ally your opponent magical items or artifacts. been beaten and return him to
Ron's Bell of Death plays. Ren's Bell of Death your pool- The opponent has
Am/ city etui muster a peasant < 4 l W / l s t ) a n d the Chaos Azoun is the son of the famous Any ally Maligor steals (409/ 1st) and the Chaos now wasted a powerful cham-
militia. Those cities ruled fa irl if Shield (404/lst) are good arti- warrior-king Rhigaerd II. A gains the bonus levels if Shield (404/1 st) are good arti- pion and cannot reuse him in
\ and with justice call for a volun- facts to attach to Alias. The skilled monarch and military Maligor has the Dragon facts to attach to Elminster. the attack. You can now
tary militia. The tyrannical and opponent cannot use spells, general, he led a crusade against Throne (58/FR) artifact. The opponent cannot use defend with all the other
demotic cities round up the peas- and these artifacts reduce his tlie Tuigan horde'. Not only was Since Maligor 's level is low, spells, and these artifacts champions you have avail-
ants with little warning or expla- ability to use allies. the horde defeated, but Azoun attaching the Legendary Arti- reduce his ability to use allies. able. When you have no other
nation. slew their leader in single com- , fact (Promo 1) to him is partic- The Legendary Artifact options, put Drizzt forward
Regardless of how it is formed, Although she looks like a beauti- bat. King Azoun's banner is n ularly effective. Ren's Bell of (Promo 1} and the Rod of again for his second defense.
the peasant militia is a poorly ful woman, Alias is actual!}/ an purple dragon on a white field- Death (409/1 st) is a pour Shapechange (93/lst) are However, if he is defeated this
armed and minimally trained artificial creature. She was built The king rules Connyrfrom choice of artifacts for him, poor choices of artifacts to time, he is discarded.
force. In most true combat situa- with arcane magic by powerful Suzail, a mighty seaport on She since many valuable allies attach to Elminster. Attaching the Labyrinth of
tions, they serve as cannon fod- evil sorcerers, who sought to con- southern border. Conrn/r is Hint he could steal are not Shuuc (410/lst) artifact to
der merely to slow down the trol her through a mystical set o/' known as one of the richest and allowed to be played against Elminster is the most famous Dri/xt will be particularly
enemy forces. azure tattoos. most powerful nations in Hie the champion with the Bell. mage in all of Faerun. His feats frustrating for your oppo-
With n will of her own, and FORGOTTEN REALMS. The Legendary Artifact and adventures are legendary. nents. The Legendary Artifact
free of her sorcerous masters. (Promo i j i is a good card to (Promo 1) is a poor choice for
Alias is now a mercenary. 1 ler attach to Maligor. Drizzt. If Drizzt is carrying
artificial body is immune to any Guenhwyvar (59/FR), he can
form of detection spell, making hand off the artifact after his
her mi ideal agent. i first defeat, even though he
remains in the player's pool.

IST EDITION 110 111 ] ST EDITION


Rare Uncommon ! hv.irl Rare Rare Dwarf Uncommon Common
Clyde Caldwcll Larry Elmore Carol Heyer Clyde Caldwcll Robh Ruppel Clyde Caldwell

This is one of the toughest If your opponent has the The Pereghost is a good Bruenor is a nice addition to a Marco Volo is an insidious As soon as this champion
champions in the game. If she Great Rift (12/lst) in play, champion for any deck heavy deck, but nothing special. champion. He should never enters combat, the plover
is making too big an impact make sure that you don't add with allies. Even though the Monsters are fairly common be put into combat unless must declare which type of
on your games, agree to play a magical item or artifact to Pereghost illustration shows opponents, so he will be level absolutely necessary. He is spell he can cast. If he is
with the Parallel History Torg that allows him to fly. wings, it is not a flyer. 7 frequently. This level gain is valued for his special power, attacking, it must be before
optional rule. Otherwise his special ability is The Legendary Artifact immediate. If he is defending not his combat prowess. the other player chooses his
Only wizards have to ask n u l l i f i e d since the Great Rift (Promo 1) is not a good choice Damara (23/lst) against a Once a player has drawn defending champion. Once
her permission to cast spells. cannot be attacked by flyers. for the Pereghost. If the monster, add the bonus before his cards, he cannot use chosen, the player cannot
Other types of champions can Torg's ability is not a partic- Pereghost has the Hawks- doubling, making him a level Marco Volo's special power. change his mind until the next
cast spells freely. Interestingly, ularly good one since the flight Grail (5/FR Chase) 14 hero. When the player looks at the time the Harpers are in com-
wizards that can cast cleric odds of him being able lo attached, the second cham- top card of his opponent's bat. For purposes of the cast-
spells must ask her permis- attack or defend the Great Rift pion does not get the bonus Bruenor Battieha miner is the draw pile, he is not obligated ing other spells outside of
sion to cast them as well. are small. for allies. The ally bonus for dwarf king ofMitliril Hall. He is to show it to anyone. Discard phase 4, the player must also
| Once permission has been If the Legendary Artifact the Dragon Throne (58/FR) the good friend of Drizzt only those cards that are pow- choose whether they can cast
given or denied by M i d n i g h t (Promo 1) is attached toTorg, artifact is added to the cham- Do'Urden, the draw elf ranger. erful enough to be useful to wizard or cleric spells when
[o <i particular wizard, it can- and he attacks the Great Rift, pion's ally bonus. The two met in icewind Dale the other player — remember the card first appears.
not be withdrawn until the his level is a 20. when Bruenor ruled a small that he will still draw the This is a useful card in a
start of the next player's turn. dwarven kingdom there. same number of cards on his spellcasting deck. For one
The wizard does not have to The Peregkost first appeared on The dwarf king is noted for his turn. The question is whether thing, it is immune to
play a spell card before flic AD&D trading cards. It was gruff manner and kindly heart. you want him to have this Midnight's (46/1 st) special
asking. card 291 of the 1991 set. The He is a fierce warrior who has card rather than another. Dis- power to shut down wizards
Ren's Bell of Death Pereghost is a 10th level, lawful rarely been beaten in single com- carding realms and events is casting spells.
(409/lst) and the Chaos evil warrior. He carries an intel- bat. It is said that he once sur- always a good idea. The Legendary Artifact
Shield (404 /1st) are good arti- ligent, magical word +3. !t can vived what appeared to be certain Since Marco Volo's level is (Promo 1} is an okay artifact
facts to attach to Midnight. cast lieat once a day mid locale death when he spiralled down low, the Legendary Artifact for the Harpers, but not a
! 1 Johydee's Mask (218/lst) object at will. into a deep cavern on the back of (Promo 1 ) is a good choice for great one.
or any other card is used to 11 />. rumored that Ihc " terrible, shadowy him. The Rod of Shapechange
imitate this power, wizards Pereghost is cither a fallen pal- dragon. (93/lst) is another good The harpers are a loose organiza-
must obtain permission from itil/n or <> polymorphed dragon. II choice because it can give him tion of wandering heroes. Mostly
both players to cast a spell. is even possible that lie /s n dun1 strong combat ability. rangers, they are dedicated to
to his sword. What is known ;s ridding Faeriin of all sorts of
that he is a harsh conniinnder, evil. In particular, they oppose
hut loi/nl to his followers. the Zhcntarim at every turn.

IST EDITION 112 113 1ST EDH i< >K


Uncommon Gnome Common Common
Fred Reids Uncommon Harmful Common Common Dw.irl
Keith Parkinson Stephen R Schwartz Keith Parkinson Stephen F. Schwartz Keith Parkinson
This card is subject to all the There are actually two cham- Any ally with four or more There are many holdings in This is one of two FORGOTTEN Since monster champions are
benefits and penalties allowed pion cards named Adventur- levels is worth having, but
for gnomes. the Sl'liLLRRr. game that can REALMS hero cards named a fairly regular occurrence,
ers. This one is by far the otherwise there is not much to cause untold trouble. Border Adventurers (53/lst). This this is a good card. It counts
There is little reason to better card. recommend the War Parly.
include this champion in a Forts (198/lst) and Mulmas- card is best used in decks with for only four levels against
This is a useful card in a ti'r (33 /1st), to name two. This lots of ally cards. There are far your deck limit, but is fre-
deck unless you have no other spellcasttrtg deck. For one Humanoid monsters siu'h us gob-
champions of higher level or is a great card for getting rid more powerful heroes avail- quently level eight.
thing, it is immune to Mid- lins, ores and gnolls are common of them. It cannot get rid of able, but Adventurers is not ,1 The Legendary Artifact
with some sort of useful spe- night's (46/lst) and the Arch- in many of the prime matennl
cial ability. the Geneva Conclave (Promo bad card. (Promo 1) is a poor choice to
Druid's 089/lst) special world?. In the worst of times, 2) or Moonwell (23/FR), since Since the level of this cham- attach to this champion. In
The Legendary Artifact powers to shut down wizards they band together under the
(I'romo 1) or the Rod of they are immune to events. pion is relatively low, the Leg- many cases it will add only
and clerics casting spells. leadership of a tyrannical war The Labyrinth of Shuuc endary Artifact (Promo 1) is two levels to the jolunslayers.
Shapechange (93/lst) are the This champion's principal chief. Such bands are called war
best artifacts to attach to the (410/lst) artifact cannot save best suited to it. If the Adven- Save the Legendary Artifact
weakness is his low level. parties. this hero if it is used to turers have the Hawksflight fora champion with a much
I Gnomes. Both can make this Therefore the Legendary Arti- The illustration on this card is
champion much tougher in destroy a holding. Neither can Grail (5/FR Chase) attached, lower level.
fact (Promo 1) is good artifact of an ore war chief. He wears the Blink (374/lst) or any other the second champion does not
Kittle. to attach to it. ornamental rings of his station. card that refers to defeated get the bonus for allies. The jotun is a divanvn term for
The war chief holds his place in champions, because the a l l y bonus for the Dragon giants. These are the giantsltn/ers
Tin.' badger-armor of the gnomes Adventurers are the heroes of the the war party through bnilc Crime Lord has become an Throne (58/FR) artifact is of legend. Famed throughout the
of Samek appears distinctly un- FORGOTTEN REALMS. Bands of force. He is the biggest, meum-sl,
gnomish, but those who face the event card. added to the champion's ally underground homes of the
heroes and mercenaries wander toughest ore around. One of the better uses for bonus. dwarves, they are called upon
defenders of a gnomish burrow all ofFaerdn in search of treasure this card is to play it as a whenever giants threaten
never forget the deadly skill of and performing brave fears. Some went when it is losing a Not ail adventurers fit the stan- dwarves. The jotunslayers have
those who wear it. In fact, despite even hire themselves out as mer- round of battle. The Crime dard mold. Not all of them are perfected the battle technique of
their diminutive stature, sin- cenaries. Lord is going to be discarded serious fortune hunters of great the crippled knee.
gnome warriors are as ferocious Advent it ring parties fill their
mid formidable as mu/ badger anyway. You might as well get personal power. Some are happy-
ranks with warriors, wizards, rid of an opposing holding. go-lucky wanderers satisfied
attacked in its burrow. thieves and clerics. Diversity of You opponent still counts the with finding their next meal and
skill is essential to survive in the battle as a win. The Crime seeing the wonders of the world.
dangerous world of the Lord is not put into the Abyss, Such is true of this pair. A
adventurers, even though it was used as an man and his bear, they wander
event. from town to town, Inevitably
they end up getting into more
trouble than two creatures have
any right to.

IST EDITION 114 115 IST EDITION


Uncommon Common Common Rare Rare Uncommon
Jeff Easley Larry Elmorc Doug Chaffee Jeff Easley Jeff Easley Larry Elmore
Any ally with four or more There are plenty of ally cards The only reason to include This is a popular card in There is little to recommend There is little to recommend
levels is worth having, but with four levels or more avail- this champion in a deck is for many decks. In addition to this card. It has a relatively about this card. It has a rela-
otherwise there is not much to able. This card is not really its moderate level of 5. Other- the respectable +4 levels it low level and no special abili- tively low level and no special
recommend the Annies of that useful unless you do not wise, there are plenty of abilities, although it can cast
provides, it can give the ties, although it can cast wiz-
Bloodstone. have a good supply of ally champions available with player a chance to recover his ard spells. However, for the cleric spells. Since there are
cards. One of the few applica- some sort of useful special lost cards. The Myrmidon's collector it is still a rare card. not many high level clerics, it
The town of Bloodstone lies OH tions of it is against Ren's Bell ability. power works whether or not The best artifacts to attach is a little better than other
tlic edge of the kingdom of of Death (409/lst), which pre- The Legendary Artifact the battle was won or lost. In to the Magister are the Leg- champions of level four.
Damara, in a mountain pass. vents allies of level 4 or higher (Promo 1) or Johydee's Mask The best artifacts to attach
fact, it even works if the Myr- endary Artifact (Promo 1) and
When the goblinoid armies of from being played. Even so, (218/lst) are the best artifacts to Karlott are the Legendary
midons are discarded by the Rod of Shapechangu
Vaasa overran the bonier, Blood- the better option against this to attach to Tergoz. Artifact (Promo 1) and the
some other form of card plav, (93/ 1st). Both allow the
stone was cut off. artifact is to ploy spells. such as discarding down to player to make this champion Rod of Shapechange (93/1 si).
This picture shows a legendary The name of this character if much more worthwhile. Both allow the player to make
your hand limit. Note that the
1 scene from the battle that freed The Iron Legion is a mercenary nctunlli/ Taitrgosz "Tenhammer" this champion much more
Myrmidons cannot be gratu-
the town from the evil men that band operating in the Vilhon Klwsann. He is the leader of the worthwhile.
itously discarded just to Mtigister is one of many names
ruled it in those days. Strange Reach region on the southern Blacktalons mercenary bnud, reshuffle your discards into given to those that practice the
warriors astride even stranger shores of the Sea of fallen Stars. which operates around the trade Karlott is an evil shaman of the
the draw pile. art of magic. This particular wiz-
beasts lead the attack. They participated in the desper- routes near Iriaebor in tin- Vaasa horde. The goblinoid races
Remember, event cards are ard has never revealed his true
Bloodstone is named for the ate war that raged in and around FORGOTTEN REALMS setting. of the horde worship horrible
not reshuffled into the deck. name, preferring the simple title
gemstone mines that produced Hlath. Tergoz is a giant of a man, fiends from lower pits of l!if
It can be a disadvantage to ofMagister,
dark red jewels of great, value. Rumor has it that the Iron standing over seven feet tall and Abyss. Their clerics wear goat
shuffle all the discards back Little is known of him beyond
Delving deeper than is safe for Legion was personally responsi- weighing 350 pounds. He wields head headdresses as a sign of
into your deck. In most cases his hatred for all thing? tindead.
surface creatures, the miners ble for destroying the Infinity an enormous two-handed hum- He seems to take a vengeful their station.
you will have realms in play.
awoke an ancient evil. It drove Train, an artifact created by the mer in one hand. He earned his Karlott is particularly high
Your newly reshuffled deck delight in destroying them.
them from the mines for many forces of the Abyss to aid in their nickname by slaying ten men placed in the leadership of the
now has a lower chance per
years. eternal struggles amongst each with a single blow. He rules his temple. He carries a staff of strik-
draw of giving you a realm
other. It is said that humans spir- band with a fist as hard as his card. ing, which makes him a formida-
its were used to power it. hummer. ble opponent in combat.
Myrmidons are the heroes of leg-
end. Wizards have been known to
summon these warriors, which
ride out of the mists to do their
bidding.

IST EDITION 116 1ST EDITION


117
*—M»^J MO 1 •» -

Uncommon Common Ra re Rare Rare Rare


Jeff Easley Larry El more Jeff Easley Jeff Easley Ned Dameron Ned Dameron

There is little to recommend This ally is not particularly This ally is reasonably strong. Frequently an ally played by This card has a relatively low With a moderate level and no
this card. It has a relatively strong, with only +2 levels. However, if defending J a n - the opponent will have a spe- level and no special abilities, special abilities, this card's
low level, no special abilities, However, if defending Jun- gles of Chult (15/lst) it cial power. Since the Greater although it can cast cleric main advantages is that it can
and it cannot even cast spells. gles of Chult (15/lst) it becomes a very powerful Feyr will always be played spells. Since there are not cast cleric spells. Since there
The best artifacts to attach becomes a respectable level level seven ally. Unfortu- before any ally card, it forces many high level clerics, it is a are not many high level cler-
to King Halvor II arc the Leg- five ally. Unfortunately, the nately, the odds that this card the ally to be discarded before little better than other cham- ics, it is of slightly more value
endary Artifact (Promo 1) and odds that this card will be will be able to be played the ally's power can be pions of level four. than other champions of level
the Rod of Shapechange able to be played while while defending Chult are brought to bear. The Greater The best artifacts to attach five.
(93 / 1st). Both allow the defending Chult are small. small. Feyr cannot choose not to dis- to the Cleric of Gond are the The best artifacts to attach
player to make this champion This only reason to include If Jungles of Chult is in card an ally, and it cannot Legendary Artifact (Promo 1) It) Cleric of Torm are the Leg-
much more worthwhile. this card in any deck is if Jun- your deck, this is a good card choose to wait for a better ally and the Rod of Shapechange endary Artifact (Promo 1) and
gles of Chult is also in the to add. It is one of a handful It must discard the first a l l y (93/"lst). Both allow the the Rod of Shapechange
Thit king is best known us the deck. It is one of a handful of of cards that gain a bonus played. player to make this champion (93/lst). Both allow the
bumbling ruler in the DRAGON cards that gain a bonus when when defending Chult. When playing against the much more worthwhile. player to make this champion
STRIKE"' videotape adventure. defending Chult. Greater Feyr, obviously you much more worthwhile.
Wlint if not so well known is thai In mi tigelosl in Hie mklsof should either not play allies Gond is also known as Wondcr-
the bumbler is actually 101 The Pteranadon is a creature that time, the gorgosaurus once or sacrifice your weakest ally bringer. He is a deity of crafts- Torm, also called "the True," if
i m poster. The real king Hfilvor II, should have censed to exist at the roamed all of Faeru n. With Hie . first. manship and artifice. Clerics of the deity of duty, loyalty, mid
shown here, was a noble and dawn of time, before man's earli- coming of the furred animals, its Ren's Bell of Death Gond are most numerous in obedience. Clerics of Torm wear
good king of fiery temper. He cur- est ancestors ever walked on two time passed . . . Inil uol in Ihe (409/lst),and the Chaos bin tan. The bintnnese call them highly polished, ornate plate mail
ried a magical sword of unknown feet. Deep in the jungles of Jungles of Chuit. There lime Shield (404/lst) are bad arti- Krii, which mean? "disadvan- armor. The armor is tinted io
powers. His current whereabouts Chult, many such creatures from stood still for millennia without facts to attach to the Greater taged." Even though this ;s n show the station of the cleric.
nre unknown. this ancient age still roam. number. Today the gorgosaurus Feyr. mild insult, clerics of Gond still Blood red marks the lowest
The Pteranadon is a winged hauls just as it did then. There is hold high positions within ranks, while ski/ blue is reserved
lizard more related to the bat that no larger or more fearsome beast The Greater Feyr is a creature Lantan. /'or the highest elnurli offieinls.
to a dragon. It is a keen-eyed in /lie lungh-s i)/' 'Chttli. born of great emotion. When a
hunter that swoops down silent!:/ large group of people share com-
upon its prey. mon nightmares or fears, the
Feyr i? born. It lives for no other
purpose than to cause havoc and
terror so it can feed on the emo-
tions of its victims.

IST EDITION 118 119 1ST EDITION


Rare Uncommon ! I! Rare Undead Rare Dwarf Common Uncommon
Ned Damenm Clyde Caldwell Clyde Caldwell Gerald Brom Clyde Caldwell Clyde Caldwell

This is the only single cham- Although the Drow Matron Non-wi/ard champions that Since monsters are common Since monsters are common There is little to recommend
pion that is kept face down. has a moderate level, it can cast wizard spells are opponents, this is a worth- opponents, this is a worth- about this card. It has a rela-
As such, when you see a lone becomes more than always useful. For one thing, while card to have in a deck. while card to have in a deck. tively low level and no special
card kept face down, it must respectable if defending Men- they negate the power of Mid- It counts as only five levels It counts as only five levels abilities, although it can cast
be the Cleric of Mask — unless zoberranzan (2/lst). Unfortu- night (46/lst). The second against the deck limit, but fre- against the deck limit, but fre- wi/ard spells.
you see a single champion in nately, the odds of this useful thing about the dracol- quently gets to fight with quently gets to fight with The best artifacts to attach
a pool face-down, in which happening are not very good. ich is that it can fly, allowing eight. eight. to the Grypht are the Leg-
case it could also be Cyric The best artifacts to attach it to attack protected realms, Although this card has the Although this card has the endary Artifact (Promo 1) and
(92/FR). Once it has been to the Drow Matron are the This is a good champion to same power and level as same power and level as the Rod of Shapechange
used in battle, there will be Legendary Artifact (Promo 1) have in wizard decks or flyer Allisa of the Mist (74/lst), il is Vasos Flameslayer (73/ 1st), i[ (93/1 st). Both allow the
little to surprise the opponent and the Rod of Shapechange decks. Its undead status is a o better choice. Since Vasos is is a worse choice. Since Vasos player to make this champion
However, memories can be W/ 1st). Both allow ihe minor vulnerability well a rare card, while Allisa us is a rare card, while Allisa is much more worthwhile.
faulty and the player is not player to make this champion worth its advantages. common/ it is a lot less likely common, it is a lot more likely Saurials are nol dragons.
required to refresh his oppo- much more worthwhile. Never attach the Hammer that your opponent will have that your opponent will have
nent's memory. of Tyr (60/FR) or Sword of Vasos in his deck. Allisa in his deck. Cn/piit is the leader of a lonely
If other champions and The Drow are evil elves that live Cymrych Hugh (62/FR) arti- The Legendary ArtilYicl The Legendary Artifact tribe ofsaurials. The tribe con-
potential artifacts are being in the deep caverns of the Under- fact to the Dracolich. Both (Promo 1) is a good artifact to (Promo 1) is a good artifact to sists of four separate saurinl
kept hidden, it is possible lh<it dark. Droiv society is matriar- destroy undead. attach Vasos. When fighting a attach Allisa. When fighting a species, but they work together in
the Rule of the Cosmos is tinil. Women hold all of the The dracolich is not consid- monster, he becomes level 13! monster, she becomes level 13! harmony.
being broken. The players are positions in the government, mnl ered to be a dragon for cards Cn/pht himself is a hornhaul
required to reveal only the rule each of the dims. that affect dragons. Vasos Flameslayer is a noted Allisa Is a mysterious heroine saurial. He is a massive creature
card's numbers and series, no The Draw Matron is the head dwarven warrior. He earned his that always seems to arrive with standing 10 feet tall. Gn/phl is n
their names or powers, to of her family. She is always a Through a complicated and name and reputation hi the cam- the morning mists. She rarely 14th level wizard, and is consid-
straighten it out. cleric in the service of Lolth. The painful ceremony, an evil dragon paigns against the giants. Vasos f peaks, and is even more rarely ered to be the single most power-
Any artifact is a good one Drow Matrons are always can become and undead dracol- slew the chieftain of the fire giant defeated. Sages have debated ful saurial in Faen'nt.
to attach to this card, espe- scheming to advance their fami- ich. The spirit of the dracolich single-handed. whether or not she if ti minor
cially before combat. The lies in Drow society. The top inhabits the skeletal body thai avatar of Lathander, the Morn-
threat of the face-down c;m1 if. cighl families sit an n ruling was once clothed in flesh when it inglord. A few even claim she
a wonderful deterrent. council that directs the activities lived. Only the Cult of the must be tied to the misty lands of
of the Drow ciiy. Dragon knows the secret of this Raven loft.
Musk i* the tlcily of thieves. / / ( • / > ceremony.
the lord of shadows ami intrigue.
His clerics always wear black
mttiks.

IST EDITION 120 121 1st EDITION


•»™. .,,-••« > ,'^am- ,r~*r "

Rare Ihv.irf Uncommon Common Common Dwarf Rare Common


Gerald Brom Larry Elmore Larry Elmore Larry Elmore Gerald Brom Jeff Easiey

Since monsters are common This is a great champion to This card is one to avoid. He Since monsters are common The Black Courser's power is This ally is of moderate value.
opponents, this is a worth- have in a deck. Since its has no advantageous power, opponents, this is a worth- invoked when opposing a There are many others that
while card to have in a deck. power requires it to be only a limitation. This is one while card to have in a deck. dragon or undead champion. are better choices for a deck.
It counts as only five levels defeated, the Rule of the Cos- of three cards that are worse Il counts only as 2 levels The label "dragon" or Saurials are not dragons.
against the deck limit, but fre- mos won't get in the way if than useless. There are many against the deck limit, but fre- "undead" must appear in the
quently gets to fight with there are two in your deck. hero champions of level four quently gets to fight with 6 name or description of the Hornhe&d saurials are one of sev-
eight. When defending a realm, or higher that have a power levels. champion or ally. eral species ofsaurials. Tin'
Although this card has the play this card to lose. Then worth using. Do not put Joliet Since the Dwarf of Earthfasl Half of this monster's special fni trials are hwnanoid dinosaurs.
same power and level as you can retrieve a powerful in your deck unless you have is a common card, there is a power is negated if the Ham- The homhead specie stand* 10
Allisa of the Mist (74/lst), it is champion you previously lost. absolutely no other champi- reasonable chance of it occur- mer of Tyr (f>0/ FR) or the feet tall and looks like a human
a better choice. Since Worden In most cases, this new cham- ons to choose from. ring in an opponent's deck. Sword of Cymrych Hugh and trieeratops crossbreed.
is a rare card, while Allisa is pion can fight Immediately. If Attaching the Labyrinth Cards such as Vasos Flames- (62/FR) is attached to it. Both The sanrials are not native to
common, it is a lot less likely Amarill is used to return a Map of Shuuc (410/lst) to layer (73/lst) and Worden destroy undead. Fnerun. Those living there mr
t h a t your opponent will have champion that already fought Joliet is an interesting combi- Ironfist (76/lst) have similar former slaves of the evil deity
Wortien in his deck. in this battle, the returned nation. He must always powers, but are rare cards. The Black Courser is a spirited Moander, He kidnapped them
The Legendary Artifact champion cannot fight again attack, but never gets dis- They are less likely to cause black stallion that the Dalai and brought them to a small val-
(Promo 'I ) is a good artifact to u n t i l the next battle. carded. 1 problems with the Rule of the Lama ofRa-Khati reluctantly leyeast of the Anauroch desert.
attach Worden. When fight- A m a r i l l can retrieve Cosmos. sent to his enemy, Raja The liornhends are the largest
ing a monster, he becomes another A m a r i l l from the dis- Joliet fought against the hordes of The Legendary Artifact Ainbiichnr Oevtn/nm. The horse ofthesaitrials in Faeriin. They
level 13! card pile. However, each of Vaasa, distinguished himself at (Promo 1) is a great artifact to and the princess Bhrokiti were a are careful and methodical crea-
them can fight only once in a Bloodstone Pas?. It was he that attach the Dwarf. When fight- bribe to prevent the Raja from tures. Some folks think of them as
Worden Ironfist is short, even given battle. slew Karlott the high shtunuu. ing a monster, he becomes invading the hidden kingdom. slcnv, but they arc anything but
for a dwarf. However, he is as I f Amarill is discarded At Bloodstone Pass, Joliet wtis level 14! Unknown to most, the Black stupid. Hornhetids are skillful
strong and skilled ns anif dwar- through card play, not com- so eager to get into battle, Hint he This champion is consid- Courser was actually the child of smiths and artificers. They have
veii warrior. bat, he cannot use his power. forgot to don his helmet. Since ered a dwarf for those cards the mighty purple dragon. a deep interest in knowledge and
If he is defeated, but some- then he has been known as joliet that have special effects for the sciences.
how is allowed to return to the Rush. Although he no longer dwarves.
the pool, for example by a forgets his helmet, he still
Wall of Stone (337/lst) or remains eager to see combat . Earthfast is a dwanvn kingdom
with the Labyrinth Map of near Sfadowdttle.
Shuuc (410/lst), he still gets
to use his power.

IST EDITION 122 123 IST EDITION


Uncommon Dwarf Rare Rare Rare Uncommon Common
Fred Fields Keith Parkinson Jeff Easley Gerald Brom Keith Parkinson Clyde Caldwell

There is little to recommend This is a great ally. The player This is a good ally. If it is This card is quite useful in a The special power of this ally Although her level is quite
this card. It has a relatively can wait until any time in the plaved against a flying ally, deck designed around flying is not that likely to be used if low, her special power more
low level and no special a b i l i - battle to pull over an ally. Fre- the ally is merely discarded. champions. Since most flyers the opponent has a well-built than makes up for it.
ties. Put him in a deck only if quently the ally is chosen for However, if the champion is a are monsters, such a deck is deck. The champion's level, The Legendary Artifact
you have no other hero cham- its power, not its level. For flyer the battle ends immedi- vulnerable to cards such as plus his magical item and arti- (Promo 1), Ren's Bell of Death
pions to choose from. example, if the opponent ately — unless the opponent Bribery! (204/lst) which affect fact bonuses, must be 5 or (409/lst) and the Chaos
The best artifacts to attach plays the Loup-Garou can play an event to turn the all monster. Having non-mon- less. The average champion in Shield (404/lst) are all good
to the Dagrande are the Leg- (79/RL) ally and the Mind tide. ster champions mixed in can a well built deck is level 6 or 7 artifacts to attach to Shandrill.
endary Artifact (Promo 1) and Flayer steals it, the opponent If this happens when the save the day. before magical item and arti- The first makes her level 10,
the Rod of Shapechange must immediately plav a Noble Djinni is defending a fact bonuses. There are, of the other two reduce the effec-
(W/lst). Both allow the magical item or lose the battle realm, the battle is over and 1 Inhndai kahan, son of the power- course, exceptions for decks tiveness of enemy allies.
player to make this champion (which is the Loup-Garuu's the attacker cannot attack ful Yamiin Kahn, fought bravely built around a strategy of
much more worthwhile. power). with another champion. If it alongside his father in llicir lower level champions. Shandrill Shessair is a unique
If played against another happens when the Noble attempt to conquer all Ilic woman. She alone of all the liv-
Dagrande is a dwarven warrior. card that steals allies, or even Djinni is attacking a realm, the Realms. One of the few men ever The intellect devourer is n loath- ing creatures in the FoRCorri'N
Or at least he was; many cen- against another Mind Flayer, battle continues and the to ride Sandiraksiva, the flying some beast. It feeds on psionic REALMS has the power of
turies ago. The mind is still will- the card that was put into attacker can try again with a Blnck Courser, Hubadai is also creatures. Once its victim is Spell fire. She is the symbiotic
ing, and Dagrande has the fire play first gets to use its power dillerenl champion. onepfthefew Tuigan generals to dead, the intellect devourer uses host of a balhiir. Its strange pow-
for battle. However, his body is first. Of course, the Mind survive the Crusade against the its power of reduction to crawl ers have given her the ability to
not so cooperative. His advanced Flayer can just steal back the Caries and Djinn arc powerful horde. inside its victim's skull and absorb spells and spell magic.
years make it difficult to be the ally after the opponent has being from the elemental planes. devour the brain. Safely inside She can then release the accumu-
fighter he once was. stolen it. In m u l t i p l e shifts of The Noble Djinni is from the ele- the skull, it can animate the body lated magic as poioerfu! bolts of
allegiances, the ally loses only mental plane of air. He can com- and go hunting for new victims. energy. Shandrill has been
one total level, not a level mand the winds. Djinn arc hounded all across Facriin In/ the
with every switch. sometimes found imprisoned in Zhentarirn and the Cult of the
If a Mind Flayer switches magical lamps or bottles. They Dragon.
another Mind Flayer to his becomes the slaves of whomever
side, the player can use the OiLms their vessel.
ability of that second Mind
Flayer to steal yet another ally.
However, if the first Mind
Flayer is somehow stolen or
e l i m i n a t e d , all the allies it
stole are returned.

1ST EDITION 124 125 ] ST EDITION


Common Common Uncommon Harmful Common Harmful Common 1 lelpful Uncommon
Fred Fields Ned Dameron Jeff Butler Clyde Caldwell Robh Ruppel Carol Heyer

This ally is modern toly strong. This is a moderately strong This is a moderately valuable This is not a particularly great This is not a particularly great The champion using this arti-
However, if defending Jun- cleric. However, since the event. It can prevent the event card. It affects all play- event card since it affects all fact is technically in the batik-.
gles of Chult (15/lst) it chances of attacking a realm power of an ally, such as the ers equally. Therefore il players equally. It should only However, it has changed its
becomes a super powerful not from the FORGOTTEN Loup-Garou (79/RL), from should be included only in be included in decks thai have shape to gain the powers and
level 9 ally! Unfortunately, the REALMS is rather good, in taking el feet. If the champion decks that do not have many a lot of allies. level of any champion from
odds that this card will be many cases it will be a more is immune to events, as is Gib allies. The Calm (400/lst) event or the discard pile, even champi-
able to be played while powerful, level six cleric. Htimsen (13/lst Chase), then I I the Calm (400/lst) event Delsenora (10/lst Chase) card ons immune to artifacts, such
defending Chult are small. If the Legendary Artifact all its allies are immune too. or Delsenora (10/lst Chase) cannot be played to prevent as Gib Htimsen (13/lst
If Jungles of Chult is in (Promo 1 ) is attached to it, the Airship can be played on a card is played against Bad an opponent from benefiting Chase).
your deck, this is a good card Cleric of Malar becomes level combat the player is not Omens, only the player of the from this card. If the champion with the
to add. It is one of a h a n d f u l 12 when attacking foreign directly involved in. card is exempt from its ill rod wins, it goes back into the
of cards thai gain a bonus realms! Only the player losing allies effects. Fortune tellers, sages, clerics and pool and the replacement
when defending C h u l t . can negate this event with a wizards can all see omens. Fortu- champion goes back into the
Malar the Beastlord is the deity Calm (400/lst) or Delsenora Fortune tellers, sages, clerics and nate omens foretell of good times discard pile.
Tin1 triceratops is an nggressiiv, of hunters, beast? and blood. As ( H ) / l s t Chase) card. wizards can all see omens. A bad to come. If the champion loses, all
plant eating dinosaur, la Hie such, he has few clerics. Those omen is an event that foretells of This fighting cleric sees fortu- cards on that side of the battle
Faertin, it is found only in lltr that do follow his path are The airship is a strange item. !! bad luck or evil times ahead. nate omens on the horizon. The are discarded. This includes
jungles of Chult. It is a massive devoted to the hunt. They i1t> nut is a huge balloon that can be A skull of any sort is consid- sign of the coin on her forehead the true champion.
creature, over two dozen feet build temples. Clerics of Malm- attached to any small sailing ered a bad omen. However, to speaks of her ability to influence Magical items are attached
long. Easily provoked, it charges gather in outdoor settings for the ship, although the mast must be find one impaled on a spike is the fickle forces of whimsy and only to the true champion, not
its tormentors attempting to gore sole purpose of hunting and removed first. The balloon is indeed ominous. Other than the luck. the replacement. However,
them with the three long horns killing their designated prey. filled with an unknown gas that obvious implication that some- To treat her well is to reap the they all function normally in
on its head. They do not always hunt lifts the ship up into the air. thing cruel enough to do this is benefits of good fortune. To treat combat and are vulnerable to
The body of the triceratops is animals. The mage rulers of Halntan nearby, the skull foretells of other her il! is to suffer the curse of cards that affect magical
-dvll protected. Although its skin Clerics of Malar can use tin- have a fondness for travelling by evils. It is said that the first per- back luck. items, as does Midnight
is ilik-k, when it faces an oppo- daws of Malar. These special airship. As this illustration son to see the skull will suffer an (46/lst). An artifact cannot be
iwiit, only the head and bom/ gloves allow the cleric to imitate shows, the skies are not always accident before the next sun sets. played since the true cham-
neck frill are exposed . In this the claws of a bcnst. friendly to travellers- Some haz- To see an impaled skull would pion already has the Rod of
position the triceratops is very ards requires the powers of a wiz- surely mean a serious accident is Shapechange.
difficult to intnii. ard to overcome. '" tlmt pt'rson's future. This is a good artifact to
attach to champions of little
combat value, such as Marco
! Volo (50/l8t).

IST EDITION 126 127 IST EDITION


Rare Rare Uncommon Rare Common Uncommon Harmful
Robin Wood Clyde Caldweli Jeff Easley Carol Heycr Jeff Easley John & Laura Lakey

This is a moderately powerful This is obviously a great mag- Although it has no special There is nothing in particular This is a moderately powerful Every deck should have two
magical item. However, with- ical item for a deck that has powers, this spell has a rela- to recommend this magical magical item. However, with- of these cards. All players live
out any special powers, it is clerics. To get the bonus, the tively high level. item. There are many items out any special powers, it is in fear of the Cataclysm!
not a particularly useful one. champion must actually be a with better levels and powers not a particularly useful one. event. Every player should
It is affected by Steel (71 / D U cleric. Just having the a b i l i t y The Abyss is one of the many readily available in the have two Calm (400/lst)
which grants a +2 bonus to all to cast clerical spells doesn't outer planes. It is the embodi- SrELLFiRE game. It is affected There are many different types of event cards and/or a
swords, axes, spears and count. ment of chaos and evil. The by Steel (71 /DL) which figurines. The ebony fly, golden Deisenora (10/ 1st Chase) in
hammers. Abyss has an infinite number of grants a +2 bonus to all magi- lions, ivory goats, marble ele- his deck, just to protect him-
Most good clerics arc opposed to layers, each one an infinite plane cal swords, axes, spears and phant, obsidian steed, onyx dog, self from the Cataclysm! card.
Dwarves arc mighty artisans. sliedding blood needlessly. There- devoted to torture, pain, unit hammers. and serpentine owl are the best Other cards useful in slopping
They love to work metal, gems fore their weapons are rarely /error. known. Each is a miniature this event include Helm
and other treasures of the earth. edged or pointed. The staff of The Tanar'ri arc creatures of Also known as Flatnetongue, this statue that can be magically (89/FR) and Limited Wish
As such, they favor the hammer striking is a magical bludgeoning the Abyss. Evil and wicked if n sword of legend. With a transformed into a beast of (43/FR).
in battle. Although the war ham- weapon ideally suited for Hie beyond the understanding of single word, the blade bursts into power. If a player's last realm is
mer is generally considered to be cferic, mortals, they delight in chaos flnmes. This is not an ordinary This particular figurine is an discarded because of this
a lesser weapon than the sword, Only a cleric can ail! forth the and agony. Powerful evil wizards fire, but a magical blaze that does extremely rare copper gargoyle. event, a l l the champions in his
in the hands of a dwarf it is n full magic of the weapon. With it, occasionally summon Tanar'ri /<> not harm its wielder. When found, the figurine is usu- pool must be discarded. The
fearsome thing. the cleric can strike blows might- do their bidding. Often as not, it The flanieblnde is most useful ally green with a thin layer of player that is about to lose his
This dwaroen hammer is ier than those of the finest' is the wizard that comes on! against undead and creatures corrosion. The copper gargoyle is champions can play a card
designed to strike will: the swords. However, the staff is lim- worse for the bargain. native to colder climes. Mysteri- more dangerous than most fig- such as Menxoberranxan
swing and the back swing. It ited. To remind the cleric Slni! This spell confers the horrors ously, it is also a powerful urines. When tlie gargoyle is first (2/lst) or Caer Allison (3/FR)
even allows the wieldcr to jab if violence is to be avoided, the staff of the Abyss upon its victim. The weapon against flying creatures. summoned, its owner must win a to save his pool.
need be. can be. used a limited number of victim sees in his mind a shadow Sages speculate that this power contest of wills. If the gargoyle ACalm (400/lst) event or
The ruby Mounted on the head times before its magic is gone. of this place of evil. That mere has something to do with an ele- wins, it carries its owner off to Deisenora (10/lst Chase) card
of the hammer signifies lite glimpse is enough to shake the mental interaction between air the elemental plane of earl It. will prevent the Cataclysm!
weapon belongs to royalty. The foundations of even the sanest ^ fid fire. Others simply note that from destroying a realm.
rather plain shaft further indi- mind. Pictured here ;s /( minor feathered creatures are especially
cates that it belongs to a minor Tanar'ri. Its open maw is a gate- susceptible to fire. Occasionally nature rebels
member of the royal family. way to the dark corners of the against the puny human nihl
Aln/M. demihumans that attempt to
master her. With the slightest
shrug of her forested shoulders,

,
the labor of centuries becomes a
smoking ruin.

IST EDITION 128 129 isr EDITION


^L— •_ .. sw i r i T^mu*'

Uncommon Helpful Common Helpful Common Uncommon Common Common


Larry Elm on-1 Clyde Caldwell Clyde Caldwell Fred Fields Valerie Valusek Fred Fields

This is a wonderful event for This card affects all the allies Some cards affect allies of a This is a great magical item This card is not very valuable. This is a good magical item,
nny deck. However, it must be in battle, not just those in play certain level. If the banner is for a deck with lots of wizard There are plenty of more pow- suitable for almost any deck.
played with caution. Wait when the event is played. played before one of these spells. Champions that cannot erful magical items readily It has no special ability, but its
until your hand is low before Allies played after the card cards, calculated its effects normally cast wi/.ard spells available in the SPELLRKI-: +5 level bonus is higher than
playing it. Otherwise you are affected as well. The event first before the other card. If can then be included in the game. Only include the Orb of most magical items.
may end up having to discard is discarded at the end of one the banner is plaved after the deck. Doom in a deck if no other
a lot of cards to get down to round of battle. other card, the banner's adds magical item of better quality This powerful item is of use only
(lit1 hand size limit. A good Magical item, artifact, spell, its bonus level after the other Among the vicious Vipcrhaud is available. to clerics. It is used to summon
time to use this event is just holding, realm and event card affects the ally. humanoids ofMaztica, a few and control elementals. Once per
after your turn has ended and bonus levels are not doubled. wicked humans practice powerful The orb is a magical item only week its owner may command an
you expect your opponent to Some of these cards alter the Long before man spread his hishna, the magic of scale and recently discovered. Some say it elemental to appear and do her
attack you. level of a champion or a!ly empires across the green earth, talon. The most dire of hishna is the eye of a lord of Baator. bidding.
ACa]m(400/lst)evenlor because of a stated power. If ores and elves battled constantly. magical items is the devastating Others say it is the egg of a A cleric that worships a deity
Dclsenora (I()/1st Chase) card the other card was in play In those ancient times, ore vipcrhand, created with corrupt- phoenix. dedicated to an elemental force
cannot stop Good Fortune. prior to the event, the Sur- shamans had great power. At the ing magic from the holy symbol The orb functions like a crystal can control the related elemental
Limited Wish (43/FR) or prise Raid doubles the cham- peak of their power, they made of an invading priest of Helm. ball. Am/one gazing into it can completely. Most times, control
1 Ic-lm (89/FR)canstopit. pion and allies after the effects the only magical item their race cause a creature he names to over unrelated elementals is pos-
Unusually Good Fortunes of the other card. If the other has ever created. It was a banner appear. The orb causes the crea- sible. Attempting to control those
( 1 1 /FR Chase) is an especially card is played after the Sur- dedicated to Gruumsli, their one- ture to feel his own doom inn! of an opposing element, however,
good counter to this event. prise Raid, first double the eyed god. experience his own death though is quite dangerous. Woe be to (he
champion and ally's levels, The banner is said to htnv it be years or centuries in the cleric worshipping a deity of the
An titli>ntlnivr iniisl Iv skillful to then modify them according been able to cast a shadow upon future. Such visions are known sea that attempts to control a fin-
survive. However, sometimes to the other card. the sun when it is unfurled. to drive men mad. elemental with the staff.
sAY// is not enough. Sometimes he ACalm(400/lst)evenlor When fighting under the banner, The orb of doom has a price. If
must be lucky as well. Good for- Delsenora (10/lst Chase) card ore warriors become convinced its owner ever names a dead man
tune smiles most upon those who cannot be played to undo the that they are invincible. to be seen in the orb, he is cursed
skillfully seek even/ advantage. effects of a Surprise Raid. The ores lost their wars with to experience his own doom, just
Limited Wish (43/FR) or the elves. The banner still exists, as he made others feel tlieirs.
Helm (89/FR) can stop it. n! though it is tattered and frayed.
Strangely, tin: symbol blazoned
upon it always whole.

IST EDITION 130 131 IST EDITION


Uncommon Rare 1 ie-lpful Common Helpful Uncommon Ra re- Rare Coast
Jeff Easley Kevin Ward Larry Elmore Robin Wood Gerald Brom Map
This is a powerful spell, since This event has limited useful- This is a great card for late in This is one of several +3 magi- This unspectacular ally has a This is a handy card for decks
it remains with the opposing ness. Because everyone can the game. A player can lay cal items that have no special minimally useful level. It is of filled with spell cards. Putting
champion. The card remains rebuild a razed realm, the down his fifth realm, then powers. As such, it is not of moderate value to collectors, several realms that allow the
with the opposing champion player with it in his deck play this card to rebuild a special value. There are many since it is a rare card. defender to cast spells into
until dispelled. If the player is does not gain an advantage realm. The loss of his cham- magical items of greater such a deck frees the player to
allowed to pick a spell from unless he is the only one with pion at that point is irrelevant. power readily available in the Elves are not noted as a sea far- add champions that are not
his discard pile or to reshuffle a razed realm, or if rebuilding The Calm (400/lst) event or Si'ELLFiRS game. ing race. They tend to prefer the spellcasters. For example, the
his deck, the Spell of Form- a realm allows him to win. Delsenora (10/lst Chase) can- forest glens and deep woods to Drizzt Do'Urden (45/lst) hero
less Horror is not included if Cards such as Labor of not stop a Labor of Legend. This highly versatile wand is able the open seas. However, there are is a must have card for many
it is in play on an opposing Legend (108/lst) or Spirit of Limited Wish (43/ER) or to create any form of light. It can elven clans that have given their decks. The Free City of
champion. the Land (288/1 st) are far Helm (89/FR) can stop it. create a soft glow that lasts only hearts to the fickle lady of the Grey hawk would allow him
Using this spell just before more useful, and just as easy for a short time. It can create the waves. They sail the seas with to cast spells in its defense.
casting a Death Fog (W\ / IsL) or easier to obtain. If this In the age of heroes now long brightness of daylight that the same skill as their brethren The Arms of luz (143/lst)
can eliminate some of the event is played, and more dead, great deeds were performed. remains forever. It can shine like walk woodland trails. and the Geneva Conclave
most powerful champions. than one player rebuilds to These deeds are now legends, told n ray of sunlight, cutting The Elf Galleon is a unique (Promo 2) holdings are poor
six realms, all such players again and again by the bards. through fog and dark alike. It can vessel. Its hull contains the choices for The Free City of
This spell belongs to the school of share the victory. Each deed, each labor of legend, focus the heat of the sun itself essence of an Air Djinn. The Grey hawk.
illusions. It causes a phantom A Calm (400/lst) event or is a great act that called for into a beam no thicker than a elves did a Djinn Caliph a great This card cannot be used to
horror to appear within the mind Delsenora (10/lst Chase) card tremendous sacrifice. Frequently man's finger. favor. In exchange, the Caliph's cast step 3 or 5 spells.
of the victim. Tiic phantom hor- cannot be played to prevent the hero himself died in the Each use of the wand uses one daughter agreed to be bound into
ror is ti nameless, shapeless dread another player from rebuild- process. His death was an honor- charge of its magical power. The the hull of the ship for 99 years, In all ofOerth, there is no more
that lurks in the dark recesses of ing a realm. able thing, for it accomplished a Wand of Light is said to have 91 an eye-blink for one of her race. famed city than the Free City of
the victim's mind. It is tlic sense deed that ordinary men could charges, one for each sunrise The bound Djinn can raise the Creyhawk. It is the melting pot
of impending doom right around Sailors are a superstitious lot. never have hoped to do. between solstice and equinox. ship so that it floats above the of nil peoples and the greatest
the corner. The victim is unable For them, the first sigliting of a water. In a storm, the air is market in the world.
to sleep or concentrate for as long safe harbor can be a good omen. always calm around tlie galleon.
us the spell is at: five. If the sky above the harbor is Favorable winds always grace its
dear, all will be well in town. If travels.
the sky above the harbor is
clouded, bad times will follow the
sailors that moor there.

IST EDITION 132 133 IST EDITION


w*mnamiat -^^- v >^^^c .

Uncommon Coast Realm Coast Realm Coast Realm Uncommon Coast Realm Coast
Map Map Map Map Map Map

This is good realm for docks This is a moderately tough The level of the champion on This realm is not vulnerable to If a magical item or artifact This land of evil is home Lo
with wizard spells. Any deck realm. Only defending mon- a realm card is not as impor- swimmers unless it is has no level bonus, when goblins, ores, kobolds, and the
with this realm should sters, not defending allies, get tant as the fact that it exists. exposed. defending Utockmoor it has a like. Once they ruled them-
include luz the Evil (167/ 1st). the level bonus. If the Skull Just having a champion on the +2 level bonus. For example, selves in isolated tribes. How-
!uz is a powerful champion Keep (148/lst) holding is realm card allows it to defend The Yivinann/ /s must unusual Viperhand 0037 1st) has no ever, decades ago the tribes
and makes this realm much attached, the levels bonuses itself. The champion is consid- for the nations ofOerth. It is a bonus, but when defending were united by a small group
toucher. "All defenders" are cumulative. A defend ing ered to be a hero. representative democracy. All Blackmoor it becomes +2. of evil humans known only as
includes the1 defending cham- monster gets a +7 level bonus! The Arms of the Horned people bearing arms, craftsmen, the Horned Society. They
pion of this realm and his None of the GREYHAWK Society (142/lst) holding is a and artisans are entitled to vote. Blackmoor was originally the have since extended that
allies. holdings are particularly good poor choice for the Hold of Peasants, serfs, servants and the name of the capital of this region. name to include the entire
The Geneva Conclave or bad for this realm. the Sea Princes. like are not. They elect a total of It has since become the name for nation.
(Promo 2) holding is a poor 12 spokesman to sit upon I he all the tundra between the The ruling Hierarch is a
choice for The Lands of luz. This small nation is currently This nation was formed by council. They in turn elect the Burncal Forest and the Land of powerful priest. He has led
This card cannot be used to controlled by various huinanoid pirates and sea raiders. One Freeholder from among all the the Black Ice. The city of Black- the vast bulk of the
cast step 3 or 5 spells. If Dis- races, such as goblins and ores. raider in particular was actually land owners. Together, the coun- moor and its castle were sucked humanoids to worship an
rupted Magic (27/RL) is in Before the humanoids took con- of noble birth. The strongholds cil and the Freeholder rule the many years ago, and lie in niinx. unknown entity from the
effect, this card allows trol, the Pomarj was a part of the and safe ports of the pirates grew 'Yeomanry. Rumor has it that extensive Abyss. A trio of fighter lords
defending champions to cast Principality if Ukk. Shortly after large while the attention of such At one time, the Yeomanry labyrinths wind and twist provides organization and
cleric spells instead. the Hateful Wars, the principal- nations as Kcoland were else- was a part of K.eoland. The Keo beneath them. The current capi- discipline that is ordinarily
ity lost control of the Pomurj. where. By the time any other monarch allowed them a limited tal is the town of Dantrednn. beyond the scope of ores and
This land is named for the evil The Pomarj is notable for its nation became alarmed at the size amount of self rule, and gave Hot springs and volcanism are goblins.
power that rules it. luz the Old is mining operations. They take of the Sea Princes, it was too late. them a voice in his own council. all that keep the tundra habitable. The Horned Society is in
more than a mortal, but less than gold, moonstones, and cairn- They had grown too large to put When Kcoland marched to war, Monsters and humanoids thrive great favor with luz. Between
a deity. His domain is a land of gorms from the mines at Stone- down, short of full-scale war. for the sole purpose, of expanding in the brush and marshes of the two of them, they present
evil creatures that do Ms bidding lid m. its borders, the Yeomaiin/ HJncknitioi'. a serious threat to all the
mid fight Iiis u'tjiv. rebelled. They sealed their bor- western nations.
ders to Keoland and have
n'ninined independent ever since.

IST EDITION 134 135 IST EDITION


Realm Coast Realm Realm Realm Realm Coast Realm
Map Map Map Map Map Map

This card has almost the same This is a great card for a mon- This realm is not vulnerable to This is a good card for decks Furyondy is a nation lead by a This is a great realm card for
name as a GREYHAWK cham- ster deck. Its power does not swimmers unless it is with lots of cleric spells. It paladin, His Pious Majesty any deck. An increased hand
pion (181 /1st). The two cards affect ally cards, just the mon- exposed. allows the player to put in a Belvor IV. It is a land of law and size is always valuable. Its
do no affect each other with ster champion. If another few powerful champions that justice. immunity to undead is an
the Rule of the Cosmos. monster champion is brought The Kingdom of Nyrond is the cannot normally cast cleric Furyondy has stood, on the added, but limited power. If a
in as an ally, with the Helm of bitter enemy of the Great King- spells. border of the Horned Society and deck has the Great Kingdom
Tlif Wolf Nomads call them- Teleportation (219/lst) for dom and its insane emperors. In TheArmsofIuz(143/lst) the Lands of luz since before they in it, the player should con-
selves the Wegwiur. They are example, the bonus does not conjunction with the County of holding is a poor choice for were nations. It has almost sider adding the Sea Barons
ruled by the Fearless Wolf apply- For the purpose of this Urnst and the Theocracy of the Veluna. single-handedly held back Hie (133/lst). Whatever holding
Leader, Bargrn, Tarkhan of all the combat, the new champion is Pale, it has held back the mala- This reaim is not vulnerable onslaught ofgoblinoidsfrom the is attached to the Great King-
Wegwiur, and commander of the an ally and therefore loses its chite throne from sweeping to swimmers unless it is north. Castle Hart forms the cen- dom also applies to the Sea
Relentless Horde. status as a monster. across the western nations. exposed. terpiece of the nation's defense. Barons.
/Is n nation, they are barely If a holding such as Castle The Kingdom of Nyrond has This card cannot be used to Strangely enough, Furyondy The Arms of Nyrond
civilized. They keep a permanent Hart (141/lst) is attached to treaties with Almor and the Iron cast step 3 or 5 spells. If Dis- was once a satrapy of the Great (!47/ 1st) holding is a poor
capital, Eru-Tovar, but have no Sterich, the bonuses are League. These treaties are an rupted Magic (27/RL) is in Kingdom. At that time, the Great choice for the Great Kingdom.
other cities. They are sworn ene- cumulative. In this case, a essential part ofNyrond's policy effect, this card allows Kingdom was a force for good in Most undead are monsters,
mies of the Tiger Nomads and the defending monsters gains +7 of keeping the Great Kingdom defending champions to cast the world. When it fell into deca- which means that the two are
linmanoids of the Horned Society levels! contained. wizard spells instead. dence and evil, Furyondy somewhat redundant.
and Land of luz. This realm is not vulnerable Nyrond is a large nation with declared itself a sovereign nation. This realm is not vulnerable
The Wolf Nomads are proudly to swimmers unless it is a mostly human population. Veluna is an archclericy, ruled by to swimmers unless it is
independent. They have always exposed. Unlike many other realms, it has his Venerable Reverence Hazen, exposed.
kept an eye on their own inter- a recognized population of elves, the Canon of Veluna, and Shep-
ests and stayed out of the affairs Sterich is a nominal vassal of gnomes and halflings. They are herd of the Faithful. Hazen is a Once the Great Kingdom was a
of other nations. Kcolaml, although it is treated accepted as equals by most of lawful good cleric, and his nation shining nation, the bastion of
more as a sister nation. In times Nyrond's citizens. always strives to serve the cause justice and righteousness. Deca-
of trouble, Sterich has freely come of righteousness. dence has made the rulers of the
to the aid of Keoland. Sterich acts Veluna is on good terms with Malachite Throne spiders in the
as a buffer state between Keoland Furyondy, Bissel, and the center of a web of evil.
and the monsters and giants to Gnomes of the Kron Hills. In
the west. fact, there is a small population
of elves and gnomes living in
Vein in,.

1st EDITION 136 137 ISTEDmON


V 1^ - XAJfr.- .VTt~ ~~ ^-i--. c- i irtV-tss-^i/ : — i-if-vJim. _ 1^ ,*. -j&B&iae^b. — tf

Uncommon Uncommon Realm Coast £ealm Realm Realm Coast


Map Map Map Map Map Map

This is a lousy card to have up This is a great realm for a Perrenland is home to hnnh/ This realm is not vulnerable to This realm is not vulnerable to This is a great realm for any
front, but a great card to have GREYHAWK deck. Ideally, it mountain folk and valley swimmers unless it is swimmers unless it is deck. The ability to exclude an
in a deck. Since it can't defend should not be the first realm dweller?, in her early history, exposed. exposed. entire class of champions is
itself very well, it shouldn't be in play. Its power works for Perrenland resisted invasion very powerful. It is proof
in a forward position. When all champions regardless of its from nomads, Ket, and even Keoland is one of the oldest king- This small elven kingdom west of against Tithian (301 /1st), who
playing this card, keep in position and regardless of Furyondy, when that nation was doms in all of the Flanaess. Cen- the Wild Coast is a mysterious normally terrorizes players.
mind that drawing three cards whether or not it is involved a satrapy for the Great Kingdom. ttiries ago, Keoland went on a place. The Court ofCelene does The Arms of Nyrond
may present a problem at the in the attack. Perrenland is not truly a spree of imperialism. At the not welcome ambassadors from (144/lst) and Arms of
end of the turn when you Its bonus is cumulative nation so much as a collection of height of its power, it ruled from the outside. Her majesty Yolande Greyhawk (144/lst) are great
must discard down to your with that of any other realm clan holds. The individual clan the Pomarj to the Crysialmii-t has no use for them. holdings to attach to The
hand-size limit. or holding. For example, a leaders elect a hetman to rule the Mountains. On rare occasions, Celene has Bright Desert. With it, only
This realm is not vulnerable GREYHAWK monster defending land. He i? only in power lor Keoland was straining to keep allied with other nations for good clerics and wizards can attack.
to swimmers unless it is Stench (119/lst) gains 7 levels eight years before another must control over its own citizens. and just causes. Once such cause
exposed. if Grey hawk Ruins is also in replace him. When King Tavish III was slain was expelling the goblinoids from Fortune seekers have long
the formation! Trade with various nations — in the battle against the Sea the Lortmil mountains. Unfortu- scoured the Bright Desert. There
The Temple of Elemental Evil is This realm is not vulnerable including Veluna, Furyondi/.and Princes, his son Tavish IV took nately, the refugees descended are many legends and myths of
where the evil fiend Zuggtmoy to swimmers unless it is the Baklunish states — has the throne. Tavish IV immedi- upon the Pomarj and overran it. treasure to be had, hidden in the
was confined. She bound four exposed. allowed the. country to prosper. ately reversed the policies of his Celene protects its bonier* sandy wastes. They speak of sil-
nodes of elemental power to the Perrenland exports its highly father, just in time to avert a true jealously. It is rare to see the ver, gold, and gems. On rare
temple, one of fire, one of earth, Just outside the Free City of trained mercenaries — for a fee, of civil war. One by one, the con- elven patrols. However, evil mon- occasions, perhaps once in a gen-
one of water, and one of air. luz Grcyhawk lies the ruins of Castle course. quered nations were granted sters and invaders disappear once eration, someone actually does
himself is snid to have taken nit Greyhawk. The dungeons and autonomy. inside the forests. return from the desert laden with
interest in her. labyrinths below the castle are Keoland remains a large and treasure.
fortunately for Oerth, Zuggt- famous for their monsters and powerful kingdom. Many of its Besides the heat and lack of
moy was destroyed and luz's their treasure. Many adventurers former vassals are still loyal to water, the dervishes are the worst
plots disrupted. The temple has have met their doom in the ruins. the throne. danger to he faced. Dervishes
been cleansed and now lies A few have made their fortunes. have never been spotted near the
empty. civilized lands that border the
desert.

IST EDITION 138 139 IST EDITION


^ J 1 1 J [i. i.. i . >K_L 1 L i -_,-*__„-, j ri i i

Realm Realm Coast Realm Realm Coast Common Uncommon Coast


Map Map Map Map Map Map

This realm is not vulnerable to This card is one of only three This realm is not vulnerable lo There is no point in including This realm is valuable in Ra/.ing a realm is a heavy
swimmers unless it is cards considered to be totally swimmers unless it is this realm in any deck that decks with lots of cleric spells. penalty— probably too heavy
exposed. useless. The best use for this exposed. does not also have the Great It allows the player to put in for the ability to eliminate a
card is to hold it up in public, Kingdom (123/lst). Since this powerful champions that champion from another
The Pale is a land of highly reli- showing only the back side, Although small, the Duchy of realm can have its own hold- can't cast cleric spells. player's pool. The Scarlet
gious folk. So much so that they then declaring it to be a Dis- Urnst is quite wealthy. The ing attached, in effect it can The Arms o f l u / 0 4 3 / l s t ) Brotherhood should only be
are ruled by a theocracy. His covery of Spellfire (1 /420) mines produce all sorts of pre- have the effects of two hold- holding is a poor choice for put into a deck that has lots of
Worshipful Mercy and Supreme card and ripping it into little cious metals, gems, and even ings at the same time. Bissel. cards lhat rebuild realms, such
Prelate of the Pale, the Thcocrat pieces to cause a stir. corundum. All of the Duchy's The Sea Barons can imitate This realm is not vulnerable as Labor of Legend (108/lst),
Ogon TUlit rules here. neighbors, particularly the Great <i holding attached to the to swimmers unless it is Spirit of the Land (288/1 st),
Although the Pule is friendly The Rone March is not so much a Kingdom and Nyrond, have aspi- Great Kingdom, even if the exposed . etc. Even then, you should
with Nyrond, it has not always nation as a region. Long held by rations of annexing the small Great Kingdom is in another This card cannot be used to wait until you have one of
been so. Both nations declared barbarians, the Great Kingdom nation, particularly the Great player's formation. cast step 3 or 5 spells. If Dis- these cards in hand before
their independence at the same led a conquering force to claim it. Kingdom and Nyrond. If the Arms of the Great rupted Magic (27/RL) is in using the realm's ability.
time. However, in later years For a brief time it was a fiefdom So far, Duke Karl! has kept Kingdom (145/lst) is attached effect, this card allows Never put a holding on this
Nyrond subjugated the Pale. of the Malachite Throne. Then them all at bay. Surrounded by to the Great Kingdom, defending champions to cast realm. The realm's best use is
Independence returned swiftly the goblinoids invaded. They took jealous enemies, he has success- undead allies are quadrupled wizard spells instead. to voluntarily raze it, which
to the Pale and the years have the Bone March for their own fully played them off of one in level! If the Arms of the just forces the holding to be
dimmed the memory of the and have held it ever since. another. The riches of the Duchy Shield Lands (216/lst) is used The March of Bissel was once discarded. However, using
affront. Both nations stand The Bone March is a thorn in have allowed him to maintain a to rebuild the Great Kingdom, merely the border of Kcoland. In the Arms of the Shield Lands
opposed to the Great Kingdom. the side of all its neighbors. The well-trained army. He even has a the Sea Barons are rebuilt <il the Small War, Furyondy took (216/lst) to rebuild it is ,1
The Pale has the added burden of Theocracy of the Pale and navy that patrols the rivers of his the same time. these lands from Keoland. Gener- great idea.
staving off barbarians, giants, Nyrond arc constantly being borders. ations later, goblinoids attacked
bandits, and other menaces from raided by its goblins and ores. While his neighbors covet the TTris land is a barony of the Great Furyondy. The Margrave Rollo The Brothers of the Scarlet Sign
the mountains to the north and The Great Kingdom still chafes land, the Abbor-Alz desert Kingdom. Witile the navy of the saved the king from a goblin are a secret society of thieves and
the plains to the west. at the loss of this territory, but nomads constantly raid Hie Great Kingdom is a laughing ambush dining the war. At the assassins. The exact location of
cannot divert their forces to towns. Without' kings and stock, the Sea Barons fled end of the war, a grateful King their stronghold is a well-kept
retake it. national interests to play off, the includes supreme sailors and Hugli 111 awarded Bissel inde- secret.
Duke actually has a harder time waarf fae&'cfans. pendence .
fending off i hem than he does tlif
more civilized nations.

IST EDITION 140 141 IST EDITION


Realm Coast Common Coast Common Common Common Common
Map Map Map Map Map Roger Loveless

The bonus provided by this The Principality of Ulek is a This realm is not vulnerable to This realm is not vulnerable to This is a fairly tough realm, This is a great holding for any
realm is cumulative with other dwarven kingdom, Dwarves and swimmers unless il is swimmers unless it is especially against decks that deck that uses allies heavily.
bonuses. For example, if the other demihumans outnumber exposed. exposed. use lots of allies. Champions' Its bonus is cumulative. For
Castle Hart (141/lst) holding humans in this land. The only and allies' levels never drop example, if attached to Iron-
is attached, a defending hem exception is in the city of Gryrax. Once the County ofSunndi was Ages ago, tribes offlannae below 0. gate, a defending hero would
gains a total of 6 levels. This is a sea-faring city, and a fief of the Great Kingdom. For settled in the uplands of what is This realm is not vulnerable gain a total of 6 levels.
The Arms of the Horned humans are far better on the many years, Sunndi suffered now Tenh. For a variety of rea- to swimmers unless it is The Hold of the Sea Princes
Society (142/lst) is a great water than are dwarves. The under oppressive taxes, rough sons, Oerids and Sue! tribes exposed. The blue border on (114/lst) is a good realm for
holding to attached to Iron- same is true in the Ulek army, treatment by the royal levies, a never settled there. About the the top of the card is the Land this holding. The Scarlet
gate. It provides a level 5 where the cavalry is formed cruel governor, and constant time the Great Kingdom began of the Black Ice. It is a glacier, Brotherhood (135/ 1st) is a
hero, but Irongate makes it a strictly of human troops. raiding by gdblinoids. its imperial expansion, the Flan- not a coastline. poor choice for this holding.
level 9 hero! In general, the Prince of Ulek Finally, the nobles had enough iitu' tribes joined together as n
is a good and just ruler. He made and rebelled. The elves and nation. History has lost the name The long, narrow wilderness of Castle Hart is the keystone of
The Free City of Irongate is a a serious attempt to save I he dwarves of the region joined of the leader that joined the Flan- the Burneal Forest is a thousand Fitryondy's defense against the
member of the Iron League. The Pomarj when it was overrun by them. Many territories of the inie tribes, but he was named miles wide, and between one Horned Society and luz. Posi-
Iron League is a collection of goblinoids. Unfortunately, his Great Kingdom were in rebellion Duke of Tenh. hundred and two hundred miles tioned at the junction of I'ltf
cities that wish to remain inde- effort was not sufficient . at the same time. It was not too The Duchy of Tenh has always thick. Snuggled up close to the Crystal and Veng rivers, it pro-
pendent from the Great King- H is Serene Highness, Prince difficult for Sunndi to secure its been an independent nation. It northern glaciers, it is an inhos- tects river trade into and out of
dom. Like Irongate, they were Olinstaad Corond of Ulek, main- independence. has been invaded, but was never pitable land. The summers are the heart of Fun/oudy.
once a!! a part of that kingdom. tains good relations with /lie Currently the County of conquered until the world-span- short. Sometimes the snow is The castle is run by Count
Irongate is a city dependent Duchy of Ulek, Keoland, and the Sunndi is a member of the Iron ning Greyhawk Wars. To this only off the ground for a month Gladtvcll Solan, a paladin of the
upon sea trade. It is a melting Sea Princes. League. The league is a coalition din/, Tenh's people arc harried by or two. The winters are harsh Order of the Heart, and a Knight
pot of customs and people. It of nations bound by treaties to raiders from the Bandit King- and unforgiving. of Furyondy. He maintains a vig-
even boast significant popula- protect one another from imp- doms, barbarians fi-om the north, Despite the hardships of the ilant watch on the far shores of
tions of dwarves, gnomes and erialist invasions by the Great gobtinoid incursions from the Burneal Forest, humans live the Horned Society.
elves. Kingdom. Other members of the west, and border skirmishes with there. Primitive tribes eke out a Castle Hart has been besieged,
Iron League are Idee and the Theocracy of the Pale to the living under the protective but never taken. Once an invad-
Irongate, wiitlt. It is a tough iiiiul Hint branches of its evergreens. The ing army bypassed the castle
breeds tough people. Tiger Nomads and Wolf Nomads rather than siege it, only to find
have learned the hard way that the heavy cavalry of the Knights
these tribes are fierce warriors on of Fun/oridy behind il.
their home turf.

IST EDITION 142 143 IST EDITION


Rare Rare Rare Rare Common Common
Valerie Valusek Valerie Valusek Valerie Valusek Valerie Valusek Valerie Valusek Valerie Valusek

Any holding that allows a This holding is good for decks This is a wonderful holding Tills holding affects all com- In games between players This is a nice holding for any
realm to defend itself is that have lots of cleric spells. for any deck with GREYHAWK bats, even those that don't that have collected a lot of realm. However, it is a great
worthwhile. Any card that It allows the player to choose realms and holdings. Its involve it. As a result, it cards, sometimes more realms holding for the Bright Desert
affects heroes will affect the champions that cannot nor- effects work everywhere, even should always be played on a are wiped out by the Cata- (129/lst). Half of all possible
champion provided by this mally cast cleric spells. if this holding isn't involved realm in the back if possible, clysm! (99/lst) and other champions are unable to
holding. For example, the The Free City of Creyhawk in the combat. ll is only useful if there are event cards than arc razed. attack it. The Great Kingdom
Berserk Fury! (ISO /1st) event (lll/lst),Veluna(121/1st), The Bright Desert (129/ 1st) lots of undead champions and This holding is great protec- (123/lst) is a great realm for
would boost the holding's Bissel (134/lst), The Scarlet is a good realm for this hold- allies in the deck. tion. this holding, but only if the
hero to level 10! Brotherhood (135/lst) realms ing. The Scarlet Brotherhood The Great Kingdom In particular, if attached to Sen Barons is also in the for-
The Irongate (136/lst) is a are poor choices for Arms of (135/lst) is a poor choice, as it (123/lst) is a great choice of the Great Kingdom (123/lst) mation. That way both realms
great realm for the Arms of luz holding. is for any holding. The Great realm for this holding, if the it makes the Sea Barons are immune to monsters. The
the Horned Society. The Kingdom (123/lst) is a poor Sea Barons (133/lst) play. The (133/lst) immune to events as Scarlet Brotherhood (135/lst)
Pomarj (113/lst), Hold of the Every realm in the world of choice if the Sea Barons Sea Barons imitates the Arms well. The Scarlet Brotherhood is a poor choice of realm for
Sea Princes (114/lst), Stench Creyhawk has its own coat of (133/lstHsinpIay. of [he Great Kingdom, qua- (135/lst) is a poor choice. this holding.
(119/lst), the Scarlet Brother- arms. Individual fiefs with the drupling the level of all
hood (135/lst) and especially kingdom incorporate its design Every realm in the world of undead champions and allies! Every realm in the world of Every realm in the world of
the Bone March (131 /1st) into their own to show their alle- Creyhawk has its own coat of The Scarlet Brotherhood Greyhawk has its own coat of Greyhawk has its own coat of
realms are particularly poor giance. arms. Individual fiefs with the (135/lst) is a poor choice of nnns. Individual fiefs with the arms. Individual fiefs with the
choices. The coat of arms of luz shows kingdom incorporate its design realm for this holding. kingdom incorporate its design kingdom incorporate its design
a fallen star inside a triangle. into their own to show their alle- into their own to show their alle- into their own to show their alle-
Every realm in the world of Common folk assume that the giance. Every realm in the world of giance. giance.
Greyhawk has its own coat of star is poorly drawn, but that is The coat of arms of the Free Greyhawk has its own coat of The coat of arms ofFuryondy The coat of arm of Ny rand has
arms. Individual fiefs with the wrong. It is a dual symbol, signi- City Greyhawk reflects the arms. Individual fiefs with the shows three crowns on a red within in the golden sun of the
kingdom incorporate its design fying the fall of the good nations, nature of the metropolis. First kingdom incorporate its design field. The other half shows a cres- Great Kingdom, although on /?
into their own to show their aile- and also a diagram of magical and foremost it is a walled city- into their own to show their alle- cent moon, horned faced down. red field instead of blue. Nyrond
gisnce. containment. The triangle and state beholden to no nation. The giance. The crowns represent fealty to still holds to the precepts that the
The Horned Society's coat of circle are two more magical dia- gold coins beneath the gatehouse The Great Kingdom, once the the Malachite Throne of Raitxes, Great Kingdom was founded
ttriiia depicts a horned fiend grams for summoning and con- show it is one of the trade centers Aertti Kingdom, has a crowned now the Great Kingdom. Even upon, even if that once-great
wearing the crown of rulership. trolling fiends. The circle is also of the world. The broken chains sun as its coat of arms. This is though Furyondy no longer nation has now fallen into decay
1 1 /s an apt symbol for this evil a serpent eating itself, a symbol on top shows the freedom of its quite fitting since the Great serves that master, its coat of and evil.
land. of unending eril. citizens. Kingdom sees itself as the center arms still bears the crowns.
°f the universe, destined /u rule
overall

IST EDITION 144 145 IST EDITION


- - w^HKJF.M V&MHI^F— *

Common Common Uncommon Harmful Common Common Uncommon


Ken Widing Erik Olson Paul Jaquays Robin Raab Valerie Valusek Robin Raab

The level bonus of this hold- There are two other holdings There is another Siege Anv player whose deck t h a t Many players consider this to This magical item has l i m i t e d
ing is cumulative with the in the SHELLFIRE game named (203/lst) event in the has one of these magical items be one of the most powerful appeal. It is quite powerful,
1 level bonus of its realm. For Fortifications (37 & 38/lst). Si'ELLRRE game. This one has should consider putting in a artifacts in the game, yet it's a but it has its price. The crystal
example, if it is attached to They are FORGOTTEN REALMS an exclamation point and is second one. The effects are common card! I t is a must for should be included in a deck
thePDmarj(Z13/l3t),any holdings, while this one is a the better of the two. This cumulative. The wonderful any deck that contains only if the player doesn't have
defending monster gains 7 GREYHAWK holding. All three event should be played after thing about this magical item GREYHAWK champions. Since it a magical item that provides
levels! can be in the same deck with- the player just had his realm is that it affects battles the works even if it isn't involved at least +4 levels, or some
The Pomarj, Stench out violating the rule of only raxed. Alternately, he can play champion isn't even in. With in the combat, attach it to a powerful special ability.
(119/lst), andlrongate two identical cards in a deck, it and then play a Calm two of them in play, every champion you never want to Since the champion with
(136/lst) are good realms for This is a great holding for (400/lst) event or Delsenora champion and ally gains 2 use in combat, such as this artifact must always
this holding. The Scarlet any realm, except, of course, (1071st Chase) to avoid the levels. Since it is a defensive Hettman Tsurin (172/lst). attack or be discarded, you
Brotherhood (135/lst) is a the Scarlet Brotherhood effects on himself. magical item, it works even The Codex will stop only should usually attack with
poor realm for any holding. (135/lSt). Nibenay (226/lst) is totally against those champions spells directed at champions. that champion first. If your
razed by this event. The immune to magical items. Spells such as Disintegrate opponent has a champion
Posted on the borders of the lands Whenever n nation finds itself Geneva Conclave (Promo 2) If the champion carrying (393/lst) that are directed at with the crystal attached and
of luz, Skull keep guards a beset by enemies, It first plans to makes its realm immune to the War Banner is in combat, realm or holdings are unaf- doesn't use that champion to
mountain pass. From its name, defend its borders. Fortifications this event. he gets a +1 for the banner fected. All cards attached to a attack, you should consider
most folk would assume that do just that. Usually thei/ take The "first realm" refers only itself, then another +1 for the champion, such as magical intentionally losing the battle.
cither the mountain or the castle the form of a castle, as shown in to the realm in position A, at banner's special power. The items, are protected by the That way the champion with
are shaped like a skull. However, this illustration. However, they the top of the triangle. This end result is that he gains +2 Codex. the crystal never gets a chance
tin1 keep gets iff name from the can be extensive walls or a series event has no effect on any levels and all his allies gain +1 Since Takhisis' Helmet of to enter the fight, and must be
tradition of mounting the skulls of watch towers. player whose first realm has levels. Power (18/DL Chase) is a discarded.
of its enemies on pikes lining the A castle fortification does not been discarded. defensive magical item, the
approach. At one time, the double actually prevent an army from fa the heat of combat, a medieval Codex is vulnerable to il. The Crystal of the Ebon Flame is
line of skulls was said to extend Invading. However, any army An attack upon a castle is called soldier has no telephone to tell Effectively, having the Helmet a pearly gray stone, typically
more than a mile. Currently i! /s foolish enough to bypass a castle . a siege. A siege is rarely quick, TOH where to advance. He has the in play completely nullifies mounted on a necklace. Witlt but
less than half that. without besieging it is sure to since most castles cannot he much simpler task of following the Codex. a thought, its ivielder can make
find the castle's defenders pour- taken by force. To root out I In1 the war banner of his unit. Sig- black flames lick out from tin-
ing out to attack it from the rear n
defenders, most attacking armies "lmen and runners convey the stone. The flames leech the heat
surround the castle and tn/ lo orders of the commanders to the from whatever they touch. Once
starve them out. men carrying the war banner. the item is used, the wearer finds
himself wanting to use it more
and more and more . . .

IST EDITION 146 147 IST EDITION


Rare Common Undead Uncommon Uncommon Uncommon Rare
Keith Parkinson

This card may be one of the


most valuable to collectors. In
Kdlh Parkinson

This champion is unremark-


able, both in level and in its
Jeff Has ley

This artifact should be placed


on a champion designed to
1 Clyde Caldwell

For all cards printed in 1994,


there are no dragons lhat are
Dan Frazier

This artifact can be important


for a deck that concentrates
Clyde Caldwell

This artifact can be important


for a deck that concentrates
the first edition printing, the lack of special ability. Unless attack. While it grants a bonus not also monsters. Therefore, on flyers. However, there is on flyers. However, there are
GREYHAWK logo was acciden- the deck is designed specifi- on defense, the bonus for this card effectively prohibits just enough stuff in the game just enough effects in the
tally put on the card. All ally cally for undead, its undead attacking is much greater. monsters from attacking this t h a t destroys flyers to make game that destroy flyers to
cards are supposed to have status makes it less than Some spells and other cards player's GREYHAWK realms. the Hut a dangerous arlifVicl make the Chariot a dangerous
the ADVANCED DUNGEONS & attractive. can affect a champion while it This artifact is redundant with to depend on. artifact.
DRAGONS logo. In the second The Legendary A r t i f a c t is in the pool. Many of them the Arms of GREYHAWK The Chariot of Lyrx
and subsequent printings, this (Promo 1) or Johydee's Mask can affect only champions of a (144/lst) holding. If one of (159/lst) does exactly the Lyrx was a warrior whose pride
mistake was corrected. (218/lst) are the best artifacts certain level. While in the them is in a deck, consider same thing — and provides a was exceeded only b\i his skill.
If you have this card with to attach to the Skeletal pool, a champion with the taking the other out. +3 level bonus. We will never know what drove
the GREYHAWK logo, the logo Horde. Eye and Hand has only +2 him mad. Lyrx grew jealous of
doesn't have a game meaning. levels. Obviously, if a card Tlwrc tire actually 12 orbs of Habfi Yaga is the most infamous the sun, envying it for outshin-
Pretend this card has the There are main/ types of undead. that is limited by the level of drugonkind. Each has within it of nil sorceresses. A strange old ing htm.
ADVANCED DUNGEONS & Some an1 merely mindless crea- the champion is used while the trapped spirit of a dragon. woman, she choose to live in a In a daring raid, Lyrx stoic u
DRAGONS logo. tures, following the will of their the Eye and Hand are on the The powers of each orb vary small hut. However, it is u hut chariot-not just any chariot, but
For game play, this is a ccnim&tors. Others are wicked attack, the attached champion depending upon the type of like no other ever built. Upon the prized possession of an efreet,
powerful ally card, but with spirits risen to seek vengeance. has +5 levels. dragon and its age when it was command it can rise up on giant, the Grand Sultan of the City of
no special ability. This skeletal horde is unique. trapped. The older dragon spirits tnloucd bird legs and run. Brass.
It is the council of nine, all noble- No single artifact grips the imag- ore very powerful. Tin' inside of Baba Yaga's Hut Astride the fiery chariot, Lyrx
Castle Greifhawk if one of men rulers that advised the ination more than the Eye and The most commonly known is rumored to be infinite. The flew toward the sun, seeking to
Oerth's most notable ruins. Only malachite throne. When the Hand of Vecna. Vecna was the ability of the Orbs of Drugonkind modest exterior hides a gateioay do battle with his sworn enemy.
once in recorded history did the emperor had them entombed alive most powerful lich ever known. is the power controlling a to a deiniplane. The legends say The implacable sun charred the
monstrous hordes pour forth for contradicting him, tliei/ All that remains is his right hand dragon. Only dragons of the that when Baba Yaga was flesh from his bones when he
fmm its depths. When Vecna and returned as an undead skeletal and left eye. Should both of them Sff'Jic nature as the trapped ancient and near death, she came too near. The chariot fell to
liiz struggled for intmortn! horde. ever be grafted onto the smut' dragon spirit can be controlled. entered her hut and was never earth far to the west.
supremacy, all the monsters in The horde is a single creature body, it is said that Vecna will be TV linvc complete control over seen again. The hut now wanders The Grand Sultan still seeks
all the lands went mad. The with nine separate bodies. They reborn. Even luz fears the return even a small dragon is n tremen- sifnlessly across the land. the return of his chariot, bul
hordes of creatures in the act and move as one, much as of Vecna. dous amount of power. Kings among men the tales name it the
a
dungeons of Castle Greyhawk they did in life. The emperor has "d wizards alike have vied to Chariot of Li/rx.
ravaged the land with senseless them trapped in the maze-like °^n one of the orbs.
sin lighter. dungeons of Rauxes.

IST EDITION 148 149 IST EDITION


Uncommon Common Rare UiK'nmmon Elf Rare Rare
Jeff Easley John & Laura Lakey Clyde Caldwell Roger Loveless John & Laura Lakey Jeff Easley

This is a nice card. You can The bonuses Rary receives for Mordenkainen has a high This champion is unremark- Otto is the only wizard cham- Mika is a powerful champion.
return a realm, a powerful fighting wizards and defend- level, but no special power. able, with a moderate level pion that can cast both wizard Since allies are a common
champion that was defeated, ing realms with holdings are Attaching the Legendary Arti- and no special ability. and cleric spells. There are support card, in many cases
a critical spell or magical cumulative. If he is defending fact (Promo 1) to Mor- The Legendary Artifact other champions that can cast he will actually be level 10.
item — anything except an a realm with a holding against denkainen is a poor choice. (Promo 1) or Johydee's Mask bolh types of spells, such as Furthermore, he boosts the
event card. In most carel'ully- an attacking wizard, he gains Johydee's Mask (21 8/ 1st) is a (218/lst) are the best artifacts Borys (305/lst), but no other Wolf Nomads (181/lst) two
built decks, il will be d i f f i c u l t a +6 level bonus. Obviously, great choice. Mordenkainen forTysilnSan. wizard. levels if he is in the same pool.
In decide which ihree cards to Rary should only be included can keep his high level, but If Midnight (46 /1st) is in If the Legendary Artifact
discard. Do not discard the in decks that feature holdings. can imitate the power of some Tysiln San was born a dark elf, play, she stops wizards from (Promo 1) is attached to Mika,
Myrmidons (61 /1st) ally card. The Legendary Artifact other champion. in the underground caverns and casting spells. In Otto's case, his level gain vs. allies still
The discard pile is shuffled (Promo 1) is a good artifact tunnels ruled by the draw. Acci- she stops him from casting applies. If the opponent uses
back into the draw pile before for Rary. His level bonuses for Mordenkainen is undeniably the dent and misfortune forced her to both wizard and cleric spells. allies Mika becomes level 13.
[he Cup can take its card back. wizards and holdings could most powerful wizard in all of dwell under the harsh sun of the There are no artifacts that
By the time Myrmidons is make him a level 16 champion Greyhawk. He has set himself surface world. There she met evil are particularly good or par- The wolf nomads arc a tribe of
done, there is no discard pile in some cases! None of the above even the vaunted Circle of ]nran Krimeeah, mage of the vale. ticularly bad for Otto. fierce barbarians that live in the
from which to draw. GREYHAWK artifacts are partic- Eight. Mordenkainen does not Tyslin San fell in love with north. Their hereditary enemies
ularly good or bad to attach to command the circle, nor is lie n iliix cruel wizard. She uses all Otto is a member of the Circle of are the tiger nomads, though
The Cup ofAl'Akbar is half of a Rary ' member. However, the Circle of her considerable talents as a Eight. All of the eight are power- they are beginning to fear the
act. The Talisman ofAl'Akbar is Eight gladly takes his advice and draw sorceress at his bidding, ful wizards dedicated to law and encroaching power of luz. The
the other half. Both arc powerful Tlie Circle of Eight if an organi- takes careful note of his warn- lanin has given into her hands order in the world ofGreylmwk. wolf nomads are raiders and will
items of healing dedicated to the zation of some of the most power- ings. Fortunately for the world, the defense of the valley, and They operate out of the City of sack and pillage towns in any of
deity Pelor. ful wizards in all of Greyhawk. Mordenkainen is a force for good, gave her the title of First Protec- Grc\/hawk, but are known to the near by nations.
Only humans and half-elves Ran/ was once an honored mem- although he is distant and tvi: Anyone that wants to enter litrn up anywhere on Oerth. Mika is a clan chieftain of the
with good mid noble hearts can her. At the end of the world span- removed from its affairs. the vale of the mage must first Before taking up -wizardry. wolf nomads, one of the few who
use the cup. While each is power- ning Greyhawk Wars, Ran/ the Discovering new spells is PISS by Tysiln Sun. Otto was a priest of Boccob. can read. He carries with him a
ful alone, together they are even Traitor struck. He assassinated Mordenkainen's passion, i le Although he can still use liis magic book from which he casts
greater. Used in conjunction, the Otihike and Tenser, two other already has a few named for him priestly powers, he prefers to rely spells. He has fooled many people
Cup ami Talisman ofAl'Akbar members of the Circle of Eight. in the spell books most commonly upon his sorcerous skills. Otto is into believing that he is a wizard.
can create healing potions of all Rnr[/ fled into the Bright Desert used in Greyhawk. one of the weakest wizards in Ihc
sorts. and has not been seen since. circle, but highly respected for
his wisdom.

IST EDITION 150 !M 1ST EDITION


»*» ""itaWIMfcM* %•»— -rak-MMfc e*> ..„• %KMr«BMMHHMMMBagnaHCM.f

Rare Uncommon Rare Harmful Rare Undead Uncommon Uncommon Halfling


Keith Parkinson Jeff Easley Jeff Easley Jeff Easley Jeff Easley Ken Frank

This is a great champion. Not This is a punishing champion. This event is useful if you are This ally has a reasonable A moderately powerful cleric, Although she is low in level,
only can she cast all types of Few players are willing to try winning the game, or if you k'vel. Its undead status can she is an uninspiring cham- Kiara is a worthy champion.
spells, but if defeated she can to defeat him. It's frequently are unable to defend yourself. work for or against a player, pion. Her ability to fly does Because of the wording on her
come back again! Any arti- better to let luz defeat a cham- If you are winning, play it depending on the mix of his little good unless your deck is card, she can destroy magical
facts and magical items pion and make the last stand immediately after your turn. deck and his opponent's deck. set up for flyers. items that are being used
attached to Lolth are dis- defense against a different That wav no other player can The Legendary Artifacl against her, even while in the
carded normally if she is champion, !f defeated, iuz can collect spoils of victory and When an evil warrior dies on the (Promo 1) and Johydee's pool.
defeated. raze any realm, even a realm perhaps play an extra realm. battlefield, he might rise again as Mask (218/lst) are good arti- Combined with the Loup-
The Legendary Artifact belonging to a player he was If you are vulnerable, save a swordwraith. His will to fight facts for Sysania. Baba Yaga's Garou (79/RL), she becomes
(Promo 1) and Johydee's not attacking. this card until someone ni id do battle with his enemies Hut (158/lst) and the Chariot deadly in combat. The Leg-
Mask (218/lst) artifacts If Iuz attacks and razes a allacks you, then play il Lo must be strong enough to bind of Lyrx (159/lst) are particu- endary Artifact (Promo 1) is a
should not be attached to realm because he was end the battle. him to the earth. larly poor choices. good artifact to attach to
Lolth. The Legendary Artifact defeated, the defender draws A Calm (400/106 or Swordwraith?, are consumed Kiara.
gives her only a +1 level spoils of victory, not the Delsenora (10/lst Chase) with the desire to do battle. They Few creatures are more foul than
bonus. Johydee's Mask does- attacker. The realm was razed played to cancel this event fight with a!! the skill they had in a harpy. The stench of one cm: Iliilfling women are not com-
n't improve her level .signifi- after combat was over, not as will allow a player to attack or life. Swordwraiths congregate in drive away a skunk. They are half monly seen by other races. Kiarn
cantly, and can't improve a consequence of combat or continue an attack. legions just like they did in life. woman, half vulture and thrive is a notable exception. She lives
upon her power by much. card play. If Iuz defends and They plan raids and assaults on on carrion. openly among humans, making
razes a realm because he was Mast folk think of mutiny us u any nearby settlement, just to Sysanin is a young harpy. her living as an expert thief.
i. ul Hi, known as Lloth in the defeated, the attacker may sailing term. Sailors that over- satisfy their urge for war. Each Young enough that she has not Kiara is fond of using keys and
FORGOTTEN REALMS, is the continue to attack. The throw their captain arc definite!}/ engagement has an objective, but taken on the hag-like appearance lock picks as jewelry. It adver-
1 ml ran deity of the evil droiv defender docs not earn spoils mutinous. However, any band only to give focus and direction of her older sisters. Harpies are tises her trade, but. she doesn't
elves. Her symbol is the spicier, of victory for razing a realm. that denies it? leader and casts to the attack. not normally spell casters, but seem to care. Halflings do not
aptly chosen. Lolth rewards devi- In games that feature lots of him out can be said to have Looting and pillaging is never Sysania has won the favor of a view theft with the same moral
ous {'lots the rely upon cruelty events, it is frequently belief mu tin ial. the way of the swordwraitli. They deity and acts as the shaman for indignation that humans do. To
inn! viciauaness. The draw elf to use Iuz to discard a razed Mutinies tend to dissolve in glory in the battle, not the plun- her clan. Hit-in ii is just another craft, no
dans compete for her favor by realm than it is to raze a chaos. Throwing out the old der. They will attack merchant different than being a merchant.
secretly assassinating other rival realm. There are events avail- leader does not necessarily mean caravans as readily as they will
clans. able that will rebuild a realm. a new one is present among the well-armed adventurers.
In addition, a discarded realm rebels. Without some unifying
no longer causes problems force, they become a headier
under the Rule of the Cosmos. beast incapable of functioning
together.

IST EDITION 152 153 IST EDITION


Rare Rare Rare Undead Rare Uncommon Uncommon Dragon
Clyde Caldwell Keith Parkinson Jeff Easley Jeff Easley Jeff Easley Jeff Easley

This is a wonderful champion This magical item is not espe- This ally has a reasonable This event should be included A moderately powerful hero, A moderately powerful mon-
for any deck. The ability to cially valuable. It is usually level. Its undead status can only in decks that are heavily he is an average champion. ster, Quagmeila is not an
draw a card out of your oppo- better to build a deck with fly- work for or against you, dependent on spells. It elimi- His ability to fly does good exciting champion. His ability
nent's hand is invaluable. If ing champions than to waste a depending on the mix of your nates your allies as well as only if your deck is set up for to fly is good only if your
possible, Hettman should card on a magical item that deck and your opponent's vour opponent's. flyers. deck is set up for flyers.
never be used to attack. makes one able to fly. How- deck. A Calm (400/lst) event or The Legendary Artifact The Legendary Artifact
The Legendary Artifact ever, it can be handy in a spell Delsenora (10/lst Chase) will (Promo 1) and Johydee's (Promo 1) and Johydee's
(Promo 1) is a good artifact casting deck, since spells Sea zombies arc the undead bod- allow a player to play allies or Mask (218/lst) are good arti- Mask (218/lst) are good arti-
for Hettman Tsurin. So is any don't have to worry about fly- ies of men drowned at sea. No/ continue to play allies. facts for Tyrinon. Baba Yaga's facts for Tyrinon. Baba Yaga's
artifact that you want to keep ing with the champion. just any sailor becomes a sen Hut (158 /1st) and the Chariot Hut (158/lst) and the Chariot
out of combat, such as the There are two cards with zombie upon drowning. The vic- The mist wolves are highly intel- of Lyrx (159/lst) are particu- of Lyrx (159/lst) are particu-
Codex of the Infinite Planes this name. The other is tim must be one w!iose hear I /s ligent creatures of good. They larly poor choices. larly poor choices.
(152/1 st), Cup of Al'Akbar 191 /1st, a GREYHAWK monster dedicated to the sea. He tints! liiroe been known to aid imperiled
(160/lst), or Ren's Crystal champion. It is legal to have love the sea more than anything travellers and attack roving Tyrinon Shadowslayer is a leg- Qniigmiela is an evil green
Ball (199/lst). The Eye and two of each in a single deck. else. Sea zombies arc sometimes bands of monsters. It is unfortu- endary warrior of the Greyhawk dragon with a nasty temper. Part
Hand of Vecna (156/lst) is a Interestingly, the Summon called the drowned ones. nate that they are associated with world. His steed and willing of her problem is her rider. This
particularly poor choice. Griffon (82/DL) card uses the Sea zombies attack ships in normal wolves and dire wolves. companion is Galerender the hip- evil knight carries magical items
same art, but mirror imaged hope of seizing control of them. Most humans do not understand pogriff. His magical sword is that protect him from most of her
At first glance, Hettman Tsurin and a different cropping. Although they arc slow on land, the difference and attack mist named Shadowbane. Together special powers, including her
is an innocuous fellow. He is old they move through the wnler wolves on sight. they fight evil and chaos wher- poisonous chlorine breath. Tin-
ninl chubby, certain!}/ no! n The griffon is a magical creature, with frightening speed. They A mist wolf has a special ever they may find it. worst of it is that he tricked her
threat to anyone. Closer exami- part eagle and part lion. It nests swarm up the sides of a ship at defensive power. It can breath Tyrinon earned the named into drinking a long term poison.
nation reveals the skulls find in mountain crags and preys night and attack the crew. thick mist that is almost impossi- "Shadowslayer" in dramatic If she does not get regular doses
fiends prominent in his jewelry. upon horses. The griffon is a Once in control of a ship, sen ble to see through. In a single fashion. He bested an evil shadow of antidote from him, she will die.
Once glance into his cold gray fierce creature and not to be zombies become pirates. They minute it can exhale a cloud of dragon in aerial combat. Though Qtiagmiela hates her
eyes reveals the mind of a bril- taken lightly. attack other ships in order to cap- Hiisl large enough to obscure an Galerender was far more maneu- master, she is forced to serve him.
liant madman. Hettman Tsurin's This magical item is a figurine ture human prey. Their prisoners °gn>. The mist allows the wolf to venible than the lumbering beast,
plots have brought dawn kings of wondrous power. Though as become a midnight snack. Occa- nircat from combal. and Tyrinon buried shadowbane
mill caused the death of thou- small ns a man's fist, with a sionally a wight or sea vampire deep in its heart.
sands, single word it becomes a full- will captain a zombie ship.
sized griffon nearly indistin-
guishable from the real thing.

IST EDITION 154 155 1ST EDITION


Rare Rare Rare Helpful Common Rare Uncommon
Kdth Parkinson John & Laura Lakey Jeff Starlind Clyde Caldwell Clyde Caldwell John & Laura Lakev

Seragrimm is of interest only Once the Skulk is played, all Obviously, this card is most This card is not worth putting This unremarkable ally is of This ally is no more exciting
to collectors. There are plenty other ally cards in the combat useful in a deck with lots of in a deck unless Mika the interest only to collectors. than Zadoc (182/lst). It is of
of champions of his level that are played face down; magical heroes. This bonus is cumula- Wolf-Nomad (165/lst) is in it. Players of the game should interest only to collectors.
do not have his limitation. He items, spells, and other cards tive with other bonuses for Otherwise, this is not a partic- look for better allies to put in Players of the game should
is an ideal trading card for are still played face up. The heroes. It also applies to the ularly exciting champion. their decks. look for better allies to put in
someone who plays the game Skulk's opponent has the first opponent's heroes as well as The Legendary Artifact their decks.
but doesn't try to build a com- option to play an ally card. yours. Neither Calm (400/1 st) (Promo 1), and Johydee's Zadoc is a thief, plain ami
plete collection. Each player takes turns play- nor Delsenora (10/lst Chase) Mask (21 S/ 1st) are particu- simple. He owes no allegiance to Miles is a warrior of small repu-
Artifacts that should not be ing down one ally card, will restore this card. larly good artifacts for the any nation or people. He lias few tation. He is proud of his looks to
risked in combat, such as the regardless of who is ahead in Wolf Nomads. With the Leg- cohorts and fewer friend?. the point of vanity. He tends to
Cup of Al' Akbar (160/1 st), the face-up point total. He can Warriors in battle are sometimes endary Artifact and Mika in Zadoc is a cold and dhpassion- step before he thinks. This hand
Codex of the Infinite Planes lay down as many other types taken by a fighting frenzy. This your pool, the Wolf Nomads atc man. He has moderate skill at landed him in trouble mum/
(152/lst),and Ren's Crystal of cards (spells, magical items, berserk rage blinds them to become level 12. arms, specializing in a sword- times.
Ball (199/ 1st), are good artifacts, events) as he wants, even/thing except the nectl In and-dagger style. He truly excels What alwai/s saves Miles is
choices for Seragrimm. The but they are all laid face smash and destroy. They attack Far to the north, just below the in a thief's skills, such as climb- his luck. Unknown to most folk,
Eye and Hand of Vecna down. Play the cards in facing without regard to their own Burned Forest, is the land of the ing walls and picking locks. His Miles carries a magical lucks tone
(156/lst), Baba Yaga's Hut rows across from each other safety and pay not attention lo tundra nomads. Two major tribes strongest attribute is his clever- with him. Whenever the chips are
(158/lst), and the Chariot of so that card play order can be strategy or tactics. dominate these near frozen ness. Zadoc hatches elaborate down and it looks like things are
Lyrx (159/lst) are particularly determined later. II is said that a warrior in n wastes, the wolf nomads inn! llic plots and can pull them off with- finally going to overwhelm him,
poor choices. If a player passes, the other berserk fun/ has the strength of tiger nomads. Each continually out a hitch. Many of his victims something always happens. A
player can lay down another five men. Each blow falls as if raids the other. tire left wondering how ant/body band of attacking ores will sud-
Seragrimm is tin ancient Aerdi card. When both players pass, delivered by a giant. The waif nomads tend to have could have heisted their missing denly start squabbling among
king. He once sat upon the Mala- the round of battle is over. All Some cultures can actually the upper hand. Their lands are valuables. themselves. Or after being
chite Throne. A good and just the cards are flipped up and train their warriors to enter n closer to the civilized nations. pushed off a cliff, Miles ends up
ruler, he was slain by his own totalled. Special effects are berserk fun/ through a sort of Raids and occasional trading landing in the only bush for n
son, who ruled as n despot. His determined by card play sclf-lnfpnosis that repeats a with these nations has giivn hundred feet. Being so lucky
desire to help his nation was so order. litany of blood and destruction them better weapons. means that Miles doesn't in/
si mug that lie refused death. The Skulk is a card of bluff- until the warrior can think of The shaman shown here has very hard at anything. He relies
Unable to leave his tomb, Sera- ing. As such, it is too risky for nothing else. been blessed by his deity. 1 Ic too heavily on his luck. Someday
grimm is occasionally visited by most players. There is no big hears a bestial hand as n irwunl he will wake up to find the stone
wizards and imperial advisors. win strategy with it, though it for heroic deeds. missing.
He has unearthly powers to aid can be fun to play.
tlifiu in noble causes.

IST EDITION 156 157 1st EDITION


\ *.! • rS.-iWMBMSWfc?™ •- nv TT _B& .am nOV^-" T*1 W. • 9^MHHHRX£.J»- ^FfSsf.

Common Rare Rare Harmful Uncommon Common Dragon Rare


John &: Laura Lakey Clyde Caldwell Ken Frank Fred Fields Fred Fields Erik Olson

This unremarkable ally is of The odds of his being able to This event is useful, but far \enioc is relatively high level Any non-wizard champion This is a must-have card for
interest only to collectors. fight a monster, undead, or weaker than Ancient Curse for a cleric. However, com- that can cast wizard spells is any cleric spell deck. It's not
Players of the game should flyer are actually pretty good. (399/lst) or other events that pared to the other champion useful. A well-built deck can't so much that you need it, but
look for better allies to put in Therefore, Thorvid counts as 5 force a champion to be dis- types, she is only of moderate rely upon a single type of you can't afford to let your
their decks. levels toward the deck total, carded. To play it best, it level. champion. Therefore having a opponent have it.
but will frequently get to fight should be used at the begin- The Legendary Artifact monster that can act like is If the Rule of the Cosmos is
Trystan is a friend and, fighting with 8 levels. ning of the other player's (Promo 1) or Johydee's Mask wizard is a good thing for a enforced, there can be on!y
companion of Miles. Wltere Thorvid is not a great turn, before he gets a chance (218/lst) are the best artifacts wizard spell deck. one Arch-Druid in play. Who-
Miles is impulsive and carefree, champion to have in a deck to use the champion. That for Nenioc. The Legendary Artifact ever has him in play can dic-
Trystan is a compulsive worrier with the Orb of Dragonkind way it lasts through that turn (Promo 1) and Johydee's tate the use of cleric spells for
and often downright grumpy. He ( 157/lst), since that artifact and through his next turn. Ncitioc is a truly unique civa- Mask (218/1 st) are good arti- the whole game. Wizards,
has spent too mam/ adventures prevents monsters from imv. At one time she was a druid facts for the Young Cold monsters, and heroes with the
l>ulling Miles fat out of the fire to attacking GRRYHAWK realms, The fairy folk love their pranks. in the service of Ehlonna the Dragon. Baba Yaga's Hut special ability to cast cleric
feel good about it am/ more. Only but Thorvid gets his bonus These diminutive creatures see an tu re goddess. During the (158/lst) and the Chariot of spells are still able to cast
hia sense of loyalty ami duly keep only if he can fight a monster, the world as an unending party. Greyhawk Wars, Nenioc became Lyrx (159/lst) are particularly them without his permission.
him with Miles. undead, or flyer. Fun and laughter dominate their the host for the avatar of poor choices. Interestingly, a cleric able to
Tn/stan is the third son ofn The Legendary Artifact world. They see humans as over- Ehlonna. As an avatar, she per- cast wizard spells must ask
nobleman. In no position in (Promo 'I) can make Thorvid sized sourpusses. formed wondrous deeds. Nenioc Even the youngest and smallest the Arch-Druid for permission
inherit anything, he left to find level 13 vs. monsters, undead When tlicfain/ folk have had was one with nature to a degree of dragons is a powerful creature. to cast wizard spells.
his fortune in the world. Trained or flyers. enough of a human's surly ntli- thut she had not thought passible. This power combined with the Once permission is given or
to use the sword as a youth, he is tfidt', they infect him with their When Ehlonna left Nenioc, the playful spirit of youth can fa- n denied to a particular cleric, it
a respected fighter. He has no Thorvid is a warrior of great own brand of madcap insanity. ilrnid became despondent. To frightening thing. It gives new cannot be changed. The cleric
magical items or special powers renown. He has adapted the wild The human seems to be drunk on have been one with the plants meaning to the term prank. is or is not able to cast spells
to help him through the tight fighting style of the sea raiders. life when infected with fain/ mid animals and then have linil Here a young gold dragon is u n t i l the end of the current
spots. Tn/stan is a man who Wearing little armor and wield- madness. Fortunately, it rarely feeling taken away was more sneaking up on an ore. It intends player's turn. The cleric does
prefers to make his own luck ing an axe, he puts more energy last? more than a single night. than she could bcni: to slowly warm the stupid not have to play a spell card
rather than count on someone than skill into a battle. His Nenioc begged a boon of her Intmanoid's helmet until it is to before asking.
elses. vicious fighting style is well deity. Ehlonna turned Nenioc hot to keep on, or the ore spins to If Johydee's Mask (218/lst)
adapted to monstrous opponents. into a creature of nature. see who is behind him. In either or any other card is used to
He seems to have a knack for Although not an avatar, Nenioc case, the ore will soon he charred imitate this power, clerics
;s
knowing just how to fight them. no longer strictly human. bones. must obtain permission from
both players to cast a spell.

IST EDITION 158 159 IST EDITION


W - I-^B^^KT ^K*' VL£ -<

Uncommon Rare Rare Undead Common Undead Uncommon Uncommon


Keith Parkinson Erik Olson Jeff Easley Valerie Valusek Jeff Easley Larry FJmore

The Hell Hound has a rela- There are two cards with this The card affects not only mag- This is a next-to-useless ally. This champion has a more This is a valuable ally for any
tively high level, but its spe- name. The other is T73/lst, a ical swords and spears cur- In ii deck designed to use than decent level. Despite the deck. Not only does it have a
cial power is unlikely to have +2 magical item. It is legal to rently in play, but also any he undead, it could have some nature of the illustration, it is decent level bonus, but it pro-
much effect. It is unlikely Hint have two of each in a single m i g h t play in the rest of that value. Even then, there are neither a dragon nor an vides immunity to most offen-
it will ever face a Fireball deck. round of battle. lots of undead allies that have undead creature. sive wizard spells. The
(331 /1st) spell. There is absolutely nothing For all cards printed in a higher level or a useful spe- Johydee's Mask ( 2 1 8 / l s t ) is Fireball (331 /st) spell is not
If it is paired with the Tre- special about this champion. 1994, there are nine magical cial power. a good artifact for the Winged attractive enough that it is
ants of Grandwood 095/lst), The only reason to put it in swords and no spears. They Horror. Baba Yaga's Hut likely to be in someone's
it provides complete immu- your deck is if you need flyers areFlameblade(97/lst), The lowly skeleton is not feared (158/lst) and the Chariot of deck. Besides, unless the Tre-
nity to offensive wizard or there are no better champi- Magic Sword (206/lst), Sun by skillful and powerful war- Lyrx (159/lst) are particularly ants' level is lowered through
spells. ons available. Sword (59/RL), the Sword of I'itn-s. Unfortunately, not every- poor choices. card play, the Fireball has no
The Legendary Artifact Friendship (3/DL Chase), one in the world is a skillful nnd effect anyway. If played with
These large, shaggy beasts arc (Promo 1) and Johydee's TVikhisi.s's Mirror and Sword powerful warrior. To the common The winged horror ;s ;/<>/ mi the Hellhound (190/lst), the
shaped like oversized Mask (218/lst) are good arti- (12/DL Chase), Dragonslayer man-at-arms, a skeleton is a ter- undead monster, but a supernat- champion gains complete
wolfhounds. However, the simi- facts for the Griffon. Baba (48/FR), Flametongue ror to be avoided. Arrmvs find no ural beast from the outer planes. i m m u n i t y to offensive wi/ard
larity ends there. The hell Yaga's Hut (158/lst) and the (49/FR), Frostbrand (50/FR), place to bite. Spears and pikes arc Its skeletal body is a convenient spells.
hound's eyes glow with the fires Chariot of Lyrx (159/lst) arc and Vorpal Blade (62/FR). likewise ineffective. He has to physical form for the powerful
of hatred. A malevolent intelli- particularly poor choices. Artifact swords and spears close with the undead tiling in nnd malevolent entity. Treants tire creatures that resem-
gence flare? within them, far are not discarded by this card. order to battle it. He must stare Despite the obvious advan- ble living, mobile trees. When
beyond anything a mere hound The griffon is a magical creature, With so few cards to affect, into the glowing red orbs that fill tages of its hnge body, it prefers they stand still, few humans can
would have. part eagle and part lion. It nests and only a +3 level bonus, the 'ts eye sockets, must smell the In use an oversized sword. The tell the difference. Treants tire
Hell hounds can breath fire. in mountain crags and preys Giant Skeleton is not a very went of the grave us he swings teeth, claws, and horns are more noble creatures, devoted to pro-
They can exhale a gout officiate upon horses. The griffon is a exciting ally card. his mace. More than one man-at- for the psychological effect than tecting the trees of the forest.
that incinerates whatever stands fierce creature and not to be arms has fled rather Hum I'ucc Ihf anything else. However, should it They move slow, speak slaw, net
before it. One of their favorite taken lightly. Occasionally the spirit of a giant lowly skeleton, lose the blade, its natural weap- slow, and are slow to anger.
tactics its to bite a limb and A trained griffon is never will not rest easy in the grave, it ons are more than deadly enough However, once angry, few tilings
clam;.! down on it. While gripped tame. In this picture, the rider is comes back to animate its skele- to finish the fight. in nature can stand up to tin'
tint way they release a fiery struggling to control the beast. ton. Usually the war chieftains treat.
burst. Such intense heat in *nch Once fully trained, griffon riders nnd shamans are the only ones Grandwood is an ancient for-
a confined area usually burns all are powerful fighting units. with a powerful enough person- est that has resisted all hintiuii
Hie flesh from the bone. fility to come back as one of the incursions. This is due solely to
nndead. the efforts of the truants. They
mean to keep this one bastion of
old forest whole and healthy.

IST EDITION IhO 161 IST Gnrnois


Common Rare Common Common Common Common Harmful
Jeff Easley Valerie Valusek Roger Loveless Robin Raab Valerie Valusek John Lakey
This champion should be This card is of interest only to This is one of the more pow- This is a powerful artifact for This magical item is almost This card strikes all players
included in a deck only if the the collector. It has a small erful holdings in the SriiLLRKr; anv deck. The ability to pre- worthless. It has the smallest equally, but there are ways to
player has no other options. level bonus and no special game. It is useful when vent an opponent from get- possible level bonus and no skew the effects in your favor.
The Legendary Artifact ability to make it attractive to attached to any realm. How- ting certain cards in his deck special ability. If you can't play this event so
(Promo 1) and Johydee's the player of the game. ever, when attached to a is invaluable. For example, if it hurts an opponent while
Mask (218/lst) are good arti- realm such as Menxoberran- every turn you got rid of a One of the figurines of wondrous helping you, it is no better
facts for the Rangers of the Win/ should warriors be the only zan (2/lst), which cannot be realm card from the top three, power, the falcon is a fist-sized than Good Fortune (100/ 1st)
Hornwood . ones protected by magical attacked by flyers, it creates your opponent is slowed statuette. Wlien commanded, it and possibly worse. Calm
armor? An armored knight an almost invulnerable realm. down tremendously. The grows slightly into a full-sized (400? 1st) is effective against
Rangers arc dedicated to preserv- astride his trusty steed may seem Four FORGOTTEN REALMS realm same strategy could work falcon. The magical creature fol- Transformation.
ing nature and ridding Hie world invincible. One cmssboze bolt cards can be used this way with champions. low its masters orders. It can fly One use for Transformation
of goblins and giants. They do through his horse, however, and with Border Forts, Men/ober- The power of this artifact faster than any normal bird. Its is to save it for battle: Once
not desire to be one with nature he is doiun on the ground, likely ranzan, Pirate Isles (10/lst), must be used before the owner sees whatever it sees. Such you have used your other
the way a dntid does. They an not, lie is pinned bi-nnttli its The Great Rift (12/lst), Ever- player draws cards at the aerial reconnaissance can provide cards attacking or defending,
would rather be human and live weight. meet (29/lst), and The Coral beginning of his turn. invaluable information. Any play this event to replenish
in harmony with nature than be The answer, of course, is Kingdom (11 /FR>. On the The best champions to edge in a time of trouble is your hand. Ideally, play the
absorbed In/ it. armor for the horse — armor other hand, it does very little attach this to are those that worthwhile. card when your opponent has
The Rangers ofHornwood are known as barding. Better even forKo/akur.i (13/FR). cm protect it. lux the Evil Although the falcon is uol more than five cards. This is
noted archers. It is said that a than regular barding is magical U(s7/lst) is a good example. designed to fight, it can do so. Its more likely in a multiplayer
liornwood ranger can sever the barding. The best sorts of magi- All nations have borders. Some- Otherwise attach it to a cham- claws are hard as stone and sharp game, when you have
reigns on a horse at fifty yards. cal barding arc enchanted In times it seems that is all they pion that is never supposed to as cut glass. Its beak can shatter depleted your hand defend-
What is known for sure is that weigh almost nothing when care about. Kingdoms and be in combat, such as wood and dent steel. Unfortu- ing against several attacks.
I Ion/wood is now a safe place strapped to the beast of burden. empires spend almost as much Hetlman Tsurin (172/lst). nately, it takes only a couple of The card can also be used
through which to journey. The The metal alone is enough to stop time squabbling over borders solid blows with a mace to shat- offensively If you have
hobgoblins and ogres that once most arrows and bolts. Truh/ than they do collecting taxes. Ren is a mysterious figure in the ter the falcon. Therefore, using it depleted your hand, wail
ambushed unwary travelers are unusual pieces grant unique To establish and maintain bor- li'gi'ndary lore of Creyhawk. There us n combatant is a last resort. until your opponent draws
few and far between. powers to the horse. It might pre- ders, many nations build border is speculation that Ren is actually cards to begin a turn (or has
vent the beast from ever shying forts. These small fortifications (in avatar of Boccob. Regardless of just played Good Fortune).
or bucking in combat. It might arc nuinned by just enough sol- m's true identity, Ren once claimed Before he can play any of the
even reflect spells cast upon it. diers to deter neighboring king- this crystal bull. II is rumored to just-drawn cards, play Trans-
doms from casually moving a have the power to grant wishes. formation! Transformation
border or raiding foreign lands. However, the recipient of the wish also depletes a deck faster,
sometimes wishes he could take it possibly ending a game
hick. sooner.

IST EDITION 162 163 IST EDITION


Common Harm f LI 1 Common Harmful Rare Harmful Uncommon Helpful Common Sword Rare
Jeff Easley Jeff Easley Clyde Caldwell Keith Parkinson Robin Wood Jeff Easley

This is another event as likely Another event as likely to This is a good event card for When played during battle, This is one of eight swords This spell's true power is dis-
to hurt you as an opponent. If hurt you as an opponent, this attack or defense. If you are Charge! increases your cham- found among the magical played when played against a
you play with several champi- version of Siege is the poor attacking, and your opponent pion's level. In addition, it items printed in 1994. Of flying ally or champion. The
ons, though, you can afford to man's Cataclysm. The similar chooses a champion you don't stays in effect, so champions those eight, this one and two spells bonus then increases to
lose one. An opponent with Siege! (150/lst) is better want to face, this card can played later in battle also others (97/lst and 59/Rl.) +6, making it comparable to
only two or three champions because it only razes the force that champion away. If receive three bonus levels. provide a +2 bonus. cither powerful wizard spells
in the pool has a tough choice. realm. This version discards a you are defending, you can This card is most effective This magical item is very such as Shapechange
A Calm (400/lst) negates the realm in the front rank, send your attacker back to his when played just before your similar to the Sun Sword (212/lst) or Improved Phan-
effect of this card for that regardless of where the front pool own battle phase. You attack (59/RL); the sword's bonus tasmal Force (347/lst). Note
player. rank is located. For example, Note the wording of the with a bonus for all your increases to +5 if used against that the extra bonus comes
This event card does not if your realms are in positions card. If another champion is champions, then possibly undead. While the Sun into effect if any flyer is used
defeat a champion, but 13 and C, Siege destroys the not chosen, the player affected defend with the bonus, and Sword's additional bonus is by the opponent during the
instead discards the champion realm in position B or C by it loses the battle. If you finally get another turn while activated if the opposing round of battle when Enlarge
directly. Thus, cards with .spe- (owner's choice). attack a player with only one the bonus is still in effect You champion is undead, the is played.
cial conditions for defeat, You can defend yourself champion, this card sends the can also use the card when Magic Sword becomes +5 if Unfortunately, there are few
such as luz the Evil (1 67/1 si) from this event with a Calm champion away, you win the you are being attacked. This any undead are used in the flying champions or allies,
and Amarill (77/1 st), cannot (400/lst), with a Spirit of the battle, you raze the realm, and allows you the bonus during round of battle. Thus, if the even given spells, magical
activate their powers if dis- Land (288/lst) if you have a you draw spoils of victory. yuur next turn, but eliminates opponent plays an imdead items, and artifacts that turn
carded by this event. DARK SUN realm in front, or if If this event is used against some of the card's potential ally, the Magic Sword is con- champions and allies into fly-
Each player chooses (he the Geneva Conclave (Promo Rikus(258/lst)orDri22t duration — try to save it for sidered +5 instead of +2. ers. Thus, it is unlikely that
champion to be discarded, 2} is attached to your lead (45/lst), these champions maximum use. Undead are somewhat rare your extra bonus will come
and the champion must come realm. In a mulliplayer game, in the game, so it is unlikely into effect (at least against
may not participate in the
from the pool, not from battle this tactic might be worth it. In combat, a charge is sometimes the sword's bonus will come cards printed in 1994). In
battle until an intervening
or the hand. Any player with- This card works for the used to gain a tactical advantage. into effect. In addition, there addition, there are spells that
round of combat has been
out a pool is unaffected by the "Ward's Cataclysm!" trick. It A quick forward movement can are magical items that are +5 already grant a +6 bonus all
fought.
Enslaved! event. is also good if used before you make a well-armed unit even (or better) a!l the time, such as the time.
The playing of this event
As a final note, remember have placed out any realms. more difficult tosioi>. the Crystal of the Ebon Flame Keep in mind that Enlarge
card does not prevent the
that champions involved in a (153/lst) or the Staff of Con- is a defensive spell, and it is
affected champion from being
battle are not considered to be juring (105/lst). one of the higher level defen-
played again in a subsequent
in the pool. round of battle. sive spells available. This
could make it a worthwhile
Calm (400/lst) can prevent
addition to your deck, since
the effects of this event.
few champions are immune to
defensive spells.

165 IST EDITION


IST EDITION 164
Rare Common Uncommon Harmful Common Rare Rare Harmful
Robin Ra.ib Valerie Valusek Glen Orbik Roger Loveless Erik Olson Clyde Caldwell

This is one of the better magi- There are 1 1 GREYI LAWK hold- If you play a deck with few or If you want to build a deck of This is one of the better wiz- As with Siege (203/lst), this is
oil items. For one thing, it ings. Most of them are better no magical items (not neces- flyers, this spell might seem a ard spells available, at least an event that is as likely to
gives the attached champion a than this one is, providing sarily a good idea with cards must. However, beware of the based on level bonuses. Only hurt you as it is to hurt an
decent bonus; only a h a n d f u l valuable immunities or level like the Loup-Garou (79/RL) trap associated with this card. three spells are equal or bet- opponent. If you play with a
of magical items have higher bonuses (cards 141/lst around), this is a good event Flying allows your cham- ter: Phorbe's Scrolls (406/lst), lot of realms, or if you happen
bonuses. In addition, while through 149/lst, and 216/lst, for you. It is a more universal pion to attack any realm. Phase Door (20/FR25), and to have a Calm (400/lst), feel
you have this item attached to are the other GREYHAWK event than Sky Singers However, this card does not. Improved Phantasmal Force free to play the Barbarian
a hero — not a monster, wi/ard holdings). (278/lst), which causes only You must declare which realm (347/lst). Shapechange is also Raiders! event. Don't play this
or cleric — in your pool, you However, if you are playing magical items to be discarded, vou arc attacking first, then a defensive spell; several card unless you have a realm
can odd an additional +1 with several GRKYHAWK not artifacts. If you play with select a champion. Only after champions have immunities in your hand that you don't
bonus to any champion you realms, and with several spe- artifacts, you might want to Ihe opponent chooses a to offensive spells, but very mind losing, a realm on the
have in combat. cial allies, this card can be avoid Fast Talking in favor of defender and you fall behind few are immune to the effects table that you want to get rid
1 f you base your choice of valuable. For example, cards Sky Singers. numerically can you play a of defensive spells. of, or a Calm or other card to
magical items on level like the Flesh Golem (73/RL) This event can be especially spell. Unless you can already If you play a deck based on prevent Barbarian Raiders
bonuses, this is the one to or the Loup-Garou (79/RL), good if you have a Loup- fly, you can't attack protected level bonuses, Shapechange is from affecting you. Of course,
use — unless you can find can be returned to your hand Garou ready to play. Use Fast realms, because Flight can't be definitely a spell to include it's ideal to play this event
duplicates of magical items after a successful round of Talking! to get rid of your played before combat. If you (probably twice). Otherwise, when you have no cards
with higher bonuses and fill battle. opponent's magical items, can already fly, why play there are some spells with no either in your hand or on the
the 10 magical item slots in Cards like Assassins then play the Loup-Garou to Flight? numbers, but with very inter- table.
your deck with them. If you (252/lst) and Mogadishu's defeat the champion (unless There are two possible uses esting effects, which As with Siege, you might
also look at the special pow- Horde (25"! /1st) are not as the opponent can play a magi- for this card. First, if your Shapechange lacks. have good luck with this card
ers of an item, the Ring's spe- useful with the Arms of cal item from his hand). champion and allies are flying very early in the game, when
cial power isn't that good, Veiuna, because their powers The best use for Fast Talk- with the aid of a magical item A shapechange spell allows a another player has only one
since it only corne-s into effect are activated only if they are ing is to discard artifacts and w artifact, and that item is wizard to assume the shape of realm down and you have
when the item is attached to a on the losing side. However, if magical items that really destroyed during combat, another creature, as well as many none. While Siege is almost
hero. you intimidate your opponent annoy you or that allow the Night allows you to continue of its abilities. Before entering sure to be effective, Barbarian
If you want a more univer- and win the round, the Arms opponent a really nice power. l<> play allies. Second, if your combat, a ivizard can gain mi Raiders might only take a
sal effect, try the War Banner of Veiuna can allow you Lo This includes things like the opponent uses a Wall spell advantage by assuming the slinpe realm from the other player's
(151 /1st). The minor bonuses keep the Assassins or the Labyrinth Map of Shuuc during battle, Flight allows and abilities of 'n powerful hand.
granted by the Banner add Horde around for another (410/lst), Magical Champion the combat to continue. In monster.
up, especially if you've battle. (402/lst), and the Codex of "ther words, Flight acts as a
designed a deck with many the Infinite Planes (152/lst). counter-effect card against the
allies. various wall spells.

1st EDITION 166 167 IST EDITION


.... ..... ~m_j£J BTW^- - . ^.J_.. L . ... 1 . .
i V ^V \1 .
Rare Helpful Rare Common Uncommon Rare Rare
Robh Ruppel Valerie Valusek Valerie Valusek Steven Schwartx Valerie Valusek Terry Dykslra

This is a good curd, but one as This is another deceptive One of 11 GRIJYI IAWK holdings, This is one of the best magical This is a good artifact, one of This is a useful magical item
good for anyone else as it is card. At first, the +6 bonus this is neither the strongest nor items to include in your deck. nineGRiiYHAWK artifacts under some conditions. If you
for you. Calm(400/1st)is looks pretty good; it is one of the weakest. If you plan on get- It prevents the opponent from printed in 1994. It is one of the play a deck with few allies,
generally ineffective against the better bonuses found on a ting your realms razed, use this ploying allies, which can save most powerful artifacts in the the Helm of Teleportation can
this card; drawing cards can- magical item. The Potion of holding in your deck. Reali/e, vou from all sorts of unpleas- game. allow you to add to your total
not be considered a harmful Fire-Breathing has a strong however, that letting one of ant effects. One of the better The Mask allows the in combat, even if you can't
event except under one cir- disadvantage: It is discarded your realms be raxed usually uses of this card is to attach it attached champion to assume play spells. The champion
cumstance. Only if your after one use- gives an opponent a spoils of to Gib Htimsen. Since that the level or gain the power of who comes to your aid does
drawing three cards would You can put a maximum of victory. It is more to your champion is already i m m u n e any other champion in play not lose any powers or
end the game at a point when 10 magical items in your deck, advantage to prevent your to spells, magical items, arti- anywhere.The player can attached cards, so you can
you have fewer realms out and it is more to your advan- realms from being raxed, which facts, and events, the Net of switch powers once during add to the effectiveness of
than anyone else can a Calm tage to use those that do not means you should choose other Entrapment makes him prac- each player's turn. your battle forces in ways
be played. The chances of this have to be discarded after one holdings that can help defend tically invulnerable (as well as For example, the champion other than level bonuses.
happening are pretty slim. use. If you want a card that your GKHYI IAWK realms. ii bigger target for cards t h a t can assume another cham- Beware, however, of this
If the object of your play is grants a +6 bonus and can be However, there is a good use can affect him). pion's level, preventing the card's three pitfalls. First, if
lo end Lhe game as soon as used only once, choose a good for this holding. If you play The Net also prevents your effect of such level-based you win the round, you can't
possible, this might be an ally or spell, since your limits with the Scarlet Brotherhood opponent from playing such cards as Ice Storm (380/lst); again use the champion who
even! to include in your deck. on those types of cards are 035/lst), you can use that annoying allies as Assassins this must be done before such came to aid the champion
Otherwise, concentrate on much higher. realm Lo discard a champion, at (25271st), the Brine Dragon a card is played, not after. The with the Helm (you also can't
"selfish" events that help only The Potion might come in the cost of razing the Scarlet (457DL), and the Flesh Golem champion might instead use a champion who has
you. If you want something handy against opponents Brotherhood. The Arms of the (73/RL). Note that the net assume the special power of already participated in a
that allows you to draw cards, i m m u n e to spells or who pre- Shield Lands can be used to must be played before the Midnight (467 Lst). round in this battle). Second,
put a couple of Good Fortune vent you from playing allies, rebuild the realm instantly — Flesh Golem to be effective in Note that a borrowed level it puts two of your
(100/lst) events in your deck. but there are better ways to even in the same turn, since the a contest between the two. replaces the attached cham- champions at risk in the same
The Temple of Elemental Evil overcome such problem;;. You power of the Scarlet Brother- While there might be a temp- pion's level. A special ability is round of battle; if you lose,
(124/'lst) gives you the same might also place the potion on hood must be used at the begin- tation to play the Net during gained, in addition to what- they are both discarded.
effect without sharing it with a champion in (he pool lo ning of the turn, before the battle to eliminate allies ever special abilities the cham- Third, the extra champion is
others, and it won't waste a increase his level. While this phase in which you build already played, a Flesh Golem pion might already possess. an allv, vulnerable to those
slot better spent on a different would serve to protect against realms and holdings. prevents the Net from being The ability to cast spells is not things that affect allies, like
event card. such things as a Death Spell This is a strategy that lends played, so its power cannot gained unless that is the spe- the Brine Dragon (45/DL). Be
c
(392/ 1st), saving the champion i isel 1 well to the Defiler Trick, »me into effect. cial power written on the card. careful using the 1 lelm of
from such a spell counts as one as described in the Strategy Teleportation.
use of the Potion. section.

1st EDITION 168 169 IST EDITION


.i W \- i ^•OT^^^VBHM^^H «K • , *

Uncommon Realm Realm Realm Realm Uncommon


Larry Elmore Diesel Diesel Diesel Diesel Diesel

The power of the Rod of Dis- Draj should be used in any Raam is one of the weaker Urik is another "must- Tyr i.s a good realm to have Culg is another great realm
pel Magic is quite useful. deck heavily themed around realms of the DARK SUN world. have" in a deck with DARK in any deck, especially one to use in a DARK SUN deck or a
However, there arc better arti- DARK SUN realms and hold- Even so, it is still stronger than SUN realms and holdings. that uses DARK SUN realms deck that has few champions.
facts, unless you arc playing ings. Its power— subtracting 2 many realms of other worlds, Because it can defend itself as and holdings, but also in a Gulg can defend itself as a
against someone with many from non-flying attackers — is adding 1 level to all its defend- n level 4 champion, Urik is deck that uses a "mongrel" (a level 7 hero and also destroys
spells in his deck. stronger than it might first ers, both champions and allies. also valuable in a deck with a deck composed of cards with the first ally played against it.
The Rod can cancel any appear. Since there are rela- low number of champions. no particular theme) set-up. Even if your opponent dumps
spell, but can be used only tively few flyers among the Rama's former ruler, Abalnch- Urik's power (which prevents Not only can Tyr defend itself a low-level ally, that is one
when the attached champion cards, the penalty applies to Re, was defeated by Sadira during .my attacker from playing as a level 5 hero, but it gives less card that he has to use
is attacking or defending. most attackers. This penalty that wizard's quest for the Dark allies) also makes the realm the player the valuable ability against you.
While it can be used again applies both to attacking Lens. Since Abalach-Rc's death, particularly useful against a to draw an extra card per
and again, unlike Dispel champions and to attacking chaos has erupted within the city. deck that relies heavily on turn. The ruler of Gulg, Lalali-Pny,
Magic spells (346/lst and allies. Various factions now seek /<> .illies for combat — or against a - Tlit1 player can draw a card considers herself to be the Oba
358/lst), it is limited to only control Raam. The templars have deck that contains The Assas- when Tyr is first placed into (forest goddess) of Gulg. Her
one spell during a round of In the DARK SLN setting, Draj seized theftiv troops that remain in sins (252/lst) or another the rraim formation;- there- people have come to see her as a
combat. If you go up against was ruled by the sorcerer-king an effort to protect themselves "dangerous" ally. after, the player must draw an divine being over the centuries of
someone who uses few spells, Tectuktitlay until his untimely against the vengeance of the people, The realm defends itself as extra card during the normal her nilc. Now, she plans to con-
the artifact is relatively demise at the hands of Rajaat the since without Abalach-Re they a hero. It does not receive the draw phase, or lose the extra vince the other city-states of her
useless. War-Bringer, Draj is now ruled have no spells to call upon. The benefits due to wizards, card for that turn. divinity by sending forth her
While this artifact can be by the king's "son," a mind-con- noble families liave each seized con- clerics, or monsters, but templars to preach her words of
used only by the champion trolled youth named Atzetuk. trol over small areas of land and neither does it suffer their Tyr is the chief city of the reforestation. Behind it nil, how-
during battle, it can be used Draj is almost constantly at war, hive used force and savagery la disadvantages. DARK SUN campaign, lending its ever, the Oba truly wishes la
against any spell, even one sending its armies far and wide take whatever the]/ want from ! In- name to the entire region of play. revitalize Athas.
outside the battle. For in search of captives. The armies weak. The few merchant houses i irik is home to the sorcerer- Once ruled by a sorcerer-king, Gulg is a forest-city, some-
example, if the attached of Draj are formidable infantry that remain — House M'Ke the king Hamanu. The city can field Tyr revolted and achieved free- thing quite rare on Athas. The
n
champion enters combat, the forces, providing the realm with most prominent — now regularly huge, well-trained army, some- dom. Supported by a gladiator warriors of Gulg are capable
Rod can be used to dispel a its power. mid the city for supplies. Once 'nncs Ictl by Hamanu himself. It tinny, Tyr is well-defended and hunters and sneaky enough to
Fear (348/lst) on a friendly they've gathered enough supplies, if this army that acts as a cham- able to obtain what it needs. destroy enemies before they cmi
champion (or even on a cham- they equip a caravan that goes to /"'<>», and which prevents allies be brought into play.
pion belonging to another the other city-states. li'oin Iving played against the
player). An elf-tribe known as the Night realm.
Runners has also taken up n posi- •
tion of power within the remnants
of Raam

IST EDITION 170


1 171 1ST EDITION
^•••••iMtttt^w;,1. • "•-•.•^••••ES-,.- :.;. -vrr),' vVi
Uncommon Realm Uncommon Uncommon Uncommon Common
Diesel Diesel Diesel Diesel Diesel Diesel
Nibenay belongs on the list As with the other DARK SUN 1 loldings like this one are best When this realm is attacked, South Ledopolus can be use-
played far from the front lines If you use a deck with a wide
of "really excellent realms." A realms, Balic is a keeper. Not the owner can draw a card f u l in a deck with some good
of your realms, where attack- variety of clerical spells, this
must for DARK SUN decks, only can it defend itself as a ,iny time during combat from allies. Note that this holding
ers can't strip its power from holding can augment Ihe
Nibenay is also very useful in a level 4 hero (making it valu- the draw pile. The card drawn does not give the champion
you. Although Ihe power champions used in defense of
mongrel deck, a deck with a able in a deck with few cham- must be played legally; if it an identifier, so it is consid-
itself is marginal, any card your realms. Since there are so
low number of champions, and pions), but attacking allies are cannot be played immedi- ered a hero for the purposes
that can prevent you from few cleric champions — and
in a deck with Drizzt (45/400) halved, making Balic valuable ately, or if the owner chooses of what can affect it. even fewer high-level cler-
orOchimo(95/FR). against a deck that relies on having to throw a card away not to play it, it goes into the While the inclination might
at the end of your turn has its ics — you can use this holding
To be flipped down, Nibenay allies. Note that allies' levels player's hand. be to use a high-level ally to
place. If you play with this to provide yourself with more
must be defeated twice in one are halved before any adjust- Again, this is a nifty power, take advantage of this hold- spell casters.
bailie; these defeats need not be ments for holdings are holding, make sure you've but not as good as the powers ing's power, South Ledopolus
constructed a deck that uti- Don't forget that realms
on consecutive rounds of that applied. Ogo (233) and the of other DARK SUN holdings. If does not prevent the con-
lizes its power. Realms like and holdings that provide
battle. Thus, the player couldn't Dungeon of Culg (248) both you've got a deck full of allies, verted ally's power from spellcasting abilities cannot be
allow the realm to be razed dur- subtract 1 level from allies Tyr (224/lst) and holdings spells, and other cards that working. Therefore, a lower
HkeArkhold(236/lst) used in phases 3 or 5 of your
ing Ihe first round, defend with after Balic halves the level. are immediately useful in level champion with a special turn, nor do they count as
a champion in the second, and increase the chances that you battle, you might want to use power — such as Assassins spellcasters if the Dispel
then claim the realm could not Balic was ruled by the sor- use this holding's power. Ihis holding. Otherwise, the (252 /1st) or the Loup-Garou Magic optional rules are used.
be ra/.ed during the third round cerer-king Andropinis. Balic is randomness of the result (79/RL) — can be very helpful
The Mud Palace is a magnificent
Only in defense — phase 4 —
because it wasn't defeated difficult to approach, accounting makes this card unreliable. in conjunction with this hold- can the champion cast spells.
"twice in a row." An attacker for the realm's power against and mysterious castle of white The Lost Oasis (242/lst) ing. Particularly effective are Certain spells can be cast to
does not earn a spoils of victory allies, and every citizen is n marble. It sits in the midst of a has almost exactly the same those higher-level allies with help you out during combat.
card until Nibenay has been member of the militia, explaining thick jungle on a mud flat popu- power, but is a stronger card. powers, like the Brine Dragon At the very least, you can
defeated twice in one battle and the realm's ability to defend lated In/ dozens of horrid mon- (45/DL) or the Flesh Golem make the attacker regret his
turned face down. itself, sters. The castle has no entrances (73/RL). decision to attack you by cast-
It is generally a good tactic to except for high windows which The holding can provide an ing spells like Shadow
allow the realm to be razed release a constant torrent oj ally as a champion for every Engines (35/FR) and Earth-
once early in battle to save water. round of battle quake (29/FR). While you're
champions for the "real" in battle you can also cast Res-
defense of the realm, although urrection (34/FR) or Living
by allowing the realm to be Ward (33/FR) to further frus-
razed any attached holding is trate matters.
discarded.

IST EDITION 172 173 IM I ; M I T K > M


Common Uncommon Uncommon Common Common Common
Diesel Diesel Diesel Diesel Diesel
Diesel

This is one of two cards with Ogo's power applies to any Makla's power is very similar If you play with a deck This is a great card for any This holding's power is
the same name; the other is attacking champion and ally, to the powers of Ogo with a lot of monster champi- deck with DARK SUN realms. straight-forward, adding 2
card 237/lst. Both Salt View so it is more effective than a (233/lst) and the Dungeon of ons, Kalidnay helps by lend- Like the realm of Tyr levels to a defending cham-
cards show the same geo- card that affects only one or Gulg (248/lst). Makla is more ing 4 levels to any monster (224/lst),Ai-khold allows you pion. Compared to the pow-
graphic area. the other. This card's power is reliable, however, because that defends the attached to draw an extra card each ers of many other DARK SLN
This is probably the better weakened when Ogo is you can build a deck with lots realm. There are only six turn. Draw an extra card holdings, this one is relatively
Salt View, especially againsl a attached to Urik (223/lsO, of allies to take advantage of DARK SUN monsters in the when you first play Arkhold; weak. However, if you play
deck with many monsters. Its which keeps allies from being this holding's power (and the 1994 releases, but two of these after that, the extra card with few allies, this card is at
power to prevent attack by played by the attacker at all. other holdings depend on are the Dragon King and should be drawn at the begin- least as good as Makla
monsters is generally more However, Ogo is a nice addi- what your opponent plays Borys (304/lst and 305/lst). ning of each of your turns. (234/lst).
useful than adding 2 levels to tion to Draj (221 /1st) or Raam against you). These monsters are levels 8 Since the Rule of the Cos- Note that there is another
a defending champion. Nei- (222 /1st), since the powers of and 9 respectively. mos does not apply to hold- Salt View (232/lst). Both
ther Salt View is especially those realms complement the Makla is a client village of the The FORGOTTEN REALMS ings, you can play with two cards show nearly identical
strong compared to other power of Ogo. Ogo is espe- city of Urik. This rugged town release has a few powerful copies of this card in your portions of the map, but have
DARK SUN holdings with more cially good when attached to serves as a supply center mid monsters that would be a nice deck. If both are used and you differing powers.
universal powers. Balic(227/lst), since Balic base camp for slave gangs Hint addition to this deck. Both the also have Tyr in plav, you
halves the levels of attacking quarry obsidian in the Smoking Storm Giant (81/FR) and the would draw three extra cards "Salt View " describes both a vil-
Tlw name "Salt View" describes allies, and Ogo then subtracts Crown. Makla is rarely harassed Firbolg (79/FR) have special per turn. If this is the case, lage and the tribe of slaves that
both a small village and a slave another level, the cards make hi/ raiders, because 500 soldiers powers that further limit the you would be wise to put the lives there. Led by Xanyoii, mi
tribe that lives there. This card an effective combination. from Urik are stationed here. Tltf attacker's use of allies and Mud Palace (228/lst) in your ex-gladiator, the slave tribe of
represents the village, which is This card's power is exactly soldiers are aided by 50 half- champions. deck as well, so you have a Salt View has a loose military
hidden in a huge cavern, perhaps the same as that of the giants armed with iances mid chance to avoid discarding structure. They support them-
an ancient salt mine, in Hie Dungeon of Gulg (248/lst). clubs. In addition, there are 25 Ktilidnaywas once a magnificent your extra cards. selves by raiding caravans that
MckiUot Mountains. Only the hulfiing hunters assigned to truck city-state, as large as Tyr and as This holding is a good can- travel to Gnlg and Nibenay. In
village's inhabitants know the dawn any slaves who escape. iwalthyas Balic. Its ruling sor- didate to be duplicated by the addition, the former slaves of Salt
correct way through the wind- cerer-queen, Kalid-Ma, was ;>ow- Hallucinatory Terrain (42/FR) View are known as fine story-
ing, dangerous paths that lead up t'l'fii! in bath magic and She spell. In this manner, yon tellers, performing their tales in
the mountain. In addition, if an pf ionic arts. Her thirst for power could get as many as four groups before wealthy merchants.
intruder reaches the cavern, the 'ftf to the destruction of her city, extra cards per turn by d u p l i - Though he seldom commands the
tunnels leading to the village can which was trapped by the mists cating Arkhold. people of Salt View, Xamjon /s </
be fo//((/wc(/. tf'Ravenloft, leaving a ruiiu-il warlord of great ability when /n's
*Iicll behind on Athas. skills are needed to defend Hie
village.

IST EDITION 174 175 IST EDITION


• - . -.v • .-, - VCQMMBMMMMBMMtaHBii^BMIV

Rare Rare Uncommon Common Common Common


Diesel Diesel Diesel Diesel Diesel Diesel

Waverly grants two powers This holding's power is good This holding's power comes This card has the potential to Lost Oasis is one of the best Grak's Pool is one of the
and is one of the better DARK against a deck with many into play only if your oppo- be useful, but it is not as good DARK SUN holdings. This card more desirable DARK SUN
SUN holdings. The first, pre- allies. However, if your oppo- nent has more than three <i pick as some of the other has almost exactly the same holdings, acting as a +5 ally to
vention of attack by flyers, is nent plays a deck with a good allies to play in battle, and OAKK SUN holdings unless power as North Ledopolus any champion defending the
relatively weak since there are mixture of allies, spells, magi- your opponent happens to be you know your opponent has (229/lst). When this realm is attached realm. This is a pow-
lew flyers available, However, cal items, and artifacts, he attacking the attached realm some allies you don't want to attacked, the owner can draw erful addition to any realm.
attaching Waverly to a realm may not play more than one with this holding. If your see in battle, like Mogadiscio's a card from the draw pile and However, this card is also
in Llit' second or third rank ally per round anyway. opponent has a choice, he 1 -lorde (251 /1st) and many play it immediately. Unlike vulnerable to cards that attack
makes the attached realm Bodach is weak compared to won't attack this realm when ethers. Even then, it's a guess- the card draw for North allies. For example, if allies
nearly invulnerable to attack, several of the other DAKK SUN planning to play a lot of ing game. Since you destroy Ledopolus, this card need not cannot be played against the
since normal attackers, flyers, holdings. allies. In addition, if your one of the attacker's allies as be played in defense of the attacking champion, this
and swimmers are prevented opponent can play three i i is played, you have to realm but instead can be card's +5 does not count. If
from attacking. tiodnch is a huge, mined city, a allies, he's probably got you decide when the ally is first played outside the normal the opponent plays a Brine
The holding's second monument to the ancients of the beat anyway. played if you want to discard turn sequence. Thus, if the Dragon (45 / DL) or other card
power, preventing spells from world ofAthas, home of the DARK The one nice thing about it, or if you want to wait and attached realm is attacked, that can discard an ally, the +5
being used against defenders SUN campaign. Once a mighty this card is that three is I In- see if a worse ally comes up this player can draw a card; if bonus granted by the pool
of the attached realm, is valu- city, Bodach is now mostly cov- total number of allies that can later. It's a risky proposition, it's a realm, it can be played could be negated like any-
able, especially against a ered In/ silt, witli only a few tow- be played in an attack against making this holding more of a immediately, like spoils of vic- other ally (but the holding
player with a deck heavy with ers poking above the sea of dust. the attached realm. If the gamble than others. tory. This should be an effec- remains).
spells. This prevents the Bodach is also a dangerous place, opponent plays three allies tive deterrent for most Grak's Pool can participate
attacker from using offensive for when the crimson sun ofAthas and one of them is discarded, This ruined city was once ruled opponents. in each round of battle, pro-
spells, but defensive spells, sinks below the horizon, thou- he cannot them play another by the beautiful sorcerer Sieiba, If the card cannot be played viding its +5 ally at the start
such as Shapechange sands of undend crawl from the ally, because he's already Queen ofYarannike. She and immediately, it goes into the of each round of combat.
(21 2/ 1st), can still be cast. ccllnrs and sewers of the ruin*. reached the limit of three King Hamaini of Urik became player's hand. If the card can
This spell immunity is less Those caught in the city after dark allies per round. embroiled in a bitter dispute over be played, it must be played
useful when Waverly is find themselves in a pitched battle If you plan to use Giuslenal the rights to quarry obsidian in immediately. If a champion is
attached to the Slave Realm of for the entire night — or until they in your deck, make sure to the Smoking Crown. Hamanu drawn, the realm must defend
Tunek(405/lst), which lose their own lives. Some say the attach it to your lead realm. resolved the dispute by razing itself with that champion.
already prevents attack by undead army is controlled by a "Yaramuke to the ground. Now, While the randomness of this
clerics and wizards. powerful defiler, while others slaves from Urfk are based in card makes it somewhat unre-
Waverly is a good holding claim the gruesome revennnts are Makla, which is used us /; haw liable, the chance for a good
lo attach to Draj(221/Isl): the citi/'s original inhabitants who for quarrying obsidian in Ilic result far outweighs the
Flyers can't attack, and non- remain there to guard a terrible Smoking Crown. chance of a bad or neutral
flyers lose 2 levels. secret. result.

176 177 1ST Eon IOK


IST EDITION
Common

1
Common Common Common Common Uncommon
Diesel Diesel Diesel Tom Baxa Tom Baxa Tom Baxa
This is arguably the best DARK Bitter Well is neither one of the This is one of the best DARK If you play with a lot of DARK This card has exactly the same This holding is useful if you
SUN holding available, if best nor one of the worst DARK SUN holdings, since it protects SUN realms, Fort Melidor power as Ogo (233/1 st) and is use many champions who can
someone razes the attached SUN holdings. Since it destroys all the player's realms from gives any allies defending one of the more desirable cast wizard spells, and if you
realm, you get to raze some- any flyers that attack the attacks by monsters or were- them an extra level. Use this DARK SUN holdings. Its power concentrate on spells that pro-
one else's realm as well. This attached realm, an opponent creatures. Unless someone card in a deck with many applies to any attacking vide a level bonus. To use the
is an effective deterrent for will probably not play flyers plays with no monsters, you DARK SUN realms and a good champion and ally, so it is power of the Ziggurat, you
most attackers. against it. This holding is par- effectively neutralize a por- number of allies. more effective than a card that have to rely on a defense with
In a multiplayer game, you ticularly effective if attached to tion of his attacking forces. Like other good DARK SUN affects only one or the other. champions who can cast wiz-
and another player can use a realm in the second or third You might want to use two holdings, the effects of this This card's power is weak- ard spells with level bonuses.
this holding against a third. rank. Bitter Well is a good com- of some holdings, such as one are cumulative, if you've ened when it is attached to There are only four DARK
Player 2 attacks you, you let plement to Draj (221/lst); fly- Silver Spring (244/1 si) and got two in play, all your allies Urik (223/lst), which keeps SUN wizards and two mon-
him win, and you raze a ers will not be played by the Arkhold (236/lst), since their used to defend DARK SUN allies from being played by sters that cast wizard spells. If
realm belonging to Player 3. attacker, and any non-flyers powers are cumulative. Only realms gain 2 levels. If used the attacker at all. However, you're planning to use this
Silver Spring is especially lose 2 levels. one copy of Black Waters is with some type of multiplier, the Dungeon of Gulg is a nice holding, don't construct a
good in combination with needed in a deck (unless you like Surprise Raid (101 /Isl), a addition to Draj (221/lst) or deck themed around DARK
Nibenay (226/lst). When For centuries, caravans traveling plan on discarding a lot of Fort Melidor or two can be Raam (222/lst), since the SUN champions. The bonus
Nibenay is razed the first time through this area could hear Ihe holdings and want to insure very helpful, especially if powers of those realms com- applies to any spells with
(before it is flipped down), sound of running water, yet none you'll have one of these you've already got a War Ban- plement the holding's power. level bonuses cast by any
Silver Spring can raze some- could be found — until a small available). ner (151 /1st) or something This holding is especially defender, not just DARK SUN
one else's realm. This allows group of dwarves settled in the similar in pliiy. The bonus for good when attached to Balic champions.
you to use the power of the area. They dug through a thin This card shows the same area as Surprise Raid is figured after (277 / 1st). Balic halves the lev-
holding without suffering the mantle of rock to find an under- Yaramuke (241/lst); be careful if the bonuses for Forl Melidur els of attacking allies, and the The Ziggurat is found in the
effects of a realm being razed. ground stream whose sound had you sort your cards visually. and other modifications. Dungeon of Gulg then sub- ruins of Kalidnay. It is one of the
Remember, since holdings been amplified by the shell of rock Black Waters is located in llw tracts another level. centers of trade in shaqat beetles
are unaffected by the Rule of above it. Though the water of the heart of the ruins ofYarniuukc, carried on by the Shorn merchant
the Cosmos, you can use two oasis is cool and sweet, the hnlftvay between Urikand RHHIII. house but blamed on tin- mer-
of these in your deck. dwarves were very disappointed Wiien Hamanu of ilrik nizeil chant house of Ainketch. In the
at the amount of water they dis- Ynrainuke over a quarrying dis- ziggurat, agents of House Shorn
covered. They had hoped to sup- 1'iile, lie poisoned the city's iiuiiii bond tlie beetles ivlth dangerous
I'ort themselves and their families source of water, now known as cerebral parasites.
hi/ charging for the water, and the Black Waters oasis. Those 'Hie character shown in ihe
they were bitter when they real- who drink the dark licjuid found lower right corner of this piece is
ized there wasn't even enough here fee! a dull ami become Rowan (26911st),
water for them all to live on. dcaihhi ill.

IST EDITION I7S 179 IST EDITION


Common Common Uncommon Common Common Uncommon
Tom Baxa Larry Elmore Clyde Caldwrll Clyde Caldwell Glen Tarnowski Tom Baxa
Similar to Altaruk (231 / 1 si), This is one of several good Many people consider this This is one of the less useful This is another card with no Because of the relatively high
this card can be used in a "avenging allies." Put il in a card a necessity in their decks, cards in the game; a +1 ally power, a low bonus, and lim- bonus on this card, it is a nice
cleric deck with DARK SUN deck from which you can and it is probably the best of with no special power. Even if ited usefulness. There are staple for decks with several
realms. With this holding afford to lose a few champi- the "avenging allies." Like you have something that allies with better bonuses and allies. There are only a hand-
attached, the realm can cast ons, and play it during a Mogadisho's Horde (251/lst), gives a bonus to halflings, powers, and, since you can ful of allies with higher
clerical spells. This bypasses round of battle you intend to this card should be used in a you'd be hard pressed to find use two of any given ally, bonuses. However, in later
anything that would prevent lose. deck that can afford to lose a a reason to keep this card in there is seldom a need to use expansions, there are cards
a cleric from casting .spells, Since Mogadisho's Horde few champions and played your deck over allies that a War Band. that equal the Kank Lancers'
such as the Arch-Druid has such a low bonus, it is into a battle that you intend to have powers, higher bonuses, bonus and grant a power;
(189/Isl). unlikely to put you ahead of lose. or both. This well-armed war band /> these include the Brine
This holding is also similar your opponent. In actuality, Again, the bonus of this fairly strong. However, they lack Dragon (45/DL) and the
to the Geneva Conclave never play this card unless card should prevent you from In l he AD&D game, halflings creative leadership, and they rely Fiend (76/RL).
(Promo 2) in that it allows the you can remain under your giving your opponent the are diminutive humanoids who on direct methods. This group is
realm to cast spells at any opponent's level. If used chance to play another card. get their name from their size: led by a half-ore priest, shown at In the. DARK SUN campaign set-
time, not just while it is being against an opponent who has The Brine Dragon (45/DL) about half that of humans. Most the forefront of the group. While ting, the kank is a huge insect,
attacked. Thus, if the optional two or three holdings, your considers the Assassin a deli- evil to the core and known for his something like a giant apliid.
halflings are happy to stay home
Dispel Magic rules are in use, opponent will likely choose to cacy, and more than one by their fire, eating the produce prowess in battle, he is unable to Kanks arc used ns mounts, and
the realm can cast Dispel lose the battle if given the gnomish Blamblower (56/DL) grown on their small farms. mnkc Ins wcirbaud into more than the Kank Lancers are just folks
Magic (358/1 st) and Reflec- choice. has exploded when faced Some halflings choose adventur- a minor threat, despite its great mounted on the great insects.
tion (83/DL) at any time. The only real defense with this avenging ally. ing careers; because of their size, size. Kanks are divided into three
W h i l e there are several very against Mogadisho's horde Assassins are used to elimi- they make excellent thieves. Warbands, ranging from mobs types: food producers, which
nice clerical spells, there and other avenging allies is an nate Midnight, Goddess of 1 lawcver, most halflings make to well-organized mercenary secrete melon-sized globules of
aren't many high-level clerics event like Airship (<JO/lst). Magic (46/lst), Strahd Von poor warriors, and a military corps, are found throughout the green honey that can serve the
among the cards released in Zarovich (100/RL), Gib Htim- commander must be desperate to civilized lands of most fantasy nutritional needs of humans and
1994. sen (13/lst Chase), or some hire half ling mercenaries. Half- worlds. Wars are easy to find in related races; brood queens,
other tough (and annoying) lings armed with slings can be lands dominated by petty rulers which tni/ eggs; and soldiers,
champion. There is little to be formidable, but those with who want to expand their range which defend the other knnks
done against the Assassins *n>tmi$ lack the reach and the of power. from attack. Soldier kanks can
unless you choose to lose or strength to make them truly dnn- sometimes be ridden into battle.
have another way to nullify gerous.
their power.

IST EDITION ISO 181 IST EDITION


Common Uncommon Uncommon Rare Common Uncommon
Larry Elmore Larry Elmore Brom Brom Brom Brom
This ally is an unworthy addi- There are no other allies Rikus is one of the more val- Neeva is one of the higher- Sadira is one of the few DARK Agis is one of the better heroes
tion to most decks; you more powerful than the Glad- ued champions in the first level heroes found in the 1994 SUN wizards. If you want a available. When you attack
should concentrate on allies iators, at least on a numerical edition cards. The thing that cards; only four heroes have well-rounded set of champi- with Agis, you can discard any
with special abilities, higher level. The only other +9 ally makes Rikus so desirable is higher levels. However, ons for a deck with a DARK monster in your opponent's
bonuses, or both. released in 1994 is the Flam- the champion's special Neva's lack of a special SUN theme, Sadira should be pool before the battle begins.
ing Fist (65/FR). If you <m> power — the ability to attack a . power makes her a less valu- included. She is also useful in Not only does this lessen the
The mercenaries pictured here are playing with a deck designed second time if he wins in com- able card than some with a deck of wizards or in a well- number of champions between
dwarves. The central figure is to win rounds of battle by bat. If you have enough allies lower levels, such as Rikus rounded set of low-level you and razing the opponent's
'/.under, a formidable warrior sheer numbers, the Gladiators to support Rikus through two (258/lst). Still, Neeva is for- champions. realm, but it can also eliminate
who belongs to a special sect of are a must. battles, he is very useful. midable from a purely level monsters who are otherwise
berserker warriors. These war- Beware of the weakness of Because of his special offen- standpoint. In the DARK SUN setting, hard to kill.
riors can be recognized hi/ their the Gladiators: They are just sive power, it is best not to A different picture of Neeva Sadira is a slave who gains great Note that realm powers can
itiiusital hair styles and tattoos, another ally. They are vulner- use Rikus in a defensive battle is found on the wizard spell power and becomes one of the stop Agis's power from func-
/.under is shown guarding a able to magical items like the except as a last resort. heroes who frees Tyrfrom Kntak, tioning, as is the case with The
card. Fly (343/lst).
gi-uiip ofdwarven adventurers Net of Entrapment (217/lst), If Rikus is sent back to the the sorcerer-king. Sadira was Bright Desert (129/lst). Realm
who just raided the lair oj'n which prevents allies from pool without winning a round In Hie DARK SLN setting, close to both Agis (261 f i s t ) and powers always operate before a
dragon. While others might view being played, and to other of battle, as when a wall spell Neeva is a former gladiator who Rihis (25811st). She worked for a champion's power.
such an adversary with fear. allies like the Brine Dragons of some kind is played, he becomes a great hero, helping to while with the elves of the Sun Some targets that should be
Zander sees the dragon as a war- (45/DL), which cause allies to cannot attack a second time. free the people of Ti/r. She is a Runners. high on the list for Agis to
lln/oj>i>,>ii<-nt, out' Ihul am be discarded. You might be Rikus is especially valuable cousin to Tithian (301 /1st) and a Sndira currently serves on destroy include Gib Htimsen
finally present him n'/lii n intc better off choosing allies with when given a magical item close friend to Rikus. Tyr's OverCouncil representing (13/1 st Chase), Strahd Von
i-'nillenge. Zander has guarded lower bonuses, but with spe- that allows him to fly, such as the Veiled Alliance. Zarovich (100/RL), and the Liv-
Ilic small group of adventurers cial abilities. the Chest of Many Things ing Scroll (408/420). You should
through numerous other chal- (420/lst). The Chest also pro- concentrate Agis' special attack
lenges, and lie 1,/is met them all vides Rikus with a bonus and on those monsters invulnerable
ii'ilh courage. to other means of destruction.
can allow him to cast spells.
Since Agis is of low level, you
may want to give him a magical
item with a bonus to make him
invulnerable to the Death Spell
(392/lst). You should also
avoid using Agis for defense.

IST EDITION 182 183 IST EDITION


vX.-ii'.-'SAtmi ' *B^tw MET^: . fr^mn-r^mm^r --"r-ia a -a %BM^KI t l^maKUOPf:- f "-B. '' . j&?n w -f
Rare Rare ILill'-I-ll Common Common Uncommon Rare Halfling
Tom Baxa Tom Baxa Tom Baxa Tom Baxa Tom Baxa Tom Baxa

Anavias has a nice power, but As one of the few DARK SUN Herminard is not as useful as This thri-kreen is low level A/hul faces the same problem Chividal is quite similar to
her low level makes it difficult wi/ards, Vaerhirmana has other champions for the same and has no special ability. If as Herminard {264 / 1st) and Anavias (262/lst). Both are
to justify keeping her in a some value. Like Sadira reasons as Sadira (260/ 1 si) you are building a deck based T'kkyl (265/lst): He has a low low-level heroes, but with
deck. She would be most use- (260/lst), Vaerhirmana and Vaerhirmana {263 / 1 si): on heroes, there are better level and no special power. nice powers. However,
ful against a deck that uses should be included in a well- ! le has a low level and no choices because of level and Axhul is useful as an Anavias has the power to
numerous holdings, espe- rounded set of champions special power. Worse yet, special power; if you are expendable hero for use with negale the powers of enemy
cially against a DARK SUN with a DARK SUN theme and since Herrninard is a hero, he building a deck with a DARK an avenging ally, but his mid- holdings, while Chividal can
deck with such holdings as possibly in a deck of wi/ards can't even cast spells, but SUN theme, there arc better level power could give your destroy a single enemy ally.
Black Waters (246/lst), Silver or a well-rounded set of low- must rely on allies and magi- champions of many kinds. As opponent a chance to play a Admittedly, Chividal's
Spring (244/ 1st), and the Lost level champions. If you don't cal items to improve his with other low-level champi- card. power can be very useful if
Oasis (242/1 st). have one of these types of chances in battle. ons, T'kkyl is useful for play- you are playing against
Her power negates the decks, you probably should Herminard could be useful ing the various avenging allv Azhul, sometimes known as "the somebody who uses
powers of holdings for the avoid Vaerhirmana. There are as one of several expendable cards. Hasty" because of his tendency Mogadisho's Horde (251 /1st),
entire battle, not just the better wizards, both by level champions in a deck b u i l l to leap into battle without think- Assassins (252/lst), the Flesh
round in which she partici- and by .special ability, and with avenging allies in mind. T'kkyl is one of the rare non- ing first, was once a soldier- Golem (73/RL), the Loup-
pates. Of course, she cannot there are better DARK SUN Otherwise, you should not Innnafioid heroes in the '1994 guard for Kalnk, former ruler of Garou (79/RL), or the Brine
negate the powers of holdings champions. use Herminard even in most cards. He is a thri-kreen, or inuu- Tyr. When Kalak was over- Dragon {45/ DL).
before she is actually used to DARK SUN decks, because tis warrior, the same as Kn'clia thrown, Azlitd found himself the
attack. If you attack with Vs&rhirmana is a warrior as we!! there are better DARK SUN (273/'ltt) unit lite Tiiri-Knrn object of hatred from the people of This ha! fling from the Ringing
Anavias, and manage to win a as a wizard. This half-elf has suf- heroes. (289/lst). Tyr. Looking for a wn\j to sur- Mountains lias been away from
round with her, you can send fered prejudice and was a finite in Once a young linnler in Ihr vive, he joined the freedom fight- the trees of his homeland for <i
in better champions after- Tyr. Now, she has good compan- Herminard, also known at / ler- Tablelands, T'Kki/l uws enslaved ers of that city. Nmv, he is n very long time. At the behest of
ward, still ignoring the pow- ion*, like Anavias (262/lsl), Iler- m'mard the Eloquent, is n bard. in the city of Tyr, where he companion to several former his chief, he traveled to the Table-
ers of your opponent's niiiitirii (264/ltt), T'Kkij! Though bards on Athas are becume a gladiator in the arena. slaves, including Anavias lands. He eventually came to Tyr,
holdings. (265/lst), Azhul(266/lst)!tmd known for their treacherous Nozv, he has several huinanoid (26211st), Vaerhiniinnii where he became a companion of
As with Agis, a realm or Chividal (267 /'I st). ways, this cunning and cynical "packmates," including Anavias (26311st), Herminard (264/lst), several former slaves, including
holding that prevents her bard has found a few friends, (26211st), Azhul(266/l$t), and T'Kki/l (265/lst), and Chividal Vaerhirmana (263/1 si ).
from attacking is safe from including Viicrliinniniti Qrividal (267/lst). (267}l$t),
her special power as well. (263/lst).

IST EDITION 184 185 IST EDITION


Common Uncommon Elf Common Common Common Uncommon
Tom Baxa Tom Baxa Tom Baxa Tom Baxa John and Laura Lakev Tom Baxa

Bagual is one of the few DARK Rowan is a weak card, an ally Shayira has the honor of Ashathra is a weak ally with As an ally, Stug is an unwor- Ka'Cha is one of the less use-
SUN clerics, and you might with a bonus of only +1, and being the highest level DARK little to recommend her. thy addition to a deck. You ful allies available, his one
want to include him in a well- no special power. SUN cleric available in the can do a lot better than a +2 saving grace being that he is a
rounded set of champions in a cards printed in 1994. This is a Asliathra the Swift is a bard from ally with no special power. +3 ally and not a lowly +2 or
deck with a DARK SUN theme. Rowan was a character in one of dubious honor at best, the city ofTi/r. The daughter of a +1. If you are building a deck
However, his low level makes the early DARK SUN campaigns because Shayira's level is a slave, Ashathra was taught how While this card shows an elf, heavy on allies, you might use
him good for little besides run by TSR employees. Rowan lowly 3, and there are only to survive by a bard named Stug is the name of a half-giant Ka'Cha, but there are many
sacrifice against a higher level was a former slave who adven- two other DARK SUN clerics, Sandwhisper. This entertainer is companion of such characters as better choices, both in level
champion or the casting of a tured with such characters as Bagual (268/lst) and the Ele- now an expert in poisons as well Rowan (269/lst), Shayira and in special ability.
clerical spell. Kti'Om (273/1 *l):uid Galek mental Cleric (321 /1st), both as music. Once satisfied with (270/lst), Ashathra (271/lst),
There is one advantage to (274/lst). level 2, looking out for herself, Ashnthrn Ka'Cha (273/-lst),i,,u1Cah'k Ka'Cha, like Rowan (26911st)
playing with champions with This elf was a slave for n lime, If you want a deck with a has found friends in such indi- (274/lst). Stug is from Balk, and Galek (274/lst), was a char-
a level so low: If you want to but managed to escape. She DARK SUN theme, and you viduals as Rowan (269/lst), where he served as a gladiator. acter in nn early DARK SUN cam-
plav an avenging ally like the became a caravan guard with want clerics, you should use Shayira (270/lst), and Galek He served as a guard for a defiler paign in which several TSR
Assassins (252/lst), champi- Ka'Cha and Galek. Though she Shayira. Even if you want a (274/lst). She has survived sev- for a while, but later left to seek employees took part. Ka'Chu, a
ons like Bagual give you the always disliked the thri-krcen, deck with a few champions eral adventures with her com- better companions and better for- cleric/psionicist, is a thri-kreen,
opportunity to play the card she eventually came to respect who can be sacrificed, there panions, including an expedition tunes. While working as a merce- like T'kkyl (265/lst) and the
without worrying about your him, despite his penchant for are better choices. If you want to Yf/ramuke and a mission to nary, Stug met Galek and Tliri-Knvn (289/lst), an intelli-
opponent being able to tensing her and other elves by clerical spells in a DARK SUN slop the illegal trade in shaqat Ka'Cha, both of whom he respects gent insect about seven fee! loll.
respond with a card like the making half-joking threats about deck, remember that Borys beetles being carried on by cara- as warriors. He is fascinated by While most thri-kreen are savage
Brine Dragon (45/DL). eating them. Likewise, Rowan (305/1 st) can cast clerical vans of the merchant house of Rowan's magic and considers her hunters, Ka'Cha belonged to u
initially found little to admire spells. Amketch. a good friend. Stug considers special sect called the Kilkektet,
about the half-elf Gnlek. Ihw- Shayira cold and distant, uml which believed in peaceful pur-
ever, Galek's inner nobility and regards Ashathra as a lying suits, such as the quest far
bravery eventual!:/ impressed schemer. knowledge.
her, and the elf 'learned M ini^l in
others.

IST EDITION 186 187 Ki HniriON


Common Uncommon Harm f LI 1 Common Harmful Uncommon Helpful Common Harmful Common
Tom Baxa DiTerlizzi DiTerIi//i DiTerlizzi DiTerlizzi DiTerli/y.i

Galek is another relatively This event destroys (and The Water Hunters event is This can be a very good event This can be a good event card, This is a relatively weak ally,
weak ally, +2 with no special causes to be discarded) all fly- one of several cards useful card if played correctly, and it especially if you play against good only in comparison to
power. ers in play, both those in battle against undead. When this is i n v a l u a b l e in a deck meant someone who uses several +1 and +2 allies without spe-
and those in pools. Note that event is played, all undead, in to allow you to sacrifice magical items, and if you play cial powers. While you might
Galek, like Rowan (269/lst) and certain artifacts and magical battle and in pools, are dis- champions. with very few magical items want to use a +3 ally in a deck
Ka'Cha (27311st), was one of the items, like Baba Yaga's Hut carded, including those There are two uses for the yourself. The Fast Talking heavy on allies, there arc gen-
characters in an early DARK SUN (158/lst) and the Chest of undead that belong to the per- Silver Hands event. First, you event (210/lst) has the same erally better allies available.
campaign run by a TSR game Many Things (420/420), son who plays the card. This can play it after any battle in effect, but also causes artifacts
designer. Galek, known more for- enable- the attached champion card has limited usefulness, which you lose a good cham- to be discarded. The more The Silt Stalkers tribe of elves is
mally us Galek Scmdstrider, was to fly, making that champion since there aren't that many pion. Note that only champi- universal effect of Fast Talk- active in the eastern Ti/r region.
a hntf-elf ranger.. Galek was vulnerable to this event. undead available. ons killed in the battle can be ing might be desirable, but if This huge tribe, with more than
known for his poor luck. A good use for this event is If you are playing against a retrieved with this event. A you use the Sky Singers 800 members, survives by mill-
Gnlek is both a ranger and a if you build a deck around the RAVENLOFT deck, the Water champion removed from play instead, you can keep arti- ing. The Silt Stalkers are fero-
psion'tcist. While he has led the idea that flyers must be used Hunters event can be invalu- by spell or event before com- facts. Thus, if you want a few cious opponents who raid for the
lonely life of the half-elf — the to attack you. By placing able. Note that if Strahd Von bat begins can't be recovered artifacts in play, but do not sheer joy of it; loot is secondary
object of prejudice from both realms like the Isle of Selasia Zarovich (100/RL) is removed by playing Silver Hands. care to use magical items — or to them. Caravan guards fear the
humans and elves — he has dis- (13/DL), Reorxcrown Moun- from the pool because of this Second, you can play this allow others to use magical Silt Stalker*.
covered a number of close friends tains (15/DL), and Spine of event, he is discarded and card after you have sacrificed items — the Sky Singers would The Silt Stalkers regard fire as
in the last feit' years, impressing Tatodas (12/DL) in your deck, does not return at the end of several champions to prevent be a useful addition to your their sacred element. The tribe
them with his sense of honor and you force your opponents to the player's next turn. If dis- an opponent from reaching deck. consists of three clans: the Fire
his prowess in battle. Galek attack you with flyers. As carded d u r i n g battle, he your realm. Ideally, you Also, note this card's use- Bow, the fire Sivord, and the Fire
reserves his mental powers for soon as you move to defend returns normally. would sacrifice several cham- fulness in conjunction with Dagger. The Fire Bow Clan spe-
tight situations. By keeping them your realm from attack, play A Calm (400/lst) is effec- pions while using a number the Loup-Garou (79/RL). If cializes in scouting, wilderness
secret, he has been able to sur- this event fora quick victory. tive against this event. of "avenging allies," like you have a Loup-Garou ready skills, and archery. The clan < > /
prise opponents more than a few If the event discards the Mogadiscio's Horde (251 /1st) to play, play the Sky Singers the Fire Sword is a warrior clan,
times and save his friends from attacker, you get a spoils of and Assassins (252/lst), pun- first to destroy your oppo- while the Fire Daggers specialize
ching your opponent with nent's magical items, making in defiler magic, thievery, and
danger. victory.
the special powers of those
A Calm (400/lst) is effec- his champion vulnerable to assassination.
tive against this event. allies. After the battle, you the Loup-Garou.
play Silver Hands, and bring A Cairn (400/lst) is effec-
back all your champions, tive against this event.
ready for the next battle to
defend your realms.

IST EDITION] 188 189 1 ST EDITION


Common

1
Uncommon Rare Common Rare Uncommon
Jeff Easley Jeff Easley Jeff Easley Brom Brom
DiTerli/xi

Tln> N i j ^ h l Runners are even This is another +3 ally with- The Cistern Fiend has a nice There is no reason to add a +1 The M u l Savage is a The I n h u m a n is another weak
less useful than the Silt Stalk- out a special power. As with power, but there are more ally with no special power to respectable level 6 champion. ally, not so weak as the Sloth
ers (279 /1st). This +2 ally is such cards as Ka'Cha effective ways to prevent your o deck — unless you simply Unfortunately, the monster (283/lst), but still of so little
not worth adding to any deck (273/ 1st) and the Silt Stalkers opponent from playing allies. cannot find any other cards. does not have any special power as to be easily over-
when there are so many better (279/lst), you might want to There is n slight advantage This is a card of interest pri- ability, making numerous looked by other, more power-
include this one in a deck to this card, in comparison to . marily to those who desire to other champions more desir- ful, cards.
allies available.
with many allies, but there are the very similar Chividal complete a set of SPELLFIRE able. If you are build ing a
many better choices. (267/lst): The Cistern Fiend cards. deck with a DARK SUN theme, The creature pictured on this
This tribe of elves is very large,
with around 1,800 members keeps your opponent from you should seriously consider card is more correctly known as a
active throughout Hie 7i/r hi the DARK SUN world, the so- playing any allies, while While the sloth on some worlds is the Mul Savage. nikaal.
Regioii. The Night Runners are ul is also known as the rampager Chividal can destroy o n l y considered a lazy and non-threat- While nikaal are sometimes
considered mythical by most and is an extremely powerful and one. ening creature, it is still capable In the DARK SUN world, a mill is found as slaves and even gladia-
people in the area. dangerous monster. One can of defending itself with vicious the offspring of a human and a tors, they prefer a more peaceful
The Night Runners specialize only assume that the so-ut pic- This creature is one of the most claws. On Athas, home to the dwarf. existence as nomadic traders.
in espionage, theft, kidnapping, tured on this SPELLFIRE card is deadh/ creatures in the AD&D DARK SUN campaign, the sloth is Known for their stamina, muls This race has not been around
smuggling, assassination, extor- an immature or lame specimen, game; many players would considered an extremely danger- are prized as slaves throughout long in the Tyr Region; while
tion, mid oilier "shadow arts." or il would be worth a much bet- rather face dragons. The cistern ous beast capable of defeating the Tablelands of the world of some suspect that they come from
They have turned these illegal ter bonus. fiend can attack 10 times in the powerful warriors. The Athasian Athas. Rikus (258/lst) is a well- n distant land beyond the Ring-
activities into art forms. The so-ut is a favored combat- time it takes most heroes lo sloth is feared by many and known mill gladiator who has ing Mountains, it is more gener-
Tills tribe has several dans, ant in gladiatorial contests attack once; if an attack doesn't respected by those who know of risen to a position of importance ally believed that they are one of
including the Dark Moans Clan, throughout the arenas of the kill its target outright, the target its prowess. On Athas, "sloth- in the city of Tyr. ///c numerous races to recently
Tablelands of Athas, It is power- is still paralyzed for a minimum f'il " could be used to describe a Though the creature pictured come into existence in the Table-
known to produce some of the
finest assassins on Athas. The ful enough to challenge am/ glad- of 10 minutes. Unfortunately, fearsome gladiator, not an indi- on this card greatly resembles a lands, created by some undent
New Moons Clan specializes in iator — or even a group of //;<• Sn i i . N K i ' i't-ruon of tlte cis- vidual famed for laziness. mul, both physically and in tem- and horrible magic.
searching out hidden knowledge; gladiators. tern fiend does not reflect Ihe perament, it is actually a tarek, a
il is n member of this dun, creature's abilities. member of one of the newer races
1 liiktin New Moons, who leads found in the Tablelands. Tareks
lite Night Runners. Known for have not been in existence long
lier skills as a trader, Httknn enough to achieve a real cultural
t rents her Iribe us n business. identity of their own, but I hey
respect clerics and have an affin-
ity for the element of earth.

IST EDITION L90 191 IST EDITION


Rare Uncommon Rare Helpful Rare Common Uncommon
Tom Baxa Tom Baxa Tom Baxa Tom Baxa Brom Brom

The Pvreen is one of a The Cha'thrang is another ally This card is a must for any The Thri-kreen fits in the Wijon is one of several +2 Mikor is slightly more power-
plrLliora of +3 allies without to be completely avoided. DARK SUN deck, and a worthy same category as so many allies with no special power. ful than Wijon and might be a
any special power. As with With no power and only a +1 addition to any deck; you other cards: It is a +3 ally with good addition to a deck heavy
other such allies, like Ka'Cha bonus, the Cha'thrang is might want to consider no special power. Like Ka'Cha Though the piece of art was in with allies.
(273/lsl), you might want to pretty weak. putting two of them in your (273/lst), this card can be existence before, the character of
include the Pyreen in a deck deck if you play with DARK included in a deck with a lot Wijon first appeared in the 1992 Mikor, like Wijon, is a character
with many allies. The cha'thrang if a tortoise- SUN realms. of allies, but should be collector cards from TSR, Inc. He that first appeared as part of a
shaped creature with a multitude The Spirit of the Land can ignored otherwise. ami Mikor (291 /1st) were paired promotion for the 1992 collector
A pyreen, or peace-bringer, is a of short, reed-like appendages prevent a DARK SUN realm promotional cards. cards from TSR.
mysterious being with very protruding from its shell. When from being razed or dis- Thri-kreen are intelligent insects As a young boy, Wijon was Mikor is a gladiator in the are-
strong mental powers and n great still, She cha'thrang is often mis- carded. Thus, if you play with larger than humans. They are sold into slavery after he tried to nas of Tyr. He was arrested by
affinity for nature. They arc Ihf taken for a patch of dead plant DARK SUN realms, this event common on Athas, the DARK take water from a fountain in templars for the murder of a mer-
sworn enemies of those wizards growth. can protect those realms from SUN world, hut are also found on Tyr — without paying the water chant, and because of his
who use defiling magic, and they The creature uses its camou- the Cataclysm (99/lst). In other worlds, like Toril, home of tax. The representatives of King strength and ferocity, he was sold
seem to be devoted to destroying flage to attract prey; when a low- addition, the Spirit of the the FORGOTTEN REALMS cam- Kalak of Tyr put Wijon to work to the arenas so he could use
the sorcerer-kings who rule the flying creature passes over il. the Land is one of the few avail- paign, and even on Oerth, home as a rock hauler in a granite those qualifies to entertain the
cities of the Tablelands. Pyrcen s cha'thrang shoots lines from its able cards that protects a of the GREYHAWK campaign. quarry. There, he developed into masses. Wliile he is a fierce war-
wander the wasted lands of reed-like appendages. The lines realm from Disintegrate Thri-kreen are supremely an exceptionally strong young rior, Mikor is relatively docile
Athas, helping the land and the are poisoned and quite strong; if (393/lst);onlya DARK SUN adapted to life in the dry waste- man. His master eventualh/ sold outside of the arena. It is only
people who inhabit it. Feio know one hits the cha'tltrang's prey, realm can be protected from lands of Athns. him to Lord Almos of Tyr, who when he is threatened that lie
of the existence ofpyreens, but the creature simply waits for its Disintegrate with a Spirit of Most thri-kreen arc simple had Wijon trained as a gladiator. puts his powerful build to work,
most believe them to be un victim to come to ground. The the Land. hunters, concerned with little This bitter man was only loo attacking in a killing rage until
undent race that possesses cha'thrang has powerful jaws If you have Spirit of the except finding the next meal. happy to join the slave army of his attacker is dead.
knowledge of the history of Athas llni/ arc used to finish any prey il Land during battle, you can Some thri-kreen, like Ka'Cha and Rikus (258/1 st), hero of Tyr. Wlicn King Kalak of Tyr was
before the land's ecology was captures. allow your opponent to ra'/.e T'kkyl (26511st), choose to leave overthrown, Mikor realized that
mined. Cha'thrang travel in clusters your DARK SUN realm, then their tribes and seek the adven- he lacked the intelligence to be
of three and can live for hundreds unraze it with Spirit of the turing life among humans, anything but a warrior., and,
of years. Land and prevent your oppo- rhri-kreen are known to enjoy along with his fellow gladiator
nent from drawing spoils of the taste of elf flesh and are con- Wijon, he joined the slave army
victory. Only DARK SUN sidered nightmarish enemies by led by Rikus.
realms can be protected like dves.
this.

IST EDITION 192 193 IST EDITION


-^ ^^^^^ rr r i •

Rare Uncommon Common Rare Common Uncommon


Brom Brom Brom Brom Brom Brom

Salicia is one of many +3 allies Given the great number of Powell, like Zurn (293/lsL), is Baber is one of more than two One of several +2 allies that As with Ka'Cha (273/lst) and
who lack a special power. better allies available, in both another ally that is relatively dozen +3 allies — and one of lacks a special ability, Wachter the plethora of other +3 allies
Like Ka'Cha (273/lst), this level and according to special weak, with only a +1 bonus more than a dox,en without is a card desired only by the who lack a special ability,
card should be used only in a power, Zurn is unlikely to and no special ability. nny kind of special power. completist. Focault should be avoided in
deck that relies on a great appear in a deck used for reg- Like Ka'Cha (273/lst), Baber a l l bul the most ally-heavy of
number of allies. Salicia's pri- ular play. He is of some value The original art for this piece should be left out of any deck Wachter grew up in Tyr as the decks.
mary value is to the collector. to collectors and completists. is from the cover of the novel The except perhaps one with a son of important templars
Amber Enchantress, which great number of allies. devoted to King Kulak. Long This elf, like many of the elves of
Stilicin was one of the characters Zurn is a priest devoted to the tells the story ofSadira (260/lst). before Kalak was overthrown, Athas (home of the DARK SUN
in TSR's 1993 Women ofFcm- element of water. In fact, he is The art was used for a collector Shown mounted on a crodlu, Wachter's parents were betrayed campaign), is a nomadic wan-
tnsy calendar. Later, she was used considered n freak on the desert- card in 1993, when the figure Baber is a nomad wtio travels by other templars. Wachter fled derer. He is also a powerful priest
as part of a special series of cards world of Athas because he can was given the name Powell and from settlement to settlement the citi/ when his parents were devoted to the element- of fire and
in Hie 1993 collector cards. swim. He learned how to swim, described as a powerful druid through the desert lands of the executed, and he has never is considered a wise advisor by
Snlicia is a member of Hie as well as his priestly skills and who once found a pair of magical Tyr Region, the best-known area returned to Tyr. his tribe.
Veiled Alliance, n mysterious and reverence for water, from an old gauntlets that transformed him of the world of Athas. Baber is After leaving the city, Wachter Focault has a strong belief that
very secretive association of wiz- hermit who lived in a cavern that into an unusual creature. also a bard; however, while most wandered for a while, using his life on Athas was once grand and
ards that operates throughout the housed a fairly large spring. The creature pictured is actu- Athasian bards are treacherous forma! training in the mental glorious. According to his theory,
settled lands of the Tyr Region. Taciturn and direct, Zurn is ally Magnus, a priest devoted to spies, Baber has a good streak. arts to survive. Eventually, he the cities of the ancients were
She helps keep one of that group's nevertheless considered a good the element of air, also known as Inspired by tales of ancient fell in with a tribe of escaped suwllmvcd up in vast firestorms
main/ factions organized. Salicia friend by /i/s companions. He has a windsinger. Magnus is skilled civilizations, stories of a time slaves. Using his natural cha- that nearly consumed the entire
is a quiet individual; flic seldom saved their lives mam/ times, and in the healing arts and has a sur- when Athas was green and there risma and skill in combat, as well world.
speaks at meetings of the Veiled is a powerful warrior as well as a prisingly gentle manner. Mag- were no sorcerer-kings, Baber is a as his formidable mental talents, According to Focault, the
Alliance, but when she does, she skilled priest. nus is the first member of a new dreamer. He sees a time of equal- Wachter eventually became the ruins of the true ancients are
is regarded with respect. race on Athas, created by I he ity in the future, a time when the leader of the tribe. long gone. Famous ruins like
magic of a place known as the tyranny of the sorcerer-kings is Bodach are the remnants of more
Pristine Tower. In time, Mug- no more, and all people are con- recent societies that failed to even
nus's race could spread like other sidered equals. He uses his ability come close to the ancient glories.
races created in this way, such as to entertain to promote his I'iews.
thenikaal(265/lst).

IST EDITION 194 195 IST EDITION


Rare Rare Uncommon Rare Uncommon Common
Brom Tom Baxa Tom Baxa Tom Baxa Clyde Caldwell John and Laura Lakey

This DARK SUN champion is Captain Khazal is one of the Dlasva is not one of the better Tithian, though he has a rela- When the SPELLFIRE cards The Defiler is an unusual
one of the better ones accord- best DARK SUN champions and DARK SUN champions. His tively low level, has a special were initially written, the card, one of the few that has a
ing to level, but there is little is one of the best heroes avail- power, to destroy one oppos- power that makes him a must designers realised that not disadvantage as a special
reason to use the card. There able in the cards printed in ing ally during a round of fur any deck. If he attacks and every ally card could have a power. She is, however, one of
are higher level DARK SUN 1994. Captain Khazal's high battle, is the same as Chividal wins a round of battle, the high level and a special abil- the higher-level DARK SUN
monsters, and there are sev- level, complemented by his ( 2 f v / l s l ) . Dhisvn is also simi- ivalm he is attacking is imme- ity; if they did, the game champions, and ties with the
eral DARK SUN champions special ability, makes him a lar to the Cistern Fiend diately razed. The problem is would escalate too quickly Preserver (306/lst) for the
with belter levels or w i t h spe- must for a DARK SUN deck, as (282/lst), but destroys one getting Tithian to win. into an uncontrollable situa- position of highest-level DARK
cial abilities, (f you want to well as a valuable addition to ally after it is played, rather There is a real good combi- tion. Verrasi is one of the allies SUN wizard, if you use a DARK
use nothing but DARK SUN any deck that uses high-level than preventing allies from nation of cards for Tithian. If that suffered because of this Sux deck but do not plan on
champions, you might find champions. being played altogether. played with the Thrice I learty decision; her low level and casting spells, or if you have
this one useful to get you to a Note that an opposing Dlasva has a slight advantage Cup of Balder the Red (1/FR lack of ability make her unde- enough other champions able
total of 80 levels. champion is the champion over Chividal, being higher t'hase), Tithian will automati- sirable in a deck when several to cast wizard spells, you
that faces Captain Khazal in a level (3 as opposed to 2), but cally win the round of combat better cards are available. Ver- might want to use the Defiler
The character of Stef'fa Naf'ski round of battle. Khazal cannot this still does not make it very , ra/c the realm, and grant a rasi's main value is to the col- as a potential sacrifice.
(the one on the left) was created destroy a magical item worthwhile to use Dlasva in spoils of victory. lector, because her card is an Otherwise, you should
for the 1993 TSR collector amis. attached to a champion in the your deck. Dlasva is also If you play with Tithian, uncommon one. avoid the Defiler — unless you
The character was a human from opposing player's pool, higher level than the Cistern you will want to have enough want to try to use one weird
a world other than Athas who in most cases, it is desirable Fiend, but has a less-useful allies and magical items in The art source for this card is a little trick. If you play with
had powerful mental powers that to destroy an opposing magical power, making the two cards your deck to support him in painting made for a product for GREYHAWK realms, the Defiler
allowed him to travel between item early in the battle so that about even in overall useful- battle. His power is offensive the D&D1J game (rather than the can be combined with the
worlds. However, the journey further escalation might be ness. only, so avoid using him to AD&D game). The woman Scarlet Brotherhood (135/lsL)
was veiy harrowing and had avoided. However, if your As with Chividal, Dlasva defend unless you have no depicted is from the land of Knra- and the Arms of the Shield
some unusual effects on Stef'fa. opponent has a deck with sev- can be very useful against "(her choice. meikos, on the world ofMystam Lands (216/lst) to perform
Normally, a hero can regain the eral magical items, you may somebody who uses Because of his level, T i t h i a n (not one of the realms available the "Defiler Trick," detailed in
ability to use mental powers by want to wait and see which Mogadisho's Horde (25 1 / 1 st), is vulnerable to such spells as for the SI'ELLFIRE game in Hie the Nasty Tricks section.
rest and meditation, but Stef'fa magical items are going to be Assassins (252/lst), the Flesh Hie Death Spell (392 / 1st) and 1994 cards). The artist typically
can no longer do that; instead, he played against vou instead of Golem (73/RL), the Loup- Finger of Death (397/lst). To used model? for his paintings, so
feeds on the mental energy of destroying the one currently in Garou (79/RL), or the Brine counter this vulnerability, you Verrasi might resemble other
others in a manner similar lo tin- play. Captain Kha/al can be Dragon (45/DL). However, should attach a magical item women depicted hi paintings by
way a vampire feeds, leaving the particularly devastating if there are a lot of other ways to t" Tithian when possible. Clyde Caldivcll.
victim drained and his mind played with the Loup-Carou get rid of annoying allies.
destroyed. (79/RL), providing an effective
"one-two punch."

IST EDITION 196 197 IST EDITION


Rare Dragon Rare Hrdgon Common Common Uncommon Common
Brom Brom Carol Heyer Brom Tom Baxa Carol Heyer

The Dragon King is one of the Borys is an even better cham- The Preserver is one of the The Punisher is another of the This is one of the least effec- The Tiger is another-'. ally
best DARK SUN champions. He pion than the Dragon King better DARK SUN champions, multitude of +3 allies without tive allies available, and it is a without a special powfr-
is a monster, but is level 8, (304/lst). Borys is level 9 and being tied with the Defiler special powers. As with the poor choice for any deck.
eliminating his vulnerability can cast both clerical and wiz- (303/lst) for the position of others, like Ka'Cha (273/lst), This tiger is actually a :-"-l'd'!t
to several spells that would ard .spells. His level and spell- highest-level DARK SUN wi/- vou might consider using the Gith are humanoids that appear priest devoted to natur; Mini-
affect lower-level champions. casting ability make Borys ard. Unlike the Defiler, Punisher in a deck with many to be a peculiar mixture of elf and mal form. In the AD&P;Wfl
In addition, the Dragon King very formidable. Like the though, the Preserver suffers allies. reptile. These gaunt creatures are druid who has gained &f^Ke
can cast wizard spells; he and Dragon King, Borys need not no disadvantage while casting evil to the core and live in tribal and skill can assume fa ^P®
Borys (305/lst) are the two have permission from Mid- spells. The Punisher is a fearsome organizations dominated by the of different an imals, oft 'imi~
highest-level spellcasters night (46/lst) or the Arch- Because of his level, the adversary. He wanders the desert gith with the strongest mental inal, one bird, and one fl1™*
among the DARK SUN cards. Druid (189/lst) to cast spells. Preserver is vulnerable to the wastes ofAthas, living by raid- powers. Gith can be formidable The druid can become i'-ym!n(tl
Since the Dragon King is not a Borys is still a monster and Death Spell (393/ 1st), and ing the caravans and herdsmen combatants if trained, but their as small as a bird or at &$f « fl
wizard, he does not need per- suffers the disadvantages, because he is a wizard, must of the barren plains. Though for- main strengths lie in treachery black bear. The tiger dt^
mission from Midnight while enjoying the advan- have permission from Mid- midable in unarmed combat, he and in sheer numbers. If unable here is small in connm;^ to
(46/1 st) to cast spells. tages, of that classification. night (46/lst) to cast spells. lias no mental or magical powers, to attack from ambush, and with normal adult tigers. WW*
Note, however, that since Note that Borys is not consid- If you are playing a deck nor is he a good planner; he several companions, a gith is druid changes shape, h&™ttwg
the Dragon King is a monster, ered a dragon in the SPELLFIRE with many wizards, the Pre- simply reacts to the situation at nsnatli/ quite easy to defeat. Still, and one item held in flK&wnri
he is vulnerable to those game unless the optional server ranks relatively well. hand. If met by clever or well- in larger groups, gith arc consid- change shape as well, r&W®*-
things targeted specifically at Blueline rules are used. Also, You might, however want to armed resistance, the Punisher ered fearsome to the normal ing when the druid cha'^ met
monsters, including spells like despite his obvious wings, choose a wizard with a special can make a good showing but people ofAthas, home of the to his natural appearanc'- &Kh
Banishment (395/lst). You Borys cannot fly in the power instead. will ultimately be defeated. DARK SUN campaign. animal form can be used Ma per
might want to attach the SPELLFIRE game. Though not known for his brain, day, but there is no limit to fa
Chest of Many Things the Punisher is smart enough to amount of time spent in ^e
(420/lst), which will allow pull back to lick his wounds, assumed form. Thedrtm
the Dragon King to act as rather than fighting to the death, depicted here spends iw<^ time
some other type of champion. if he meets with very strong in the form of a t iger, so w«d-s
Note that the Dragon King resistance. that most of his contact'^'-
is also considered a dragon, humanity lias been lost.
making him vulnerable to
several other cards.

TST EDITION 198 199 IsrEDmoN


Common Uncommon Common Harmful Common Uncommon Common
Robin Wood Robin Wood Robin Raab Brom Robin Raab Robin Raab

The Orb of Power is a fairly This magical item can allow This is a very effective event The Shield of Destruction, The Shield of Annihilation, The Shield of Devastation is
nice magical item to attach to you to determine your against decks that rely heavily despite its name, is unlikely to like the Shield of Destruction exactly like the Shield of
a champion, especially if you chances of winning a battle on monster champions. If you help you destroy anything. (313/lst), has a misleading Annihilation (314/lst). As
are playing against someone against another player. How- have a deck built mostly with With such a low bonus and no name-— it is unable to a n n i h i - with that item, the Shield of
who uses offensive spells and ever, the Rings allow you only other types of champions, you special ability, the Shield is late anything. Like the Shield Devastation would be a much
magical items. Note that the to look iit another player's should seriously consider fairly weak. Note, however, of Destruction, the Shield of more worthwhile magical
Orb of Power is a defensive hand, not to affect that hand using this event, especially if that the Shield is a defensive Annihilation has value only item if its name were indica-
item itself, affecting only the in any way. There are several you play against opponents item; it affects only the because it is a defensive magi- tive of its power. Unfortu-
attached champion. cards that grant similar pow- who use several monsters. attached champion, so it still cal item. nately, the Shield of
The Orb of Power is a nice ers, but are ultimately more Be careful when you use adds to that champion's level The Shield of A n n i h i l a t i o n Devastation has little chance
magical item, especially when useful. For example, Marco Treasure; it will affect the when used against a cham- is undoubtedly better than the of devastating anything.
played against an opponent Volo (50/lst), Ren's Crystal monsters in your pool as well. pion immune to offensive Shield of Destruction, but you Like the Shield of Annihila-
who uses many combat-ori- Ball (199/lst), and the If you have a Calm (400/lst), magical items. In addition, the are still almost sure to be able tion and the Shield of
ented spells. The Orb of Tarokka Deck (56/RL) allow you can use it to avoid the Shield's +1 bonus might be to find 10 better magical items Destruction (313/lst), the
Power can be used in a defen- you to look at the top card or effects of Treasure, but there enough to protect an attached with which to meet your max- Shield of Devastation has the
sive deck, but unless you cards of a draw deck and dis- arc better uses for Calm than champion from the Death imum. advantages of a level bonus
know you are playing against card one. The Rings are better to cancel the effect of your Spell (392/lst) and other Note that the Shield of and a defensive (rather than
a deck with several offensive than the Soul Searcher Medal- own event — such as protect- cards that affect only champi- 1 1 u ma (7/ DL Chase) has the offensive) nature. While a bet-
spells and magical items, you lion (62/RL), whose use pre- ing one of your realms from a ons of certain levels. Also, like same advantages as the Shield ter choice than the Shield of
can probably make a better vents the attached champion Cataclysm (99/lst). all magical items, the Shield of Annihilation, plus a better Destruction, the Shield of
choice. from attacking. Annulus Treasure can be very effec- stays with the attached cham- bonus and an additional Devastation is still not one of
The Orb of Power is unaf- (411/lst) allows you to look at tively used against an oppo- pion, unlike spells or allies. power. the best choices available.
fected by Takhisis's Helmet of an opponent's hand and nent who is using The Lure of You can probably find 10 Besides the more valuable
Power (18/DL Chase) grants a +3 bonus. Discovery Undermountain (24/FR better magical items for your Shield of Huma(7/DL
of Spellfire (401 /1st) allows Chase) rule card and a deck, filling your quota with Chase), there are several mag-
you to examine everyone's plethora of monster champi- more useful cards. However, ical items with better bonuses
hand and discard a card from ons. Even if you lose your its defensive ability gives the and some that have better
each. entire pool based on the rule's Shield of Destruction an edge bonuses with an additional
While the power of the effects, you'll still be better off over offensive magical items, power. You are unlikely to
Rings of All Seeing allow you than your opponent. since fewer champions are need the Shield of Devasta-
some foreknowledge, there immune to its effects. tion — even in a deck which
are magical items with other depends on magical items.
powers that can help you
more.

IST EDITION 200 201 IST EDITION


i X.-^ ~"*^B— - f. •*.». — -" . ,
^— ^—
Common Uncommon Common Common Helpful Uncommon Defensive Common
Clyde Caldwell Brom Brom Tom Baxa Robin Raab Brom

This item, while it has no level This magical item has a better The Heartwood Spear is one This event card is one of the The Necklace is one of a few You might want to consider
bonus, is one of the better magi- level bonus than most of the of only two DARK SUN arti- best available and is considered items that gives the attached using this low-level cleric in a
cal items because of its special other shield?, like the Shield facts published in the 1994 a must by almost every regular champion the ability to cast deck with DARK SUN champi-
power. The ability to switch an of Destruction (313/lst), the cards. The other, Annulus player of the game. The ability wizard spells. Like those ons or if your opponent uses a
enemy ally to your side can be Shield of Annihilation (411/1 st), allows you to exam- to take an extra turn, and the other cards, such as the Viper- deck heavy with offensive
extremely useful, especially (314/lst), and the Shield of ine an opponent's hand. accompanying chance to build hand (103/lst), the Necklace wizard spells. In most cases,
against an opponent with spe- Devastation (315/lst). The The Heartwood Spear is a an additional realm, should not has only limited usefulness. If the cleric's immunity to offen-
cial allies, like Assassins Shield of Huma (7/DL Chase) very useful item and should be ignored. It is good strategy you are playing with a deck sive wizard spells does not
(252/lst), Loup-Garou (79/RL), has the -same bonus and a spe- be considered for any deck to put the Caravan in your that has several wizard spells, make up for her low level
or Brine Dragon (45/DL). cial ability, and is a defensive that uses several DARK SLK deck; many players place two most of your champions
When the ally switches sides, its item as well. champions. Its ability to auto- copies of the card in their play- should be wi/ards or should In the DARK SUN world there are
unused power functions. For While the Shield of Gore matically win a round of ing decks. Since the Caravan is already have the ability to cast no gods, so main/ clerics tire
example, if you use the Shield has a bonus that makes it battle against a monster or a common card, it should not wizard spells; none of those devoted to different elements
of Wickedness to switch a worth consideration for your dragon is quite good. be difficult to obtain one or two. champions are helped in the (Earth, Air, Fire, or Water).
Loup-Garou to your side, your deck, the fact that it is offen- If the attached champion is Since Helm (89/FR) and Lim- slightest by the Necklace. Devotion to an element grants
opponent must play a magical sive rather than defensive played against the Living ited Wish (43/FR) can negate a If you prefer champions the deric partial immunity to
item or lose the battle. If you might make you want to think Scroll (408/lst), the card in Caravan, it is a good idea to unable to cast wizard spells, things of that element. When the
use the Shield to switch the twice before adding it to your play first has precedence. For wait a few moments before but carry a few spells like Dis- concept was translated into
Brine Dragon to your side, you deck. Still, a permanent +3 example, if an opponent drawing cards when playing integrate (393/lst), this item Si'f-LLRRE game terms, it was
can swallow an opposing ally bonus to a champion is noth- attacks with the Living Scroll, this event. might come in handy. Note simplest to give the cleric immu-
(assuming the dragon had not ing to be ignored (except in you should not defend with a Because the Caravan is a that a hero, cleric, or monster nity to offensive wizard spells as
used its special power). favor of still higher bonuses). hero or cleric to whom the commonly used card, it is con- given spellcasting ability by a representation of the cleric'*
The Shield of Wickedness is Heartwood Spear is attached; sidered good etiquette to pause the Necklace need not have normal ability.
best when played during com- The art for the Shield of Gore, since the Living Scroll was in briefly before your turn, to permission from Midnight
bat after an enemy ally has been like that for the Shield of play first, your hero would allow an opponent to play the (46/ 1st) to cast a spell.
played, [ f a champion enters Destruction, is from the piece lose. On the other hand, if yon Caravan (the "Caravan Pause").
battle with the Shield attached, used on the cover of Merchant attack with a hero or cieric You must get your hand down
it might intimidate your oppo- House of Amketch, an adven- using the Heartwood Spear, to eight or fewer cards before
nent into not playing allies, or ture set in the DARK SUN cam- your opponent would lose by playing The Caravan, since it
your opponent will wait until paign. In the painting, the shield playing the Living Scroll. can be played only after the end
you've used the Shield before decorates tlie fide of a boat Hint of your turn (it is one of the few
playing special allies. sails the Sea of Silt. events that cannot be played at
any time).

IST EDITION 202 203 IST EDITION


Rare Rare Uncommon Rare Rare Rare
Clyde Ca Id well Brom Clyde Caldwell Fred Fields John Statema Robin Raab

As another +3 ally without a The Outcast is one of the more This card is of questionable This Desert Warrior is f a i r l y This is one of three Desert The last of the three Desert
special power, the elven desirable DARK SUN champi- value (at best) in play, but, as weak and should be avoided. Warriors. Like the first Desert Warriors, this is one that
archer has only limited use- ons due to its power to cast an uncommon card, it has His level makes him very easy Warrior (325/lst), this one might be worth a d d i n g to a
fulness. As with Ka'Cha cleric and wizard spells. Note some value to a collector. to defeat, and his special has a level that makes him deck. While this hero's level is
(273/lst), this card might be that the Outcast never need power is more likely to be a fall beneath the notice of most still relatively low, it has
useful in a deck with a large ask permission to cast spells Thugs, in the AD&D* game, are disadvantage than an advan- people. In addition, his spe- reached the stage where it has
number of allies. This card is from Midnight (46/lst) or the thieves who cannot make a living tage unless you're using low- cial power is even more likely become a marginally viable
rare, however, so is of some Arch-Druid (189/lst), since using the subtle ways of more level allies. If you have a deck to be a disadvantage. There champion.
value to collectors. he is neither wizard nor cleric. skilled thieves. While a clever with several allies, most of are a great number of allies Since all the champion's
If you build a set with DARK and quick thief might commit them should be +4 or better with bonuses of +4 or better, allies gain an additional
Elves of most worlds arc known SUN champions and want to robben/ b\/ sneaking around, anyway. so this Desert Warrior's bonus of +1, this Desert
for their skill with bows. Elves have several spell casters, the climbing through windows, or If you use an ally of lesser power would hurt those Warrior can be formidable
typically live in wooded areas Outcast is a must. He is also even scheming to bilk someone, a value, it's probably not the cards. If you are using a card when played with several
and wear greens and browns so not a bad choice for either a thug is basically a back-alley ally's bonus in which you are with a bonus of less than +3, allies. If you can add a magi-
they can blend into the forested wizard or a cleric deck. mugger who uses brute force and interested — increasing the it is most likely an "avenging cal item to the Desert Warrior
landscape. From hidden van- the threat of bodily harm to bonus could be a bad idea. ally" whose increase in to protect him from such
tages, they can shoot arrows with The Outcast, Sorak, is a half- intimidate victims into giving up For example, if you play the power could jeopardise its things as the Ice Storm
devastating effect. A group of breed who was abandoned as a their wealth. If intimidation Assassins (252/lst), you prob- effectiveness. (380/lst), he becomes a use-
elven archers, in their own home- child. Raised by nu/steritm* doesn't work, a thug doesn't ably want the lower bonus ful champion for offense or
land, is truly a force to be reck- inhabitants of the deserts of mind actually inflicting some because you want to lose in The desert warrior is nn individ- defense. At his base level, the
oned with. However, a lone elf, Athas, he learned both magic and bodily harm. In a situation in order to activate the Assas- ual who guards the flocks and Desert Warrior serves well as
taken from his normal homeland, a strong reverence for nature. which subtlety, skill, and clever- sins' power. Increasing [he herdsmen of desert tribes. He is a sacrifice against an oppo-
is far less fearsome; while able to However, his many trials have ness are important, thugs find bonus to +4 might give your depicted wearing a headdress nent's champion.
hold his own and cause damage left him with a fragmented themselves sorely lacking of the opponent a chance to play that keeps most of the heat of the
to enemies, he is little better than mind — many personalities are attributes needed to survive for another card, possibly elimi- sun from hitting him, while at
n hitman or dwarf warrior. trapped within his body, each very long. nating [he Assassins in the the same time pulling moisture
personality with its own abilities process. away from the body to provide
and souls. cooling.

IST EDITION 204 205 IST EDITION


Common Common Uncommon Common Common Common
Clyde Caldwell Ken Frank Tom Baxa Clyde Caldwell Clyde Caldwell Brom

The Marauder is one of the The Shaqat Beetles are one of Tembo is a borderline DARK Fireball is a nice spell if you Lightning Bolt is somewhat Paralyze is another desirable
plethora of +3 allies that lack the weakest allies, with only a SUN champion. While the liave an opponent fond of similar to Fireball (331 /1st) but wizard spell. Though il grants
special abilities. As with other +1 bonus and no special monster's low level makes it playing allies with lower is generally more powerful. you no combat bonus, it can
such cards, like Ka'Cha powers. undesirable in most cases, the bonuses. Most allies with low Like Fireball, only allies or prevent an opposing cham-
(273/ 1st), use the Marauder card's special power — pre- bonuses are not worth playing; magical items in play when the pion from defending. If you
only in a deck with a large Slnitjiit beetles are parasites found venting an opponent from those that are have special spell is cast can be affected by plan on attacking someone,
number ol allies. in the mudflats and grasslands of playing allies — makes it very powers, like the Loup-Garou the spell cast Paralyze on such cards as
Athas, home of the DARK SUK valuable. (79/RL), the Assassins In addition, Lightning Boll- Drizzt Do'Urden (45/lst),
A mnnuider is a nomadic raider, campaign. They are something like For example, if you have a (252/lst), Mogadisho's Horde can destroy an opponent's Lovely Colleen (22/1 si
in //«• wilds of several fantasy ticks, but are considerably larger DARK SUN deck and use the (251/lst), the Ghost Ship magical item instead of an ally. Chase), the Living Scroll
worlds — like those found in the and more vicious. Thei/ lurk near City-States rule card (30/RL), (74/RL), and the Intellect This is very useful against cer- (408/lst), or other champions
SPELLFKEgajne — marauders paths and watering iiolef and can you want to have at least one Devourer (86/1 st). ['lay ing a tain items, like the Magical that can automatically defeat
rotnn the countryside seeking vic- leapasfaras 20 feet, then latch DARK SUN holding attached to Hireball gets rid of allies in play Champion (402/ 1st), or in con- one of your champions (or, in
tiin* to rob. Marauders are bar- onto a victim with vicious barbs. a realm. By attacking with a at the time the spell is cast, but junction with the Loup-Garou the case of Drizzt, eliminate
baric and ferocious, concerned They prefer victims that cannot low-level champion and allies played after the Fia'ball (79/RL). The Lighting Bolt is your champion's effective-
more with gaining materials readily dislodge them, so they can Mogadisho's Horde (251 /1st), are not affected by the spell. If also a good way to get past an ness). When you are attack-
than am/thing else. A marauder suck blood from their hosts. an opponent can instantly you play a deck with several opponent's Net of Entrapment ing, Paralyze is generally best
seldom produces am/thing of Recently, the Shorn merchant destroy all your holdings. wizard spells, you might con- (21 7/ 1st) so you can play allies. if used in phase 3. If this is
value, living instead for house hatched a plot involving Tembo prevents Mogadisho's sider adding a Fireball or two Note, however, that if a cham- done, you need to have a
adventure. these already annoying beetles. In Horde from being played. to your deck, pion is immune to offensive champion able to cast wizard
Some commanders hire the ruins ofKalidnay, tluy found a Likewise, Tembo can prevent the Hell Hound (190/ 1st) is wizard spells, thai imnuinilv spells in your pool, bul you
marauders as mercenaries, but way to make the beetles truly fear- an opponent from playing one of the better allies and also extends to items attached to need not attack with that
are often disappointed, because some by bonding them with cere- such allies as the Assassins makes friendly allies immune that champion. champion.
marauders are notoriously undis- bral parasites, which inhibit the (252/lst) and the Loup-Garou to Fireball. However, if you Finally, the Lightning Bolt If you are defending or
ciplined. They do not follow mental powers of victims. The (79/RL). play Fireball before the Hell gives you a +5 bonus, making attacking with a spellcasting
order* ;<v//, nor do they work house of Shorn tried to blame this If you play with a DAKK Hound is in play, the Fireball it one of the more powerful champion, you might
well with other units — and if operation on the merchant house of SUN deck, you should give operates normally. The Treants wizard spells available. Only consider playing Paralyze
they are paid in advance, they are Amketch. some consideration to includ- of the Grandwood (195/lst) a handful of wizard spells during combat — but save it
just tis likely to leave for better The shaqat beetle depicted on the ing Tembo. make friendly cards immune have an equal or greater for toward the end of the
pastures as they are to seek the card is one that was unaltered by to all offensive wizard spells bonus, and few of those have battle. After you've seen what
temporary joy they feel when bonding, and alone, has little effect except Fireball. Note that Fire- an added special power. allies your opponent has
involved in combat. against an enemy. The beetles can ball does not normally affect played, you can better decide
grow to as much as three inches in the Treants themselves because which allies you would like to
length they are level 5. discard.

IST EDITION 206 207 IST EDITION"


Common Common Common Common Common Rare
Clyde Caldwell Keith Parkinson Brom Keith Parkinson David O. Miller Daniel Home

Magic Missile has a decent The Wall of Fire is a good spell Wall of Iron, like Wall of Fire Wall of Stone is one of the The Wall of Force is one of the This is a very good spell,
level bonus, but there are sev- if you arc playing a deck with (335/lst) has limited useful- more desirable spells avail- best spells available among especially if your opponent
eral better spells, in fact, there lots of spells and a heavily ness. If you play a deck with able. While there are almost a cards printed in 1994. It has a defends with heroes. For
are 15 wizard spells with bet- defensive theme. It has a many wizard spells, and con- dozen spells with a belter high level bonus; only four example, if your opponent
ter level bonuses and several decent bonus, and prevents centrate on defense, you level bonus, the Wall of Stone other spells have higher has Drizzt Do'Urden (45/lst)
spells that are desirable non-flyers from attacking might consider using Wall of prevents attacks by non-fly- bonuses. Also, unless your in his pool, his first instinct
because they have a power in across it. Given the low num- Iron. ers. Since there are few flyers opponent has one of the few will be to bring Drizzt out in
addition to (or instead of) a ber of flyers in the game, you Note, however, that while available, the Wall of Stone, flyers available, or something the first round of battle while
level bonus. are likely to end a round of Wall of Fire is an offensive like other wall spells, can like the spell Flight (211 / 1 st), defending. That's a good
If you are building a deck battle by casting Wall of Fire. It spell, Wall of Iron is defen- potentially stop a round of the Wall of Force immediatelv strategy, because Drizzt can
with wizard spells, you can is best to cast Wall of Fire early sive. Since few champions are battle completely. As with ends the round of battle. Play lose once without being dis-
have a maximum of 18 spells. in the round of battle so you i m m u n e to defensive spells, other wall spells, this one the Wall of Force early in the carded. If your opponent
If you are concentrating on don't waste any other cards. the Wall of Iron is a better should be played early in a round to avoid wasting cards plays Drizzt or some other
numbers, and you duplicate If you are playing against choice. It can be affected by a round of battle so you don't on the battle. hero, you can play Invisibility
cards, you can easily get 18 someone who has managed to Dispel Magic (346/lst or waste any other cards during Wall of Force can be and raze his realm. You must
spells with better bonuses assemble a deck of flyers, the 358/lst),butitcan'tbe the round. affected by a Dispel Magic attack with a champion capa-
than the +3 a Magic Missile bonus with Wall of Fire is not affected by Spell Turning Like the Wall of Iron (346/lst or 358/lst), Spell ble of casting wizard spells to
gives you. If you are concen- good enough to make it desir- (398/lst) or Reflection O36/lst)and the Wall of Turning (398/lst), or Reflec- use Invisibility.
trating on special powers, able; you should use Wall of (83/DL) since it can be used Force (338/lst), Wall of Stone tion (83/DL) spell, although A good strategy against
Magic Missile should not Force (338/lst) and Wall of only in defense. is a defensive spell. Since few the latter two options s t i l l pre- Drizzt is to attack with luz the
even be considered. Stone (337/lst) before using For more information con- champions are immune to vent the attacker from playing Evil (167/lst); your opponent
Wall of Fire. cerning the various wall spells, defensive spells, this makes nonflyers. won't want luz to lose and
In Hit- AD&cD^tuiw, lite tini^ic Note that Wall of Fire can be refer to the Walls section of the Wall of Stone a better choice For more information con- activate his special power, so
iiiiwik' spell is very common, and affected by a Dispel Magic main rules. than many other spells. Ii can cerning the various wall spells, Drizzt is a likely choice, since
becomes more effective when cast (346/lst or 358/lst), Spell be affected by a Dispel Magic refer to the Walls section of the Drizzt can lose once without
In/ ii high-lead wizard. Turning (393/lst), or Reflec- (346/lst or 358/lst), but it main rules. being discarded. Playing
tion (83/DL) spell, although can't be affected by Spell Drizzt ties the contest, allow-
the latter two options still pre- Turning (398/lst) or Reflec- ing you to play another card;
vent the attacker from playing tion (83/DL) since it can be play Invisibility and sneak
nonflyers. Used only in defense. past Drizzt to raze the realm.
For more information con- • For more information con- Even if you lose, you still raze
cerning the various wall spells, cerning the various wall spells, the realm with luz.
refer to the Walls section of the !vfer to the Walls section of the
main rules. main rules.

IST EDITION 208 21)9 IST EDITION


Common Common Common Common Rare Rare
Clyde Caldwell Larry Elmore Tim Hildebrandt Brom Fred Fields Jeff Easley

Cone of Cold is a pretty good Sleep is of questionable value This wizard spell has the The Fly spell might initially Crushing Fist is a good spell. The Anti-Magic Shell is an
spell, and it is one you should because it provides no level dubious honor of being one of seem very useful, but keep the First, it has a fairly high interesting choice; it has both
use in your deck if you are bonus, eliminating that poten- the worst available. It cannot rules about Hying in mind. The bonus; less than a dozen an advantage and a potential
concerned with winning by tial reason for including it in compete with many wizard champion and all allies must fly spells have higher level disadvantage. First, the spell
numerical superiority. Cone of your deck. In addition, its spells on a level-bonus level. to attack; since few champions bonuses. In addition, this makes the caster immune to
Cold has one of the highest power is relatively weak; it There are only two spells with <md almost no allies can fly nor- spell also has a very nice offensive spells. If your oppo-
bonuses among the cards can eliminate up to three level bonuses that are equal or mally, and since Fly is limited to power, allowing you to nent plays with several spells,
printed in 1994. opposing allies of level 1 or 2. lower, Death Link (39/FR) only one champion or ally, you destroy a magical item. the Anti-Magic Shell could
However, Cone of Cold has While this can eliminate such and Limited Wish (43/FR). might have trouble filling your Unfortunately, you must come in very handy. How-
two disadvantages. First, it dangerous opposing allies as In addition, Shield has no ranks with enough flyers to decide which you want to ever, there are several champi-
has no special power. If you the Assassins (252/lst), additional special ability, mount a successful attack. Also, use, the bonus or the destruc- ons, like Elminster (44/lst),
are looking for special pow- Mogadisho's Horde (252/lst), making it even less desirable. even if you win the round of tive ability — you cannot use who are already immune to
ers, you should choose some- and the Loup-Garou (79/RL), Both Death Link and Limited battle, your next champion both. You should make the offensive spells. In addition, it
thing like Wall of Force other cards can eliminate Wish have very nice special must be able to fly (or other- decision at the time you play is difficult for an opponent to
(338/lst) before Cone of Cold, these allies as well. powers to offset their low wise reach the realm) as well. the card. get several offensive spells
because Wall of Force has the For example, Fireball bonuses. Finally, Fly can be cast only in Technically, you need not into play at the same time.
same bonus and a special (331/lst) eliminates all oppos- Shield's sole advantage is phase 4 of the turn, during destroy a magical item held Therefore, you will probably
power. Lightning Bolt ing allies of level 4 or less. that it is a defensive spell, battle. As an attacker, you can- by your opponent; you could be using Anti-Magic Shell
(332/lst) is also a better Lightning Bolt (332/lst) can meaning that it is almost not cast it until your opponent even destroy a magical item against only one or two spells.
choice because of its special eliminate one opposing ally of always effective in combat. If has played a champion and in someone else's pool. This When you play this card, it
power. level 4 or less, making it less you are looking for defensive exceeded your level; thus, you can be very handy in a rnulti- also prevents you from cast-
Cone of Cold's second dis- useful in that respect than spells with high bonuses, you cannot cast it when you first player game, when you have ing spells later. All offensive
advantage is that it is an Sleep — but Lightning Bolt cannot quite fill your quota of attack, allowing you to attack a d i f f i c u l t y with a particular spells with level bonuses are
offensive spell, and an oppo- also gives you a +5 bonus. 18 wizard spells with cards realm in the second or third combination of champion and discarded when this spell is
nent is more likely to be You might add Sleep to that provide a higher bonus. rank. Fly is good for making an magical item. cast.
immune to it than to a defen- your deck if you are really Thus, if you want a deck ally fly, or for allowing a cham- Especially good targets for If you are looking for spells
sive spell, like Wall of Force. concerned about your oppo- heavy on defensive spells pion to bypass a wall spell. Crushing Fist include the Net with extra abilities, you might
Since Lightning Bolt is also nent's low-level allies, but with bonuses, you might If you're looking for a spell of Entrapment (217/lst), consider this one, but unless
offensive, it has only the you can probably choose a want to use Shield; otherwise, that will allow your champi- Magical Champion (402/lst), you play against someone
advantage of its special power better spell. avoid it. ons and up to two allies to the Chest of Many Things with a lot of offensive spells,
over Cone of Cold. •Htack virtually any realm, try (420/lst), and Takhisis's Hel- Anti-Magic Shell is not your
Earth-Walking (84/DL). It can met of Power (18/DL25). best choice.
be cast during phase 3. Crushing Fist does not work
on artifacts.

IST EDITION 210 211 IST EDITION


1
H^Dl

Common Common Rare Common Common Common


John £ Laura Lakey Daniel Home Kevin Ward Larry Elmore Steve Sch wart/ Carol Heyer

Dispel Magic is a necessity for Improved Phantasmal Force is Fear is one of the better spells There are some very nice Cure Serious Wounds is only Slicks to Snakes is one of the
every deck Hint contains spell- one of the better spells avail- available. Not only docs it cleric spells available, but this slightly better than Cure Light better cleric spells, at least
casters, especially if the optional able in regards to level bonus prevent a champion from is not one of them. The spell Wounds (349/lst). Like Cure numerically. Only three other
Dispel Magic rules are used superiority. Only two spells — attacking or defending, but it has no special ability, only a Light Wounds, Cure Serious cleric spells have better
(which is strongly recom- Phorbe's Scrolls (406/1 st) and prevents that champion from level bonus. Even if you are Wounds is a defensive spell bonuses. However, as previ-
mended). It can cancel the effect Phase Door (20/FR Chase)— acting u n t i l Fear is dispelled. building a deck with cleric with a low bonus and no spe- ously discussed, you should
of any spell, offensive or defen- have higher bonuses, and This makes Fear a better 1 spells based on numbers cial power. As a defensive probably not build a cleric
sive, anywhere in play A Dispel only Shape-change (212/lst) is choice than similar spells, like (which would probably be a spell, it works even if an spell deck based on the num-
Magic can even be used against its equal. However, each of Paralyze (3337 1st). mistake, given the low opposing champion is bers. If you build a deck with
another Dispel Magic. the other three spells has To dispel Fear, a Dispel bonuses of most clerical spells i m m u n e to spells, [f you want many cleric spells, and you
If you play Dispel Magic in another advantage; Phorbe's Magic (346/Tst and 358/lsl) printed for the SPUU.FIRE game a deck with cleric spells, and pay attention to level bonuses,
phase 3, yon can use it against Scrolls and Phase Door both must be used against it. Fear in 1994), you probably want select those spells based on Slicks to Snakes is a desirable
such spells as Fear (348/lst) have good special abilities, can potentially stay in effect to avoid Cure Light Wounds. their bonuses, Cure Serious spell.
and the Spell of Formless Hor- and Shapechange is a defen- for a very long time. There are The single reason you Wounds could be used to fill Note that Sticks to Snakes is
ror (106/lst). Dispel Magic is sive spell. a few champions who are might want to use Cure Light out your maximum of 18 an offensive spell, one that
also effective against certain Improved Phantasmal immune to Fear, since it is an Wounds is that it is a defen- cleric spells. If you base your affects your opponent. Thus,
other cards, such as the magical Force suffers slightly from its offensive spell. sive spell. Since it affects only selection on special abilities, there are a few champions
item Blood Coin (60/RL) and lack of a special ability and The problem with Fear is your side, an opponent's avoid Cure Serious Wounds. who are immune to it, cancel-
the ally Vistani (78/RL). from being an offensive spell. that it is one of the few cards immunity to spells will not ing its bonus.
If you play Dispel Magic dur- There are a few opponents that leaves your possession prevent it from working. In Ilic AD&Dgmitc, (N in
ing battle, you can cancel any i m m u n e to offensive spells when you play it. At the end SPELLFIRE, Cure Serious Wounds In the AD&D game, Sticks to
single opponent's spell, after but probably not enough to of the game, make sure you Ironically, in tin- /\D&D game, is an improved version of Cure Snakes is a mid-level clerical
that .spell is cast. Even when dissuade you from using this get it back from the player >~nre light wounds is one of the Light Wounds. Many clerics in spell that increases with
you play Dispel Magic during card. While there are cards against whom you used i t . more desirable spells, and is com- the AD&D game carry the spell, effectiveness as the caster rises
battle, you can affect spells in with very nice powers, for monly used by clerics. It in tin since it is very useful for healing in level. At higher levels, the
pools. sheer numbers you cannot get In the AD&D gnnte, l-'enr /s sasy spell to get, and, white il i:- characters who take heavy dfim- snakes created by the spell can
Dispel Magic is one of the much better than Improved available to only wizards ofsoirtf Telatively weak, it can prevent a tigi: in the SPI-LLFIRE game, Cure have a greater chance of being
few cards that breaks the timing Phantasmal Force. power. It can be exceptionally character's death. In Spellfire, Serious Wounds is one of the less poisonous.
conventions in SPELLHRI;. Nor- effective in the AD&cDgtww, you have many better options for desirable spells; there are better
mally, a card takes effect as soon just as it can be in a SPELLFIRE preventing character (champion) mn/s to help your champions
as it is played; a Dispel Magic gtime, since it causes characters death. survive mill win battles.
can prevent such effects if to nm away at top speed.
played immediately after the
opposing card.

IST EDITION 212 213 IST EDITION


Rare Common Rare Rare Common Common
Jeff Easley Fred Fields Clyde Caldwell |rff Easley Clyde Caldwell Larry Elmore

Blade Barrier is a good clerical If you build a deck with sev- The Sanctuary spell, like Blink With the shortage of flyers, Bark Skin has a fairly low Charm can be an effective
spell, especially against an eral allies and cleric spells, (374/lst), prevents the casting especially flying allies, Wind bonus, and there are several spell, especially against some-
opponent who uses numerous Bless is a decent addition to champion from being dis- Walk is almost mandatory in a better cleric spells from a level one who uses lots of allies.
allies or one fond of using your deck. Note, however, carded if the champion loses a deck that concentrates on fly- bonus standpoint. In addition, The spell can affect any ally,
allies with a low bonus. that a combination of cleric round of battle. This is useful ers. It is comparable to the the spell's special power is from the powerful Gladiators
If your opponent plays spells and allies is not neces- if you have a good champion. wizard spell Flight (211/lst) unusual: It doesn't really offer (257/lst) to the insidious
allies to win a round of battle, sarily the best strategy to win Be cautious of three things, and is much better than the an advantage. Assassins {252/lst). When the
those allies usually have lev- battles. Clerics tend to be however. wizard spell Fly (343/lst), The card text — "adds 2 lev- opponent's ally is lost, it is
els of more than 5 — except for lower level, and there are only An attacker who casts this which allows only one cham- els to a single defender" — discarded.
such cards as the Loup-Garou a few high-level champions spell prevents the defender pion or one ally to fly. refers to the +2 bonus listed in Note the wording of the
(79/RL), which has a low able to cast cleric spells. Also, from drawing a spoils of vic- Wind Walk suffers from the the card's icon. At first glance, opposing ally's power. The
bonus and a great power. An for the Bless spell to be really tory, because the attacking same problems as Flight and the text seems redundant, power of Assassins comes
opponent who uses several effective, it should be played champion is not discarded. l ; ly, however. It can be played explaining what can be seen into effect only if they are in
allies with powers that arc with several allies, something Since some champions have only in phase 4 of your turn, quite clearly in the icon. How- play on the losing side of the
activated when they are on that is uncommon even in a advantages when they lose, during battle. You cannot cast ever, the text also clearly indi- battle; Charm can be used to
the losing side of a battle — deck with a lot of allies. A such as luz the Evil (167/lst), a spell as you go into battle, cates that this spell works safely discard the Assassins,
such as the Assassins magical item with a +5 bonus, it's usually better to allow but must wait until your only for a defender and not for negating the card's power. On
(252/lst) — should never give such as the Staff of Conjuring those champions to lose than opponent plays a champion an attacker. Thus, Bark Skin the other hand, when the
you the opportunity to play 005/lst), can provide as to cast this spell and save and exceeds your level. Thus, can be used only in defense of Myrmidons (61/lst) are dis-
another card. Blade Barrier is much benefit as Bless in most them from being discarded. you must attack with a cham- a realm, not while you are carded, their power is acti-
a good defense against the battles. Casting this spell ends the pion who can fly, or attack a attacking. This limitation, vated, and the opponent
avenging allies. The Bless spell adds 1 level battle if cast by an attacker. realm accessible to non-flyers, coupled with the card's low shuffles his discards back into
to each friendly ally regard- No further rounds of combat men use Wind Walk to make bonus, makes it undesirable. his draw pile.
In Hie AD&D game, Blade Bar- less of whether that ally is can be fought. your allies flyers. Otherwise, The spell's one saving grace Charm does little good
rier if one of the most powerful played before or after Bless is If cast while defending, the Wind Walk is useful to bypass is that it is defensive, so it is against allies whose powers
spells a cleric can cast. It causes played. If an ally is converted player may choose a different any of the several wall spells unaffected by champions who are activated when they are
<i muss of whirling blades to to your side, as by Charm champion to defend the available. are immune to offensive played, such as the Flesh
appear in mi area selected by the Monster (76/DL), the bonus attacked realm during the spells. Golem (73/RL) and Brine
caster. This has the tendency to also applies to that ally. next round of battle. Dragon {45/DD.
chop most of the cleric's oppo- In the AD&D game, the spell
nents into tiny bits. barkskin makes the recipient's
skin as tough as bark, so the crea-
ture is difficidt to harm.

1st EDITION 214 215 IST EDITION


Common Common Common Common Rare Common
Jeff Easley Jeff Easley DougChaffee Clyde Ca Id well Jeff Easley Brom

Like the wi/ard spell of the Darkness is one of the better This spell is limited, but can This spell, like other spells The Sunray can be exception- This spell might seem good at
same name (346/lst), Dispel cleric spells if you are defend- be very effective. Since there that grant flight, has limited ally effective against someone first, something akin to Wall
Magic is a good spell. It can ing a realm against any attacker are very few undead allies, usefulness. Unlike such spells who plays with several of Force (338 /1st) which pre-
cancel the effect of any just-cast except a monster. The .spell is the spell's ability to discard as Flight (211 / 1st) and Wind undead champions. However, vents non-flyers from attack-
spell, offensive or defensive, not very harmful to either side; them is unlikely to be used. Walk (355/lst), which allow many people avoid using ing across it. However, Wall of
anywhere in plav, including allies go back to the hand and However, there are several the champion and all allies to undead, because they are vul- Thorns only prevents attack-
another Dispel Magic. If you are the champions return to their popular undead champions. If fly, Chariot of Sustarre is nerable to a number of spells ers of level 1 or 2 from cross-
playing with the optional Dis- pools. Thus, you are relative?!;' an opponent plays an undead somewhat limited. This spell and allies. Sunray is not nor- ing it. While this works
pel Magic rules, which is safe playing a champion and champion against you, Protec- can allow one champion or mally effective against some- against both champions and
strongly recommended, Dispel allies in defense of your realm tion sends that champion two allies to fly. If you want a one with an unknown deck. allies, al mot) I nobody would
Magic can be cast at any time. to see if you can handle the back to its pool, and you win more useful spell, try Plight or Unless you know your oppo- use such a low-level cham-
If you play Dispel Magic in defense, using Darkness as a the round of battle. Wind Walk. nent's deck holds several pion. There are a few useful
phase 3, you can use it against last resort. Since nobody wins If you play Protection As with the other spells that undead champions, you are low-level allies, like Assassins
spells like Fear (348/lst) and or loses, no spoils of victory is against an undead champion grant flight, this one is also better off using other spells. (252/lst) and Mogadishu's
the Spell of Formless Horror drawn and the battle is con- as a defender, you end the limited because it can be cast Horde (251 /1st), and this card
(106/lst). Dispel Magic is also cluded, ending a l l the oppo- battle but do not get spoils of only in phase 4 (during In the AD&D game, Sunray is prevents them from being
effective against certain other nent's attacks against you for victory. If you play Protection battle). Of course, spells can one of the highest-level spells played.
cards, such as the magical item that turn. against an undead champion be cast in battle only if your available to a cleric. Working like Onlv the printed icon in the
Blood Coin (60/RL) and the If you are attacking, this spell <is an attacker, you win t h e champion has a lower level a raij of normal sunshine, tlie card makes a difference as to
allyVistani(78/RL). can be used as a last-ditch effort round of battle, and the than that of your opponent. Sim ray destroys all creatures what attackers can cross the
If you play Dispel Magic dur- to save your attacking force and opposing champion cannot be Thus, the spell cannot be cast harmed by such an event, such as wall. Bonuses due to magical
ing battle, you can cancel any to prevent your opponent I'rom used again in that battle. when you first attack, allow- vampires. items, artifacts, or allies are
spell. Even when you play Dis- drawing spoils of victory for a The realm Valachan ing you to attack a protected not considered.
pel Magic during battle, you successful defense of his realm. (12/RL) defends itself as an realm, it is limited because it
can affect spells in pools. Try to avoid using Darkness undead champion; if you are is really only useful against In Site AD&D game. Wall of
Dispel Magic breaks the tim- during an attack, though; it is able to play Protection when wall spells of various types. Thorns creates a thick hedge of
ing conventions of the Spell fire better left for when you need it Valachan defends itself in this Also note that, like all spells prickly bushes that injure any-
game. Normally, a card takes to defend. manner, you win the round of lhat allow flight, Chariot of thing thai was unfortunate
effect when played; a Dispel Darkness also prevents the battle, which razes the realm. Sustarrc is useless to a enough to be in the area of effect
Magic can prevent such effects, effects of allies whose powers defender; it can be used effec- or who tries to pass through
if played immediately after [he tire activated only when they tively only when you attack, Ilieni. 11 is typically cast on top of
opposing card. I5y using the lose, like the Assassins so don't use it in .1 purely a group of opponents and lln-n
optional rules, this becomes (252/lSt). defensive deck. set afire.
much easier to adjudicate.

IST EDITION 2lb 217 1ST EDITION


••i ,I,|L..' - JZZ.'- _£..'i • . ' -., •.

Common Common Common Common Common Common


Jeff Easley Carol Heyer JeffEasley Paul Jaquavs Carol Heyer DaveDorman

When you piny this card, you A Dispel Magic (346/lst or Note that Forget is an offen- Web is effective against only Blink is neither good enough There arc only about a half-
ignore all undead allies and 358/lst) can discard Wall of sive spell. Since the immuni- low-level allies. However, to always add to the deck, nor dozen undead allies available
champions. When determin- Fog. A Spell Turning ties of a champion extend to most of the avenging allies — poor enough to always avoid. in the cards printed in 1994.
ing the numerical superiority (398/lst) or Reflection the cards attached to it, if a like Mogadisho's Horde It can save a champion about Of these, some are pretty use-
of a side, don't count your (83/DL) is ineffective against champion is immune to offen- (251 /1st) and the Assassins to lose, but there are pitfalls to less, at least when compared
opponent's undead allies and Wall of Fog, because the spell sive spells, this card cannot (252/lst) — are low level, so avoid if you are to use Blink to other allies. However, there
champions. It also means that still affects everyone. Wall of cause one of that champion's Web would work just fine to its full effect. are two undead allies — the
t iny power belonging to an Fog would be discarded at allies to be discarded. against them. If used by an attacker, Spectre (77/RL) and the Kar-
undeiid opponent cannot be the beginning of the turn of You should probably wait Note that Web only Blink allows the champion to gat Vampire (71 /RL)— that
used against you. the player who cast Spell until late in the battle to play discards opposing allies that return to his pool, but no have bonuses and powers tha I
For example, if you play Turning or Reflection. Forget so that you can choose have already been played. It further rounds of battle can make them worthwhile addi-
this card in a round of battle Spells cast d u r i n g phase 3 the worst of your opponent's does not prevent your be fought. Blink has the tions to a deck (for example,
against Azalin (S2/RL), A/a- are not considered attacks, allies. Forget is especially nice opponent from playing allies added benefit of cheating the both are flyers, making them
lin cannot cast wizard spells nor are events. Wai! of Fog is if you can manage to play it afterward. defender of his spoils of some of the few worthwhile
for the duration of that battle. good in a defensive deck, but against a high-level ally, like victory. undead allies).
However, Azalin's second it protects all players. You get Gladiators (257/lst), or an In Hie AD&cD $inw; Wfh /s If used by a defender, the The chance of getting to use
power is to take an ally with more from the spell than any- avenging ally, like Assassins coinmonli/ used by wizards to champion is returned to his Hold Undead against one of
him if he wins a round of one else, but it still helps (252/lst). Note, though, that imp powerful warriors as well as pool, but the attacker can con- these allies is pretty slim.
battle. Since that power acti- others; there are cards, like avenging allies arc usually foil pursuit. In addition, crea- tinue to attack with other There are many other cards
vates after the battle, it is Bronze Dragons (97/DL), that played inlo a battle when tures caught within the web have champions. that affect all allies, like the
unaffected by Invisibility to help only you. their bonuses can't put them a chance of suffocating during A few champions can both Brine Dragons (45/DL) or the
Undead. Use Wall of Fog during ahead; since your opponent each round they remain trapped. lose a round of battle yet acti- Net of Entrapment (217/lst);
This spell's category has phase 3 to prevent others wants to remain behind after Giants and other powerful vate their special power, such if you want to eliminate
been inadvertently left off; from attacking you. Wall of playing Assassins (to activate creatures have a tendency to as lux the Evil (167/lst) and allies, use one of those cards
Invisibility to Undead should Fog is discarded at the that card's power), you typi- break through tin' webs in a short The Assassins (252/lst). instead of choosing a spell
be a defensive spell. The spell beginning of your next turn, cally don't get the opportu- period of time, so the spell in usu- that stands a slim chance of
can be cast only in phase 4. allowing you to attack oilier nity to play Forget. ally cast on human-sized or In Ihc AD&D gnwe. Blink ;s being effective.
players normally. Since Wall smaller opponents. In addition, used by a wizard to better shield
of Fog is an offensive spell, the webs are highly flammable. him from attack. During each
some champions, like round of combat, the spcllcaster
Elminster (44/lst), can attack randomly "blinks" to a different
anyway. location, foiling many hand-held
uvafn»i ni'ttH'ks.

IPT EDITION 220 221 1ST EDITION


Common Rare Harmful Uncommon Uncommon Common Harm i'u 1 Rare
Jeff Easlcy Jeff Easley Fred Fields Robli Ruppcl Tim Truman Brom

If you use this spell when This event is one of several Many players build decks that This is one of the best spells This is not a bad event if you Phantasmal Killer is one of
attacking, and your opponent cards that destroys all magical don't use low-level champions, for level bonuses. There are play against people who use the least effective spells avail-
plays a monster, you win a items in play. As with those making Black Tentacles less few with higher bonuses, and low-level champions and able. This is because its level
round of battle and the oppos- other events — like Fast Talk- effective. However, some play- only a small h a n d f u l are its allies. Good targets for this depends on how many allies
ing monster goes back to its ing (210/lst) and Sky Singers ers build decks with lots of equal. If you are building a event include Marco Volo your opponent plays against
pool. Allies and spells are dis- (278/lsO— you should use champions, meaning there are spell deck based on numbers, (50/lst), Amarill (77/lst), and you: If your opponent plays 3
carded normally. The cham- this card only if you play with several of lower level — some of use Fire Shield. the Assassins (252/lst). The allies in a round, this spell
pion cannot defend again few magical items in your the best low-level champions If you want spells that have card has a more universal gives you a +3 bonus. This is
d u r i n g the same battle unless own deck. have very useful powers. special abilities, you should effect than spells with similar not an effective strategy.
it has some special power that Fast Talking is a more effec- If you know an opponent has avoid Fire Shield; it has no effects, like Black Tentacles The only way you can
allows it to do so. tive card, because it gets rid of several low-level champions, special power and is out- (378/1 st), since it can destroy really benefit from the card is
If you use the spell as a artifacts as well. However, if this isn't a bad card to put into classed by many that do. In allies as well, usually without if your opponent plays a lot of
defender, the opposing cham- you want to play with arti- your deck. With it, you can addition, Fire Shield is an activating any special powers allies. If they are low level,
pion returns to its pool, and facts and get rid of oppo- destroy a lot of champions that offensive spell, and several they might have. For example, they are probably avenging
the battle ends with you victo- nents' magical items, choose would otherwise be very champions are immune to if your opponent plays Assas- allies, and your opponent
rious. No further rounds of Wind of Disenchantment or annoying. .such things. sins, and you play Ice Storm wants to lose the round of
combat can be fought, but you Sky Singers. If you play this spell during immediately, the Assassins' battle; getting a bonus for his
do not get a spoils of victory. Note this card's usefulness combat, you can kill your oppo- The art from tiiis card comes power cannot be used, allies just plays into his
If possible, save Charm Mon- in conjunction with the Loup- nent's champion, meaning you from the same source as the pic- because they are discarded hands. If your opponent's
ster for defense. Garou (79/RL). If you have a win the round of battle. If you ture on Flame Strike (367/lst), before they are defeated in allies are high level, it's just
Note that the differences in Loup-Carou in your hand, play it while defending, you the cover for Knight's Sword, an battle. like subtracting one level from
art between this card and play the Wind of Disenchant- end the battle and draw a spoils titlventure for the DRAGONLANCE Ice Storm also has the each ally: a +9 becomes +8, a
Spell Turning (398/lst). Other ment first to destroy your of victory. campaign setting. The dragon in advantage of being an event, +6 becomes +5, etc. This usu-
than a darker printing, the opponent's magical items. Note that your own champi- the picture was named so you can play it any time. In ally isn't enough to make a
wizard's hat has been altered. This makes the enemy cham- ons of level 4 or lower also die. Rastibaxas when his picture was addition, Calm (400/lst) can difference in the outcome of
pion more vulnerable to the The event Ice Storm (380/ 1 st) used for a rare trading curd (11 be used to defend yourself the battle.
Loup-Garou. can be stopped by a Calm of 60) in the 1993 set ofTSR col- against the effects of Ice
(400/lst), but a Dispel Magic lector cards. That card was one of Storm, because it would oth-
(348 / 1 st or 356/ 1 st) negates only a few foil-enhanced cards to erwise affect any champions
this spell entirely — even for the be issued by TSR. and allies of level 4 or less on
other players. Spell Turning your side.
(398/1 st) and Reflection

.
(83/DL) arc ineffective against
Black Tentacles.

IST EDITION 222 223 IST EDITION


Common Harmful Common Common Common Common Common Harmful
Jeff Easley Jeff Easley Jeff Easley Clyde Caldwell Robin Wood John & Laura Lakey

Like the spell Wall of Fog If you use Animate Dead Cloudkill is a pretty good 1 vebleminded is good if you If you defend and cast this Faithful Hound prevents
(371 /1st), this event prevents while attacking and win ihe spell, especially against some- play against someone with a spell, then go on to lose the attack by non-flyers, and,
attacks against all players Kuile, you can attack again one who uses a lot of low- deck built with a lot of spells. round of battle, you borrow since there are so few flyers
until your next turn. For max- with the same wizard. If you level, annoying allies, like This spell affects a l l champi- your opponent's champion to available, it stands a good
imum effect, play the card at use it while attacking, and Assassins (252/lst). This is ons able to cast spells, not just use as a defender in the fol- chance of preventing all
the end of your turn, and you lose, your wizard is still better than many other spells wizards or clerics. lowing round of the same attacks. However, if you want
make yourself immune to discarded, because the battle that affect allies, because it Be wary, though, of the few battle (you cannot hold your to prevent all attacks — and if
attacks from everyone while ends, and there is no "next has lasting effects, preventing decks built with a lot of spell- opponent's champion u n t i l you play this card, that's what
still allowing yourself to round of battle." someone from playing other casters and few spells. Players someone else attacks you). you really want to do — use a
attack when it's your turn if you use Animate Dead as annoying allies. of those decks don't care if Magic Jar is even better card that prevents attacks.
next. a defender and win, the batik 1 If you play this spell at the their champion can't cast when used against a cham- Such cards include Solid Fog
You can also play this event ends, and your wizard returns beginning of combat, your spells. pion whose special power (382/lst), if you want to share
when a player comes over to to the pool anyway, ready for opponent cannot play Assas- You should use Feeble- activated only upon defeat, the card's benefit, or Bronze
attack one of your realms. By the nexl battle; the spell is sins, Mogadishu's Horde minded only if you know such as Gabrielle Aderre Dragons (97/DL), if you want
waiting until another player wasted. If you use Animate (251 /1st), the Loup-Garou your opponent has a deck (93/RL)orIuztheEvil to keep the benefit to yourself
decides to attack, you might Dead as a defender and lose, (79/RL), and others. This is with a lot of combat spells. If ( 167/lst). Not only do you get and watch the other players
be able to avoid attack while you can retrieve your wizard the safest way to play Cloud- you do use this card, play it as to use the attacking cham- attack each other.
allowing the other players to for another round of battle; kill. soon as possible in the round pion, it automatically causes Border Forts (198/lst) pro-
duke il out. after that round of battle, win You can also wait until your lo prevent any spellcasting at your opponent's winning tects a realm from being
Solid Fog is a nice addition or lose, the wizard is dis- opponent plays one or more Lill. If you wait, you iose the champion to be discarded. attacked bv non-flyers, so
to a defensive deck, though carded. of these allies, but you take a .spell's effectiveness, because Win or lose, the borrowed when this event is in play, the
Bronze Dragons (97/DL) is Animate Dead does not chance. Unless the low-level you might allow the opponent champion is discarded at the realm is immune to all
somewhat better, because it make your wizard undead, ally played is the Loup- to play his only spell before end of the current turn. attacks. Menzoberranzen
protects only you and has the nor does it weaken the wizard Garou, your opponent proba- you play Feebleminded. The borrowed champion's (2/lst) is also a good choice in
same duration as Solid Fug. in any way. bly wants to lose the battle, A diampion who has been powers work, so if you bor- conjunction with this event.
Note that Animate Dead and you won't have an oppor- Feebleminded cannot cast any row lux with Magic Jar and
works (inly for wizards, not tunity to play the spell, i>l the various Dispel Magic lose, you can raze an oppo-
for other types of champions because he will never play spells to remove the effect. nent's realm.
who can cast wizard spells. A enough cards to put himself Another spellcaster from the
good combination is to use in the lead. pool can, however.
GabrielleAderre(93/KI,)
along with this spell.

1st EDITION 224 225 IST EDITION


Common Common Common Common Common Rare
Keith Parkinson Keith Parkinson Doug Chaffee Brom Keith Parkinson Larrv Hlrnore
The problem with this card is This spell protects only your If you want wizard spells Death Fog is a very good If you are attacking, you can This is a great spell, and ifs a
its limited effect; it negates realms; this makes it a pretty with high level bonuses, use spell, and it is highly recom- cast this spell before battle to must-have for any deck that has
wall spells, and there are only good choice. Since it allows Chain Lightning; very few mended in a deck with lots of kill any champion of level 7 or champions able to cast wi/ard
seven of them. Any spell that only llyers to attack your spells have higher bonuses, wizard spells. It kills champi- less in play anywhere. Since a spells. Almost nothing can stop
is described as a wall, either realms, you are pretty safe. and only a handful have a ons of level 5 or less in an champion's level includes Disintegrate, which is another
in title or text, is a wall spell. Paired with such realms as bonus equal to that of Chain opponent's pool; eliminating bonuses from attached cards, good reason to use the Dispel
Passwall negates the wall Nfeizofaeranzan (2/lst), Lightning. such annoying champions as a level 5 champion with a +3 Magic optional rules. Without
spell. Note that it doesn't which is immune to flyers, Chain Lightning's only real Amarill (77/lst) and Marco magical item is safe from the them, there i,s nothing another
simply allow you to bypass a Rock to Mud is an almost weakness lies in the fact that Volo (50/lst). Since those Death Spell. Remember this if player can really do to stop the
wall, as you could if you were invincible protection. Note it is an offensive spell, and champions aren't defeated in you play with M i d n i g h t effects of a disintegrate. There is
a flyer. Passwall causes a wall also that Rock to Mud is a there are some champions battle, their special powers (if (46/1 st), who is level 7 on her one exception: If Disintegrate is
spell to be discarded. defensive spell, so champions who are immune to those any) are not activated. own. In such a case, a card used against a DARK SLN realm,
Despite Passwall's great immune to offensive spells types of spells. Not only does Death Fog like Wind of Disenchantment it can be stopped by a Spirit of
power against walls, it is just cannot attack through this kill all the low level champi- (377/lst), used to discard the the Land (288/lst), which can
too limited for consideration spell as they can do against a In the AD&D game, chain light- ons in a player's pool, it also champion's magical item, prevent a DARK SUN realm from
unless you know your oppo- Wall of Fog (371 /1st). ning is a more powerful version prevents any champions left would help the Death Spell. being discarded.
nent plays a deck with a lot of The idea behind Rock to of the lightning bolt spell. Chain in the pool from attacking In battle, you can use Death Remember that once this
wall spells. Mud is that it temporarily lightning strikes creatures carry- during that player's next turn. Spell against a champion who spell is cast, the player cannot
changes the terrain of your ing or wearing metal objects, This can be a pretty devastat- is currently level 7 or less or attack any realm during his
/// Hit' AD&D gnine, ptisswtill realms into mud, making the bouncing from one creature to ing way to launch an attack, an ally. Typically, you'd use turn. If the optional Dispel
allows a wizard to create a tun- footing unsure. another until it has run its severely weakening your Death Spell against the oppos- Magic rules are being used, a
nel through solid rock, granting course. opponent before attacking ing champion (if you do this Disintegrate that has been dis-
passage to hidden areas or a fast In the AD&D game, transmute The spell is highly useful and preventing a counter- as a defender, you win the pelled still prevents the casting
escape route should circumstance rock to mud is a spell that is used •where fighters clad in rneSnl attack for another full turn. battle and get spoils of vic- player from attacking. A spell-
prevent him from exiting in the as an effective means to trap and armor are fighting one another, However, your opponent can tory). However, the wording turned Disintegrate has no
same manner in which he kill opponents. Casting the spell since the lightning tends to strike play champions from his of the card — "any one cham- effect against the caster.
L'tilcrcd. As with many spalls, initially causes the attackers to the source of the most nietal first. hand to launch an attack, and pion" — means you can also if the Geneva Conclave
passwall becomes mart' effective sink in the moist earth, and in/ champions that survive are kill a champion not involved (Promo 2) casts Disintegrate
a* tlte caster gains experience. casting the reverse of the spell, a capable of defending them- in the current battle. and the spell is reflected back,
wizard can trap his opponent* in selves from an attack. both the realm and holding are
the hardened earth. Since this is an offensive Disintegrated instead (unless a
spell, a few champions are counter spell can be played to
immune to its effects. save them).

1ST EDITION 226 227 IST EDITION


Common Common Common Common Common Kare Harmful
Larry Elmore Jeff Easley Jeff Easley Jeff Easley Jeff Easley Robin Robb

Cast before battle by an Banishment destroys any mon- This is one of the least desir- The best way to play this spell Spell Turning has two basic The Ancient Curse is a pretty
attacker, Geas prevents an ster in play regardless of level. able spells. There are so few is by using a low-level cham- effects. If you cast it in phase 4 good event, especially if you
opponent's champion from Only an immunity to offensive undead allies available that pion when attacking. If the of your turn, during battle, play against someone who
acting until after that oppo- spells can protect a monster tar- asking for an opponent's defender brings out a cham- you can turn a just-cast spell uses several magical items
nent's next turn. Thus, if *you geted by Banishment. highest level undead ally is pion of level 5 or less, you cast back at your opponent as if and artifacts. If you have
cast the spell on your turn, the The spell can be cast before or u n l i k e l y to have results. Only this spell to immediately win you had cast it. For this to be Ancient Curse in your hand,
opponent cannot use the during battle. If you attack, you two undead allies — the Spec- ii round of battle. If you attack effective, no cards can be an opponent makes a cham-
affected champion to defend should use it before battle to tre (77/RL) and the Kargat with a champion of level 6 or played or powers activated pion vulnerable by attaching
against you (or any other prevent an opponent's cham- Vampire (71/RL)— are really higher, your opponent will between your opponent's a magical item or artifact to
player with a turn between pion from ever entering battle. worth keeping in a deck, and have to play cards that match spell and your Spell Turning the champion.
yours and the opponent's). In If, as an attacker, you wail until the odds are against you hav- or surpass your level, making (except events). A second A good target for this spell
addition, when it gets to the battle to cast the spell, you have ing Control Undead at llu- the Finger of Death Spell use- spell-turning can reflect the is any good combination of
opponent's turn, the affected wasted vour champion, same time as an opponent has less. Spells, allies, and certain spell again. A spell can be champion and magical item
champion cannot be used to because the champion cannot the Spectre or Kargat Vam- events can all increase the turned multiple times, but or artifact, such as Hettman
attack either. At the end of the attack again. There is one pires. level of your opponent past only offensive spells are sub- Tsurin {172/lst) and Ren's
opponent's next turn, the exception to this: If your cham- However, this spell does the point where Finger of ject to Spell Turning. Crystal Ball (199/lst). Ancient
Geas goes away and that pion is attacking a realm which have a minor advantage: Your Heath will be effective. To cast this spell in phase 3, Curse doesn't work against
champion can be used nor- can defend itself as a monster, opponent need not have the If you use a lot of wizard it must be cast against some- the combination of Gib Htim-
mally. like Jungles of Chult (15/lst), undead ally in play for you to spells, and if you know your thing like a Limited Wish sen (13/lst Chase) and the
Dispel Magic (346/lst and you can cast Banishment dur- ask for it. (f you play Control opponent has a lot of lower- (43/FR)orWish(46/FR). Net of Entrapment (21 7/lst),
358/lst) works against Geas, ing battle, thus raxing the Undead and a,sk an opponent level allies, you might think In larger games, or even in because Gib is immune to
any time it is up (so if your realm. for his highest level undead about using Finger of Death. games where lots of spells are events.
opponent casts Dispel Magic If you are attacking, a very ally, any undead ally in the For a more potent effect, use used, this can get real confus-
on his next turn, Geas is dis- good target for Banishment is opponent's hand is also vul- the Death Spell (392/ 1st). ing and messy. It is strongly
carded and the champion can the Living Scroll (408/1 st) or nerable to the spell. This spell recommended that you use
be used normally). Spell Turn- any champion that has a special does not allow you to look at the optional Dispel Magic-
ing (398/lst) and Reflection power activated when tin- an opponent's draw deck and rules to avoid keeping track of
(83/DL) are both effective champion is defeated in com- pull out the highest level who cast what during a spe-
counter-measures against a bat, such as lux the Evil undead ally. cific turn.
Geas, giving the caster a dose (167/lst), Make sure to state what
of his own medicine. If you are defending, a suc- champion is casting the Spell
cessfully cast Banishment can Turning when this card is
discard an attacking monster played.
and earn a spoils of victory.

] sr EDITION 228 229 NT Hnrnors


Common Helpful Very Rare Harmful Very Rare Very Rare 1 l.irmful Very Rare Very Rare
13 rum Charles Kohl Charles Kohl Charles Kohl Charles Kohl Charles Kohl

This card is a must-have. Put Discovery of Spcllfire is a The Magical Champion is As events go, this one is The Chaos Shield gives the This is a very welcome addi-
two in your deck. good, event card to have in very useful. You can attach it pretty weak. There are several attached champion a +1 tion to DARK SUN, bringing the
Most players use harmful your hand. Though there are to any ally to make that ally a other cards that can cause an bonvis and also grants an total number of realms from
events, such as Cataclysm many other cards that have hero. While the inclination ally to switch sides; you don't additional +1 for each oppos- that campaign setting to eight.
(99/lst), so you need Calm in more impressive effects, this might be to attach Magical need to waste one of your 10 ing ally. There are magical This still isn't enough for a
your deck to negate their subtle event can be just as Champion to a high-level allv, slots for events like this one. items, such as the War Banner truly viable deck, but it does
effects, devastating as a Cataclysm like Gladiators (257/lst), it's The one advantage to this (151 /1st), that roughly accom- meet the minimum require-
Calm is not effective against (99/lst), especially when better when attached to an card over spells, magical plish the same thing. ments for a deck.
all events. It "undoes the harm- used in a multiplayer game. ally with a special power, items, champions, or allies The only way you can In addition, the Slave
ful effect of an event." Just When you use this event, because the ally's special that cause allies to switch really benefit from the card is Realm of Tunek is a good
because an event helps some- you can look at each player's power stays with it. sides is that Traitor can be if your opponent plays a lot of realm. Wizards and clerics
one doesn't mean it harms you. cards. This allows you to For example, if you attach played at any time. To play allies. If they are low level, cannot attack it, so if your
There are two good examples. know what type of cards you Magical Champion to the other cards in battle, you they are probably avenging opponent has a deck with a
First, Caravan (319/lst) helps could be facing in the near Loup-Garou (79/RL), you must wait until you are allies — your opponent intends lot of those types of champi-
an opponent. You might suffer future. If someone is doing have champion who automat- behind. If someone plays The to lose the round of battle; ons, you are relatively invul-
harm indirectly, but the event is well, you can discard a realm ically defeats any opposing Assassins (252/lst), they getting a bonus for his allies nerable. If you defend with
not aimed at you, and is not from their hand, or a Cata- champion who cannot play a probably want to stay below just plays into his hands. 11 champions that defeat mon-
considered harmful. Second, clysm or a Disintegrate magical item. Don't attach your total so you can't play a your opponent's allies are sters — like the Lovely Colleen
Calm helps someone else, but (393/lst) for self-defense. The Magical Champion to an ally spell or anything to counter high level, it's just like sub- (22/lst Chase) — and champi-
doesn't harm you; you cannot best time to play this card is you want to lose, like The The Assassins — but you could tracting one level from each ons that defeat heroes — like
play Calm to prevent a Calm. right after another player has Assassins (252/lst), because play Traitor (and if you lose, ally: a +9 becomes +8, a +6 the Living Scroll (408/lst)—
Also, Calm works only for drawn cards; you have the that's a waste of this good you can use The Assassins' becomes +5, etc. This usually you are invulnerable, at least
you. If someone plays a Siege most to choose from then. magical item. Other interest- power). isn't enough to make a differ- for this realm. If this is your
(150/lst or 203/lst), which ing combinations include Note that Traitor can be ence in the outcome of the lead realm, you are in very
affects all players, a Calm can Flaming Fist (65/FR) and the played during a battle in battle. good shape.
prevent it from affecting you — Pseudodragon (74/FR). which you are not participat- The Slave Realm of Tunek
another player must play his There arc two things to ing. can be targeted by spells like
own Calm to avoid the effect. watch out for: any card that Disintegrate (393/lst) or
Other cards can also affect destrovs magical items, like Creeping Doom (28/FR). The
events. These include Limited Midnight (46/lst), and cards realm's power of shielding it
Wish (43/FR), Wish (46/FR), t h a t have special powers from attack by wizards and
Delsenora (If)/ 1st Chase), and against heroes, like the Living clerics does not apply to spells.
Hdm(89/FR). Scroll {408/ 1st).

IST EDITION
1ST EDITION! 230 231
Very Rare Very Rare Very Rare Very Rare Very Rare Very Rare
Charles Kohl Charles Kohl Charles K o h l Charles Kohl Charles Kohl Charles Kohl

This is a good spell; there are This is a pretty good ally in a The Living Scroll doesn't add This is not a bad artifact for The Labyrinth Map of Shuuc Annulus is one of only two
no wizard spells wilh higher couple of ways. First, it has a to the level total for your FORGOTTEN REALMS champi- is arguably the best DARK SUN artifacts among the
bonuses. In addition to grant- very high bonus. There are champions. This makes it like ons. It prevents your oppo- FORGOTTEN REALMS artifact cards printed in 1994. As
ing your champion a large only two allies available a free champion (provided nent from playing such allies available. Once the Map is such, it is almost a must-have
bonus, Phorbe's Scrolls also (among cards printed in 19LJ4) you don't already have 20 as the Flesh Golem (73/RL), attached to a champion, the for a deck with a DARK SUN
allows you to discard the with a higher bonus: Gladia- other champions). the Brine Dragon (45/DL), champion cannot be dis- theme. The artifact also gives
largest enemy ally played so tors (257/lst) and Flaming The Living Scroll should ,md Gladiators (257/lst). In carded unless the Map is the attached champion a +3
far. This increases the scroll's Fist (65/FR). In addition, the never be used to attack unless addition, Ren's Bell of Death taken away from the cham- bonus. While there are better
effective bonus by as much as Mercenary Gold ally allows you are absolutely sure your gives your champion a +3 pion, as with Fast Talking magical items, this is pretty
+9. It can also cause an oppo- you to discard one opposing opponent has no wizards or bonus. (210/lst) or the champion is good for an artifact; only a
nent to discard an unpleasant ally, of level 1 or 2. Some nice monsters available. Instead, Ren's Bell of Death still hit by a spell outside of com- few are better numerically.
ally, such as the Flesh Golem targets include Mogadiscio's use the Living Scroll in allows your opponent to play bat, like Takhisis's Abyssal In addition, the power of
(73/RL), Brine Dragon Horde (251 /1st), The Assas- defense. Try to use it for sur- low-level allies — avenging Gateway (13/DL Chase). the Annulus allows you to
(45/DL), or Loup-Garou sins (252/lst), and the Loup- prise first, so you place it into allies like Mugadisho's 1 lorde Even when the champion is examine an opponent's hand.
(79/RL), provided that ally is Garou (79/RL). The opposing battle directly from your (251/lst) and The Assassins in Limbo, the Map stays You can't do anything to the
the largest one played against ally need not be chosen imme- hand. Otherwise, put it in (252/lst). attached. Note that while the cards, but you can probably
you so far. diately when Mercenary Gold your pool to discourage champion is in Limbo, it determine if you wani to
In general, you should wait is played; the power can wait heroes and clerics from might be possible for another attack or what other tactics
until late in the round of com- until an appropriate a l l y attacking (because when you player to bring the same you might want to employ.
bat to play Phorbe's Scroll to shows up. Played early, Mer- defend with the Living Scroll, champion into play; this Overall, Annulus just isn't
make sure to get the largest cenary Gold can be an effec- they are immediately forces the champion with the that good. It has the advan-
ally. However, if the opponent tive deterrent to keep defeated). Labyrinth Map to the discard tage of being an artifact, so
plays an ally you don't like, someone from playing The Living Scroll and the pile if the other champion is there are few things that can
play Phorbe's Scrolls as soon Mogadisho's Horde or The Lovely Colleen (22/lst Chase) still in play at the end of your block its power, but the bonus
as possible to eliminate that Assassins. make a great combination for next t u r n . is low when compared to the
ally. Even if you don't get to use your pool; only wi/ards can An especially effective com- bonuses of several magical
this card to discard an ally, its then attack effectively. bination is Amarill (77/lst) items. In addition, there are
bonus is still excellent. When the Living Scroll with the Labyrinth Map of several cards that let you look
faces off against the Lovely Shuuc. AmariU's power is at another player's hand and
Colleen in battle, the attacker activated when he is defeated, discard, like Discovery of
wins. but the Map keeps Amarill Spellfire(401/Isl).
from being discarded.

IST EDITION 232 233 IST EDITION


- -.. ;,:w, _-*jf.,-m™fc_i. _*, — - — - , -^ftf

Very Rare Very Rare Harmful Very Rare Harmful Very Rare Very Rare Harmful Very Rare
Charles Kohl Charles Kohl Charles Kohl Charles Kohl Charles Kohl Charles Kohl

This is an excellent magical This is another wonderful Supernatural Chill affects all Like Mercenary Cold Pit Trap is another very good The Mind Flayer Lord is a
item. Not only does it have card. The Map of Life pre- champions and allies, reduc- (407/lst), Map to a Mercenary event. With it, you need not pretty good champion. His
the highest bonus of any mag- vents anyone from building a ing them by 2 levels; this Army is a good ally. Numeri- defend your realm; simply let level is decent, and his power
ical item — except for the realm until the beginning of includes your own champions cally, it's great; only the Gladi- the attacking champion prevents your opponent from
Hero's Chalice (9/FR your next turn. When the as well. Any champion or ally ators (257/Tst) and Flaming attack, state that you are not playing low-level allies, like
Chase) — but it also gives the object of the game is to build reduced to level 0 is immedi- Fist (65/FR) have a higher defending, and that the Mogadisho's Horde (251 /1st),
attached champion a nice realms, this can be devastat- ately discarded. bonus. The Map also has a opposing champion wins. The Assassins (252/lst), or
power, ing. First, this works against nice power if it is used against Then play Pit Trap, causing the Loup-Garou <79/RL).
The possessor of the Scroll, Play the Map of Life right champions only rarely, a deck with a lot of wizard the winning champion to be The Mind Flayer Lord can
and any allies, can attack any after your turn, so it has the because there are few champi- spells that strives for level discarded and preventing be joined only by allies of at
realm. The attackers arrive at longest duration. ons of level 1 or 2 that arc bonus superiority. your realm from being least level 4, so the aforemen-
the realm by a sort of magical A Calm (400/lst) allows worth worrying about. It can Note that the Map's power razed — and robbing your tioned allies cannot be played
teleportation. The attached another player to build a be effective against allies; is effective only against offen- opponent from getting a with this champion, just be
champion still cannot attack a realm. Note, however, that while there are many cards sive wizard spells. Defensive spoils of victory. sure to have enough magical
realm that can be attacked Calm doesn't make the Map that destroy allies, this one, as wizard spells and all clerical The Pit Trap is especially items and higher level allies
only by a certain type of of Life go away. In a game an event, can be played any- spells are unaffected by the effective against champions to support the Mind Flayer
champion, like the Bright with multiple players, each time, and might prevent the Map- Still, even if you can't with special powers that acti- Lord so he can win the round
Desert 029/lst), which can be player must play his own The Assassins (252/lst) from use the Map's special power, vate when they lose, such as of battle.
attacked only by heroes. The Calm to play a realm. activating its power. the +8 bonus is a nice thing to luz the Evil (167/lst) and the
attached champion is not con- Be careful about playing the This is a good event to play have. Aurak Draconian Lord Tlic person in the costume of
sidered a flyer, swimmer, or Map of Life too early in the to rid the playing field of (418/lst). Let such a cham- the Mind Flayer Lord is a TSR
earth vvnl ken game. Make sure that every- cards like Hettnian Tsurin pion win, then prevent the game designer. He was asked to
This is a must for a deck one has had played at least (1 72/ 1st). effects of the win with the Pit •wear the costume because he was
built with flyers, and it has one realm on the table before Trap. the right height. His co-workers
the additional advantage of playing this event, or you Don't fall into the Pit Trap agree that he look? good in
not being vulnerable to those could cause a Mulligan and yourself, though. A Calm mfiiwe, at least with n mask on.
things that can kill flyers, like end the game. (400/lst) is effective against
the Noble Djinni (84/lst). It's Pit Trap. If you let the oppos-
also a nice addition to any ing champion win, then play
deck. Pit Trap, and your opponent-
plays Calm, you're stuck.
You've already declared a
loss, so your realm is razed.

IST EDITION 234 235 IST EDITION


Very Rare Very Rare Very Rare Rare
Charles Kohl Charles Kohl Charles Kohl Clyde Caldwell

The Aurak Draconian Lord is The Ego Coin is a decent mag- Since the Chest makes the Obviously this champion is a
another very good champion ical item, but there are a lot of champion a flyer, it also good one for any artifact.
and bears the distinction as better ones. It allows the makes the champion vulnera- Unfortunately, she cannot use
the first Dragonlance card attached champion to use any ble to things that kill flyers, any artifact other than the
ever printed. The Aurak is a number of artifacts from any like the Noble Djinni (84/lst). Legendary Artifact (Promo 1).
high-level monster and can world. The ability to use arti- However, the benefits proba- This is because she is an
hold his own in battle. In facts from any world is what bly outweigh this detriment. AD&D hero and all the other
addition, the Aurak Dracon- sets this magical item apart You can determine the type artifacts are from a specific
ian Lord has a very nice from all others. of champion you want the campaign world. For this rea-
power: If he loses, the win- You can have up to five arti- holder of the Chest to be as son, she is not a very useful
ning champion is also dis- facts in a 55 card deck. That soon as it is attached. You can champion.
carded. As sacrifices go, there means one in 11 cards is an change types before each However, with the Ego
are few better. artifact. On the average, you round of battle. You are stuck Coin (419/1st) magical item,
draw one artifact every four with that classification until she can use any artifact. In
The person in this costume is a turns, a little sooner at first, the next round of combat that fact, she can use multiple
TSR employee. For this costume, and a little quicker if you the champion is involved in. artifacts. She gains +3 levels
someone tall was needed, and he have cards like Good Fortune Your best choice is usually for each artifact she carries.
fit the bill. (100/lst) that allow you to to make the attached cham- When she uses the Legendary
draw extra cards. These are pion a wizard; there are few Artifact, Sakornia is level 13.
not good odds. things that hurl specifically
A bigger problem is the tar- wizards, and you are unaf- Even the very civilized cultures
get that the holder of the Ego fected by such things as the of the south give great honor to
Coin makes out of himself. As Living Scroll (408/lst) and great fighters. Sakornia is oiw
artifacts are piled on, the Invisibility (339/lst). if you such great fighter. Highly fkilled
champion w i t h the Ego Coin are attacking, and your oppo- with the spear, she has added a
becomes the central target of nent plays clerics, you might long dagger to create a complex
every nasty spell and aveng- choose to be a monster to double-weapon fighting style.
ing ally. avoid Darkness (359/lst). The
A few possible combina- Chest of Many Things is espe-
tions include lu/ the Evil cially good with Gib Htimsen;
(167/lst) or the Aurak Dra- call him a wizard, and he can
conian Lord (410/lst) with fly, cast spells, and is immune
the Labyrinlh Map o f S h u u c to powers like those of Agis
(410/lst). (261 / 1st).

IST EDITION 236


Rare Dragon Rare Rare Rare Dragon Rare Dragon Rare
Jeff Easley Clyde Caldwell Clyde Caldwell Clyde Caldwell Larry Elmore Jeff Easley

Edormira's power works only The first part of Gloriana's Although not a particularly Neirgral comes with his own Dagaronzie is a powerful Fejyelsae is not a great cham-
when she is attacking. When power description is just a powerful champion, Gib is a handicap: Neither he nor his champion for any deck. Not pion. Although she is one of
she is on the offensive, the rationale for how it works. flexible one. When in the opponent can use low-level only is she of high level, but only two champions that are
opponent is not allowed to The second part is the actual player's pool, she is always allies. Since Neirgral can't cast her power is very useful. naturally level 10, she loses
put a monster champion up to game mechanic. The oppo- considered a hero. However, spells, however, he is limited Since she is guaranteed to be that advantage the minute she
defend. When Edormira is nent may not play a flying just before entering combat, in the type of support cards in play before any of the plays an ally, which is the
defending, she docs not auto- champion or ally against Glo- the player can choose to let he can play. This champion opponent's allies, Dagaronzie only type of support card she
matically defeat a monster riana. If she is attacking, the her be a wizard. She isn't just becomes much more effective can destroy an ally before its is allowed to use. She is much
champion. She can be played defender is not allowed even able to cast wizard spells; she if a card like Viperhand special power comes into more useful with Viperhand
to defend against a monster to choose a flyer to be auto- is actually a wizard and sus- (103/lst) is attached so that play. This is especially useful (103/lst) attached to her so
normally. matically defeated. The ceptible to things that affect he can cast spells. Neirgral is against such allies as the that she can cast spells.
Without the- Ego Coin defender must choose a non- wizards, such as Midnight useful if you know your Loup-Garou (79/RL), Brine Fejyelsae is one of six chase
(419/lst) magical item, the flying champion or let his (46/tst). opponent relies on Loup- Dragon (45/DL), and Mind cards named after friends of
only artifact Edormira can use realm be razed. Interestingly, since the five Garou (79/RL) and Assassins Flayer (83/ 1st). the game designers. Three of
is the Legendary Artifact If a flying champion attacks comes before the seven in the (252/lst) allies. Without the Ego Coin the others are all Gib champi-
(Promo 1 ). However, this is a realm and Gloriana is used icon, she counts only as five Without the Ego Coin (419/lst) magical item, the ons. Spell the name backward
not a good choice since her to defend it, the attacking levels towards the total (419/lst) magical item, the only artifact Dagaron/Je can to understand it better.
level is already close to 10. champion is automatically allowed in a deck. However, only artifact Neirgral can use use is the Legendary Artifact
defeated, but not discarded. because the icon is a hero is the Legendary Artifact (Promo 1). This is not a good Many folk that first see Fcjyehae
No monster is feared more than Any special powers of the icon, in play she defaults to a (Promo 1). However, this is choice, however, since her mistake her for a giant. She
an ancient red dragon. Most attacking champion are taken level seven hero. The player nut a good choice since his level is already close to 10. stands seven and a half feet tall,
creatures have the sense to flee into account first, since it was gets two levels for free. level is already close to 10. all muscles and sinew. Despite
Edormira rather than stay to played first. The attacking Gib Ekim is one of three Dagaronzie has mastered the art her size, she is merely human .
fight. Unfortunately, humans champion returns to the "Gib" cards. Spell it out back- Green dragons have always been of the snatch. Swooping down Fejyelsae is not noted for an
and demihumans have less sense player's pool. The champion ward to understand this noted for their nasty tempers — upon her foes, she grabs one of even temper, or for her keen wit.
than animals and monsters. has lost and may not continue better. none more so than Neirgral. She them in her claws. If she is feel- However, there are few warriors
Some of them seek her out, only the battle. Without the Ego Coin has been known to devour her ing kind, she drops her helpless more capable with a sword. One
to leai'e widows and orphans (419/lst) magical item, the own allies in a fit of frustration prei/ from a mile up, diving down story has it that she carved an
behind. Gloriana is an elemental air wiz- only artifact Gib Ekim can use and anger. after her victim to hear even/ ogre's club into small pieces, just
ard. As a child, she always is the Legendary Artifact minute of his scream. If she is for the practice, before running
I
dreamed of flying. Now she has (Promo 1). feeling ornery, she bites his head him through.
mastered the element of air, and off.
few can oppose her in il.

IST CHASE 238 239 IST CHASE


Rare Harmful Rare Dragon Rare Rare Dragon Rare Rare
Jeff Easley Paul Jaquays Clyde Caldwell Larry Elmore Clyde Caldwell Carol Heyer

This event hurts you as much Any card that allows a player This is a wonderful card for Although the card doesn't This card is not very power- Gib Htimsen is arguably the
as your opponents, unless you to discard his opponents' any deck. A deck is limited to state it, Gib Evets is immune f u l . Even against a wizard or single most powerful cham-
use it carefully. The only good cards is good to have. If the two Calm (400/lst) cards. only to offensive magical cleric, she gains only two lev- pion in the SPELLRRE game.
times to use it are when you player does not laugh while Delsenora, however, effec- items and spells. Opponents els. Combine that with her He is not a dragon. Not only '*
have just lost your last cham- drawing his opponent's card, tively becomes another Calm. can still play defensive magi- inability to carry an artifact, he level 9, but he is immune
pion or when you have a the opponent may return the You can play her right out of cal items and spells. and she becomes a less than to everything under the sun.
Calm (400/lst) or Delsenora lost card to his hand. Shalbaal your hand to cancel an event, The second part of Gib desirable champion. Although the card doesn't
( 10/1 st Chase) in hand. Play- is of moderate level and needs as long as no other player has Evets power is incorrect; more Dori ihe Barbarian is one of explicitly say so, Gib Htimsd 1
-ers will have to use the honor support cards to win battles. Delsenora in his pool. than artifacts can hurl him. six chase cards named after is immune only to offensive
system if a player claims not Sh,ilb,i<il is considered a Since other players are jusl The line was meant to clarify friends of the game designers. magical items and spells, anJ
to have a champion in his dragon for cards that affect as likely to use her to nullify the first line, but ended up Three of the others are all Gib artifacts.
hand. dragons. an event, the Rule of the Cos- confusing matters. Event champions. The others are Gib can use magical item?,
Wilhout the Ego Coin mos won't be much of a bar- cards, realms, holdings, allies, Fejyelsae (7/lst Chase) and spells, and artifacts just fine.
Few creatures know rage like a (419/lst) magical item, the rier. She tends to leave rule cards, and champions' Red Zeb(19/lst Chase). However, he cannot benefit
dragon. It simmers just below the only artifact Shalbaal can use players' pools as quickly as powers can affect Gib Evets. Wilhout the Ego Coin from event cards, even if the}'
surface for decades — if not cen- is the Legendary Artifact she is placed there. Gib Evets is one of three (419/lst) magical item, the are played by his owner. Gib
turies. Once the rage is released, (Promo 1). Wilhout ihe Ego Coin "Gib" cards. Spell it out back- only artifact Dori can use is is not immune to a cham-
Hie dragon becomes a berserk (419/lst) magical item, Ihe ward . the Legendary Artifact pion's, ally's, realm's, or hold*
fighting machine. Most red dragons choose warm only artifact Delsenora can Wilhout the Ego Coin (Promo 1). With the Leg- ing's powers. Gib is a
Only two things can enrage a or even hot locations to lair. Not use is the Legendary Artifact (419/lst) magical item, the endary Artifact, she becomes frequent target for Agis
dragon: a blow to its pride or the so with Shalbaal. She cliose u (Promo 1). Even with the Ego only artifact Gib Evets can use level 12 if fighting a cleric or (261 /1st) and The Assassins
theft of its hoard. A dragon's whiten/ mountain peak far to the Coin, putting a magical item is the Legendary Artifact wizard. (252/lst).
pride is a fragile thing. Hitman north. She does not feel the or artifact on her is danger- (Promo 1). However, this is Gib Htimsen is one of thro-'
wizards and warriors have long effects of the cold very much; her ous. When she is used to can- not a good choice since his Dori's native tribe has n strong "Gib" cards. Spell it out back'
held that defeating the beast cave is always warm in the after- cel an event, all attached cards level is already close to 10. cultural bias against any and all ward to understand this
requires playing upon its pride. gloic of her own fires. are discarded. Spdlcasters. They fear and hate better.
A dragon considers its hoard Shalbaal generates so much When Delsenora cancels them so much that they refuse to Without the Ego Coin
to be a part of itself. The hoard is excess heat that melted snow cre- and event, she is not herself have their own tribal sliaunni. (419/lst) magicai item, the
uol n possession, like a sward or ates a stream flowing from ht'i' acting as an event. Thus, her This fear and hatred drives Dori only artifact Gib Htimsen can
ti lior+c. It is an extension of the cave down to the valley below. power cannot be canceled by to new heights of prowess when- use is the Legendary Artifact
both/, more like an arm or a wing. The sulfuroits water i* thought lo using a Limited Wish (43/FR) ever she faces a wizard or cleric. (Promo 1). However, this is
To remove its hoard is like crip- cure many ailments. orHclm(89/r-R). not a good choice since his
pling the bcusl. level is already close to 10.

IST CHASE 240 241 1ST CHA^


!••! I" ^-»^l !• -"• -*f "

Rare Rare Dragon Rare Rare DIM^OH Rare Rare Dragon


Larry lilmore Clyde Caldwell Clyde Caldwell Jeff Easley Clyde Caldwell Larry El more

Darbee is a relatively tough A u rum's power is not exactly There are not many high level Stryck's power is quite tough. Alicia is a tough champion. Zeb's power is limited since a
champion. She has a power overwhelming. Since a typical clerics available. Halcyon is She can avoid facing champi- Her immunity to magical well-built deck will have few
similar to that of such cham- battle is unlikely to use more one of them. Her special ons that would automatically items extends only to magical allies of level three or less
pions as the Jotunslayers than three or four ally cards, power is extremely valuable. defeat her, such as the Lovely items used against her, but unless they have some special
(57 / 1st). Otherwise she is he only gains a total bonus of The player can return any Colleen (22/lst Chase). She that includes both offensive power, such as the Mind
unremarkable. +3 or +4 in the best of circum- type of card to his hand, cannot choose to make the and defensive spells and Flayer {83/lst} or the Loup-
Without the Ego Coin stances. However, he is a flyer including a realm card or a opponent use a champion items. The opponent can still Garou (79/RL). Red Zeb is
(419/1 st) magical item, the of decent level. For that alone rule card. She cannot recover from his hand; she must face use defensive magical items effective in stopping those
only artifact Darbee can use is he may be worthwhile in an event card or any card one from his pool, unless as long as they are not ally cards from being played.
• the Legendary Artifact some decks. from the Abyss. there are no champions left directed against Alicia. Without the Ego Coin
(Promo 1). With it, she Without the Ego Coin Without the Ego Coin there. Unfortunately, this Although the description of (419/lst) magical item, the
becomes level 14 when facing (419/lst) magical item, the (419/lst) magical ik-m, the power doesn't work when she her power describes protec- only artifact Red Zeb can use
a monster. only artifact Aurum can use is only artifact Halcyon can use is defending a realm. tive spells, Alicia's power is is the Legendary Artifact
the Legendary Artifact is the Legendary Artifact Without the Ego Coin not subject to cards that affect (Promo 1). However, this is
Do not be misled by Darbce's fair (Promo 1). However, this is (Promo 1 ). However, this is (419/lst) magical item, the spells, such as Midnight not a good choice since his
skin, youthful face, and braided not a good choice since his not a good choice since her only artifact Stryck can use is (46/lst). Midnight cannot level is already close to 10.
hair. She is a ranger of no small level is already close to 10. level is already close to 1 0. the Legendary Artifact stop Alicia from being Red Zeb is named for a
skill As an infant, Darbee was (Promo 1). However, this is immune to magical items, friend of the authors of the
left in the deep, wild forest to die. Of all the dragons, gold dragons Halcyon is a cleric of the white not a good choice since her although she can stop Alicia game. He is one of several
Her family had more children are best able to work with other order. She worships no particular level is already close to 10. from casting spells. such cards, including Gib
Unii! tlm/ could feed. races. The cooperative spirit is deity, but she recognizes all the Without the Ego Coin Ekim (4/lst Chase), Fejyelsae
The forest elves took pity upon not quite as alien to them as to good and just deities as aspects of (419/lst) magical item, the (7/lst Chase) Gib Evets
the human waif, adopting her. the others of their species. the greater force of good. As only artifact Alicia can use is (11 / 1 st Chase), Dori the Bar-
She learned the ways of the elves Aurum is a very old dragon such, she is able to shift her alle- the Legendary Artifact barian (12/lst Chase), and
and as much oj their nature lore trying to deny her age. She flics giance from deity to deity as she (Promo 1). However, this is Gib Htimsen (13/lst Chase).
(is a short-lived human could about having adventures when roves from nation to nation. Hal- not a good choice since her
absorb. At the age of 1 9, die /;<N most dragons her age spend most n/on /s particularly skilled in the level is already close to 10.
alre&dy earned a reputation us a of their time sleeping. So far, her heating mis.
rsnger, age has not slowed her down.

IST CHASE 242 243 IST CHASE


Rare 1 I,irmful Kiin.1 Dragon R<i re Rare Dragon Rare Rare Dragon
Jeff Easley Keith Parkinson Clyde Caldwel] Keith Parkinson Clyde Cold well Clyde Caldwell

This event is worth putting in This card should only be The Lovely Colleen is a very The slightest possibility that Andra is the highest level Karm is one of only two
your deck if you know your included in 3 deck if it has no valuable champion. Monsters your opponent may draw two cleric in the Si'CLLFiRE game. champions with a natural
opponent relies heavily upon holdings. Otherwise, the spe- arc some of the toughest spoils of victory is unthink- She is a must-have card for level of 10. The other is Fejyel-
undead. The event card is cial power of this champion is champions in the game. With able. If he were to draw two any deck with lots of cleric sae (7/lst Chase), and she
exactly the same as the Water worse than useless. Only the the Lovely Colleen in your realm cards, he could play spells. Her special power isn't becomes level 7 if she uses an
Hunters (276/lst) event. fact that Smolder has a high pool, none of them can suc- them both! Use this card only a l l that useful. There aren't so ally.
level and is a flyer make him cessfully attack you. when you are absolutely cer- many undead allies of worth Obviously, Karm should
A deity is not like a normal crea- at all attractive. There are other cards which tain of victory. that she will stop many of appear only in decks heavy
ture. It does not have a body or a Without the Ego Coin state that they automatically Without the Ego Coin them. on wizard spells. Being
. definable spirit. To interact phys- (419/lst) magical item, the win battles against certain (419/lst) magical item, the Without the Ego Coin unable to use allies is a hefty
ically with the world, the deity only artifact Smolder can use types of champions. If Colleen only artifact Ember can use is (419/lst) magical item, the penalty, but you can work
must create an avatar. Powerful is the Legendary Artifact attacks, she gets to use her [he Legendary Artifact only artifact Andra can use is around it.
deities can create more than one (Promo ]}. However, this is power first. If she defends, the (Promo 1). However, this is the Legendary Artifact Without the Ego Coin
avatar at a time. not a good choice since his other champion gets to use his not a good choice since his (Promo 1). However, this is (419/lst) magical item, the
The avatar is an expression of level is already close to 1 0. power first. level is already close to 10. not a good choice since her only artifact Karm can use is
the deity. It is lias powers and For example, if she attacks level is already close to 10. the Legendary Artifact
abilities beyond the scope of mor- Red dragons da many things out and the Living Scroll Ember is greedy, even by the (Promo 1). However, this is a
tal men. However, it is a limited of spite and a need for revenge. (408/lst) defends, both of standards of red dragons. His Most clerics Ihnl scree good and ridiculous choice since his
being. It can be hurt and even Smolder is known for taking the them could apparently auto- hoard is one of the largest ever just deities abhor the undead. In level is already 10.
killed. The death of an avatar ten-fold revenge. For every coin matically defeat the other. known. Were it not for his innate many cases, they are granted spe-
affects the deity, but certainly or object stolen from him, lie However, since Colleen was ability to know every coin and cial powers to turn or even Pride is not normally a strong
doe* not destroy it. slays ten people. Even other red in play first, she gets to use object in it, Ember would have destroy undead creatures. attribute of black dragons. All
This particular avatar is a rep- dragons rarely go so far for her power first and defeats no chance of keeping track of it. Andra carries a staff that mag- dragons have more pride than
resentation of a deity of good. It revenge. the Scroll. On the other hand, Ember has even been known to nifies this ability. She has but to most humans, but black dragons
Ims the ability to destroy all if the Headless Horseman attack other dragons to increase touch the staff to any undead, tend keep theirs in check better.
undead upon sight. It glows with (88/RL) attacks and Colleen his honnl. and that creature crumples into No so with Karm.
the light of the sun. Despite its defends, she can be automati- dust. Andra seeks out undend Kami is large for a black
beauty, no man should make the cally defeated. The Horseman wherever they may hide. She dragon. She has never lost a
mitt/ike of assuming that tin's was in play first and gets to would love to rid the world of batik, even against humans or
avatar is an ordinary woman. use his power first. undead forever. other dragons. This may be the
source of her overwhelming
pride.

IST CHASE 244 245 IST CHASE


Special Special Uncommon
Jeff Easley and Mark Painter Mark Painter David C. Sutherland III

This is one of the rarest cards This card was also available at This is a good realm for any
printed in 1994. It was avail- the GEN CON Came Fair; it was deck, but particularly for decks
able at the GEN CON® Game given to each person who reg- with lots of wizard spells.
Fair where it was packaged istered to promote the game Barovia's power to discard one
with early RAVENLOFT booster and gel people interested.
ally is quite useful. You should
packs. This is one of the best hold-
wait until the situation is des-
This is the only artifact ings, almost a must if you play
available in 1994 with the with realms from several perate before using it, so you
AD&D logo. It can be worlds. Since it can be attached can choose from the greatest
attached to any champion, to any realm, it is almost surely number of allies. However, if
and its power is pretty decent: usable as soon as you draw it. faced with allies like the Loup-
The attached champion In addition, since the attached Garou (79/RL), Lhe Brine
becomes level 10. If you play realm is immune to events, Dragon (45/DL), or the Mind
with lower-level champions, that realm is invulnerable to Flayer (83/lst), you might
this can come in handy, espe- Cataclysm (99/lst); this makes have to use it right away. Since
cially if attached as a defen- the Geneva Conclave ideal for the realm is in play first,
sive measure, such as to make realms like Menzoberranzan
Barovia's power to discard an
Marco Volo (50/1st) immune (2/lst), realms that are com-
ally is used before the ally's
to things like the Death Spell mon targets for Cataclysm.
(392/lst). If you intend to The Geneva Conclave also special power.
play only with higher-level allows the attached realm to cast The Paridon (19/RL) holding
champions, though, the Leg- any spell. Since the attached is very powerful if attached to
endary Artifact is limited in realm is neither a wizard nor a Barovia. Its power to imitate an
its effectiveness. cleric, the player need not get ally can be used before Barovia
As an artifact, this is one of permission from either Mid- forces it to be discarded.
the better ones for the simple night (46/lst) or the Arch-Druid The lake at the top of the
reason that it can be attached (189/lst) before casting a spell. card does not constitute a coast.
to any champion and is Be careful when using the hold-
almost sure to increase that ing to cast realm-affecting spells,
Barovia is ruled by the vampire
champion's level by 3 or such as Disintegrate (393/lst),
Stnilitl Von Zaivvidi. In many
more. because an unexpected Spell
loai/s, is it the heart ami black
Turning (398/lst) or Reflection
(83/DU can destroy the realm soul of Raverilaft.
and the Conclave.
RAVENLQFT
246
Rare Common Coast Common Coast Common Uncommon Common
David C. Sutherland III David C. Sutherland III David C. Sutherland III David C. Sutherland III David C. Sutherland HI David C.Sutherland III

This is a wonderful realm for There is nothing special about There is nothing special about There are few werebeast allies Keening's power docs not This is a vengeful realm. Its
decks that have powerful ally this realm. Even without a this realm. However, even or champions in the SPELLRRIJ work against undead allies. power does nothing to help
cards. For example, if the power, however, it still is use- without a power, it still is use- game. Therefore, the power of All other ally cards are con- protect it. However, its power
Loup-Garou (79/RL) is used to ful if Islands of Terror (31 /RL) ful if the RAVENLOFT rule card this card will not come into sidered to be living. is a deterrent to anyone want-
defend Darkon and wins, it is in the deck. Upside down, is in the deck. Upside down, play very often. However, the The power to strip awav an ing to raze it.
can remain with the realm You one card cannot be told from one card cannot be told from dreaded Loup-Garou (79/RL) ally is quite useful. You Being able to see his next
must keep one ally card with the rest. the rest. is a werebeast. For that reason should wait until you need it six cards is almost better than
the realm; you cannot choose Attaching any holding to alone, this card has value. most before stripping away being able to place one of
. to discard them all. Champions Lumordin is the domain of Adam this card would increase its Only four cards arc affected an ally. That way you can them on the bottom of his
pulled in with the Helm of and Dr. Mordcnhdm. Adam is a ability to defend itself. by Kartakass' power. They are choose from the most allies draw pile. When you look at
Teleportation (219/lst) or other fli'sh golem of unusual power, any ally under the control of possible. However, if faced the opponent's top six cards,
cards that imitate allies may and Dr. Mordenheim is his cre- Mordent is the second oldest the Amulet of the Beast with allies like the Loup- you are not allowed to
not remain with Darkon. ator. The two hate each other domain in Ravenloft. It was cre- (64/RL), the Loup-Garou Uirou (79/RL), the Brine rearrange them. They must
This realm is not vulnerable with a consuming passion. ated by the vampire Strahd Von (79/RL), the Werebat (80/RL), Dragon (45/DL), or the Mind remain in the same order.
to swimmers unless it is Lamordia is a cold place, domi- Zarovich during one of his ninin/ Harkon Lukas (87/KL), and Flayer (83/lst), you might Tepest's power does not
exposed. Those five small nated by a mountain range that attempts to escape. Werewolf (S3/FR). have to use it right away. work if it is razed outside of
ponds are not sufficient to overlooks the Sea of Sorrows. He journeyed here with Azalin None of the Ravenloft hold- Since the realm is in play first, combat. For example, if luz
define a shore, just as a river is Across its chilling straits is the the lich, and became Strahd the ings are particularly good or Keening's power to discard an the Evil (167/lst) is defeated
not enough. Isle of Agony, where Adam Alchemist. }t was here thai In- bad to attach to Kartakass. ally is used before the ally's and uses his power to raze
Keeping ally cards like the broods. masterminded the first construc- This realm is not vulnerable special power. Tepesl, you may not look at
Myrmidons (61 /1st) or the Vis- Few people that live in Lamor- tion of the Apparatus. When to swimmers unless it is The Paridon(19/RL) hold- your opponent's draw pile.
tani (78/RL) is not wise. Their dsa know of Dr. Mordenheim, let Strahd's plot was foiled, he ended exposed. The small lakes do ing is quite powerful if None of the Ravenloft hold-
special power works best alone Adam. The land is gov- up back in Barovia. Azalin not constitute a shoreline any attached to Keening. Its ings are particularly good or
when they are discarded. erned by Baron Von Anbrecker. became the lord of Darkon. more than a river does. power to imitate an ally can bad to attach to Tepest.
None of the Ravenloft hold- This domain is now the home be used before Keening dis- This realm is not vulnerable
ings are particularly good or and prison to the ghost of Lord This domain was once ruled by cards it. to swimmers unless it is
bad to attach to Darkon. Wilfred Codefivi/. He spends his Hit' wolfwere Harkon Lukas. It This realm is not vulnerable exposed. The small lake does
time haunting the House on was a land of bards and were- to swimmers unless it is not constitute a shoreline any
Darkan is the largest domain in Gryphon Hill. The local* nil >-/«T beasts. exposed. The small lake does more than a river does.
Rnvenloft. It is ruled by the arch- clear of the place. not constitute a shoreline any
licit A-alin. more than a river does.

RAVI-NLOFT 248
1 249 RAVENLOFT
Common Rare Common Uncommon Coast Uncommon Common
David C. Sutherland III David C. Sutherland III David C Sutherland 111 David C. Sutherland III David C. Sutherland III David C. Sutherland III

The ally provided by this This realm has such a punish- There is nothing special about This is a powerful realm, par- Any realm that can defend This realm's power affects
realm is vulnerable to any ing effect if your opponent this realm. Even without a ticularly if you have champions itself is worth having. The defensive cleric spells as well
other card that affects allies. razes it that he may just power, however, it still is use- that can automatically win in champion provided by the as offensive ones. However,
For example, the Mindi'layer decide not to try. The loss of ful if Islands of Terror (31 / RL) your pool, such as the Lovely realm is considered to be a cleric spell decks tend to focus
(83 /1st) could turn it against two cards from his hand is a is in the deck. Upside down, Colleen (22/lst Chase), [ f a hero. If this card is defending on non-combat strategies.
you, or the Brine Dragon stiff penalty. one card cannot be told from player attacks you with a itself, it is vulnerable to any Therefore, the loss of two lev-
(45/DL) could swallow it. Invidia's power does not the rest. champion from out of his hand, card that affects heroes or els will not bother the other
However, regardless of what work if it is razed outside of This realm is not vulnerable you are not required to switch undead, such as the Living player much. He is using his
happens to the wolf allies, the combat. For example, if luz to swimmers unless it is it to a champion from his pool. Scroll (408/lst). spells to end combat through
realm card is unharmed. If a the Evil (167/lst) is defeated exposed. The small lakes do If you do, the champion he The Kargat Mausoleum card play, not through supe-
champion or magical item and uses his power to raze not constitute a shoreline any played is returned to his hand. 08/RL) is a bad choice of rior firepower. As a result, this
forces the allies to be dis- Invidia, you may not draw more than a river does. You must change the attack- holding lor Valachan. The is not a particularly powerful
carded, the realm card is not two cards from your oppo- ing champion when the attack realm can use only one of card.
discarded. nent's hand. This domain is dotted with many is announced, and you can these champions in defense, Castle Ravenloft ( 1 (V RL) is
None of the Ravenloft hold- None of the Ravenloft hold- towns and villages. It is ruled In/ change it only once per attack, not both. Whichever one is a bad choice of holding for
ings are particularly good or ings are particularly good or Prince Othmar, a competent but changing the attacking cham- chosen, if it is defeated, the Har'Akir. Most cleric spells
bad to attach to Verbrek. The bad to attach to Invidia. uninspiring man, pion does not prevent that realm is automatically ra/.eci. that have a bonus level are
+6 zombies provided by Aza- This realm is not vulnerable Noi'a Vaasd is a wide open champion from using a power Therefore, the other champion going to be offensive. The
lin's Graveyard (1 7/RL) are in to swimmers unless it is land where horses and plains cats invoked before combat. For will never be able to be used. holding will prevent the spell
addition to the wolves. exposed . compete for living space. Sir instance, Agis (261 / 1 st) may The vampire champion that before the realm ever gets a
This realm is not vulnerable Hiregaard broods over it from tlie still destroy a monster in the defends Valachan is consid- chance to reduce its level.
to swimmers unless it is Invidia is the domain controlled heights of Castle Faeriiaaven. defender's pool, even if the ered a hero.
exposed. The ponds and by Gabriellc Adcrre the Vistani Few people know the truth about defender forces the attacker to This desert domain is the prison
rivers do not constitute shore- seer. Most folks know she is also him. Wlien the curse /s uinui use another champion. The This heavily forested land is and property ofAnkhtepot the
lines. a powerful sorceress and avoid him, Sir Hiregaard if trans- original champion may still ruled by Baron Urik Von greater nniinim/. It is a small
her wagon. formed in a hideous villain attack in a later round of com- Kliarkov. The baron is the oldest land. It has but one town, which
The domain is a small one, named Mnlken. bat. If the attacker has only no vampire in till of Raveutoft. His series only to maintain the sanc-
with onh/ one small town. Its oilier champions in his pool, animal form is a black panther, tih/ of Phciroh's rest, where
inhabitants are a suspicious lot, the defender must allow him to not a wolf. He lives in constant Ank/itepot is interred.
plagued In/ crimes of violence use the attacking champion. fetir of a living magicnl item
and passion. called the Cat of Felkovic.

RAVEN LOFT 250 2M RAVKNLOFT


Common Coast Uncommon Rare Rare Common Uncommon
David C.Sutherland 111 David C. Sutherland III Dana Knutson Stephen Fabian Clyde Caldwell Stephen Fabian

There is nothing special about A well-built deck will proba- This is a strong holding. If it is The power of this holding can Any holding that can provide You can hold off having Pari-
this realm. However, even bly have plenty of champions attached to a realm that be activated in only one a champion to defend its don imitate an ally until things
without a power, it still is use- with an unmodified level of 6 restricts allies, such as Barovia round of a battle. Once used, realm is worth having. The look desperate. Once you have
ful if Islands of Terror (31/RL) or higher. This realm does not (1 / R L ) or Keening (6/RL), the it cannot be called upon again champion provide by the Kar- decided what ally it is imitating,
is in the deck. Upside down, provide much protection from combination is very powerful. during that player's turn. gal Mausoleum is considered you can't change it. However,
one card cannot be told from attack. However, it will pre- For example, the realm Castle Technically, the zombie horde to be a hero. The champion since Paridon is in play before
the rest. vent certain notable champi- Ravenloft is attached to is is notundcad, since it does provided by this holding is the attacker's ally card, it uses
This realm is vulnerable to ons, such as Tithian (301/lst), immune to the Disintegrate not explicitly say so on the vulnerable to any card that any special powers first. If the
swimmers even when it is not from attacking. (393/lst) wizard spdL card. Players are welcome to affects heroes or undead, such opponent's ally card is dis-
exposed. The blue area "Unmodified level" means make it a house rule that the as the Living Scroll (408/lst). carded through card play, Pari-
around the isle is Ravenloft's the number printed in the Castle Ravenloft is home to zombies are undead. The Kargat Mausoleum don may continue to imitate it
mists, not ocean. The lake in icon. Ignore all events, magi- Strahd Von Zawvich, the vam- The ally provided by the (18/RL) is a bad choice for until the end of the round.
the middle of the swamp is no cal items, artifacts, spells, and pire mage. He is arguably 1 In- Graveyard is vulnerable to Valadhan. The realm can use The ally provided by Paridon
more a shore-line than a river other cards that might have most powerful domain lord in ail cards that affect allies, such as only one of these champions is vulnerable to cards that affect
is. However, in the upper left affected the champion's level. of Ravenloft. the Net of Entrapment in ddrnsr, not both. allies, such as the Net of Entrap-
corner is a piece of blue water This realm is not vulnerable This sprawling fortress stands (21 7/lst) or the Mind Flayer Whichever one is chosen, if it ment (217/lst) or the Mind
that is also adjacent to the to swimmers unless it is atop a thousand foot high cliff. It ( H V l s O . I f l h e ally must be is defeated, the realm is auto- Flayer (83/lst). If the ally must
mist. This is an ocean shore- exposed. The blue area was originally built to guard ttic discarded, Azalin's Graveyard matically razed. Therefore, the be discarded, Paridon is not.
line. around the isle is Ravenloft's only mountain pass in the Bali- is not. The ally has ceased to other champion will never be The ally has ceased to exist, but
mists, not ocean. The small noks. These days few but the Vis- exist, but the holding remains. available for use. the holding remains. The ally
Souragne is a swamp formed by lakes do not constitute a tani dare to drive trade wagons The ally returns on the returns during the player's next
the delta of a river. Towering shoreline any more than a through the pass, let alone invad- player's next turn. The Kargat is a secret society of turn.
cypress trees stand silently under river does. ing armies. vampires that carry out Azalin's If this holding is attached to
llii'ir blankets of air moss. // is n orders. The locals believe they are Barovia (1 /RL) or Keening
placed where zombies walk at the Sri Raji is a steaming jungle just his secret police. In even/ (6/RL), it can imitate an oppos-
behest of Anton Misroi. Voodoo infested with weretigers and town and village, there is a mau- ing ally before the realm
/s practiced by some folk of this Rflfcsftasa. Ancient temples and soleum belonging to the Kargat, destroys it.
place. cities lay partially buried on the where its members sleep during
slopes of the mountains. the day.

RAVBNLOFT 252 253 RAVUM OFF


— . ^••^H . > ^HBHHMM-. ' S>

Common Common Helpful Uncommon Harmful Common I k'lpiiil Rare Helpful Common Helpful
Fred Fields Stephen Fabian Robh Ruppel Stephen Fabian Robh Ruppel Robh Ruppel

This is not exactly an awe- Use this event with care. Since This event can be as nice for Always play this during your Only werebeast and undead This event is very straight-for-
inspiring holding. Its power ill] players get to rearrange your opponent as it is for you, opponent's turn, after he has champions and allies are ward. It affects your opponent
does not extend to the attack- their realms and holdings, so be careful when using it. committed to an attack. In affected by this card. The levei as much as it does you. It is
ing allies, just the champion. your opponents can gain as The current draw pile is multiple player games, play it of magical items attached to best played when your oppo-
much of an advantage as you. untouched by this event. Event just after the player before the champion are doubled nent has committed to an
in the land of Har'Akir, it is Ra/ed realms can be cards in the discard pile are not you has made his attack. only if they were attached attack against you with a
known that the dead can walk rearranged, but must remain returned to the draw pile. This event does not elimi- before this event is played. champion other than a mon-
again. In ancient times, razed. The rearranged realms A great time to play this nate a realm's power. If the The best time to play this ster. You can then play this
1 Inr'Akir was a wealthy land. Its must fill the rows from the event is when you have had realm's power is that it can be event is before you make an event and defend with a mon-
rulers where mummified and top down. Previously empty many of your realms discarded attacked only by flyers, it can attack. That way the event is ster. When it becomes your
entombed with their wealth in a spots may be filled. Holdings and your opponents have not. still be attacked only by flyers. active for two of your turns, turn, the event is still active.
place called the Pharoh's Rest. may be switched to new You will get your realms The only restricting condition but only one of your oppo- The Calm (400/lst) event
Ankhtepot was one such ruler. realms, but must still be placed on the top of your draw that has been waived is its nent's turns. Before playing and Delsenora (22/lst Chase)
1 Us fins brought down the placed on realms from the pile and he will not. position. You can now pick this event, make sure your can be used to prevent this
mighty empire whose very name same world. The Calm (400/lst) event from all of the other player's opponent doesn't have were- event from affecting that
is on the verge of being lost If played during combat, and Delsenora (22/lst Chase) realms when choosing which beast or undead champions in player. But who would want
among the sands of time. AH that the attacking champion may can be used to prevent this one to attack. his pool. to?
is left is n small village and the find himself Opposing a dif- event from affecting that The Calm (400/lst) event The Calm (400/lst) event
Pharoh's Res/. ferent realm — probably one player. and Delsenora (22/lst Chase) and Delsenora (22/lst Chase) Once a year, on All Hallow's
No man has entered the tomb whose powers make life very cannot be used to prevent this cannot be used to prevent this Eve, the monsters come out.
and returned to tell of it. Untold difficult. Little is known about the Dark event. event, since it does not Things that normally hide in the
riches arc said to be buried there. This event is designed to be Powers. Many scholars even directly harm an opponent. shadows step out into the sun-
However, no thief has been will- used with the Ravenloft Rule debate their very existence. The It was prophesied long ago that a light. Monstrosities that freeze
ing to risk the wrath of Card (31/RL) which allows all fat' that believe in them argue thai time would come when the mists In Ravenloft, the harvest moon is Hit- nun-raw peer into the win-
Ankhtepot by violating his final players to keep their some malevolent force created the would fail For a brief time, all a time to dread. Its powers are said dows of men's homes.
re fling place. Ravenloft realm cards hidden. land of Ravenloft for some secret the domains of Ravenloft would to affect the creatures of the night. On this night, no mortal crea-
With this event, the other purpose. The contend that the be open to the lands and realms The undead can walk the land and ture steps out of his home. So
player has no idea what realm Dark Powers create the domain of other dimensions. This is a n'ercbeasts hunt without fear. long as the door is barred and the
he is attacking. lords and control the mists that time when even the down in lonls Worst of all, ghostly spirits can windows shuttered, the things
imprison them there. might break free of their prison. inhabit the bodies of mortals to outside cannot get in.
rt'L-nacl their hideous crimes.

RAVHNLOFT 255 RAVI'M.OFT


254
Rare Harmful Common Harmful Uncommon Helpful Rare Rare Rare
Jeff Easley Clyde Caldwell Stephen Fabian Rule Card Rule Card Rule Card

This is a perfect event for a This is a great card for a deck Even razed realms add to the When another rule card is put When another rule card is put A diagram for this card
deck filled with Ravenloft that relies on allies. If your level bonus. Realms and hold- i n t o play, this card must be inlo play, this card must be appears in the rules for R u l e
champions. It turns out that opponent uses spellcasters, it ings in your hand do not discarded. Rule cards must be discarded. Rule cards must be Cards. The shape of the for-
all the Ravenloft champions is sure to mess him up. Cham- count. Played late in the played before cards are drawn played before cards are drawn mation does not change, but
are numbered 81-100. All of pions capable of casting bolh game, it is possible to gain a at the beginning of a player's at the beginning of a player's the RAVEN LOhT realms are kepi
them but Strahd (100/RU wizard and cleric spells are level bonus of four or five lev- turn. turn. face down, hidden from other
become level 8 and 9 champi- unaffected by this event, els on each champion. Play Only spells used in combat This is a great card for any players. Players can look at
ons. For example, the lowly [f you play it during your this during your turn before may be kept with the deck with some DARK SUN their own realms.
' Dr. Mordenheim (97/RL) is turn before you attack, the you attack. That way it lasts GREYHAWK champion. Spells realms and DARK SUN hold- Since raxed realms are kept
normally level 1. Under (he effect of the card lasts through through two of your turns. cast during step 3 or 5 cannot. ings. You can win with only face down, there must be
influence of this event he two of your turns. The Calm (400/lst) event If a spell is used in combat, five realms out, so long as you some way to distinguish a
becomes level 9. The Calm (400/lst) event and Delsenora (22/lst Chase) but discarded before the have a DARK SUN holding in ra/ed realm from a hidden
Some champions change and Delsenora {22/lst Chase) cannot be used to prevent this round is over, it can still be play somewhere in your for- RAVENLOFT realm. The
level under certain circum- can be used to prevent this event. brought into the pool by the mation. The holding counts as RAVENLOFT realms are turned
stances. Sir Hiregaard (92/RL) event from affecting that champion. The spell does not a realm only for victory condi- so that they are vertical. Hold-
becomes level 6 when defend- player. Even/ dark lord has the power of have to be cast instantly, but tions. It is not considered to ings are placed on top of the
ing. If this event is in play the land. He or she is able to call can be used before the other be a realm for any other pur- hidden realm card.
before Sir Hiregaard is used, In other realms, beyond the upon powers not normally champion plays any other pose, and it must be attached Champions of level 5 or
then he reverts to level 6 on mists, there are places inhere granted to mere mortals. The cards, even if he is winning. to a realm — it cannot simply lower cannot attack Sri Raji
defense. If this event is played magic runs wild. In Ravenloft, land itself will respond to llicir Spells like Banishment be played as a realm. (15/RL). If a champion of
after he is already defending, there is a wind that blows — ci wishes. (395/lst) or Finger of Death The holding must still be level 5 or less attacks Sri Raji
he becomes level 9. wind that can be felt only by Such power comes with a (397/lst) allow the champion attached to a realm; City because it is hidden, he loses
Once again, play this event those who deal in magic. It price. To wield the power of the to automatically defeal his States does not allow you to the battle and cannot continue
during your turn before you pluck? at the minds and souls of land means to be bound In/ il. opponent. Spells like Sanctu- play a holding as a realm. to attack. Because he was
attack. That way you receive all spellcasters. Those who shape its power am ary (354/lst) can allow a The Geneva Conclave stopped by card play, the
the benefit of it for two turns. When the wild wind blows, never leave, the borders of their champion never to be dis- (Promo 2) holding can be champion returns to his pool,
The Calm (400/lst) event wizards are unable to use their land. Most dark lords would carded in battle. attached to any realm, but and nobody gets spoils of vic-
and Delsenora (22/lst Chase) spells, and clerics are cut off from glndh/ give up the power to If the GREYHAWK rule card is since it is not itself a DARK tory.
can be used to prevent this their deities. New spell? and regain their freedom. discarded, spells currently SUN holding, it doesn't count
event from affecting that strange powers become available w i t h GREYI IAWK champions for this rule card.
player's champions. fur ti slmrl iuac. are discarded.

RAVENLOFT 256 257 RAVENLOFT


Common Rare Common
Jeff Easley Rare Uncommon Common
Larry Elmore Stephen Fabian Jeff Easley Dave Dorman Stephen Fabian
The undead champion or ally If your opponent has a Mind This card is placed on the
must be in the battle with the Casting this -spell creates an ally. This is one of the most power- If the Word of Recall is used
Flayer (83/lst) or is using the cursed champion to remind
champion casting this spell. In combat, this card is consid- ful cleric spells in the game, in to discard the Mind Flavor
Shield of Wickedness everyone of its effects. The
Just having an undoad cham- ered to be a +8 ally {Note that terms of level bonus. (83/lst), or a similar card thai-
(31 6/ 1st), he may have one of card should be laid upside
pion in the pool isn't enough. you do not add the +8 of the This spell is reflected by steals allies, the stolen ally
your ally cards on his side. down, so that it faces you icon to the +8 in the text). It just Spd! Turning (398/lsl). returns to your side of the
In a multiple player game, This spell forces those cards to right side up. The champion's
you can show the other happens to take a cleric to bring battle.
be discarded as well. Your level never sinks below 1).
player's hand to anybody you it into the battle. The Grave Ele- Clerics that bow to deities of the This spell is reflected by
stolen allies do not return to If the cursed champion
want. You can even lay it face mental is subject to all cards earth or nature are sometimes Spell Turning (39H/ I si).
your side. changes levels under certain
up on the table for everyone that affecl allies. For example, granted spells to animate rock. This card shares the same
This spell is reflected by circumstances, the three levels
to examine. Ihe Shield of Wickedness The spell allows the cleric to name and number with
Spell Turning (»H/ 1st). are deducted from its new
This spell is unaffected by (316/lst) can steal il. cause to move a piece of stone no another cleric spell from the
level as well. For example Sir This card is considered both a bi^er than a man. It must be FORGOTTEN REALMS expansion.
Spell Turning (398/1 si). Evil clerics can control the forces Hiregaard (92/RL) becomes
spell and an ally. It is vulnerable completely separate, not part of a
of the undead. Some of them can level 6 if defending a realm.
[t is said that sonic powerful cler- to cards which affect both spells larger stone. The animated rock Tlw Word of Recall spell forms
cnsl n Living Ward. This sjiell Under the Binding Curse, he
ic? can sec through the eyes of and allies. For instance, it is can strike as a weapon, crush an image in the mind of its vic-
prevents all living, thinking crea- becomes level 3 if defending a
their undead servants. This is swallowed by a Brine Dragon objects, block blows, or do what- tim. That creature becomes con-
tures from crossing its boundary. realm,
not a native ability, but rather a (45/DL) and also eliminated by ever else the caster wishes. vinced he must return home
Hoivever, if is no obstacle at all On ihe other hand, if a later
spell granted them by their a Dispel Magic (34fo & 358/lst) This curd shows a sloth1 immediately. He drops whatever
to the undead. card, such as the Legendary This spell is unaffected by gargoyle leaping down upon the he is doing and moves toward his
malevolent deities. Animals find those creatures Artifact (Promo 1) makes him
These evil clerics use this Spell Turning 098/1 st). enemies of the cleric who home as quickly as he is able.
whose minds are equally as a higher level, the curse is '
created il . In llic AD&Dtfflw, Hie Word
power to watch events from afar. simple are unaware of the spell. effectively nullified. Cards
Their undcad servants are inca- A grave elemental is a fearsome of Recall instantly transports the
They may cross its boundary affect a champion in the order
pable of treachery or deceit. They creature. The elemental force sum- cleric back to a place of sanctu-
unhindered. they are played. If the Leg-
nre ultimately expendable and moned by the cleric is barely con- ary. The sanctuary can be any
endary Artifact were on the trollable. It can move effortlessly distance away, but must be cho-
will thoughtlessly march into champion when he was
oblivion if ordered to do so. through rock mid dirt, rising up to sen long before ihe spell is cast.
cursed, the curse would be attack its victims from underneath.
applied after the artifact It has the power to cause a person
raised his level. to sink into the earth. The person
This spell is reflected by lives, but is imprisoned in a tomb
Spell Turning (398/1 si). fin- uiiilcr ihe surface.
RAVKISILOFT 258 259 RAVENLOFT
Common Common Common Uncommon Common Common
Stephen Fabian Stephen Fabian Stephen Fabian Stephen Fabian Jeff Butler
Stephen Fabian

This is not the most powerful This is a relatively tough This spell is best for deck with The champion's level in this This is a good card for decks This spell has a moderately
cleric spell available. It can be cleric spell. It can be stopped lots of ally cards. If your case refers to the number with lots of cleric spells. I t lough level. It is worth having
useful if you opponent relies by Protection from Lightning opponent plays a card that printed in his icon, not his allows you to put champions in any deck filled with cham-
on allies heavily. No ally can (386/lst). affects allies of a certain level, cumulative level including all in your deck that cannot cast pions that can cast cleric
sink below level 0. This spell is reflected by your allies are considered to his magical item, spells and cleric spells, but that have spells.
This spell is reflected by Spell Turning (398/lst). be 2 levels higher. the like. Even under this con- some other useful ability. This spell is reflected by
Spell Turning (398/lst). This spell is unaffected by dition, the allies are most This spell is unaffected by Spell Turning (398/lst).
The deities of storms and weather Spell Turning (398/lst). likely to all be of lesser level Spell Turning (398/lst).
A Glyph of Warding is a magical control the winds and lightning. t h a n the champion. The cleric is not a destroyer, but
trap. The cleric can set the condi- The clerics that worship them are A cleric can ask for the support of This spell is reflected by There are times when a cleric is a preserver. He does not fight
tions to be just about anything. sometimes granted spells to call his deity in combat. By bending Spell Turning (398/lst). unable to deal with important with fire and steel, but aids with
The glyph might be triggered by down lightning upon their foes. his head in prayer, the cleric is matters himself. This spell is per- salve and prayer. Most of hi*
someone crossing a threshold, or l-'or a cleric to cast this spell, able to aid his allies and hinder This is a central power for most fect for when he needs to be in spells are designed to comple-
by nmj creature of a certain phys- there must be storm clouds over- his enemies. good aligned clerics. They need two places at one time. Although ment or aid, not harm or kill.
ical description, or by the utter- head. It need not be raining, nor Wliitc he is in prayer, the cleric not cast a spell to be able to turn the cleric himself cannot be in There are, of course, excep-
ing of a particular word. does lightning need to be flicker- himself is unable to fight or do undead. The cleric presents his two places, his spells can. tion*. Insect Plague is one of
Woe be to anyone setting off it ing across the sky. From the any other strenuous tasks. His holy symbol with strength of will In the AD&D game, Imbue them. This spell calls for a horde
Glyph of Warding. The cleric clouds, the cleric can direct u hull total being is absorbed in com- and purity of heart. Any undead with Spell Ability is a spell that of biting and stinging insects.
placing the glyph can choose tiny of lightning to strike a particular munion with hisdcili/. creatures flee in terror before the allows a cleric to transfer some of They swarm over their victim
form of danger. It might he n target. The stronger the cleric, revealed power of the deity. his informational or defensive inflicting a thousand tiny
gout of flame, a bolt of lightning, Ilie more fiowi-fitl Ilie bolt. Powerful undead can some- spells to another person. That wounds. Each alone is insignifi-
or the person might even be times overcome their compulsion person can then cast the spells cant. All told, however, they cnn
struck blind. The more powerful to flee, in that contest of wills, when needed as if he were the be deadly.
the cleric, the stronger the pun- //(c cleric is the one who fails. cleric,
ishment.

RAVENLOFT 260 261 RAVBNLOFT


Rare Rare Common Common Common Rare
Jeff Easley Robh Kuppi'l Jeff Easley Stephen Fabian Clyde Caldwell Stephen Fabian
This card can be used when the The value of this spell is This is not a particularly pow- This is a moderately power- This spell is reasonably lough. This card affects only the
champion is attacking, not just obvious. The Divine Interven- erful spell. It is mostly of ful spell, but nothing special. It comes with a catch Ihough. level of the champion from
when he is defending. Further- tion (81 /DL) card is more interest to the collector. It is mostly of interest to the Champions that have been the moment it is cast.
more, any player's unrated powerful, but it can be cast This spell is reflected by com pietist. made undead by the effects of Remember thai an oppo-
realm can be substituted, not only after combat in step 5. Spell Turning (398/lst). This spell is unaffected by card play are immune to lliis nent's level is the total of all
just your own. This spell can be used before Spell Turning (398/lst). Dis- spell. cards with him. For example,
On offense, you can use this combat. Illusionist wizards are at home in pel Magic (346 & 358/lst) can This spell is reflected by if a champion has a magical
spell to pick the most advanta- This spell is unaffected by the shadows. There, nothing is a$ cancel this spell. Spell Turning (398/lst). Dis- item and an ally that bring his
geous realm power in play. On Spell Turning (398/lst). Dis- it seems. Dark mingles with light pel Magic (346 & 358/lst) c.in level up to 19, playing this
t defense, you can pick the pel Magic (346 & 358/lst) can to create a sinister world nil Us Deep in the shadows lurk things cancel this spell. card reduces his lotal to zero!
ivj Im power that makes it cancel this spell before [he own. that all men should avoid. One Any cards played after ihe
toughest on your opponent. champion or ally is recovered. There are many s/><7/s Hint cmi such lurker is the shade. Spun Vampiric Touch imitates the Hold Person spell add to his
You cannot, however, use
/v imiitili'd In/ shadow magic. 11 from the substance of shadow by deadly caress of a vampire. These level normally. Waiting until
another realm's power to pre- No spell epitomizes the good has the power to do almost ani/- the wizard, a shade is a formless undead creatures can drain the late in the round to play this
vent the attacking champion clerk- better limn the Heal spell. thing, if its victim believes. The horror that lakes on the image of very life force out of a person. card can be devastating.
from reaching your realm after The cleric is a character of com- victim that doubts its power, monsters in the minds of men. Fortunately for the victim of the This spell is reflected by
lus champion has already passion. I h' iiiirliircs and pro- finds himself safe once again. Tin- Tlicwizu-d miisl choose She spell, its effects can be healed. Spell Turning (398/lst). Dis-
announced a legal attack. tects his charges. This spell limit shadow magic turns out to In- u ii/jie of monster the shade will The victim of the vampire has no pel Magic (346 & 358/lst) can
This sprll is cancelled, but nil a jh-rson's wound*. No mutter mere shadow of the mil tiling. imitate. So long as the lights tire such luck, cancel this spell.
not reflected, by Spell Turning how close to death he might lie, fa the AD&D game, a wizard dim and the shadows long, any- Once the spell is cast, the wiz-
(398/lst). Dispel Magic (346 & this spell am make him dunce am imitate my spell with one seeing the shade is convinced ard has ten minutes to touch his AH the physical prowess of years
35S/ ] st) can cancel this spell. end sing. shadow magic. If the y>ell is dis- they nre the real thing. Even victim. A single touclt is nil il of training, and all of the magical
Only mtigiciil injuries avoid believed, only a small percentage those that see through the illu- takes. The more powerful the powers of the mightiest ivizards,
The cleric casting this spell /s n!>!<' the restorative effects of this of Hie effect* become retil. sion need to be wary. The shade ii'izard, the more deadh/ the are of no use if they can 't be used.
to transport Itinuetf and JOB aWu spells. It cut! cure dinette, blind- If successful, this spell paralyzes
is also half real. It can hurt even touch,
to another dimension, another ness, poison, even nnunliinil those that do not believe it is real. AH of the life energy drained a person. He becomes incapable
plane of existence. nieiiltil disorders. from the victim is absorbed by of moving any muscles beyond
The very rules of life may be dip
fcrent in this new plane. It is dan- the caster. His wounds are healed those needed to breath or pump
gerous to !nkc am/thing fi>r and he is invigorated. liis blood. The lowliest surf stand
granted I here. equal to the mightiest warrior
under the influence of this spell.
RAVE\LOFT
262 263 RAVEN LOFT
Uncommon Common Uncommon Common Uncommon
Rare
Carol Heyer David Donnan Fred Fields Robin Wood Gerald Brom Clyde Caldwell

This is an interesting spell, Obviously this card is only of This card can be extremely This spell can usually guaran- This spell should not be This spell has a low level and
but not a killer card. Remem- use in decks that feature a lot powerful. 1[ is not unlikely to tee at least a +7 ally, if not a played early in the game. a restriction. Most undead
ber that allies and artifacts are of undead. It affects any cards be able to play a +4 ally and a larger bonus. The summoned Mold onto it if you are able. champions are monsters, but
still hidden in your oppo- that have been made undead +5 ally. This spell melds the champion's power is ignored Later in the game it can be there are a few exceptions.
nent's hand. through card play, such as two to create a +20 level in the battle. Unlike the Helm worth as much as +11 levels. I'liiying undead allies does
This spell is reflected by with Darken (2/RL). If you bonus. The +4 and +5 bonuses of Teleportation (219/lst), this A razed realm is counted the not cancel this spell.
Spell Turning (39H/ 1st). have the Arms of the Great themselves are ignored; only spell cannot harm summoned same as an unrated realm. This spell is reflected by
Kingdom (145/lst) holding in the multiplied value counts. champion — no matter what This spell is unaffected by Spell Turning (398/lst). Dis-
When this spell is cast, the wiz- play, the levels of the undead The level meld does nothing the outcome, he is not Spell Turning (398/lst). pel Magic (346 & 358/lst) can
ard's eyes are able to see things are doubled before the +2 to the two cards' special pow- affected. For example, if a cancel this spell.
normal men cannot. This special bonus is added in. The hold- ers. The two allies are still Brine Dragon (45/DL) Ever]/ man has his nightmares.
vision is more limited than nor- ing is in play first, so its separate cards, so a Brine destroys the summoned ally, There are things that wait just Casting this spell makes the wiz-
iiuil ni^lil. 1! oiili/ icorA-s nl those effects are enacted first. Dragon (45/DL) ally, for beyond the light that we seek to . ard's hand into a thing of ice. The
it does not affect the bor-
things the wizard looks at This spell is unaffected by instance, would swallow only rowed champion. However, avoid at all costs. In the land of hnnd looks normal, but its touch
directly, Spell Turning (398/lsi). one of them. In this case, since Ravenloft, such nightmares can freezes a man to the bone.
you lose the use of the sum-
When the wizard's gaze falls only one ally remains, the moned champion as an ally. step out of the shadows to face The cold of the Chill Tondi
upon any object or creature filled This favored spell of Strahd Von meld becomes +0. Playing a This spell is unaffected by you bohl 1 1/. spell is not the cold of the north-
•n'ilh the power of magic, it glows Zarovich strengthens the nega- new ally at this time is too This spell causes the private ern wastes, but the cold of the
Spell Turning (398/lst). Dis-
like the moon. The color of the tive life forces of undead crea- late; the original ally remains pel Magic (346 & 35H/lst> can nightmares of a champion to be grave — it is the cold of the void
glow tells him something about tures. They become stronger, a 0. You can play a Dispel cancel this spell. Without the loosed. The stronger the influ- between the world of the living
tiw nature of the magic. He can tougher, and better able to resist Magic (346 & 358/1 sr) from spell to keep him there, the ence of Ravenloft, the more and that of the dead. It hungers
discern enchantment from div- clerical magic. your own hand to undo the summoned ally returns imme- deadli/ the nightman: to consume the warmtli of the
ination, and invocation from Malefic Meld. diately to his pool. living.
alteration. If a new ally of a lower
level is played, it does not The spell is cast, and from out of
change the value of the Meld, the mists a champion is sum-
which keeps its original allies. moned to aid in the battle, is In-
This spell is unaffected by real ly there? or just mi illusion?
Spell Turning (398/1 st). Even the wizard that summoned
him doesn't know.

RAVEN LOFT 264 265 RAVI'NI.OIT


Uncommon R.i re Uncommon Common Sword Common Uncommon
Stephen Fabian Bob Klasnich Carol Heyer Clyde Caldwell Stephen Fabian Robh Ruppel

This is a highly useful card if This is a great magical item to If defeated, the champion's This card is identical to the Muliiple uses of this card can- Its important to remember that
you like cheating your oppo- attach to champions that have a artifacts and magical items are Magic Sword (206/lst). The not reduce an opponent's hand the staff imitates only a magi-
nent of me opportunity to play lot of muscle. It is also good for placed in the discard pile. The Magic Sword is also +2, and below one card . Of course in a cal Hem in your own pool. If
his own cards. There arc two champions thai have special champion is placed in Limbo. +5 against undead. Both arc Iwo-player game, only two of you include this Hem in a deck,
basic strategies for using the powers related to victory. For At the end of your next turn, even common cards. these magical items are allowed make sure that you have other
Tarakka Deck. First, you can example, Shalbaal the Red the champion is returned to in each deck. With a game of magical items worth imitating.
discard realms. This makes it Dragon (9 /1st Chase) draws a the pool^if he has not been Even Strahd Von Zarovich the three or more players, however, A Net of Entrapment (217/lst)
harder for him to win the card from youropponent's placed in someone else's pool. vampire fears the sun swi'i'tl. it is possible to have lots ol or Orb of Power (310/lst) are
game. Second, you can discard hand if he wins. With the Time- He does not bring along his Strahd's brother, Sergei, owned them targeted at a single player. good examples.
events. Any event discarded is piece, he can do that iwice, magical items or artifact. on?. After Strahd slew his If the champion cursed to Although the Staff is a
permanently out of play. He assuming he wins twice. Hal- The Ring of Regeneration is brother, the sword disappssred. bear the coin is discarded, the defensive magical item, il takes
cannot put them back into his cyon (1 6/ 1st Chase) can return left behind in the discard pile Strahd has se&rchsd for it ever card is returned to your discard on Ihe properties of the item it
draw pile or hand, even with a card from the discard pile if as well. If another player has since. pile. It is not passed on ogain. imitates. The Net of Entrap-
cards that let him retrieve cards victorious. With the Timepiece1, put thai champion in his pool, A single command word is For a Dispel Magic (346 & ment, for example, is an offen-
from the discard pile. she can do that twice. A cham- the ring cannot bring h i m enough to make the sword shine 358/lst) to cancel this card, it sive item- If the Staff imitates
pion like Rikus (258/1 st) can back at a later time. Even if -ii'ilh the fill! light of day. Crea- must be cast on the Blood Coin. the Net, it becomes an offen-
The Tnivkka deck is a fortune- attack Ihree times in the same the other player's identical tures of the night suffer a? if they Dispel Magic cast on anything sive magical item and is
telling device used by the Vistani. round with the Timepiece of champion is later discarded, stood under the noon sun on n else does not remove the Coin. affected by cards that affect
It is said Hint n true Vistani seer Klorr! the ring cannot bring h i m dear dm/. Against a vampire, the offensive magical items.
can see a man's future written in back. At the end of your turn, sword is even more powerful. The blood coin is the bane of all The staff can imitate only
the cards. Of course, seeing the Tht' timepiece is an ornate pocket when the champion should be The light of the $w paralyzes greedy men. The images on Ilk- one item in a single player's
fnl nre and avoiding it are com- match forged from an unknown placed in your pool, you must sj/r/j andead, and if held before coin are taken from the mind of the turn. It can imitate one item
pletely different matters. metal. The outside is cast in the put him in the discard pile. them long enough, destroys them owner, he sees whatever IK expects during each of your oppo-
A Turokka deck has 54 cards, image of dozens of tortured people, forever, to see. nents' turns, and one during
broken into the lesser deck and the writhing in agony. Inside is a In tin1 AD&D game, can/out- The coin alloivs its owner auto- your turn. If the original is
high deck. The lesser deck has 36 watch face Hint marks off 13 hours. wearing a ring of regeneration intnicnlh/ to succeed in any swindle destroyed, the Staff still holds
cards broken further into 4 suits, This accursed object grants heals his wounds at a furious or cheat. Every time the owner of the imitation for the rest of the
swords, coins, stars, and glyphs. main/ /TOWS to its owner, ll ;//s(> nils'. 1! hike* hill n tingle ilai/ !o the coin swindles, he begin* lt> turn, then imitates nothing at
There are four archetype cards, exacts a terrible price. Each use of lifiil n nitin Unit i^ iii'in- (h'tilh. weep tears of blood. The more he the beginning of your next
one for each suit, and 14 unique the timepiece requires a iiuiiuin Severed linilv regenerate at the stole, the longer he weeps, turn, until you choose another
cards in the high drcL death within an hour of its use. samep&ce. item for it to mimic.

RAVRNLOFT 266 267 RAVKM OIT


Com mon Uncommon Common Common Rare Rare
Stephen Fabian Carol Heyer Fred Fields Jeff Easley Clyde Caldwell Clyde Caldwell

This is a great magical item to When playing against well- This magical item is very sim- This magical item allows you The Apparatus' power cannot This artifact completely shuts
attach to champions that you b u i l t decks, this is a powerful ilar to the Shield of Wicked- to gain some value for lost be used until it is your turn to down the realm's power. What-
never mean to have attack. magical item. In such decks, ness (316/lst). The shield can allies. Any allies used in the play a card in combat. In ever is written in the text is
Some examples are Marco Volo most champions have a spe- affect undead, so it is slightly battle must be placed face other words, you have to be ignored until after this round of
(50/lst) and Hettman Tsurin cial power of note. The ring is more powerful. The ally down under the card. If there losing to use it. This artifact is combat. If the champion is nor-
( 172/1 st). even better against a spellcast- stolen by the amulet is a were- are more than six ally cards, a weaker version of the Helm mally prohibited from attacking
This item must be used before ing deck. The ring cancels any beast and subject to all cards you may choose which ones of Teleportation (219/lst) and a realm, it can with the Crown
combat, or the opportunity is effect of the text in the box that affect wercbeasts, such as to discard. The ally cards are is like a permanent form of attached. For example, The
lost. A good way to remember it below the illustration. Kartakass(5/RL). effectively out of play- They Misty Summons (53/RL). It is Coral Kingdom ( 1 1 /FR) can be
is to place the champion on top If this magical item is One-shot powers, such as cannot be stolen by items completely harmless to the attacked only by swimmers.
of your draw pile. That way played in combat after a the Ninja (70/FR) ally's ability such as the Shield of Wicked- borrowed champion. No mat- However, with the Crown of
your attention is brought to it at champion has used his power, to steal a card from the oppo- ness (316/lst), or destroyed ter what the outcome, he is Souls, a RAVENLOFT champion
the beginning of every turn. the ring doesn't undo it. For nent's hand, are not reactivated by allies such as the Brine not discarded. can attack it normally. Ol course
There is no rule that says you example, Dagaronzie Green upon the ally's switching sides. Dragon (45/lst); they are For example, if a Brine it's allies must still be swim-
' must keep your opponent's Dragon (6/lst Chase) If the amulet is discarded or there only to mark the power Dragon (45/DL) destroys the mers. If the realm's power on!y
hand a secret. At your discre- destroys any two allies played shut down, the stolen ally level of the cat. If the cat is borrowed ally, it does not has an effect outside of combat,
tion, you may reveal any or all against it. If Dagaronzie returns to your side. The ally discarded, all the allies go affect the champion in the nothing is changed.
of his cards to any or all of the destroys one ally, and then the can be stolen back again by with it into the discard pile. pool. However, you lose the For example, the Great King-
players. ring is played, he cannot another magical item orally. This is a good magical item use of the borrowed cham- dom (123/lst) can be attacked
destroy any more allies. The lo have if you do not use pion as an ally. by a champion with the crown.
The medallion is a glaum orb on a sil- ring does not, however, When activated, the amulet can cards that retrieve allies from If the Apparatus is used However, the opponent's hand
ver chain. Concentrating on the orb restore the first destroyed ally. steal a portion of the essence of your discard pile. If you Lise with Azalin (82/RL), A x n l i n size is not reduced when this
causes motes of light to swirl inside In the case of champions humanity and replace it with a such cards as Heal (45/RL), cannot take the borrowed happens.
it briefly. When theif dear, the whose power is a continuous portion of beastly essence. When Myrmidons (61/lst), or Dr. champion with him into the If the crown is attached to
medallion's nmgica! pomrs aw be effect, such as Rary the Traitor this happens, the victim's shriek- Mordenheim (97/RL), do not pool as an ally. The Headless Ankhtepot (84/RL), both the
used. (161/lst), who gains 3 levels ing face appears in the amulet, include this magical item in Horseman (88/RL) is a bad holding and the realm powers
!'lic Soul St-'nrchcr Medallion when fighting a wizard, the tethered to the face by one of the the deck. choice for any artifact, since tire ignored. The Headless
allows its owner to see the true ring eliminates those extra tentacles. As Song as he is tnnler its power works best when it Horseman (88/RL) is a Kid
spirit of any creature. Am/one pos- three levels. tlie influence of the amulet, the is discarded. choice for any artifact, since its
sessed by evil spirits is immeiiialrh/ victim suffers the curse ofh/aui- power works best when it is
detected. thropy. discarded.

269 R A V I ' M OIT


KAVI;M un 268
Uncommon Uncommon Rare Common Common Uncommon
Stephen Fabian Clyde Caldwell Bob Kkisnich Clyde Caldwell Stephen Fabian Robh Ruppel

If the holy symbol is attached This artifact is a weaker ver- Once the Fang is used to sub- This ally has a relatively high This card has a reasonably The power of the Flesh Golem
lo ,1 champion after undead sion of the Net of Entrapment stitute a power, the champion level, and is a flyer. When a fly- high level, but no special works even after it is played.
allies are already in play, (217/Lst). It is mostly of inter- keeps that power for the ing champion attacks a pro- powers. When first played, your oppo-
those allies must immediately est to collectors, and those duration of that player's turn. tected realm, only flying, nent must discard any magi-
be discarded. If the champion players who do not have a Imitating the powers of a wi/- swimming, or earth walking The wolf pack is feared through- cal items currently attached to
is undead, the battle is ended, Net of Entrapment card. ard or cleric does not allow allies can be played with it. This out the forested domains of his champion. Remember that
and the champion returns to If it is attached to a cham- the imitating champion to cast ally is an excellent addition to a Raven loft. The packs are large the card activated first has
his pool. If an attacker is pion after your opponent has .spells. deck that features flying cham- and ferocious. Wolves are larger priority. If the magical item
defeated this way, the battle is played multiple allies, he You arc allowed to use a pions. mid more cunning in the Lund of affects allies, such as the
over. He may not continue Ihe chooses which ally he gets to champion's own power, then Currently there are only two the Mists than in other realms. Shield of Wickedness
attack. If a defender is keep. switch and use a substituted holdings that are mausoleums They seem linked to the domains (316/1 st) or Amulet of the
defeated by the holy symbol The Headless Horseman power. However, once the tarn; or graveyards, Azalin's Grave- in strange and powerful ways. Werebeast (64/RL), the item
in ( h i s way, the attacker can (88/RL) is a bad choice for is being used, you cannot go yard (17/RL) and the Kargat The vampires and werewolves works its magic first.
continue the attack with a any artifact, since its power back to the champion's origin;) 1 Mausoleum OH/KL). To qualify, of Ravenloft are able to control If your opponent plays a
new champion. The defender works best when he is dis- power this turn. For example, the holding musl have the word the wolf packs. One never knows magical item after the Flesh
must defend with a different carded. if the fang is attached to I )r. "mausoleum" or "graveyard" when a snarling wolf might Golem, it is also ripped away.
champion. Mordenheim (97/RL), you can in its name or description. transform itself into a man. In that case, if the magical
The holy symbol is a poor pull an ally out of the discard Worse i/ct, the man might smile item affects allies, it is
choice of artifact for Ireena pile. Once it is out, you can Aziilin prefers to rule Dnrkon from an awful grin that reveals twin, ignored. The Flesh Golem gets
Kolyana(85/RL) since she substitute the powers of Mid- afar. Rather than managing the razor sharp fangs as he eyes the to use its power first.
gets a level bonus vs. undead night (46/lst). ^iiinller tiffnirf of his domain , lie lias pulsing veins of your neck. If a Loup-Garou (79/RL) is
and cannot fight Strahd Von The fang is a poor choice of created Hie Kurgat. Tim/ arc a secre- played in conjunction with a
Zarovich (100/RL). The Head- artifact for Azalin (82/RL), tive ruling class completely loi/al to Flesh Golem, your opponent
less Horseman (88/RL) is a Gabrielle Aderre (93/RL), or him. Eachisavcanpfce. may play a magical item to
bad choice for any artifact, Strahd (100/RL), since using it The lich lord has no desire to satisfy the Loup-Carou, but
since its power works best doesn't allow them to then use wield open pouvr. He Ids the bur- then has it stripped away
when it is discarded. their powers. Attaching [he gomasters, lords, and mayors do before he can use it.
fang to Arijani (89/RL) can that. He controls those things that
work well. Arijani can pick the air trail/ imfvrttmt through the
champion most hindered by Kargnt. Even/ city in Dnrkon hns a
any other champion's power. Kargat mausoleum.
RAVHNLOFT RAVHNLOFT
27(1 271
Rare Common Rare Uncommon Common Uncommon
Clyde Caldwell Robh Ruppel Clyde Cald well Clyde Caldwell Clyde Caldwdl Robh Kuppel

This is a devious ally. The This ally has a reasonably This ally has a high level and This ally has a moderately This can be a vicious card. Many veteran SPELLRRE play-
new realm can even be in the high level. There arc advan- is a flyer. When a flying cham- high level and is a flyer. When Even the mighty Gib Htimsen ers consider the Loup-Garou
formation of a different player tages and disadvantages to its pion attacks a protected a flying champion attacks a (p/lst Chase) loses his to be the most powerful ally
than that of the original being undead, depending on realm, only flying, swimming, protected realm, only flying, power to this ally. If the in the game. Its low level is
realm! The new realm must be the construction of your deck or earthwalking allies can be swimming, or earthwalking opposing champion is ever very deceiving. It can win a
able to be legally attacked by and your opponent's deck. played with it. This ally is an allies can be played with it. discarded placed in the battle instantly if your oppo-
the champion. When switch- excellent addition to a deck This ally is an excellent addi- Abyss, the Vistani ally card nent can't play a magical
ing to a new player, the cham- Count Strahd Von Zarovich is a that features flying champi- tion to a deck that features returns to your discard pile. item. Be warned, if your
pion and all of his supporting necromancer in addition to being ons. flying champions. The loss of the opposing opponent plays a Shield of
cards are move to the new a vampire. One of his early A cleric champion is never There are advantages and champion's power is instanta- Wickedness (316/lst) or
realm. The new defender experiment?: produced a powerful reduced below level zero bv disadvantages to its being neous. Champions such as Amulet of the Beast (64/RL),
chooses a champion to new type of zombie. Like all of this card. undead, depending on the 1 Kik-yon (Id/'Ist Chase) and suddenly you are facing the
defend, or decides to let the the count's discoveries and construction of your deck and Shalbaal (9/lst Chase), whose Loup-Garou! Each player
realm be razed. Combat then inventions, it bears his name. Nat all distances are measured in your opponent's deck. powers are activated after must play only a single magi-
proceeds using normal rules. Fortunately, Strahd guards his miles. The Abyss is so far combat, do not get to use their cal item, no matter how many
The Ghost Ship can only secrets jealously. No other necro- removed from the demiplane of Some men die with a burning powers. times the Loup-Garou
_ switch targets once. mancer except Azalin has Ravenloft that no number of passion in their hearts. Those switches side.
learned how to make Strahd miles can measure their separa- whose last desire is for vengeance The Vistniii urc Ihc ultimate The Nasty Tricks chapter
Somewhere in the Sea of Sorrows Zombies. In Darkon, of course, tion. and destruction may find them- wanderers. They travel fi'om features more uses for this
fails the ghost ship Endurance, they are known as Azalin Zom- Yet across this gulf of multiple selves bound to the earth as a place to place in their brightly card than for any other. Be
ihe d large of Captain Garvi/n. bies. dimensions comes thefieml. spectre. painted wagons. sure to read all of them. Two
He and his crew never see port. The Strahd Zombie is far Guided and drawn by the spells Transparent and untouchable, In the land of Ravenloft, they of the nastiest are to use it in
Woe betide the castaway thai is lonelier Until n typical zombie. 11 of a powerful wizard, it is a tiling the spectre is like n ghost. Yet the have a small measure of power. conjunction with A/alin
rescued by the ship. Any man moves faster and more nimbly, of pure evil. It is the essence of brush of its intangible body can Only the Vistani can travel the (82 /RU or Dr. Mordenheim
that accepts a drink from Captain and is destroyed far less easily. cruelty and wickedness. Yd it dniin the life force from u mini. mists and select their destina- (97/RL). Both of these cham-
Carvyn, and sleeps a ni$lil Although a Strahd Zombie is must serve its new master — at 7 he s/»<r/)v is an undead monster tion. Vistani fortune tellers can pions allow you to reuse the
aboard the Endurance is bound easily hacked into pieces, that least so long as the wizard to be feared by a!! living crea- see a man's future in the cards. A Loup-Garou over and over.
to her for all eternity. doesn't stop it. The pieces will observes all the proper forms In tures. Vistani curse is far more likely to
crawl, mil mil! llmmp I'in'r win/
toward their victims.
Hit' It'tli-r, A single slip is nil il
• ivnif Irttf ihtiii Hint of any other
pei'toii.

RAVHNI.OJ-T 272 273 RAVENLOFT


Common Common Rare Undead Rare IJndr.ul Uncommon Undead Common
Jeff Easley Clyde Caldwell Stephen Fabian Robh Ruppel Clyde Caldwell Clyde Caldwell

This ally does not have a very The best type of cards to hide This is a wonderful cham- This is a tough champion! His Ankhtepot does not cancel the Ireena's special power is not
high level, but it is a flyer. under the stranger are allies pion. He can become almost effects of opposing holdings; all that exciting. Even against
immunity makes him an asset
Wlu'n a flying champion and magical items. Proper use unstoppable if a powerful to any deck. He is still vulner- they simply don't affect him. undead, her level is a modest
attacks a protected realm, of this champion will cause ally, such as the Loup-Garou able to artifacts and allies. Holdings thiil provide allies, 5. She doesn't destroy Strahd,
only flying, swimming, or your opponent to play the (79/RL), is kept with him in champions or other combat only turn him away.
Your opponent keeps his
earthwalking allies can be wrong champion in response. the pool. Any ally that sur- offensive magical items, but effects are ignored; holdings The Holy Symbol of
played with it. This ally is an For example, he might use a vives to the end of the battle that allow a defending cham- Ravenkind (68/RL) is a poor
thev don't have any affect on
excellent addition to a deck champion with magical items can be taken to the pool. If an pion to cast spells do not work. choice of artifact for ireena. Its
Adam.
that features flying champi- when you have a Flesh Golem ally is destroyed by a card like The Net of Entrapment For example, Mulm.isLer powers duplicate hers to a
ons. (73/RL) hidden there. the Brine Dragon (45/DL), it (33/lst) allows the player to large extent. The Legendary
(21 7/lst) is a perfect magical
The new card to be hidden is not available for Azalin to item for Adam. It prevents draw a card every time a spell Artifact (Promo 1) is a good
This creature is frequently mis- underneath the stranger must take into the pool. The chosen your opponent from playing is used. Since drawing a card choice because Ireena's level
taken fora vampire in animal always come from your hand. ally need not be the same one allies. Between the two, you doesn't directly affect is so low. Against undead,
form. To those not familiar with You are never forced to place a that went with him into the opponent has almost no sup- Ankhtepot, the player is still however, she remains a level
vampires, it certainly looks like card underneath it. You can pool before. allowed to draw a card. 10 with it.
port cards he can play
one. play non-combat cards, such as If Azalin has the Apparatus The Tapestry of Dark Souls The Black Waters (246/lst)
Like nil h/ainthropcs, it has holdings, under it, but they are (66/RL), he cannot take the holding prevents monster from Ireena Kali/ana is the reincarna-
(69/RL) is a good artifact to
linn1 shapes to choose from. It immediately discarded when borrowed champion into the attach to Adam. With it, your attacking any realm held by tion ofTatyana, the woman
can be a man, a bat, or a hybrid the stranger is used in combat. pool as an ally. Attaching the this player. Ankhtepot can Strahd Von Zarovich loved.
opponent has very few sup-
of lite two. Like the vampire , a If the stranger is used to Fang of the Nosferatu (70/RL) ignore this holding and attack Strahd is not truly capable of
port cards to play against you.
werebat feeds on the blood of attack, the card hidden with to Azalin is a mistake. Using The Legendary Artifact that player's realms, even if the love, but tliinks that is whnl he
humans. It may take all the blood him is activated before any the Fang shuts off Azalin';, (Promo 1 ) is a poor choice, holding is not attached to the feels for her. Truly he saw youth
a ninn has to quencii the beast's card of your opponent There- power to keep an ally. The since Azalin's level is so high realm Ankhtepot is attacking. incarnate and wants to possess it
Shirs!. fore it gets to use its power Legendary Artifact (Promo 1) The Crown of Souls (67/RL) for himself. Strahd will do n in/-
already.
first. For example, if a Flesh is a poor choice, since Azalin's is a great artifact for thing to own Tatyana, but would
Golem is hidden under the level is so high already. Adam is (i flesh golem of superior Ankhtepot. Between the two of never hurt her. In his eyes, turn-
stranger and your opponent construction. His maker is Dr. them, the realm powers and ing her into a vampire is no!
defends with a champion that Azalin is the licMord of Dnrkou. Mordenheim. Adam has a keen holding powers are canceled. hurting her.
already has the Net of Entrap- His curse is that he can never iiih'ltigt'iii'finitl an civile body, The Legendary Artifact (Promo
ment (217/lst) attached, the learn a ne~,t' spell or uny fieri' both of which are uncommon in 1) is a poor choice since
golem rips away the net first. magic. flesh golems. Ankhtepot's level is so high.

RAVEN LOFT 274 275 RAVENLQFT


Common Uncommon Rare Undead
Stephen Fabian Uncommon Common Undead Common Undead
Clyde Caldwell Stephen Fabian Robh Ruppel Jeff Easley Stephen Fabian
When Van Rich ten is attack- The flexibility of this cham- Only an event or rule card can
ing, your opponent must lay This can be a very useful cham- Oilier than its being a flyer, Tiyet's ability to cast cleric
pion makes him very power- stop the Headless Horseman
his hand face up on the table pion. If the defender has a there is little to recommend spells makes her a valuable
ful. He can pick any single from winning an attack. Even
immediately after choosing champion in his pool that will this champion. Undead allies asset to any deck with lots of
card played in combat, except if the defending champion
his defending champion. If he handily beat you, he can't use it are not very common, so his cleric spells.
an event, and discard it. Since can ignore or overcome the
chooses to not put forward a against Arijani. If the defender other special power won't The Legendary Artifact
in most cases Harkon is acti- horseman's power, since the
champion and lets his realm has champions in his pool that come into play very often. (Promo 1 ) is a good artifact
vated before any of these sup- horseman is activated first, he
be razed, he is not obligated are not intended for combal, The Legendary Artifact for Tiyet.
port cards, he can discard still gets to use it. He must do
to reveal his hand. such as Hettman Tsurin (Promo 1) is a good artifact
them before they take effect, [f so, however, before any other
When Van Richten is (172/lst) or Marco Volo for Wilfred Godefroy. Tiyet is a mummy. She died and
Harkon is defending, any non-event card is played.
defending, your opponent (50/lst), you can force him to was mummified. Wrapped in
cards brought with the You do not have to use the
must lay his hand face up on fight with them and possibly Wilfred Godefroi/ if a ghost. He linens and preserved with spices
attacker from his pool get to Headless Horseman's power
the table immediately after lose. is one of the oldest domain lords and strange fluids, she was laid
use their powers before he right away. You can play sup- The defender is not allowed
Van Richten is chosen to in alt of Ravenloft. Only Azalin to rest in a sarcophagus. She
destroys them. port cards and wait until you
defend. to defend with a champion and Strnhd have been trapped arose the next day as one of the
The Fang of the Nosfcratu are sure you cannot win con-
In either case, the hand from his hand. He must use the there longer. undead. However, she no longer
(70/RL) is a good choice of ventionally.
remains face up until the battle champion you select from his Sir Godefroi/ haunts Ilic House wears the wrappings and looks
artifact for Harkon Lukas. You Avoid attaching any artifact
is over. If any cards are to be pool. You are not allowed to let on Gryphon Hill. None has ven- like a healthy young woman.
can use Harkon's power first, or magical item to the horse-
drawn from the player's hand him choose one from his hand, tured inside its crumbling walls In order to remain young look-
then switch to the Fang. man. If he ever uses his spe-
after combat, he may pick up unless he has no champions in in decades. The last to do so ing, Tiyet must devour n living,
cial power, those cards are his pool. You may not select his strangled himself rather than beating heart periodically. SiV
his cards and shuffle them first. Harkon Lukas is a flamboyant discarded with him. realm or holding champion to stay there another hour. has the power to paralyze n man
The Fang of the Nosfcratu wolfivere. Once he was the lord
defend. Wilfred is himself haunted. He with a glance. Her kiss can sap
(70/RL) is a great artifact for of Karttikass, trapped within it The headless horseman can The Fang (70/RL) is a great is hounded by his wife and the strength from him. With a
Van Richten. The champion borders and forced to rule. Now appear on any road. Once he has artifact for Arijani. The cham- daughter, whom he murdered in thought she can reach into n
can use his power first, then he wanders free, unbound to ter- manifested himself, his intended pion uses his power, then [he n fit of senseless anger. They can man's chest and withdraw his
switch to the Fang. Your oppo- rorize whomever crosses his path. victims cannot leave the road. He Fang can take over. actually cause him pain, while he still beating hc'irl,
nent gets to pick his hand back Harkon Lukas is a skilled bard. takes one swipe at each person, is powerless to affect them.
up, but you have already seen He travels from place to place attempting to lop off his victim's Arijani is the rakshasa lord of Sri
it. The Legendary Artifact telling tales, singing ballads, and haul. Raji. Most of the inhabitants
(Promo 1) is also a good choice. devouring passerstn/.
Mitiv him to be the high priest of
the death goddess of Sri Raji.
RAVEFttOFT 276
277 RAVHNLOFT
Common Common Common Common Uncommon Common
Paul Jaquays Stephen Fabian Stephen Fabian Slephen Fabian Fred Fields Roger Loveless

This champion counts as only Gabrielle Aderre's power hap- The wizard spell must come You do not have to use Sir When using this champion's Despite — or because of — his
two levels toward the limit of pens before spoils of victory from the draw pile. It cannol Edmund's power right away. power, be careful to compare rock-bottom level, Dr. Morden-
80 levels in a tournament are drawn. The best use of her come from the discard pile. You can wait until the battle is his hand to yours. The advan- heim is a very powerful cham-
deck. However, on defense it power is to take a realm card Include the Hags only in a underway and you know tage of the ilhthid is in knowing pion. Once an ally is discarded,
is a level 6 monster. While in from your opponent's hand. deck that has spells castable whether the level or power of how to defeat the cards in his the good doctor can reuse it
your pool, Sir Hiregaard is Other good options are pow- in step 4. Since the Hags can your opponent is more useful. hand. indefinitely The best use is to
considered a hero. He would erful champions, rule cards, only use their power in com- When Sir Edmund imitates an If you can't win the battle, pick allies with special powers
not be affected by cards such and events. bat, spells cast in step 3 and 5 opponent's level, it is only the give serious consideration to that can win the battle. Dr. Mor-
as Treasure (31 2/ 1st), which Attaching any artifact to are of no use to them. level number in the card's icon. sacrificing the High Master denheim with a Loup-Garou
affect only monsters. How- Gabrielle is a bad idea. Her The Legendary Artifact In some cases, using an lllithid. (79/RL) in the discard pile is a
ever, if the Treasure event special power is only of value (Promo 1) is a good choice for opponent's power second is There is no rule that says you great combination.
were played during combat when she is defeated. Obvi- the Hags of Tepest. The Fang more advantageous. For cannot show your opponent's The Legendary Artifact
while Sir Hiregaard is defend- ously any magical items and of the Nosferatu (70/RL) is example, when Sir Edmund hand to other players. (Promo 1) is a fantastic artifact
ing, it would get him then. artifacts are discarded with not a bad choice either. After faces Maligor the Red (43/lst), The Legendary Artifact for this champion. It grants him
The Legendary Artifact her. the Hags have picked their Miiligor can shift an ally to his (Promo 1) is a poor choice for nine levels. The Fang of the
(Promo 1 ) negates this cham- spell from the draw pile, they side. However, since Sir this champion. The Fang of the Nosferatu (70/RL) is also a
- pion's special power. On Gabriellc Aderre is a Vistani can switch to whatever power Edmund uses Vlaligor's power Nosferatu (70/RL) is a good good choice. The doctor can use
defense or offense, he would witch. To be more specific, she is the Fang imitates. However, second, he can shift him right choice. The High Master can his own power, then switch to
be a level 10 monster. an enchantress, From her Vistani the Hags will also lose their back. use his power, then switch to the Fang.
heritage she has the power to it'll ability to cast wizard spells. You can't switch from imitat- the Fang. The choice of power
Even/one has a dark aide. So it /s fortunes and curse with the evil ing a champion's level to using should be influenced by what Dr. Mordent lei in per/onus liin
with Sir Hiregaard. His, how- eye. Three hags rule in Tepest. One of its power, or vice versa. Once you see in your opponent's grislv experimsnts in a remote
ever, is darker than most. Gabrielle is a bitter woman, each type of hag form the covey, the choice is made, it remains hand. castle in the domain ofLamordia.
The good knight is prone to filled with jealously toward any an annis hag, a green hag, and a for the battle. He has never duplicated the
f/Vs of weakness and lapses of that find happiness. Gabrielle sea hag. All of them love human The Legendary Artifact Deep under the mountains of tremendous success of his first cre-
itH'inonf. // ;s thai that he is particularly hates lovers. She is flesh. When it is scarce, goblin (Promo 1 ) and Fang of the Nos- Bhietspur the illithids rule. Like all ation, the flesh golem Adam.
transformed into Malken — a cursed to never know love and fleshwlldo. feratu (70/RL) are excellent mind flayers, the High Master To this day, Adam and Dr. Mor-
monstrous villain ready to kill or never have a lover. The only choices for this champion, since lllithid has tremendous menial denheim hate each other. Their lives
maim for the sheer pleasure <>/ it. thing s/?c hates more are other he can imitate the level or powrf. Mind flayers eat by fuck- are inextricably linked. Wltatever
Sir Hiregaard dot's no! even Vistani. power of his opponent, then ing out a victim's brains ii'ith their pain one suffers, the other feels as
know ofMalken's existence. use the artifact's power. tentacles. well.

RAVI-M OH 27,S 279 RAVEN LOFT


Common Rare Undead Rare Undead Rare Coast
Robh Ruppel Clyde Caldvwll Clyde Caldvvell Dave Sutherland
Sergei's power is most useful This is a tough champion, par- When Slrahd is defeated, move This is arguably the best of the
in combat, not in the pool. ticularly against decks with his card to Limbo. Your oppo- DRAGONLANCE realms. Mithas is
There are only a few event DRAGONLANCE champions, if nent still draws spoils of victory like Nibenay (226/lst), but with
cards that could n o r m a l l y Lord both defends against ,1 if Strahd was attacking, even some important differences.
affect him in the pool. How- DRAGCKLANCB champion that though Strahd is not discaaled. When Mithas is razed, it is
ever, in combat, events such can shutdown Soth's powers, If another Slrahd is in play at Hipped over, any attached hold-
as Solid Fog (382/lsl), Lord Both is unable to prevent that time, you must put your ing is discarded, and the player
M u t i n y ! (168/lpt), Bron/e the effects of his opponent. Strahd into the discard pile. who razed it gets spoils of vic-
Dragons (97/DL), and I'il Since the attacking champion Any artifacts or magical items tory. Once Mithas is razed, that
Trap (416/2nd) are commonly is activated first, ft gets to use with Slrahd are discarded when battle is over, and the same
used to end a losing battle. If its power before Lord Solh. he is placed in Limbo. player cannot continue to
you are using Sergei, your The Legendary Artifact Slrahd is a great defensive attack.
opponent can play them, but (Promo 1) and the Fang of the champion. If he loses, so what? Milhas can be attacked while
Sergei is immune to their Nosferatu (70/RL) are poor You get him back at the end of razed; this is an exception to the
effects. choices of artifacts for Lord your next turn. He is also a normal rules. If you attack
Interestingly, il Sergei uses Solh. good small-risk attacking cham- Mithas during a two player
Ihe Fang of the Nosferatu
pion. You can see what your game, your only hope for dis-
(70/RL), he loses his immu- In the world of K.II/IIII, the opponent will do with mini- carding it and preventing it
nity to event cards. This can Knights of the Rose are an order mum risk. After all, Strahd will from automatically rebuilding
be good if the event is your delated to upholding the Saw and be back. is to play The Caravan (319/1 st)
own, but bad if the event is doing good. Soth was ewe of their and attack and win a second
played by your opponent. most honored members. Then he The ston/of Strnhd Von Znrovich time before your opponent's
broke his vows and slew his own is legend. He lusted after his own turn begins, in a multiplayer
In life, Sergei was a paladin. I Ic wife. brother's betrothed, Tnh/iiiin. To game, there's a chance for two
was aha the younger brother of He has been cursed to livefor- win her love, he made a pact with (or more) players to attack
Strnhd Von Znrovich. Sergei was rv< T //; 11 nearly indestructible denth to secure eternal life. The \>tn 1 between the opponent's turns.
betrothed to Tatynna, a beautiful inidead body. Though he loves Kit- was sealed by the murder of his Someone who successfully
1/01 trig village girl. Strahd killed hira, she would never consent to own brother, Sergei. Strahd earned attacks Milhas while it is razed,
Ins brother in a fruitless attempt be his consort. Nightly, banshees eternal life as a vampire. Tuti/aim causing it to be discarded,
io win Tah/ana's love. flit around him wailing oul Hu- flung herself from a parapet rather draws spoils of victory.
ston/ of his betrayal. than face hi it i.
:
\.

RAVENLOFT 280 DKACONLANK ]•.


^ ^_ - -v. *~. **~eft-*'. ,CJ. r .'..r- — jjf-i-b

Common Coast Common Coast Uncommon Coast Common Coast Rare Common Coast
Dave Sutherland Dave Sutherland Dave Sutherland Dave Sutherland Dave Sutherland Dave Sutherland

Nordmaar is a pretty unexcit- Silvanesti is not a great realm, Good land, like Silvanesti Khur is one of the better Solamnia's power sounds good, Sancrist is not a bad realm in
ing realm. It cannot defend but it does have a power: Any (3/DL), is not a great realm, DRAGONLANCE realms and is but be careful. If you use this a deck with a DRAGONLANCE
itself, nor does it have or pro- elf defending it gains 2 levels. but it does have a power. the only realm of that world realm's special power, you'll theme or a deck that at least
vide any special powers. If Note that to be considered an Also, as with Silvanesti, it is that can defend itself. Khur likelv benefit your opponent. uses a few DRAGONLANCI-
you play a DRAGONLANCE elf, a champion or ally must unlikely that Goodland's can defend itself as a level 4 If Solamnia is razed, the champions. The additional 2
deck with fewer than 15 have "elf" or "elves" in its power will be used. The hero. A self-defending realm allacker discards his hand. A levels are in addition to that
realms, leave Nordmaar out name, or must state in the bonus of 2 levels granted by is a nice addition to a deck, successful attacker probably granted by the Tower of High
of your deck. card text that it is an elf. Thus, Goodland goes only to kender since it bolsters your defenses. does not have many cards left, Sorcery 09/DL25).
Drizzt Do'Urden, the most and gnomes that defend it. A However, remember that though, .so won't be hurt much.
Nordmaar rests at the northern famous elf in the FORGOTTEN champion or ally is a kender Khur can defend itself as a The attacker must also discard Sancrist is the island nation of
Up of the continent ofAnsalon, REALMS setting, is not consid- or gnome only if such is hero, so is vulnerable to those the spoils of victory unless it is the gnomes of Krynn. Summers
ninl if therefore tropical (Ansaion ered an elf in the SPELLFIRE stated in the card's name or things that adversely affect playable; Ihis is not much of a are pleasant on the island, nini
is in the southern hemisphere of game and does not receive the text, or if you're using the heroes. penalty. The attacker shuffles winters tend to be mild. The
Krynn). The land of Nordmaar bonus provided by Silvanesti. optional Blueline rules and Also, like any self-defend- his discards into his draw pile; gnomes, most of whom live in the
consists mostly of moors ami Jn fact, there are extremely the card is identified as such. ing realm, Khur is immedi- this generally benefits the island nation's capital, Mount
plains. The moors and the north- few elves in the SPEU..RRE Unfortunately, there are few ately razed if it is defeated attacker and can be dangerous Nevermind, are safe from the rare
ern tip of the nation are thick game, so it is highly unlikely kender or gnome cards. while defending itself. if he has recently played a Dis- extreme weather conditions that
with foliage, but the plains leave that Silvanesti's power will The bonus given by the integrate (393/lst). Finally, the hit the area.
room for barbarians mounted on come into play. realm is given in addition to Khur is a nation of badlands and attacker draws 5 cards, replen- The gnomes of Mount Never-
horses to ran in. The level bonus provided that granted by the World sandy wastes; it is one of the dri- ishing his hand. mind are concerned with inven-
This barbarian kingdom is a by Silvanesti is in addition to Bonuses rule, if the realm is esl places on all of Krynn. The Generally, you're better off tion and artifice above all other
staunch ally of Solamnia, and its the bonus given to champions defended by a DRACONLANCE warlike nomads of Khur raise not using Solamnia. If you do, endeavors. They are divided into
people actively hunt the dragons of the same world, if the champion. excellent horses which they use don't just allow it to be razed, guilds, each of which studies a
Hull infest their liuitis. The World Bonuses rule is being to trade for necessities. looking forward to the revenge specific area of invention, rang-
nation is currently fighting off used. you will have on the attacker — ing from glassbhmnng to
the Red Dragonarmy. the attacker won't suffer much. h i/draitlics.
In the DRAGONLANCE campaign, You might allow Solamnia to be
Silvanesti is an elven homeland razed if your opponent has a lot
with a long history. . . . of cards in his hand and hasn't
played any cards you wouldn't
mind seeing him play again.

DEAGONLANCE 282 283 DRAGONLANQS


Common Coast Common Coast Uncommon Coast Uncommon Uncommon Coast Uncommon Coast
Dave Sutherland Dave Sutherland Dave Sutherland Dave Sutherland Dave Sutherland Dave Sutherland

Cristyne is another unexciting Northern Ergoth grants a This card is similar to Sil- This is one of the better This is one of the best This is one of the best
realm, unable to defend itself, defending cleric a bonus of 3 vanesti (3/DL), in that it DRAGONLANCE realms, DRAGONLANCE realms, though DRACONLANCE realms, though
and not in possession of a levels. It is most useful in a affects elves and adjusts their because it causes any cham- the wording on the card is a the wording on the card is a
special power. If you play deck containing a lot of cler- levels by 2. Southern Ergoth pion attacking it to lose two little clumsy. One might be little- clumsy. One might be
with less than 15 ics. However, if you are going also suffers from the same levels. This is a good, solid, tempted to rend this card to say tempted to rend this card to say
DRAGONLANCE realms, you'll with a strict DRAGON LANCE problem as Silvanesti: There universal power. that the realm "can only be that the realm "can only be
probably want to go without theme, this card's power will are very few elves in the Even though the Plains of attacked" by flyers or swim- attacked" by flyers or swim-
this one. seldom be used, because there SPELLRRE game. Again, an elf Dust show a bit of water in mers, with the implication that mers, with the implication that
are only two DRACONLANCE is a champion or ally with the card's lower left corner, flyers or swimmers cannot flyers or swimmers cannot
The isle of Criftync sits just to clerics due to the nature of the "elf" or "elves" in the title, or this is not a coasta! realm, and defend the realm. This is not the defend the realm. This is not the
the south of the island nation of Krynn. in the card's text. does not have a special vul- case. For clarity, the card should case. For clarity, the card should
Sancrist, just zuest of Southern Krynn, the world of the nerability to sivirnmers. read "can be attacked only by read "can be attacked only by
Ergoth. Forests cover the western DRAGONLANCE setting, suf- Southern Ergoth is inhabited by fivers or swimmers." To make flyers or swimmers." To make
portion of the island and are fered a great cataclysm (not to a large number of elves as well n* Tliis /rigid, southern land is this clear: Only a flyer or a this clear: Only a flyer or a
home to enchanted creatures and be confused with the card, several prominent tribes of ogres. dominated by humans, goblint, swimmer can participate in an swimmer can participate in an
giant insects. Within the forest 99/lst) several years ago. The Qualinesti, Silvanesti, and and the walrus-like tiianoi. It's attack on the Spine of Taladas, attack on the Isle of Selasia, and
lies the ruins of lost Baleph, once cataclysm occurred because Kagonesti elves are all found in primary settlement is the city of and an attack cannot be an attack cannot be launched
a major settlement in the area. the gods had become Southern Ergoth, where the three Tarsis, once a thriving port launched using conventional using conventional means. The
Mountains divide the island mid unhappy with the pride races struggle to overcome cen- famed for its library, schools, means. The Spine of Taladas Isle of Selasia can be attacked
are known to be inhabited by shown by mortals; they turies of animosity to form a free marketplace, and temple. The can be attacked by a champion by a champion with the Scroll
giant-kin and other dangerous unleashed the cataclysm and elven nation. city was stranded in a frozen with the Scroll of 7 Leagues of 7 Leagues (412/lst), which
adversaries. The plains on the retreated from the world. Ogres rule in Daltigoth, once tundra when the Cataclysm (412/lst), which specifies that specifies that the attached
eastern part of the island are Since the power of a cleric is the proud capital of the Ergoth- struck the world of Krynn and the attached champion can champion can attack any realm
sparsely inhabited, except for the derived from his god, clerics ian Empire; the tomb ofHuma shifted the land. Now, il /s 17 attack any realm "without fly- "without flying," and by a
cilyofMerwick. of Krynn became powerless — lies in the mountains to the west lonely outpost of civilization. ing/' and by a champion under champion under the elfect of an
and remained that way for a ofDaltigoth. the effect of an Earth-Walking Earth-Walking (84/DL) spell.
very long time. Only recently (84 /DL) spell. This card is exactly the same
have true clerics returned to This card is exactly the same as the Spine of Taladas, except
Krynn, so it is to be expected as the Isle of Selasia, except for for the title and map; the two
that there are few clerics the title and map; the two cards cards work exactly the same.
walking the land. work exactly the same.

DRAGON LANCE 284 285 DRAGONLANCE


Common Rare Rare Rare Common Common
Dave Sutherland Dave Sutherland Larrv Elmore Larry Elmore Clyde Caldwell Larry Elmore

This is yet another This is a good realm with a This holding is a mixed bless- This is another holding that This is a good holding with a The I n n of the Last Home is
DRACONLANCE realm that solid defense that makes it one ing. Its special power is one of gives a disadvantage to wiz- universal power. It prevents effective only under certain
would be very good if its of the best DRACONLANCE the few disadvantages to wi/- ards, while, at the same time, attacks by any champion or conditions, since dragons make
power worked more often. realms. As with the Spine of ard champions. This prevents a it provides defending wizards ally except those that can fly up a small percentage of avail-
Any defending dwarf gains Taladas (12/DL) and the Isle of wizard from launching an with an advantage. If you or those who are earth-walk- able champions.
two levels; any attacking SeJasia (13/DL), the wording attack against the attached play a DRAGON LANCE deck ers — and there are few of If you attach the Inn of the
dwarf loses two levels. Unfor- seems to imply that the realm realm but does not prevent a and use a lot of wizards, or either. If combined with a Last Home to a realm that pre-
tunately, a champion or ally is can "only be attacked" — and wizard from casting phase 3 are playing against someone realm that also prevents vents attacks by different
a dwarf only if the card's title never defended — by flyers or spells — such as Disintegrate who uses wizards, you should attack from certain champions champions and allies, it can be
or text says so. If you are dwarves. This is not the case. (393/lst)— against the realm. use the Lost Citadel. or allies, like the Isle of Selasia useful. A realm that limits an
using the optional Blueline Flyers and dwarves can attack The bad part about the hold- (13/DL) or the Reorxcrown opponent to attacks with flyers
rules, then you have a few the realm; no others can. Any ing is that it must be moved at The Lost Citadel is a fabulous Mountains (15/DL), Shoikan (or flyers and some other type
more dwarves to choose from, champion can be used to the beginning of the player's j'iace of wizardry that stood Grove can make that realm of champion or ally) combines
but even then there are few defend the realm. turn. This requires the player beyond the circles of the universe nearly invulnerable to normal well with the Inn of the Last
dwarves worthy of inclusion Since there are not a lot of to have at least one more itself. It was here that the gods of attack. As usual, however, if Home, which dramatically
in a deck. flyers or dwarves in the game, unrazed DRACONLANCE realm magic — Solinari, Lunitari, and you make a realm invulnera- reduces the number of flyers
There are more dwarves the realm is well -protected, in in play that does not have a Nuitnri — brought their favored ble to normal attack, you able to attack. For example, the
than elves, as called for by Sil- addition, the realm is immune holding. This will not always apprentices to teach them the make it a prime target for Spine of Taladas (12/DL) can
vanesti (3/DL) or Southern to offensive wizard spells such be the case. Also, when the Foundations of Wizardry. These such things as Disintegrate be attacked only by flyers or
Ergoth (10/DL), and the as Disintegrate (393/lst). This holding is moved, it leaves a apprentices, and the rules they (393/lst) or Cataclysm swimmers; if you attach the
dwarves also outnumber the is a very valuable immunity. If realm more vulnerable — unless learned, formed the Orders of (99/let). Inn of the Last Home, you pre-
kender or gnomes, as called you add the Geneva Conclave that realm is given another Soj-Q-'n/ that now dominate vent many flyers from attack-
forbyCoodland(4/DL). If (Promo 2) to the reaim, it holding, which in turn pre- magic on Krynn. In the DRAGONLANCE campaign ing. Also, one important
you play with a becomes practically invulnera- vents the Tower from returning setting, the Shoikan Grove sur- swimmer, the Brine Dragon
DRAGONLANCE deck, there's at ble. The Inn of the Last Home later. The holding must be dis- rounds the Tower ofPalanthus, (45/DL), is prevented from
least a reasonable chance (19/DL) holding, which pre- carded if it can't be moved. one of the Towers of High Sor- joining the attack.
you'll get to use the power of vents attacks by dragons, is There's a fair chance you'll end cery. At one time, the Tower of A dragon is a champion or
Thorin. another fine attachment for the up discarding The Tower of Paltinthus ions ruled by Raistiin. ally with "dragon" in its name,
Reorxcrown Mountains, since Wayreth unless you use all or one that is defined as a
most available fivers are DRAGONLANCE realms and play dmgon in its text. A "dracon-
dragons. the holding fairly late. ian" is not a dragon.

DRACONLANr]; 286 287 DRAGONLANCE


•^^••jr-ii II;UV»MII .i I-«BK^

Uncommon Common Dragon Common Dwarf Uncommon Common


Common
Larry Elmore Larry Elmore Tim Hildebrandt Larry Elmore Larry Elmore JeffEasley

This holding is as likely to Skie's level is good, though he There are few clerics with a Tika is a decent hero, but not a Lord Gunthar, Solamnic Kaz is a fairly low-level cham-
hurt you as to help you, but it is vulnerable to the Death higher level than Governor great one — her level is some- Knight, is another hero like pion, especially for a monster.
is rather unlikely to do either. Spell (392/1 st). In addition, Erann Flowstone. Unfortu- what low compared to other Tika (23/DL)— good but nol There is little reason to keep
A dwarf defeated in a battle Skie is a flyer, and this ability nately, the governor has no heroes. Tika's power, to gain 3 great. Lord C l u n l h a r ' s power, him in a deck, with his low
for the realm is reshuffled into allows him to attack realms special power except for the levels when defending a realm however, is more universal level and lack of a special abil-
the draw deck of the person that are otherwise protected. relatively limited advantage of with the Inn of the Last Home than Tika's. He gains 2 levels ity. Kaz's saving grace are the
who played the card. This The first ally played with Skie being a dwarf, which helps (19/DL), is a good one, but is when defending any realm, so Krynn Minotaurs (43/DL),
works for you, but it also can fly as well, which is good, only with DKACONLANCE cards, seldom used. The odds of an he is more likely to get to use which become +9 (they are
works for your opponent. because there are very few such as Thorin (14/DL), the opponent attacking a realm his power. normally +3) when played
However, it is unlikely to flying allies (and Skie can't Reorxcrown Mountains with the Inn of the Last Home If you build a deck with with Kaz. The Krynn Mino-
work for either of you because increase his effective level by ( I V D U a n d the Altar of attached — and you having DRAGONLANCI- champions, taurs can also be played into
there aren't many dwarves in casting spells). Skie is, how- Mishakal(20/1st). Tika available to defend it — Lord C u n l h a r is worth con- the pool with Kaz thereby
the game. To be considered a ever, vulnerable to those The DRAGONLANCE setting in are slim. sideration. increasing his level to as high
dwarf, a card must state that it things that harm flyers or not good for clerics (though If you build a DRAGO.MI.AM. i-. as 22 before magical items.
is a dwarf, either in the name monsters, such as the Noble surprisingly, the most famous deck, or one centered around This wns an unfortunate choice While Kaz is vulnerable to a
or in the text. Bruenor Battle- Djinni (84/lst) or Banishment cleric of the setting, Goldmoon, the Companions, you should of art. Astute readers of the lot of things — Death Spell
hammer (49/lst) is a famed (395/lst). was left completely out of the DRACONLANCE saga will recog- (392/lst), Death Fog
prob.iblv use Tika.
dwarf of the FOKUTITI-N If you play a deck with a deck). If you want a deck with nize the figure depicted on the (39 l / l s l ) , and Ice Storm
REALMS setting, but he is not DRAGONLANCE theme, you'll a DRAGONLANCE theme and Tika was one of the Companions card as Caramon Majere (380/lst), not to mention
considered a dwarf in the probably want to use Skie. clerical spells, you should defi- of the Lance, a group of heroes (381DD. those cards specifically aimed
SPELLHRE game. Under the nitely use Governor Erann that fought to save Ansalon, the Lord Gnntlinr is the well- at monsters — the a d d i t i o n of
optional Blue-line rules, which This card's art comes from the Flowstone, since he is one of main continent of Krynn, the respected leader of the Solamnic the Krynn Minotaurs adds to
name the races of the cards the same piece thai provided art for only two clerics in the deck world of the DRACONLANCE set- Kniglits. He took over the reins of his level, protecting him from
way they are in a particular the Tower of Wai/reth (16/lst), There are three other ting. Evil dragons threatened the leadership when the knights suf- many of those effects.
campaign world, Lhis card the Altar of Mishakd(2Q{lst), DRAGONLANCE champions that civilization of Ansalon, and the fered disrepute and has led them Still, it is unlikely you'll get
becomes more effective. and the Solamnic Knight? can cast cleric spells: Dargent Companions had several adven- back to a portion of their former to play the combination, and
(44/DL). (30/DL), Fizban the Fabulous l n ITS as they gathered the forces of greatness. you can find better champions
In the DRAC;ONI,ANCE setting, (32/DL),andPyrite,the than Kay,.
good and recovered powerful
Mislinlai! if Hie goddess of
Ancient Gold Dragon (35/DL). Hems Hint could help them fight
licnliiig.
This card would also be a the evil dragons.
nice addition to a cleric deck.

DKACOM AMI i; 288 289 DRAGONLANCE


Common
Larry Elmore

Crysania is a good cleric; only


a small handful of clerics have
Rare
Clyde Caldweli

Maquesta is an okay hero.


Though her level is low
El Common
Clyde Caldweli

Ladonna has potential to be a


good champion. If she is
1 Common
Lnrrv Elmore

1 Jke Ladonna (28/DL), Justar-


Rare
Clyde Caldweli
Dragon

Dargent can fly, as can his first


Rare
Larry Elmore

Raistlin is one of the better


ian has some advantages; he ally, and he is high enough DRAGONLANCE champions,
higher levels. If you want to enough to make her vulnera- played at night (between 6 is higher level when played at level to remain unaffected to and he is not bad when com-
play a DRAGONLANCE deck and ble to lots of cards, such as Ice p.m. and midnight), she is night, and his spells gain lev- any card that affects champi- pared to champions of other
have the ability to cast clerical Storm (380) and Black Tenta- level 7, but she is only consid- els when the Moon Lunitari ons of level 7 or less. Add worlds. His level is already
spells, you should use Crvsa- cles (378), she does receive a ered level 3 when you count Waxes (99/DL) event is in these to the fact that he can pretty good, making him
nia. She'd also be a good addi- bonus in some situations. the total number of levels of play. That event also grants also cast any spell, and you immune to most cards that
tion to any deck with a Unfortunately, Maquesta champions in your deck. I n him an additional 3 levels. have a champion suitable for affect champions of a certain
concentration on clerical spells. receives her bonus only when addition, if the Moon Nuitari Justarian's adjusted levels v i r t u a l l y any deck. level or lower.
Her level isn't high enough attacking a realm that shows Waxes (100/DL) event card is aren't bad, but his powers rely Dargent suffers from the Raistlin gains 2 additional
to protect her from the Death coastline on the card — and the in play, she gains an addi- either on the time (Justarian triple disadvantage common levels if played at night
Spell (392/lst), and she has no chances that she will be able tional 3 levels and a +2 for must be played at night for to his kind: He is a monster, a (between 7 p.m. and 2 a.m.),
special ability. While there are to attack such a realm is rela- each spell she casts. Ladonna full effect) or on other cards. dragon, and a flyer, and there making him one of the highest
few clerics available, and she tively low. Since Maquesta receives a +2 bonus even if the Still, if you play a are cards that can adversely level wizards available d u r i n g
looks good in comparison to can't swim, the coastal realm spell she casts doesn't nor- DRAGONLANCE deck with a lot affect him for each of these those times. If he fights Cara-
the vast majority of them, she would have to be the oppo- mally grant a level bonus. of wizard spells, with two three things. 1 lis a b i l i t y to casl mon (38/Tsr), he gains 4 levels
doesn't look so good when nent's front realm, and while While Ladonna has some copies of the Moon Lunilari spells at least gives him the (in addition to other levels
compared with several other this is possible, it can't be advantages, each of those Waxes event, and at night, possibility of negating a Ban- gained); this is rare, but could
champions, including other called likelv. advantages requires a specific Justarian is a good choice. ishment (395/lst) or other happen. Also, if the Moon
types of champions that can
event to be in play; this makes spell used in combat against Nuitari Waxes (100/DL) event
cast clerical spells. This was a poor choice of art for her somewhat unreliable him. card is in play, he gains a +2
this card. It depicts a draw elf, unless you are just looking lor for each spell he casts as well
Crysania is a Revered Daughter of and there are no draw elves in a wizard. Dargent is also known as Sil- as the 3 levels granted by the
Paladins who had her faith tested the DRAGONLANCE world. That vara, the name she took when she event. At his peak potential —
while journeying through Hit- world does have "dark elves," but Collectors might notice Hint assumed the form of a Kagonesti at nighl, against Caramon,
Abyss with Raistlin. Destined to they are called dark elves because Ladonna also appears as Andra elf and aided heroes in finding and with the Moon Nuitari
kad the church when Elistnn is of their personalities and habits, the Wise (25/lst Claw), hut the dragonlances. Her rider is Waxes event (100/DL) in
called hack to Paladine, the young not because they are dark- from a different perspective. Laurana, one of the heroes. play — Raistlin is level 16 and
tonale is learning about her own skinned.
c gains a +2 for each spell he
aith before taking on lite irsponsi-
casts. Not bad, but uncommon
rilities of leading lite clnurli.
to say the least.
^RAGQNLANCE 290 DkACOM.AMl l i
291
Rare
Larry Elmort>

Fizban is not a bad champion,


but he's relatively unreliable.
You may find yourself in a posi-
tion where you need to attack,
Rare
Jeff Easley

Tnkhisis has a disadvantage in


that she cannot be used to
defend, only to attack. Note
that she does not have to
. ,., _, t ,, l { 1 1 , ,.-, vJixoy n » < i ( . i m i l l -
pion, but unless he's played
during the day, there are sev-
1 Uncommon
Jeff Easley
Dragon

Pyrite is a pretty good cham-


pion with a decent level. His
ability to fly is nice, especially
since his first ally can fly as
Common
Clyde Caldwell
Half-Elf

Compared to heroes in gen-


eral, Tanis is not very good.
His level is somewhat low,
and his special power isn't
Common
Clyde Caldwell
Dwarf

Flint Fireforge is not that great


as heroes go in the SPELLFIRE
game. He has a level low
enough that such things as Ice
eral better wizards. Between
such as to prevent someone attack, likejoliet the Rash dawn and 6 p.m., Par-Salian is well. Incidentally, if his first that great. If you play with Storm (380) and Black Tenta-
from winning. Fizban can't help (78/lst). level 10, making him rather ally is later discarded, that DRAGONLANCE realms, it may cles (378) will affect him.
you. Besides her disadvantage, formidable. Note that regard- doesn't mean another ally can be worth putting Tanis in While he has a couple of spe-
A l l spells cast by Fizban are she also has a minor advan- less of the time of day, Par- fly. Pyrite can also cast all your deck, because he's level cial abilities, they <m'n'L usu-
cast as if they had a level equal tage: If played between 6 p.m. Salian counts as a level 6 spells, so can be effective in a 9 when he defends such ally enough to overcome the
to the last digit of the card's and dawn, she can cast wiz- champion in deck-building, battle even without allies. realms. Compared to other disadvantage of his level.
number. Some spells go up, ard spells. Takliisis also has a so only six of your maximum Pyrite suffers the three dis- DRAGONLANCE heroes, Tanis is Car lli- walking is a special
some down; spells without lev- decent level, one that will pro- of 80 levels are used when advantages common to most one of the best. attack ability, and a low-level
els gain them. For example, the tect her against many spells adding this champion to your dragons: He's a monster, a Because Tanis is not an elf, champion is seldom a good
Death Spell (392/lst) becomes a based on level, such as the deck. dragon, and a flyer. There are the adjustments applied to choice for attack. Being a
+2 spell. Death Spell (392/lst). If the event Moon Solinari cards to which he is vulnera- elves, such as if he attacked dwarf can be advantageous in
Spells with a question mark Waxes (9H/DL) is in play, he ble because of each of these. Southern Ergoth (10/DL) or defense, such as when a
in the icon, like Phantasmal Tnkhisis is the goddess of evil and gains 3 levels because of the Still, his advantages, particu- was defending the Silvanesti dwarf is used to defend
Killer {381/lst}, have their pow- the mistress of dragons. To speak event; because of his power, larly his spellcasting abilities, (3/DL), do not apply to him. Thorin (14/DL), but such a
ers negated by Fixban in favor her name is to invite darkness, each spell he casts adds +2, outweigh these disadvan- situation is uncommon.
of their new levels. Spells with destruction, and death. She is even if that spell has no level tages. Tanis, also known more formally
negative numbers in the icon, jealous and vengeful, and more otherwise. as Tanthalas, is one of the highly Flint Fireforge is one of the well-
like the Spell of Formless Hor- than once she has tried to seize Gold are the most magnificent of regarded Companions of the regarded Companions of Hie
ror (106/lst), are unaffected. ultimate power over Kn/ini. II Fans of the DKACONLANCC saga Krynn's dragons, known for Lance, one of the heroes credited Lance. He died of a heart attack
Fixban can cast spells in was Takhisis's latest bid for might recognize the character their intelligence, beauty, magi- with saving Krynn from the most during the War of the Lance, and
:>hase 3 of the turn, allowing power that resulted in the cur- pictured on this card as Pnliii, en! skills — and arrogance. Pyrite recent plot of the evil Takhiti*. the other companions grieved
him to strike at other charac- rent state of chaos on Krynn. son of Caramon Majere. Ptir- is more tolerant than most mem- greatly.
ter's pools and realms with bers of his species, and he is will-
Salian, who was the head of the
spells like Takhisis's Abyssal ing to carry others through the
Order of the Wliite Robes when
Gateway (13/DL Chase), Disin- RaistUn took his test as a wizard, skiesofKn/nn.
tegrate (393/lst), or Creeping

\
was a much older ninii.
Doom (28/FR).

DRAGON LANCE 292 293 DKACOM ANCI-:


Rare Common Kender Common Dwarf Common Rare Uncommon
Larry Elmore Larry Elmore Jeff Easley Brom
Larry Elmore

Caramon is probably the best Tasslehoff is the perfect cham- Phudge's only benefit to a The Gully Dwarves are pretty This rule card is one of the The Krynn Minotaursare
of the DRAGONLANCE heroes, pion to compliment a deck deck is that he's a dwarf, and worthless allies. Even if you best available, at least if you very effective if played with
especially if you play a deck that uses a variety of magical that makes him capable of play with all the dwarf cham- play with DRAGONLANCE Kaz the Minotaur (25/DL).
with several allies. items. You can freely equip attacking the Reorxcrown events. There are several very Not only do they become +9
pions available — there are
When using Caramon, you champions in your pool with Mountains (15/DL) and other effective events for use while when played with him, but
four — you have only a slim
must decide how his power is magical items from your realms that allow only chance of having one of them this rule is in effect, like they can be placed in the pool
U> be used; this should be hand, because even if the dwarves to attack them. ready when you have Cully Bronze Dragons (97/ 1st); with Kaz as well. They remain
simple, if you have only one champion is defeated or an At level 2, he's vulnerable check each one. with Kaz until they are used
Dwarves in your hand.
or two allies in your hand, use event removes the magical to several spells and events, The four dwarf champions, This rule affects all once in battle.
his power to add +3 to a items Tasslehoff can recover from Black Tentacles (378/lst) by the way, are Governor DRAGONLANCE events played Without Kaz, the Krynn
single ally. You'll probably them. To keep Tasslehoff able lo Ice Storm (380/lst). When Erann Flowstone (22/DL), in the game, not just events Minotaurs are not nearly as
want to use it that way even if to use his power, you have to he defends a DRAGONI.,AKX !• Flint Fireforge(37/DL), played by the person who effective. The chances of hav-
you have three allies avail- keep him alive, which means realm (which could be rare — Phudge (40/DL), and the placed down the rule card. ing both Kaz and the Krynn
able, in case you don't need to you probably don't want to don't even think about using Dwarf of Earthfast(7<V"!sl). The events played stay in Minotaurs in your hand are
use one of them. use him to attack or defend. play, and an event's effect is pretty slim even if you have
Phudge unless you play with There are six other champions
On the other hand, if you He's also vulnerable to such several DRAGONLANCE realms), who are actually dwarves renewed at the beginning of two copies of the Krynn
have several allies in your things as Ice Storm (380/lst), the attacking champion loses (cards 47, 49, 57, 73, 76, and the turn of the person who Minotaurs in your deck.
hand, or if you want to play so you might want to attach a 2 levels. This is the same as 82, from the 1st edition) but played the event. Thus, an Always use caution when
an "avenging ally," like The magical item with a bonus to making Phudge a level 4 hero. event like Moon Solinari b u i l d i n g a deck around a cer-
since their cards do not say so,
Assassins (352/lst) or Kapak him to protect him from such If he defends Thorin (14/DL), they are not considered Waxes (98/DU works again tain combination of cards,
Draconians (49/DL), which affects (though it makes the he gains an additional 2 levels dwarves for a SPELLFIRE game each time its player has a since it is highly unlikely that
has a power that activates if magical item relatively use- for being a dwarf. unless you're using [he turn. you will get to use the combi-
the card is on the losing side less). Takhisis's Mirror of Life nation the way you planned.
optional Ulueline rules.
of the battle, use Caramon's Tasslchoff's power can be Trapping (14/DL Chase) is
power to give each ally a + 1 . used only once per turn, and Tlic art on this card is slightly off unaffected by this event, since
Note that Caramon does not should be used in phase 3. If ///c murk. In tiif world of the it stays in play anyway. While
have to use his ability to Tasslehoff pulls a magical DRAGONLANCE saga, gully it is in play, the Mirror counts
inspire allies at all, but if he item from the discard pile, it dwarves are poor and messy; the as one of the three for the rule
chooses not to inspire allies he can be placed into the player's dwarves pictured on this card are card.
cannot activate the power pool or hand.
later in the round. Hindi loo clean and organized.

DRAGONLANCE 294 DRACOM AISK !•.


295
Common Rare Dragon Common Common Uncommon
Common
Larry Elmore Fred Fields Brom Jeff Easley Clyde Caldwell Clyde Caldwell
This is another ally, like the This is a great card, one that This is a pretty good ally The Dimernesti Elves are The Sivak Draconians are This is one of the vaunted
K r y n n Minotaurs (43/DL), most players keep in their because it has a relatively swimmers, which means they pretty good allies. They have avenging allies, like Assassins
that sounds okay but proba- decks even if they don't play high bonus. The fact that this can be used in an attack on a decent level, and, if that (252/lst) and Mogadisho's
bly isn't worth the bother. If with a DRAGONLANCE theme. ally is considered an elf any realm with a visible coast- isn't enough, they can assume Horde (251/lsl). This card
you play with several The Brine Dragon has a very means very little. The ally line. the level and ability of any allows its player to take
DRAGONLANCE realms, you good level, and only a hand- receives an additional +2 if If the player's champion is single ally played against revenge if he loses a round of
have a pretty good chance of ful of allies receive better used to defend Silvanesli a swimmer, the elves can them. battle by destroying any
being able to use the Solamnic bonuses. (3/DL), but loses two levels if switch the attack to any You need not declare the player's lead holding. The
Knights in defense of one, Also, the Brine Dragon can used to attack Southern coastal realm. The problem is, use of the Sivak Draconian's Kapak Draconians are better
making the Knights a +4 swim, meaning it can be used Ergoth (TO/DL). Both occur- there are no swimming cham- power as soon as you play than most avenging allies.
ally— but that's still not that to attack a realm with a coast- rences are rare. pions — at least not in the them, so leave them as a +4 The Kapak Draconians
great. It is unlikely you will be line. For example, if your cards published in 1994. There unless your opponent already have a good level, and their
able to play the Solamnic opponent has Nordmaar Ktigonesti elves are the "vc/'/i/ are some ways to make swim- has an ally out that you are power increases to +5 when
Knights with Lord Gunthar (2/DL) in his second rank, elves" of Krynn, barbaric cousins ming champions: the Inflat- sure you want to copy. Once played between dawn and 6
(24/DL), but if you do, they and you send a flyer to attack to the cultured Qunlinesti tuui able Flotilla (59/DL), Flute of you decide which ally the p.m. This means you can use
become a +5 ally. it, the Brine Dragon can be Silvanesti elves. White about Hie Wind Dancing (24/DL25), Sivak Draconians are imitat- tin.' Kapak Draconians io win;
used as an ally. It can't fly ID same size as other elves, Kagon- and others. ing, you can't change it. It is your chances of winning with
The Solamnic Knights, also the fight, but it can swim tvli air darker-skinned and more generally to your advantage other avenging allies are poor.
One possible use for the
called the Knights of Solamnia, there. muscular. They decorate them- to wait and see all the allies If you do lose with the
Dimernesti Elves would be to
were the greatest order of In addition, when you play selves with tattoos and painted your opponent wants to play. Kapak Draconians, it might
useTithian (301/lst) along
chivalry upon Ansalon. How- the Brine Dragon, you can designs and are usually seen with an item that makes him a For example, you might cost your opponent more
ever, their reputation became tar- eliminate one of your oppo- wearing clothing ofleatlirr swimmer. Once the attack has play the Sivak Draconians cards than it would if you
nished, and they were generally nent's allies, sending it to the adorned with feathers and started, the Dimernesti could when your opponent has played another avenging ally.
reviled until they revived their discard pile. You need not use accented by jewelry of silver and change the attack to a differ- Gladiators (257/lst) out, and If you are playing against
code of honor and proved them- the Brine Dragon's power tun] noise. be tempted to imitate them. someone who likes using
ent realm. Since the defender
selves in Hit' War of Hie Lance. immediately when it is Later, your opponent might holdings, such as a player
has already been chosen, you
played; you can wait for your get to continue the attack, play an ally with a special with the City States (30/RL)
opponent to play another ally. and, if you win, you raze a power, like the Loup-Garou rule card, the Kapak Draconi-
realm that your opponent was (79/RL), that you would ans can be very useful.
not expecting to get attacked. rather imitate.

DRAGONLANCE 296 297 DRAGONLANCE


Uncommon Uncommon Uncommon Common Common Common
Keith Parkinson Jeff Easley Clyde Caldwell Larry Elmore Larry Elmore Larry Elmore

This is a great ally; you The Dragonlance can be used The Staff of the Magius can This is one of two cards by The Nightjewel can be useful The Hammer of Kharas is an
should consider putting two only by DRAGONLANCE cham- be used only by this name; the other is part of if you play against someone artifact that grants a +5 bonus.
of Lhem in your deck. First, pions; it is further restricted to DRAGONLANCE champions, the DRAGONLANCE chase cards who uses a lot of spells. Only In addition, the Hammer
the Aurak Draconians have a heroes. There are 11 such and is further restricted to (7/DL Chase). This Shield of spells that would affect the becomes +7 if used by a dwarf
good level. Second, when you cards, and several of them are wi/ards. There are only five Huma allows the attached attached champion somehow champion. Unfortunately,
play the Aurak Draconians, worth using. champions that can use the champion to act like Dri/./t can be ignored, and only since it is an artifact, it can be
you can look at the lop three The Dragonlance doesn't Staff of Magius; you have a Do'Urden (45/lst), needing to spells played during battle used only by a DRACONLANCE
cards of any opponent's draw have a great bonus, but if reasonable chance of using be defeated twice while can be ignored. Thus, the champion, and there are only
deck — it need not be the draw used against a dragon cham- the staff if you use all five of defending before being dis- Nightjewel is ineffective three DRAGONLANCE dwarves:
deck of your current oppo- pion, it increases in power to those wizards in your deck. carded. Both defeats must against Disintegrate (393/lst), Governor Erann Flowstone
nent. You don't get to do any- +7. There are more than a For a card that is equal in occur in the same battle, and since it doesn't affect the (22 /DL), Flint Fireforge
thing with those cards, but it dozen dragons, and some of power, look at the Staff of attached magical items and champion, or against Death (37/DL), and Phudge, the
can tell you what that oppo- them are desirable for play; it Conjuring (105/lst). It has the artifacts are not discarded Fog (391 /1st), since it can be Great Highbulp (40/DL).
nent will draw on his next is entirely possible that your same level, but it can be used when the champion is cast only in phase 3. You are probably better off
turn. opponent will have one or bv any type of champion from defeated the first time. This is Both offensive and defen- choosing a magical item with
Finally, the Aurak Draconi- two in his deck. any world, and its use will a nice power to give any sive spells can be ignored by a better bonus and power,
ans are an avenging ally. If If you play with several never be prevented by the DkACOM.AM'H champion. Like the wielder of the Nightjewel; since it would be useful to
they are on the losing side at DRACONLANCE heroes, and Rule of Cosmos. Driz/t, the champion can it is as if the spells had never any champion, not just those
the end of a round of battle, you know your opponent defend and lose once, then be been cast. For example, the from the DRACONLANCE set-
the champion on the winning uses dragons, use the Legend? claim that the wizard pulled back while other attached champion can ting. If you are using the Blue-
side is discarded. The Aurak Dragonlance. Otherwise, you Magius aided Huma in his quest champions carry on the choose to ignore the effects of line rules, however, the
Draconians are better than are better off with a magical to drive dragons from the face of defense. a defensive spell, such as number of Dwarves available
The Assassins (252/lst) in one item with a better bonus and Kri/iui. Mag/its' staff is imbued Champions who can Shapechange (212/lst), or an increases. By using the Ego
respect: Your opponent will power. with the wizard's spirit. Mam/ already defend twice before offensive spell, such as Hold Coin (419/lst), the Hammer
h.ive to make more of an finned wizards have used the staff being discarded, like Dri/,/t, Person (RA/49). of Kharas can be equipped to
effort to defeat you, since the and added to its power*. must be defeated three times The Nightjewel is better at ti champion from any world.
Auraks are +4 and The Assas- before being discarded. In night, between 6 p.m. and
sins are only +2. With The order to use the Shield of dawn, because the attached
Assassins, however, you can Huma, they will need lo h a v e champion can ignore three
choose what champion you the Ego Coin (419/lst). spells, not just two.
want to get rid of.

DRACONI.ANI.T 298 DRAGONLANCE


299
Common Uncommon Common Common Uncommon Rare
Larry Elmore Jeff Easley Larry Elmore Karl Waller Robin Wood Keith Parkinson

The Blamblower is interest- The Irongnome's effects are to This magical item has a great While this magical item can't This item's greatest weakness This item is useful only when
ing, but since it is a one-shot allow the attached champion bonus, but its restrictions be used in the turn in which it is that it is usable only by worn by a defending cham-
item, it is not the best avail- to ignore the effects of an make it almost useless. First, is first played, it has two nice wizards. pion; it has no effect if the
able; a +6 spell has about the opponent's offensive magical it can be used only by powers. First, it makes the The attached wizard can attached champion is used to
same effect. When you play items; some magical items are dwarves, gnomes, kender, attached champion and all ignore the effect of one spell attack. When a defender
the Blamblower into battle, it obviously weapons, but any and halflings. Only about a allies swimmers, allowing per battle. This means it is as if wears Solamnic Armor, each
is used immediately. If you offensive magical item should half-do/en champions fit this them to attack any realm that the spell had not been cast. attacking champion and ally
attach it to a champion in be considered a weapon. An description, and none are over shows a coastline. There were The Brooch works against both loses one level. When Lord
your pool, you can decide at opposing offensive magical level 5. This magical item can- no swimming champions defensive and offensive spells. Gunthar (24/DL) wears the
what point it will be used, or item is not discarded, but it not be attached to any cham- published in 1994, and this is For example, Flight (211 / 1st) is armor and defends a realm,
even decide to not use it dur- has no effects against a cham- pion that is not a dwarf, one of the few cards that can a defensive spell that makes a each of his opponents (cham-
ing a round of battle. pion with the Irongnome. gnome, kender, or halfling. allow a swimming attack. champion a flyer. The Brooch pion and allies) lose three
When l lu- Blamblower is This protection works at all Second, the item's bonus This can come in pretty handy of Imog has no effect on the levels. An attacker can never
used, at least six levels of your times, not just during battle, applies only if the attached at times, especially if you're spell, because Flight doesn't be reduced to below zero,
opponent's champions and so a champion with the Irong- champion faces a monster faced with an opponent give the opposing champion however.
allies are immediately dis- nome could not have the item champion in battle — or if an whose lead realm is The Coral any advantage over the one Even though it is limited to
carded from the battle. Only removed from him by another opponent's monster cham- Kingdom ( I I / F R ) . with the Brooch. In contrast, defense, this is not a bad
ally and champion levels are player using the Wand of pion casts a level-related spell Also, when the attached Shapechange (212/lst) is a power. Since it is unlikelv that
counted; an opponent's magi- Telekinesis (63/DL). on the champion with Bupu's champion attacks a coastal defensive spell that grants the an opponent will play several
cal items, artifacts, and spells For most items, the protec- Emerald. For instance, if the realm, the champion gains opponent a +6 bonus; the allies during a battle, the real
do not adjust the champion's tion is straightforward; the Gnomes of Samek (52/1 si) two levels, as does each ally Brooch of Imog can negate the effect of the Solamnic Armor
level (though events do). If item has no effect. Some have Bupu's Emerald, they played with the champion. Shapechange. is probably equivalent to a +3
you play the Blamblower items, however, have an cannot be affected by the There are a lot of coastal Note that the order of card- or +4.
against a level 4 champion offensive effect combined Death Spell (392/lst) if that realms (except in a DAKK SUN play can become very impor- If worn by Lord Gunth.ir,
w i t h a +5 ally attached, both with a defensive effect, such spell is cast by a monster deck), and while the Flotilla tant. If the wielder of the the Solamnic Armor is great.
are discarded, because other- as the Inflatable Flotilla champion. If a wizard were to might not be needed to attack Brooch of Imog decides to To increase chances, put two
wise, the total levels would be (59/DL). In such a case, any cast such a spell on the them if they are in the front absorb a Shapechange spell copies of the Solamnic Armor
less than six. If your opponent obvious defensive power still Gnomes of Samek it would be rank, the bonus given by the and then i.s attacked with a in your deck. You might even
has one ally of level six or bet- works, but anything offensive effective, because the Emer- Flotilla is very nice. Lightning Bolt (332/lst) which be able to attach both to Lord
ter, discarding it sa ti s fi cs the or questionable is n u l l i f i e d . ald's bonus wouldn't count. destroys the Brooch, the Gunthar!
card's conditions.
Shapechange is slill negated.
DRAGONLANCE
300 301 DKAGONLAMCE
^•^^•^^•••^••^^^^•^•^^•^^
Rare Rare Uncommon Rare Rare Rare
Carol Heyer Clyde Caldwell Clyde Caldwell Clyde Caldwell Jeff Easley Larry Elmore

Dalamar's Ring of Healing This is a pretty good magical When you use the attached The Dagger of Night is a This spell allows you to take This spell allows you to take
has a power that is difficult to item, especially when you champion in battle, the Flute minor magical item most of advantage of some of the advantage of some of the
keep track of. Since it can be have opponents who like to of Wind Dancing prevents the time, but becomes worth- DRAGONLANCE cards that have other DRAGONLANCE cards that
used only once every other use magical items. There is your opponent from playing while when played at night effects based on the time of have effects based on the time
turn, and the time between some ambiguity in the card's at least six levels of allies. If (between 6 p.m. and dawn). day. The spell stays in effect of day. The spell stays in effect
turns is sometimes long, it can wording: You cannot send all your opponent has already You might put it in a deck you until hit with a Dispel Magic u n t i l hit with a Dispel Magic
be difficult to remember when of one opponent's magical played allies, at least six levels plan to play in the evening. (346/lst or 358/lst) or until (346/lst or 358/lst) or until
you last used it. Also, since it items to the discard pile. Once of them must be returned to The Dagger also receives an countered with the card's countered with the card's
is used at the end of the turn, per turn that the Wand is in his hand, and they cannot be additional +1, day or night, if opposite, Time Shift: Day into opposite, Time Shift: Night
there is nothing to remind play, you can use it to send played again for the remain- any "Moon Waxes" event is in Night (67/DL). While this into Day (66/DL). While this
you lo use it. With cards that one magical item, which der of that battle (not even in play. These events are Moon card is in effect, consider a.m. card is in effect, consider a.m.
are used at the beginning of belongs to an opponent, to the a subsequent round). Note Solinari Waxes (98/DL), time to be p.m. and vice versa. time to be p.m. and vice versa.
the turn, like Marco Volo discard pile. You can use the that your opponent must keep Moon Lunitari Waxes For example, if the clock For example, if the clock
(50/lst), you can place them W.ind any time during your at least six levels out of the (99/DL), and Moon Nuitari shows 7 p.m. when this card shows 1 p.m. when this card
face up on your draw deck to turn, but you should choose a battle; in some cases he might Waxes (100/DL). Don't count is played, it is considered 7 is played, it is considered 1
remind you to use them regular time to use it and stick have to discard more than six on the events being in play to a.m. for purposes of play. a.m. for purposes of play.
before you draw. This won't with it. Use the Wand either at levels of allies. boost the dagger. It's u n l i k e l y This spell can also be used This spell can also be used
help you with Dalamar's Ring the beginning of your turn, If you have the Flute for more than one to be in to cancel the effects of its to cancel the effects of its
of Healing. before other actions, or during attached to a champion at the play at any given time unless opposite, causing that spell to opposite, causing that spell to
If you have a lot of wizards phase 3, when your attention beginning of a round of battle, [lie DRAGONLANCE Night of be discarded. If used to be discarded. If used to
in your deck, it might be is on your pool. before allies are played, your tlie Eye (42/DL) rule card is in counter Time Shift: Day into counter Time Shift: Night into
worth the trouble to add the opponent must show you at play. Night, both cards are dis- Day, both cards are discarded.
ring. Being able to retrieve least 6 levels of allies that he carded.
wizards from your discards, will not play in that battle,
even sporadically, is a nice Other allies can be played.
ability to have. There is another Flute of
Wind Dancing (24/DL25) that
allows the wielder and .ill
allies to become swimmers.

DRAGONI.ANI.T: 302 303 DRACONI-ANO' 1


Uncommon Common Common IVImsive Common Common Common
Larry Elmore Clyde Caldwcll Jeff Easley Keith Parkinson Robin Wood Tim Hildebrandt

When this spell is played, the When you play this spell, the This is not a bad spell, at least This spell, cast in phase 3 of a This spell works only if played This spell can be cast only by
champion who cast it can opposing champion must as far as levels go. There are player's turn, gives a bonus to between f> p.m. and dawn, or if an attacking player. If you
ignore the effects of all spells return to its pool. This is consid- several spells with higher lev- certain magical items and arti- played after Time Shift: Day play it, you switch the caster
and magical items used by his ered a defeat, but the opposing els, and there are many that facts of the casting player into Night (67/DL) has shifted with another champion in
opponent for that round of champion is not discarded, and have special powers in addi- until the end of the player's the effective time of the game. your pool or in your discard
battle. It is as if the spell or any magical items and artifacts tion to, or in place of, level turn. The magical items and The spell is good, especially pile. Only the champion who
magical item were never stay with the champion. bonuses. artifacts included are those if your opponent uses several cast the spell is switched.
played. Effects that work only If you attack and you play If you concentrate on spells designated as swords, axes, allies. Unfortunately, since Other cards, such as spells,
on the opponent function nor- Unnerving Aura, your oppo- that have special powers, you spears, and hammers, either Moonlight Madness is a phase magical items, allies, and arti-
mally, however, so long as nent's champion goes back to should avoid Strength. If you in their title or in the card's 3 spell, when you play it, you facts remain where they are. If
they do not impact the battle. your opponent's pool, and you play the numbers, you might text. Takhisis's Mirror and are taking a chance that your an artifact cannot be attached
I'or example, the Inflatable win that round of battle. You want to use it, depending on Sword (12/DL25) is consid- opponent will play allies in the to the champion that switches
Hoiilla (59/DU makes its can continue to attack if you how many spells you have in ered a sword for the Steel battle. Once you play Moon- into position with it, the arti-
champion a swimmer; the want; your opponent can your deck. spell; the Flameblade (97/1st) light Madness, you discourage fact is immediately discarded.
Antimagic Barrier does noth- defend with another champion Note that this spell should is. not. your opponent from playing A champion already used in
ing to affect this, because the if desired. be a defensive spell, since it Unless you have a deck allies at all, unless he has no an attack can be brought from
ability to swim does not affect If you play Unnerving Aura only increases the strength of with several such items, you other choice. The spell lasts for the pool as if not used previ-
the champion who cast as a defender, your opponent's the champion who cast it. shouldn't bother putting Steel all rounds of the battle, and all ously. The caster moves into
Antimagic Barrier. champion goes back to his pool in your deck. There are other your opponent's champions the pool and cannot be used
On the other hand, the along with any attached magi- A spelt of strength increases the ways to get the bonus. are reduced by two levels dur- later in the same battle except
Inflatable Flotilla also grants cal items. You have won the sheer physical power of the recip- At present, only one battle ing the battle. through spells like Switch.
its champion and any allies a battle, but you. don't receive a ient, enabling that individual to can be fought during a You can use this spell in a If the caster switches posi-
level bonus; the Antimagic spoils of victory because the lift more and to hit harder. In Ilir player's turn, though the tricky way. While the battle is tions with a champion from
Barrier prevents this bonus, champion was not discarded. Al^n ^niiH-.ii warrior xnin* battle might have several going on, cast a Death Spell the discard pile, the caster
because it has an effect When the opposing cham- inoir lienefi! front Hie S/T// llnni n rounds. Later cards might (392/lst) on a champion in remains in the discard pile
against the champion with pion is returned to the pool, any cleric or wizard . somehow allow a second your opponent's pool; while even when the battle is
Antimagic Barrier. allies are discarded. If they have battle to be conducted during Moonlight Madness is in effect, resolved. In essence, this spell
powers activated by defeat, like the same player's turn. during the battle, champions of allows you to recover a cham-
The Assassins (252/lst), they up to level 9 can be killed by pion from your discards at
are activated when this spell is the Death Spell. the expense of the card that
used. casts it.

DKACONLANCE 304 305 DRACONI,AM,'I ;


r
•^^^^ULW.MJlHB^^^MBMrm. .BIB -JI'V^JIX X -r
^^^^^^^^^^^^^^^^^^^•Mt^HH.-. .Tl «V

Uncommon Uncommon Common Common Common Common


Clyde CaldweD Jeff Easley Keith Parkinson Jeff Easley Larry Elmorc Jeff Easley

This is a good spell, especially Only a wizard can cast this When you cast this spell dur- If you've constructed a deck This spell has very limited This clerical spell has limited
if you play with spells that spell. Tenser's Transformation ing battle, you can select 1 to 6 around realms that require usefulness. Cast in phase 3, usefulness. It works against
you like using again and changes the casting wizard levels of your opponent's flyers to attack, this spell can Stone Water effectively para- the Sivak Draconians
again, like Disintegrate into a level 9 hero. Any pow- allies to join your side. You really rain on your attacker's lyzes all swimmers in play (48/DL), the Kapak Draconi-
(393/lst). Both cleric spells ers of the wizard are unaf- cannot choose part of an ally. battle plans. Oven though and prevents swimmers from ans (49/DL), the Aurak Dra-
and wizard spells are reshuf- fected, and the ability to cast Thus, you could choose there are few flying champi- being played in battle. This conians (50/DL), and one
fled. The Recall spell itself is spells is retained. Since the Assassins (252/ 1st) and Sivak ons — and even fewer flying works against your own champion, the Aurak Dracon-
not reshuffled into your deck, spell must be cast in phase 3, Draconians (48/DL), which allies — this spell can effec- champions and allies as well ian Lord (4T8/lst). The cham-
since it is not in your discards you might be giving your add up to 6 levels, but you tively limit your opponent's as those of your opponent. pion who casts this spell gains
until after it takes effect. opponent a chance to earn a could not choose the Loup- ability to attack you. The The spell stays in effect until a +2 when the opponent plays
Whenever you reshuffle quick victory by plaving the Umni(79/RL) and the Flesh adjustments apply regardless the end of your turn. one or more of the draconian
spells into your draw deck Living Scroll (408/lst) against Golem (73/RL), which add up of how the attacker gains the If you plan on attacking cards.
without reshuffling the other you. Note that a wizard to 7 levels. If the ally or allies ability to fly, such as by using someone with champions The spell's second effect,
discards, you increase the pro- affected by this spell need not taken have a power that has a magical item or spell. who are swimmers (prob.ibly protecting the caster against
portion of spells in your ask permission from Midnight not yet been activated, you As a general rule, you are by virtue of magical items, the draconians' special power
remaining draw deck. This (46/lst) to cast spells. can activate it. This includes better of choosing spells that since there were no swim- when they are defeated, is
might make it more difficult The spell works for only post-battle effects, such as gives you a bonus that doesn't ming champions printed in limited. The Sivak Draconians
to draw other cards, like one round of battle. When it is from Assassins or Myrmidons depend on the cards your 1994) or who might have a and the Kapak Draconians do
realms. If you play with only cast, place it on the casting (M/lst). opponent plays. For the prop- Brine Dragon (45/DL), you not affect the opposing cham-
a few spells, however, the dif- wizard. The spell lies dormant Note that the allies are erly designed deck, though, might cast Stone Water. Don't pion when defeated, so their
ference is negligible until you until that wizard enters battle; returned to your opponent's this spell can wreak all sorts cast it if you plan to use powers are unaffected by this
get near the end of your draw after that round of battle, the discards at the conclusion of of havoc on flying attackers. swimmers of any kind in your spell.
deck. spell is discarded, and the the battle. In the case of the attack. The Aurak Draconinns and
wizard once again returns to Myrmidons, your opponent Since Stone Water is cast in the Aurak Draconian Lord
normal. does not get to reshuffle his phase 3, it cannot be used by a both cause their opponent to
deck, although you still do. defender. be discarded if they are
This spell has an error; it is defeated; Protection from
offensive as listed, but it Draconians prevents this
should be cast in phase 4 power from working. The
(during battle), not during other powers of the Auraks
phase 3. arc unimpeded.

iDRAGONI.ANCiy 306 307 DRACONLANCE


Rare Ra re Common Uncommon Common Common
Clyde Caldwell Keith Parkinson Keith Parkinson Clyde Caldwell Jeff Easley Larry Elmore

This spell was written in a If you have a champion able Summon Griffon allows If the optional Dispel Magic Cast in phase 3 of the turn, When this spell is played
manner that breaks conven- to cast clerical spells, you can champions to attack protected rules are being used, Reflec- this spell enables a champion select any magical item in one
tions so that it could be more use Divine Intervention to realms by flying and over- tion can be cast at any time to to launch an attack on any opponent's pool, and attach it
effective. While the spell obvi- retrieve any one champion comes the problems of such turn back any spell lli.it realm — regardless of its posi- to a champion in your pool.
ously affects other champions, and any one ally from your spells as Flight ( 2 n / l s t ) , m d would otherwise affect the tion in an opponent's forma- The borrowed item remains
it is listed as a defensive spell; discard pile, returning them Fly (343/lst). Those spells can player. tion — by making that with your champion until the
normally, a defensive spell to your hand. This is by far be cast only in battle — after a If the optional rules are not champion an earth-walker. end of the battle round in
affects only the caster. more useful that Raise Dead flying champion has already used, Reflection can be cast When the champion enters which that champion partici-
Mishakal's Insistence is listed (366/lst) or Resurrection flown to the protected realm. only during battle. Since it battle, any two allies played pates. If your champion wins,
as a defensive spell so that it (34/ FR), since neither of these Since this spell can be cast in specifies spells cast "at" the with the champion (player's the magical item is returned
affects those champions who spells allow you to retrieve phase 3, it allows a cleric to champion, only offensive choice) can be designated as to your opponent. If your
are immune to offensive both an ally and a champion. cast the spell on himself or spells are reflected. Once earth-walkers. The ability champion loses, the borrowed
spells, such as Elminster the Be careful when you use another champion before the plaved during a battle, Reflec- lasts until the end of that magical item is discarded nor-
Mage (44/ 1st). this spell. Since it places two battle. If this is the case, place tion turns all subsequent round of battle. m a l l y (in the original owner's
This spell must be cast in extra cards in your hand dur- the spell on the affected cham- spells (as well as the last spell, This is an invaluable spell discard pile). If you do not
phase 3, and it stays in effect ing phase 5, you might be pion; that champion is a flyer if applicable) back upon their against opponents who build use your champion during the
until the end of the player's forced to discard after using u n t i l the end of a round of caster, although it is subject to decks around making it diffi- battle, the borrowed item is
turn. It removes immunities Divine Intervention. This way, battle in which it participates. being dispelled. The lasting cult for you to attack their returned to its original owner
to spells and magical items, however, it allows you to Any two allies of the attacker's duration when cast in battle is realms. at the end of your turn.
but only from champions. No bring back a champion and choice played with the cham- unique to this spell. Earth-walking essentially You do not have to use the
other immunities are affected, ally who were just defeated in pion during that round of A spell is either reflected or ni'gales the mode of travel champion and the borrowed
nor are any realms or other battle. battle become flyers. If you do unaffected, so a spell that restrictions on a l l realms, but magical item in battle. You
non-champion cards. cast the spell in phase 3, use affects both the champion and does not allow the attacker to can keep the champion in
the attached champion as soon another card is completely break other modifiers the your pool — and the item out
as possible before it can be reflected. For example, Light- realm might possess. For of the hands of your oppo-
affected adversely by some- ning Bolt (332/lst) has a level instance, The Bright Desert nent.
thing aimed at fivers. bonus, so it is reflected; the (129/lst) cannot be attacked
Summon Griffon is also a Lightning Bolt's special effect, by heroes, so a hero under the
good spell when used like destruction of an ally or magi- effect of an earth-walking
Plight or Fly to allow passage cal item, is reflected as well. spell would still be unable to
over a wall spell. attack.

DRAGONLANCE 308 309 DRAtiOM ANCK


Common Common Common Common Common Common Helpful
Larry Elmore Jeff Easley Brom Larry Elmoiv Larry Elmore. Jeff Easley

Played nftcr your opponent As it currently stands, this This spell seems good, Played near the end of a Double- Trouble must be cast This is a good event if you
has attached allies to his spell has absolutely no effect because it can allow you to battle, this spell can prove in phase 3; when it is cast, you use a lot of DRAGONLANCE
champion, Despair causes during any game, since it can save an ally or a champion quite costly to your opponent. must name the magical item champions and allies. A
those champions to return to currently be cast only in phase from a battle, placing that The attacker's magical items or spell to be affected. Any DRAGONLANCE ally is one that
the opponent's hand. They 5. This is in error; the correct card on the top of your draw and spells are discarded, the magical item can be dupli- has the logo at the bottom of
cannot be played again in that phase should be 4. deck. champion returns to the cated, or any phase 4 spell the card.
round of battle, nor can any When cast during a battle, it As soon as Hazy Image is opponent's pool, and allies (cleric or wizard). As The card retrieved goes on
other allies be played to assist causes all magical items and cast, you lose that round of return to the opponent's explained in the text of top of your draw deck, where
the opposing champion. allies that are under control of battle, and the rescued card is h a n d . The more cards your Double Trouble, the doubling you will draw it on your next
This can be a great help the opposing player to be placed on top of your draw opponent has in battle, the lasts for one round of battle, turn.
against an opponent who is reshuffled into your draw pili'. It the champion or.illv harder he will be hit, espe- the round in which the If you think you want to
fond of using allies, but any of pile. The opponent loses all saved by the spell has a cially if he plays spells and affected item or spell is used. use this event, judge the
the Dispel Magic spells (cards bonuses associated with your power activated when magical items. When Double Trouble is used, worth of retrieving one
346/lst and 358/lst) negate "kidnapped" cards. defeated, it is not activated Playing this spell does not it is as if the spell or magical DRAGONLANCE champion or
its effects and allow the allies For instance, if you have when Hazy Image saves the mean your opponent has lost, item has been doubled in ally compared to the use of
to be used again. Spell Turn- lost an ally due to the effects champion or ally. The spell but it does end the round of power. For instance, a Death other events. Since this card's
ing (398/lst) and Reflection of the Amulet of the Beast removes the ally or champion battle. Your opponent can Spell (392/ 1st) can kill any effects can be duplicated by
(83/DL) are also effective at (64/RL), Return removes the before its powers are acti- continue the attack if desired champion or ally of up to certain spells, such as Divine
causing the spell to effect you. ally — who is now counting vated. but cannot again use Liu- level 14! Intervention (81 /DL), this
against you — from the battle. In addition, you face champion who was sent back For a spell that remains in event is probably not as use-
Despair is n spell that affects the Totals are then recalculated another potential losing situa- to the pool because of Peace. effect beyond battle, such as ful as others.
emotions of opponents, making and battle continues normal lv. tion by casting this spell. You can also use this spell Spell of Formless Horror
tiwiii I'l'i-l Hail nil their efforts tire Since your opponent can con- as an attacker to withdraw 006/lst), it remains at its Mishakiil if the goddess of
hopeless and that the opposition tinue the attack, he could without losing the round of augmented power once the healing on the world of Kn/iiu.
is too fti-wig. Only those wilh tl it- come over and play the battle. However, you must opposing champion returns to This gentle and compassionate
strongest wills can resist llic Tarokka Deck (56/RL), dis- discard any magical items and his pool. In this case, the goddess if credited with reveal-
effects of such a. spell. carding [he champion at the spells used in the battle; you champion would suffera-6 ing the true gods to a world of
top of your draw pile in the get your allies back, though, penalty to his level until it darkness.
process. Marco Volo (50/lst) and your champion returns to was dispelled.
could also discard your cham- your pool.
pion.

DKACONLANCE 310 311 DRAGONLANCE


Uncommon 1 lelpful Uncommon i 1 armful Common Helpful Common 1 Mpiui Common 1 ielpful Rare 1 1 armful
Larry Elmore Larry Elmore Clyde Caldwell Bias Gallego Jeff Easley Keith Parkinson

Many of the realms that show This can be a good event if This event is good if you play If you play with a deck This event is best used against This evrnl totally shields you
coastlines have special pow- you play with a lot of champi- with a lot of champions and themed around DRACONLANCE a deck with a lot of from attack until your next
ers that shield them against ons that can't cast spells. For allies that are designated as this event can really cause DRACONLANCE realms, turn. Although it can be
normal attack, such as the clarification, a spelloisting dwarves, gnomes, and vnur opponents to think twice because most of those realms played at any time, it is best to
Spine of Taladas (1 2/ DL), the champion includes all clerics Render. The event is much before attacking you. Unless are coastal. Against a deck use it as soon as an opponent
Isle of Selasia (13/DL),and and wizards, as well as any more useful if you're playing they're also using a similar built around DARK SUN comes over to attack you.
S r i R a j i ( I V R L ) . If you have a hero or monster whose special with the Blueline rules, which deck, they will be relying on realms, none of which are This event is great because
coastal realm in your front power grants them the ability give you a greater number of their champion's magical coastal, this event is worth- it helps you without helping
rank, you are almost invulner- to cast spells. Most heroes and racial champions to choose items, spells, and level to less. anyone else. It brings you
able when this event is in monsters are aided by this from. defeat you in combat. If you do put this event in closer to victory by prevent-
play. event. All champions in play are Like many events of this your deck and use it, do so ing other players from attack-
Play Habbakuk Interferes Any champion with the effected; make sure it will nature, it is best to play it dur- just before a battle in which ing you. in a multiplayer
after the battle phase of your ability to cast spells is subject benefit you more than an ing either your attack phase you attack a coastal realm. game, it typically anises your
turn. This allows you to con- to the penalties of this event, opponent. If you plan to cast or during a battle in which Your champion and allies will opponents to attack each
duct battles against an oppos- even if that ability is gained any spells that are based on you are defending a realm. each get a +1 bonus. Note that other. Finally, the event lasts
ing realm before shielding through magical items such as level, make sure to use them Since the champions are this bonus applies to all cham- until the beginning of your
yourself against a counter- the Viperhand (103/lst). The before playing this event. already selected, your oppo- pions and allies who attack next turn; in a multipUm-r
attack. Make sure to play this penalty remains with the Since the event only lasts nent must continue the battle coastal realms, so if someone game, this can be a significant
event after you've drawn any champion u n t i l the item until the end of your turn, it without use of his attacks one of your coastal amount of time.
applicable spoils of victory, granting the ability is can cause more damage to DRAGONLANCE allies. realms before your next turn, To augment the power of
since if you draw The Cara- removed, such as being your opponents if you play it If you play with a lot ol they'll get the bonus too. the Bron/e Dragons even
van (319/lst) and take stripped away in battle by a while they are attacking one allies from other worlds, more, try playing the Night of
another turn the event is over. Flesh Golem (73/RL). of your realms and you are you'll probably want to avoid the Eye (42/DL) rule card
This event works for all defending with a dwarf, using this event. before playing this event. In
champions in play, not just for gnome, or kender. this manner, the effects of the
those champions belonging to Bronze Dragons can be
the player of the event. Don't extended indefinitely.
play it if it will benefit an This is one of the best
opponent more than you. events available from all the
cards printed in 1994.

PRAGONLANCE DKACOM AMI h


312 313
Rare Helpful Rare 1lelpful Rare Helpful Very Rare Helpful
Keith Parkinson Keith Parkinson Jeff Has ley Charles Kohl

Par-Salian (34/DL) benefits This card is of primary benefit This event can be good for If you're a big fan of such
the most when this event is to only one card; Justari<m you if you play with a lot of allies as the Brine Dragon
played, as all of his spells gain (29/DU While it is effect, all wizards, and especially if you (45/DL), Gladiators (257/ 1st),
two levels. This two-point of Jusiarian's spells gain a +2 play with wizards of the black or even the Flaming Fist
bonus applies to all spells cast bonus on all spells cast, so robe. Unfortunately, there's (65/FR), this event can signifi-
by the white-robed wizard, so even a Charm Monster only two wizards of the black cantly increase your battle
even a Charm Monster (76/DL) grants a +2 bonus in robe available, Ladonna worthiness for as long as two
(76/DL) grants a +2 in addi- addition to its normal effects. (28/DL) and Raistlin (31/DL). full turns. While in effect, all
tion to its normal effects. In addition, Justarian can get Note, though, that when this allies of DRAGONLANn; cham-
Depending on the time of day, to as high as level 11 depend- event is in play, all of pions gain 3 levels.
Par-Salian can be as high a.s ing upon the time of day. Ladonna's and Raistlin's To get the maximum benefit
l e v e l ! 3. If you're playing with a lot spells gain 2 levels as a result from this card, play it at the
Other than augmenting of wizards, this event might of their special powers. The beginning of your turn. That
wizards by three levels, Moon be worth including. All wiz- bonus to all wizards might be way, you benefit from it in the
Solinari Waxes has little over- ards gain one level when this good, but it will probably turn in which it is played,
all effect. Make sure to cast event is in play, so if your benefit an opponent as well. during the turn(s) of your
any spells into an opponent's deck is composed primarily of You can find better events, opponent(s), and in your next
pool before playing this event wizards this event might- but this is the best of the turn.
card, since Midnight (46/lst) prove useful. "Moon Waxes" events. Note that this event could
and other level 7 wizards are Before adding this card to work against you in some
immune to Death Spell your deck, ask yourself a cou- cases, especially in the case of
(392/lst) after this event was ple of questions. First, are you "avenging allies," such as the
played. likely to get more benefit from Aurak Draconian (50/DL) or
it than an opponent? Second, Assassins (252/lst). If you're
is it worth keeping this event planning to lost1 to take out a
in your deck in the hopes of particularly nasty opponent,
having lustarian in play when such as Gib Htimsen {13/lst
you need h i m ? Chase), hold off on playing
this event until after you've
played your avenging ally.

DRACONLANCE 314 DRAGONLANCE CHASE CARDS


Very Rare Very Rare Sword Very Rare Very Rare Very Rare Very Rare
Cliarles Kohl Charles Kohl Charles Kohl Charles Kohl Charles Kohl Charles Kohl

By itself, the Axe of Brother- While the Sword of Friend- This is an okay champion, at This champion is like the The Knights of the Rose have The Shield of Huma pro-
hood is not that great a magi- ship is not that great a magi- least when used against mon- Knights of the Crown a base level of 6, which is vides a +3 bonus, and it
cal weapon. However, if the cal item on its own, if the Axe sters. When just sitting in the (4/DL25), but better. The base enough to protect them from increases to a total of a +5
Sword of Friendship (3/DL of Brotherhood is anywhere in pool, the Knights of the Crown level of the Knights of the most spells and events that bonus when the attached
Chase) is in play anywhere, play, both items become +6 are low enough level to be vul- Sword is higher, and these affect champions by level. The champion faces a monster in
the Axe of Brotherhood magical items. If you can get nerable to a wide variety of Knights become level 9 when Knights of the Rose are still battle. In addition, the cham-
becomes a +6 weapon. If you both the Axe and the Sword things, such as Black Tentacles used against a monster. In vulnerable to the Death Spell pion with this Shield of
put the Axe in your deck, you into piny, you will be in pretty (378/lst) and Ice Storm addition, the Knights are (392/lst),but that's a weak- Huma is immune to offensive-
should also include the Sword good shape. If you put the (380/lsO. However, if you can immune to any offensive wiz- ness faced by a majority of all spells cast by monsters. This
;>f Friendship. You could take Sword of Friendship into your use the Knights against a mon- ard spell. champions. spell immunity is always in
the chance of someone else deck, you should also include ster, they become level 8; they While they are sitting in the The Knights are immune to effect, so a champion carrying
getting the weapon out, but the Axe of Brotherhood. In are also immune to offensive pool, the Knights of the the effects of offensive magi- the Shield cannot be affected
not only is that unreliable, but fact, you might want to spells if those spells are cast by Sword are vulnerable to such cal items. Any level bonus by a monster-cast spell
.he player with the Sword of i n c l u d e two copies of each to a monster. things as Ice Storm (380/lst), provided by such an item is regardless of whether or not
Friendship also receives a give you better chances of get- The Knights are best used in but, their invulnerability to negated when it is used he's in combat.
3onus for the Axe being in ting the two items into play at defense, when you can be sure offensive wizard spells against the Knights of the This is a pretty good item,
May. the same time. to use them against a monster. assures that they will not be Rose, and the item cannot especially if you have an
If you use them to attack, your lost to a Death Fog (3yi /1st) directly affect these Knights, opponent with several mon-
'n the DRACONLANCE Saga, the In the DRAGONLANCE Saga, the opponent is most likely to or other spell before they can [n addition, if used against sters that can cast spells and
\xe of Brotherhood and the Sword of Friendship and the Axe bring out anyone but a mon- get into battle. a monster champion, the who uses several offensive
word of Friendship were used as of Brotherhood were used in a ster to face you. The Legendary Artifact Knights of the Rose become spells.
mrt of a contest to settle ii ili*- contest to encourage dwarves The Legendary Artifact (Promo 1) actually makes this level 10. That's good enough There is another Shield of
iute between humans and and humans to luork together. (Promo 1) actually makes this champion less effective versus to put them on at least equal Huma (53/DL), an artifact; be
Iwaroes. Only through cooperation could champion less effective versus a wizard. The Skull of Fistan- footing against any monster. careful not to confuse the two,
Tin- Axe of Brotherhood Inter Hie Szvord and Axe be obtained. a monster. Both the dantilus (IO/DL Chase) is a Both the Dragonlance
ell into the hands of Flint Fire- Dragonlance (51 /DU and the good choice of artifact for this (5 1/ DL) and the Skull of Fis-
orge (37!DL),und it became Skull of Fistandantilus (1 0/DL champion, since its power tandantilus (1 0/DL Chase)
•nown as Flint's Axe. After iijul Chase) are good choices for limits the type of champion are good choices for artifacts,
<*•<! it to defend his vilkge, it artifacts, since their powers aid that may defend against the since their powers are aid the
hriveled to a paper-thin state the Knights in combat versus knights. K n i g h t s in combat versus
tid blew away on the wind. monsters. monsters.

DRAGONLANCE CHASE CARDS 316 317 DRACONLANCE CHASE CARDS


Very Rare Harmful Very Rare Helpful Very Rare Very Rare Very Rare Very Rare
Charles Kohl Charles Kohi Charles Kohl Charles Kohl Charles Kohl Charles Kohl

This event is a must for a deck This is another event that is If you use a lot of This magical item's powers are Despite this item's appar- You can cast this spell in your
in which most of the champi- good if you have a lot of DRAGONLANCE champions, only reali/ed when attached to ently low combat bonus, phase 3 and remove an oppo-
ons are heroes. If you play DRAGON LANCE champions. To add the Skull of Fistanclan- a monster, where it becomes a Takhisis's Mirror and Sword nent's champion from the
against opponents who use get the best effect from this tilus to your deck. Any cham- +5 magical item. If attached to provides more than its seem- game — permanently. Champi-
few or no heroes, this event event, you should also have a pion with a special power other champions, it retains ingly low +1 modifier. A ons affected by this spell are
can help you even if you have deck with several cleric spells. versus monsters is a good only retains its +3 bonus. high-level champion can placed in the same pile as the
only a couple of heroes in Unless you're sure nobody champion to attach the Skull If you play with a lot of increase the effective bonus player's event discards and
your deck. else is using DRAGONLANCE to. These include such cards monsters, you might consider to as high as +6. they can never be brought
To get the most from this champions, think twice about as the Knights of the Crown adding this magical item to It also works to your back into the game. Attached
event, play it before you enter using this event. While the (4/DL Chase) and the Knights your deck. advantage if your opponent magical items and artifacts are
battle. It helps you during event is in effect, any of the Rose (6/DL Chase). brings out a very low-level returned to the normal dis-
battle in the turn in which you DRACONLANCE champion Takhisis, Queen of Darkness champion to defend against card pile.
play it, during your oppo- defending any realm gains 5 Long ago, Fistanduntilus was Hie (33/DL), is the mistress of dragons the artifact, since most of Under the standard rules,
nent's turn(s), and during levels. This isn't bad if you're most powerful — and power- and all things monstrous. She those have special powers or there's nothing your oppo-
your next turn. the one with a defending hungry — mage on all of Krynn. lives to spread evil and dishar- they wouldn't be included in nent can do to prevent this
Crossed Blades can hurt DRAGONLANCE champion. His greatest battle was always moin/. Thus, it >unke$ sense that his deck anyway. The oppor- spell from eliminating any of
you as well as your opponent. As for casting cleric spells, against death, and he eventually s/ic would create an item that tunity to eliminate cards like his champions that are not
Make sure that you have if you want a deck with cleric transformed himself into a pow- grants more power to monsters. HettmanTsurin(172/lst)is otherwise immune to offen-
enough heroes to withstand a spells, you should have sev- erful undead lich, gaining a kind According to legend, the Staff worth dulling the artifact's sive spelis.
counter-attack by another eral champions capable of of immortal it i/. of Takhisis is found only in one of power. If the optional Dispel Magic
player who is also using casting them already. Don't lite magical mirrors she hus Since it's unlikely that your rules are used, your opponent
heroes before you play this rely on an event to make it placed throughout the world. To opponent will bring out low- can cast either of the Dispel
event. happen. irlricve it, an individual must level champions to negate the Magic (346 and 358/lst)
To get the best effect from look into the mirror. Later, the artifact's power, you can typi- spells, Spell Turning
this event, play it just after staff can he returned to the void cally plan to have a +4 or +5 (398/lst), or Reflection
someone launches an attack of the mirror for safe-keeping. bonus in all of your combats. (83/DL) to counter the attack.
against you. However, each time the staff is The halving affects only the Once the opponent's cham-
retrieved, its user must face him- champion's unmodified level; pion has been placed affected,
self in the mirror — and his visage bonuses from magical items, however, it is not possible to
grows more twisted and malign ,iriil',H'K spells, and allies <nv retrieve him by casting any of
with each use of the magic. unaffected. these spells.

DRAGON LANCI; 318 319 DRAGONLANCE


Very Rare i Itirmful Very Rare Very Rare Very Rare Very Rare Defensive Very Rare
Charles Kohl Charles Kohl Charles Kohl Charles Kohl Charles Kohl Charles Kohl

This is a pretty good event. This ally is definitely not one This is a good magical item, This is a pretty decent mon- When Takhisis's Helmet of If you play with a lot of wiz-
Much like Takhisis's Abyssal of the best unless you are especially if attached to a ster if you are playing against Power is in play, no card- — ards, you might consider
Gateway (13/DL25), this playing against someone who champion who is going to play someone with a lot of realm, champion, or anything adding the Tower of High Sor-
event can force an opponent's makes heavy use of undead an "avenging ally." To use its DRACONLANCE cards. else — is immune to anything. cery to your deck. All wixards
champion out of play. A Dis- champions and allies. If they power, you must first attach it If your opponent uses Takhisis's Helmet of Power gain 4 levels; if you have six
pel Magic (346/lst and do use undead during a to a champion, and that cham- several DRACONLANCE strips immunities from cards wizards in your deck, you have
358 /1st) can remove this round of combat, when you pion must lose a round of champions and allies in play, and when cards are 24 extra levels. That's pretty
event from the affected cham- play Takhisis's Mirror of battle. When the attached (DRAGONLANCE allies are put into play they come in good, and it puts you ahead of
pion. A Calm (400/lst) is also Underworld Minions you win champion is defeated, Takhi- those with the DRAGON LANK.!: without immunities. your opponent, at least in
effective against this event, the round of battle. sis's Mirror of Revenge is logo at the bottom of the If a card is immune to all battle, unless he plays with a lot
causing it to be discarded; the If your opponent has some- placed into the player's pool, card), this is a pretty good magical items, like Alicia of wizards too.
champion comes back. thing sitting in play, already and becomes a level 6 monster. card. It counts as only six (18/lst Chase), it cannot be Like other rale cards, this one
Note that while affected by in battle, that can remove All oilier cards are discarded levels when you are determin- affected by Takhisis's Helmet stays in effect until another rule
this event, a champion is con- such an ally — and that card's normally, ing the total number of levels of Power. card is played. It must be
sidered to be in Limbo, which power has not yet been As a monster, Takhisis's Mir- in your deck, but when you Note that this item is defen- played at the beginning of your
means that another player can used — Takhisis's Mirror of ror of Revenge has no special use it in battle against sive in nature, so it gets by turn, before you draw cards.
bring that champion into play. Underworld Minions can be abilities or restrictions. It can DRACONLANCE champions or certain restrictions. For Unlike some rule cards, this one
Then, even if you are able to removed before its power be used to attack or defend; allies it becomes level 10. example, a card immune to should be placed out as soon as
use a Dispel Magic or a Calm, goes into effect. Such cards magical items can be attached, While it sits in your pool, offensive magical items, like possible so you can get maxi-
you can't bring the champion include Mercenary Gold and allies can be used in battle. Takhisis's Mirror of the Gib Htimsen (13/lst Chase), mum benefits from it.
back into play directly. If this (407/lst) or the Brine Dragon Even after it becomes a mon- Abyssal Warlord is vulnerable is not immune to Takhisis's
occurs, your champion is sent (45/DL). Your opponent can- ster, Takhisis's Mirror of to the Death Spell (392/ 1st) Helmet of Power. The only There were once five Towers of High
to the discard pile. not play another card after Revenge is still affected by and other cards that might champion released through Sorcery. Three of the toilers mere
It's also possible for your you have played Takhisis's those cards that adversely affect it because of its level. 1994 that is immune to the mined during the Cataclysm, leav-
opponent to cast Dispel Magic Mirror of Underworld Min- affect magical items, like Wind However, if you can use it power of this item is Alicia. ing only the Tozvers of Wayreth ami
on the Mirror in order U> ions in an attempt to prevent of Disenchantment (377 / 1 sO. against a level 10 monster, it's Rule cards are not affected Palanthus, Anyone who wants to
remove the champion from the defeat. A magical item that becomes worth the risk. by this magical item, but it join one of the orders must travel to
the game. Of course, the a champion is a good defensive does effect all other cards in the Tower of Wayreth nnd pledge
champion is only removed card. It can become a last-ditch play that state that they are loyalty to an order. The applicant
from the game if he is cur- effort to stop an attack on your "immune" or possess an takes the Test of High Sorcery; those
rently in play elsewhere. realms. "immunity" to something. who survive can gain great power.

DKACOM ,\M'[. CHASE CARDS 320 321 DuAt.oNi A\L-E CHASE CARDS
Very Rare Very Rare Very Rare Very Rare Very Rare Very Rare
Charles Kohl Charles Kohl Charles Kohl Charles Kohl Charles Kohl Charles Kohl

This is more like an event that if you use a lot of monsters, This is a rule card designed If cast on a champion of level This is one of the few cards The Medallion of Faith's first
stays in play. You must play and you play against someone for a deck with a lot of heroes. available that can make a power, allowing the attached
8 or better, the Haste Spell is
the rule card at the beginning fond of using defensive spells, If you play such a deck, this is champion into a swimmer, champion to cast cleric spells,
effectively the highest level
of your turn, before you draw you might consider using this a good rule card. spell in the game. The higher enabling the champion to is not that great unless you
cards. Since no battle can be rule card . While this rule card is in the level of the champion who attack any realm with a coast- play with several clerics and
going on at that time, the ailc While it is in play, all mon- effect, any hero who earns a casts it, the more effective it is. line showing on the card cleric spells, but the card's
has no immediate effect. sters are completely immune spoils of victory gets to draw Note that only the champion's regardless of that realm's other powers more than make
However, for the rest of the to defensive spells and any two cards instead of one. The position in the formation. In up for this small weakness.
original level — the one
game (or until another rule wall spell. When used against first card can be played imme- printed in the icon on the addition, all the champion's During each turn that you
card is played), undead are a monster champion, these diately; the second can be card — is doubled. Some allies can swim as well. This is have this card in play, includ-
instantly destroyed when spells are completely useless; placed in your hand or dis- champions gain extra levels not a bad thing, since many ing the turn in which you put
opposed by a cleric. If some- it as if they were not in play at carded. under certain situations; these realm show coastline; every it into play, you draw an extra
one attacks you with an all, since a champion's immu- By playing the Pook's world except DARK SUN has card. Draw an extra card
extra levels are not doubled
undead champion, you can nity extends to its allies as Palace (24/FR) holding, you realms with coastlines. There immediately when you first
by the Haste spell.
play a cleric in defense and well. effectively allow any success- Despite this spell's power are several DRACONLANCE play the artifact; thereafter,
instantly win the round of This rule card can be over- ful defense of the attached to increase the level of the realms with a coastline, so draw an extra card at the
battle. If you attack with a come easily and completely realm to grant two cards as champion who casts it, the swimmers are most effective beginning of your turn when
cleric, and your opponent by putting Takhisis's Helmet spoils of victory. It does not, against a DRACONLANCE deck. you draw your other cards.
spell itself has no levels. Thus,
plays an undead champion in of Power (18/DL Chase) into however, allow you to draw cards that affect a spell's level, Besides granting the In addition, this card
defense, that undead is play. any more cards. Just like on attached champion the ability increases the size of your
like Map to a Mercenary
defeated instantly. the rule card, the first card can to swim, this magical item hand by two cards. This usu-
Army (415/lst), have no
Any undead ally played The Age of Dreams was a long- be played as a normal spoils, effect against this spell. gives the attached champion a ally doesn't make a difference,
against a cleric is instantly ngo era when ogres built a great and the second may be kept. Cards that give a level to bonus of 1 level. since if you play an active
discarded before any power it empire, enslaving humans to do spells, like Fizban the Fabu- If you want to be able to game, you'll seldom have
has can be activated. the actual construction. The attack opponents' realms, this more than eight cards at the
lous (32/DL), still cause this
If you play with a few cler- ogres were the harsh lords of a is a good card to add to your end of your turn. Still, any-
spell to have a level in addi-
ics in your deck, and you repressive onlci; deck. thing that can prevent you
tion to its ability; this added
have an opponent fond of This card represents a time from having to discard poten-
level can be affected by cards
using undead, you might con- when monsters ruled Kn/iui. tially useful cards is an
like Map to a Mercenary
sider using the rule card. advantage that shouldn't be
Army.
written off casually.

DRAGONLANCE CHASE CARDS 322 323 DRAGONLANCE CHASE CARDS


Uncommon Harmful Rare Harmlul Rare Helpful Rare Harmful
Jeff Butler Den Beauvais Den Beauvais Clyde Caldwell

This event can be useful, but is This event is as likely to affect This is a great card; consider When you play this event,
potentially dangerous. You can you as an opponent, unless placing it in your deck. It is best take a champion from another
play it on the unrazed realm of played when you have no played as your sixth realm. player's pool; attach this
an opponent. The opponent can champions in your pool. Once this is done, you win. event card, and place that
discard his pool to discard the Each player draws a card Even cards that eliminate champion into your own pool
tarrasque. Alternately, your from his own draw pile; the events—Limited Wish (43/FR), or use it in battle. You control
opponent can allow the realm player notes the last digit of Wish (46/FR), or Helm ihe champion, as if it were
to be razed, then play the event the card's number, then dis- (89/FR)—can't be played, your own, until the end of
himself, as if it were from his cards the card. Then, the because you win as soon as the your next turn; you get maxi-
own hand, passing the Tar- player discards from his pool sixth realm is played; no other mum use from the event if
rasque to another player—pos- every champion with an card play is allowed. you play il at the beginning of
sibly you. For a player to pass unadjusted level (the number You can also play Caer Alli- one of your turns (so you
on the Tarrasque, he must have in the champion's icon) son earlier. You can do this to keep the champion through
an opponent with an unrazed higher than the number from prevent someone else from two of your own turns, plus
realm; otherwise [he Tarrasque the card. Thus, if the last digit playing it, such as right before opponents' turns between).
is discarded. of the card's number is 0, all the turn in which an opponent When you borrow a cham-
If the Tarrasque is played on champions of level 1 and would place down his fifth pion, any attached cards come
the unrazed realm of a player higher—thus far, all champi- realm (and his sixth with Caer with it. Unless they are lost in
with no pool, the realm is razed ons but the Living Scroll Allison). However, unless ihe some way, they return with
and the Tarrasque can be (408/lst)—are discarded. If play of Caer Allison ends the the champion as weil. If the
passed on, the last digit of the card num- game, it can be eliminated by champion or any attached
[fCalm(400/lst)or ber is a 9, only champions of Wish, Limited Wish, or Helm; cards are discarded, they are
Delsenora (10/lst Chase) is level 10 or more—thus far, Calm (400/lst) and Delsenora placed in the discard pile of
used against this event, the only Fejyelsae (7/lst Chase) (10/lst Chase) are ineffective the champion's owner.
player of the Tarrasque can play and Karm, Black Dragon against Caer Allison. You can attach magical
it on another player; the player (25/lst Chase) are discarded. While Caer Allison is in play, items or other cards to the
who used Calm or Delsenora is Even if you use only low- it can be attacked as a normal borrowed champion; Ihese are
immune lo the effects of the lovel champions, you could be realm. A holding lhat can be discarded when the champion
Tarrasque for as long as it stays hurt, unless you remove all attached to any realm can be returns to its original pool.
in play. cards with low last digits attached to Caer Allison, but is
from your deck. discarded with Caer Allison.

325 FORGOTTEN REAI MS


Rare Harmful Uncommon Helpful Uncommon Harmful Common Harmful Rare 1 1 armful Rare Harmful
Den Beauvais JeffEasley Keith Parkinson Doug Chaffee Den Beauvais Jeff Easley

This event prevents all cham- This event can only be played This can be a very effective Like several other events, this Unless you really like to add a This is a good card, one you
pions except Cyric (92/FR) during your own turn. When event. For maximum effec- one affects you, just like it little chaos to your game, should consider adding to your
from casting cleric spells, until you play it, draw a card from tiveness, use the event at the affects other players. Calm choose another event. This one deck. You play it at the end of
the end of your next turn. The your own draw deck, note the beginning of your turn; it lasts (400/lst) and Delsenora (10/lst might help you, or it might another player's turn, and the
event has maximum effective- last digit of the card's number, through two of your turns Chase) are effective against this not. Worse, while you can order of play immediately
ness if played at the begin- then discard the card. This and all intervening turns. You event, protecting the player manipulate your chances with reverses. When played correctly,
ning of your turn, lasting number becomes a bonus should be careful about using who uses one of those cards most other similar cards, it's this is makes your opponents
through two of your turns, as applied to all monsters and all it, unless you don't use spells, from the effects of the Horde. next to impossible with this wait for their hums longer, while
well as any intervening turns. undead (both champions and magical items, or artifacts. Thus, you can play Horde and one. you get a chance to play addi-
1 f you play with Cyric and allies). Note that the Dead Magic prevent it from affecting you by When you play this card, tional realms and attack, almost
cleric spells, you might want If you play with a lot of mon- Zone prevents the casting of playing Calm or Delsenora — you and an opponent each like a Caravan (319/1 si).
to use the Cyrinishad. You sters or undead, this event will Limited Wish (43/FR) and but that's a waste of Calm or draw a card. Compare the last Note that in a two-player
might also consider it if you benefit you — unless you draw a Wish (46/FR). This allows Delsenora, when you could use digits of the card numbers. The game, this card has absolutely
play against opponents who card with a number that ends in other events, such as the Car- an event card that harms only one with the lower number is no effect. You have to play it
are fond of using cleric spells. 0, such as Calm (400/lst). The avan (3N/ 1st) lo be played an opponent, such as Cata- discarded; the one with the after your opponent goes, and
Calm (4QO/lst) or same bonus (from the card you with relative safety. However, clysm (99/1 st). higher number is played (or whether you play it or not, you
Delsenora (10/lst Chase) can draw and discard) also applies if you use Dead Magic Zone Fortunately, unlike Siege! placed in the hand). If both last go next.
allow a player's champions to to the monsters and undead to play the Caravan safely, (150/lst) or Siege (203/lst), the digits are the same, both cards For the best effect from this
:onlinue to cast cleric spells as used by other players during wait until just before the Horde allows another option are played, unless the cards card, use it in a mulliplayer
normal. your turn. The effects of the beginning of your next turn to besides razing a realm: a player drawn have exactly the same game. After your turn, allow
The Cyrinishad can be espe- Darkwalker War last until the play the Caravan, because the can discard two champions number, such as Myth Drannor one more player to go, then play
rially devastating against a end of the turn in which you Dead Magic Zone goes away (from pool or hand) instead. (13/lst) and Takhisis's Abyssal the Wild Magic Surge. Then it's
ieck with cleric spells, at least play the card. at the end of the extra turn Thus, if you play with a lot of Gateway (13/DL Chase), in your turn again. After you play
or a while. However, while it's The problems with this event granted by the Caravan. champions, you might be able which case both are discarded. the event, the game proceeds to
lot a bad idea to use a few are that its bonus is variable, Calm (400/lst) and to use this event to affect others, You might get lucky and the person who normally goes
:leric spells in a deck, a cleric and that it benefits your oppo- Delsenora (10/lst Chase) are while minimi/ing the damage draw a realm with a higher last immediately before you and
ipeH theme is still not one of the nents as well, effective against this event, to yourself. digit than the card drawn by play continues in that direction.
X'sl. Thus, unless you know dim (400/lst) and allowing the player of one of However, unless you play your opponent — or your oppo- Calm (400/lst) and
'our opponents' decks, you are Delsenora (10/lst Chase) are those cards to use spells; that with a lot of champions, choose nent might draw a realm with Delsenora (10/lst Chase) are
Tobably better off with a more ineffective against this event. player's magical items also another event, one that is a sure a higher last digit than your effective in totally negating this
;enerally effective event. work. thing. Good Fortune UOO/lst). event.

-ORCOTTEN REALMS 326 327 FORGOTTEN REALMS


Common Common Coast Common Coast Common Coast Common Coast Common Coast
Clyde Caldwell Dave Sutherland Diesel Dave Sutherland Dave Sutherland Diesel

This is a good realm, one that This realm is pretty good. It is This realm is a good one, While this realm grants a +3 Maztica is a relatively weak Like many other realms, espe-
should be considered for any especially desirable in a deck since it can be attacked only bonus to any halfling, cham- realm. Since its power is only cially from the FORGOTTHN
deck. It can be attacked only with a lot of wizards and wiz- by flyers or swimmers. Since pion or ally, who defends the temporarily effective, it isn't REALMS setting, Mulhorand
by swimmers, either allies or ard spells. Not only can any there are no swimming cham- realm, there are few halflings one of the better realms of the allows the defending cham-
champions. If you can attach a champion that defends Hal- pions (unless certain spells or available in the game. The FORGOTTEN REALMS setting. pion to cast wizard spells. In
holding that limits attacks to ruaa cast wizard spells, but magical items are used) and cards to which this bonus From the time you play this addition, a defending cleric
certain types of champions, any wizard defending the relatively few flyers, this applies include only allies so realm until the beginning of gains 2
like Border Forts (198/lst), realm gains 2 levels for the realm is well defended. Allies far: Halfling Mercenaries your next turn, no heroes of levels.
it's invulnerable to attack. duration of the round of battle must also be able to fly or (253/1 st), Halfling, Inc. level 6 or higher can attack or If you play a deck that uses
Also, among the 797 cards in which the wizard is swim to attack Kozakura. (66 /FR), and Olive Ruskettle defend. This affects you as several clerics, yet also has
published in 1994, there are involved. Halruaa is a better Like the Coral Kingdom (71 /FR). In addition, these well as your opponents; if you wizard spells useful for battle,
no swimming champions, realm than those that simply (11 /FR), Kozakura is a good 0 three allies are not the best. have heroes of level 6 or bet- you might consider using
though there are a very few allow a defending champion realm to put in the lead posi- The H a l f l i n g Mercenaries ter, they are ineffectual until Mulhorand.
spells and magical Hems that to cast wizard spells, like tion in your formation. have a bonus of only +1 and your next turn. The realm's
make a champion a swimmer. Ravens Bluff (I I / 1st). Note that a champion with no special power, so are not power doesn't affect wizards, The kingdom of Mulhorand was
There are also few (five) the Scroll of 7 Leagues worth putting in your deck, clerics, or monsters, so those a major power thousands of years
swimming allies. Thus, the In the FORGOTTEN REALMS set- (412/lst) can also attack even on the off chance they can all be used to attack and ago, a nation formed around a
Coral Kingdom is almost ting, Halruaa is a nation ruled Kozakura. Allies must be able can be used to defend Luiren. defend. great river delta, the home of
immune to attack, except by wizards. It is a land in which to swim or fly. Earth-walkers, The other two both have a Unless you have a deck that god-kings, pyramids, and sphin-
under special circumstances. almost everyone knows how to and those champions and bonus of +3 and a decent doesn't depend on high-level xes. It is a land where both magic
The Scroll of 7 Leagues cast at least a few spells. Those allies w i t h o u t any special power — but chances are you heroes and you play against and religion are vita! to all citi-
(412/lst) magically transports who truly excel in the mystic movement ability, are won't be able to use them in someone whose deck does zens — because the gods tliciu-
the attached champion to the arts sometimes roam the Realms restricted from attacking the defense of Luiren anyway. depend on high-level heroes, sdves live among their
attack, without giving that in fantastic airships. This Halru- realm of Kozakura. You can find a better realm don't even consider adding people, making homes of 1 lie
champion any special move- atiii air nain/ is n for your deck. Maztica to your deck. temples from which they arc wor-
ment powers, such as flying, formidable force, but one whose In the FORGOTTEN REALMS set- shiped.
swimming, or earth-walking; reputation in rarely tested. ting, Kazakiirn is an island king- In the FORGOTTEN REALMS set- Maztica is a land of savage war-
thus a champion with an dom with an oriental flavor. The ting, while lialfHngs arc found in riors, exotic feather magic,
a ttached Scroll of 7 Leagues or home ofshoguns and samurai, ninny places, Luiren is their one strange deities, unti Iwrlwric
earthwalking can attack the Kozakum is a land where honor Inn- Innneltiiit!. demihiinians.
Cora! Kingdom. is all-important.

FORGOTTEN REALMS 328 329 FORGOTTEN REALMS


Common Common Coast Uncommon Uncommon Uncommon Uncommon
Diesel Diesel Clyde Caldwell Paul Jaquays Clyde Caldwell Den Beauvais

Raurin is one of the better This realm's power benefits Not only does the holding Candlekeep is a fun holding, if While many of the FORGOTTEN If you play with several magi-
realms in the FORGOTTEN artifacts by granting a +3 to count as a +3 ally, but a not especially powerful. When REALMS holdings grant cham- cal items or artifacts, or with
REALMS expansion. those artifacts used by a defending wizard gains an an opponent plays any event, pions the ability to cast spells, certain very special magical
The realm's power is simple: defender of Shou Lung. A +3 additional +3 bonus. When the you can examine [hat player's this one benefits combat-ori- items or artifacts — like the Bell
If it is razed in battle, the attack- is not a bad bonus, but neither attached realm is being hand. This examination takes ented decks. of Might (18/FR Chase)— you
ing champion is discarded. If is it great, compared to the attacked, the attacking cham- place immedialely when the may want to include this hold-
you get Raurin into your forma- many allies, spells, and magi- pion cannot cast offensive wiz- event is played, before its effects The kingdom ofCormyr remains ing in your deck. If you can get
tion, it can be intimidating for cal items available. ard spells. Since defensive occur. Thus, if the event played ever vigilant against incursions Mithril Hall out soon enough,
your opponent: You can always The problem with this spells are not cast "against" a is Transformation (201 /1st), by the scheming Zhentarim. The you might be able to use it to
choose not to defend with a realm is that its power affects defender, they can still be cast and your opponent discards his closest keep of these villains is bring an artifact into play
champion, allowing your oppo- only artifacts. The chances of by the attacker. Cleric spells hand, you can examine the Darkhold, dangerously near the before someone else can.
nent to attack Raurin directly, your getting to use the bonus are unaffected by Blackstaff cards before he discards them — Forest Kingdom. But King This is a nice ability, if used
win, and lose the attacking are relatively slim. Tower. but you cannot examine the Azoun has little fear of a Zheit- to bring the right card into
champion. Your opponent may If you play a deck with newly drawn cards. Likewise, if tarim invasion as long as the play. However, you need a rel-
be unwilling to risk a good Arguably the greatest empire in FORGOTTEN REALMS setiing the opponent plays Good For- strong garrison at High Horn atively unlikely chain of events
champion against such a realm, "II tin- Realms, Shou Lung is cer- realms and holdings, as well tune (100/lst), you can;exam- remains alert. to occur before you can bring
[f your opponent has strong tainly the most civilized nation as a lot of wizards, this is a ine his hand before the five new This stronghold is one of the the holding's ability into play.
champions, and you do not, on Abeir-Toril. Its citizens were pretty good holding for your cards are drawn. If the 9ppo- several offices at which adventur- Also, the holding's ability
you may be better off conserv- once a mystery to the western deck. It is particularly good if nent plays the Caravan ers can acquire "permits," allow- depends on a successful
ing your champions and allow- peoples of Faeriin. But since the attached to a realm that bene- (319/lst), you examine his ing them to bear arms and gather defense of the attached realm,
ing your opponent to lose a emperor enacted the "Gathering fits wizards as well, such as hand before the beginning of in numbers. Though Cormyr's and the holding doesn't help at
champion by razing the realm. of Pearls," Shou explorers have Halruaa (12/FR), which gives his extra turn. military is formidable, these all with that defense; the magi-
If you are put in the position ranged more widely than ever a bonus of +2 to defending This is a fun card, and it lets adventuring bands are in large cal item or artifact drawn can-
of attacking the realm, you will across the Realms. wizards. A wizard defending you keep track of opponents' part responsible for the king- not be used in that combat.
have to decide what to risk. If Halruaa and Blackstaff Tower cards. Unfortunately, you can't dom's security.
things work out well, you can gains a total of +8. do anything to the opponent's Fabled home of the northern dwarf
eliminate a couple of champi- hand, but perhaps forewarned clans, Mithril Hall lay desolate for
ons with your strong champi- BSackstaff Tower is home to Klicl- is forearmed; such information years. At last, Eruenor Battleham-
ons, then attack Raurin directly ben "Blackstaff" Arunsitn, self- can help you choose a target for mer led his people back to the ore-
with a weak, expendable appointed protector of Waterdcep, an attack or other card play. rich, cavernous city.
champion. the City of Splendors.

FORGOTTEN REALMS 330 331 FORGOTTEN RHAI MS


Uncommon Uncommon Uncommon Uncommon Common Uncommon
Den Beauvais Den Beauvais Larry Elmore Den Beauvais Jeff Easley Den Beauvais

Moonwell has three special Like Mithril Hall (22/FR), the Yulash has a great power, but This holding is useful if you This is a good cleric spell, This is a great spell, some-
powers. First, the attached power of Pook's Palace is acti- one that is difficult to bring want to move quickly through especially when you are play- thing like a cleric's version of
realm can cast cleric spells. vated when the attached realm into play. your deck. If you like to add ing against someone who the wizard spell Disintegrate
This allows the realm to cast is successfully defended. Also If you defend the attached an element of caprice or ran- likes to make his realms diffi- (393/lst).
spells in phase 3; it can also like Mithril Hall, Pook's Palace realm with a monster, that domness to your game, you cult to attack. As you play it, As a cleric spell, Creeping
cast spells to aid its defender lends no immediate benefit to champion gets a bonus of 2 may also like including the you must immediately decide Doom is effective against
in battle. The realm is unaf- the defender of the attached levels for every ally played Tower of Ashaba. It is best in how to use it. realms immune to wizard
fected by the Arch-Druid realm. against it by your opponent. a deck with plenty of low- If you choose to play the spells. Remember that several
(189/lst), which can prevent You should place Pook's Thus, if your opponent plays level avenging allies, like Aerial Servant as an ally, the nonderic champions can cast
clerics from casting spells. Palace on your lead realm in three allies, your monster gains Mogadisho's Horde (251/lst). card is treated in all ways like cleric spells; if you have a few
Second, the holding's ability order to ensure its power will 6 levels. The drawback to this hold- an ally It is treated as both a of those champions in your
to make the attached realm come into play. To have the When Yulash is in play, how- ing is that you must sacrifice a spell and an ally, however, deck, add Creeping Doom
immune to harmful cleric best chance of activating the ever, your opponent is unlikely potentially good card when and remains vulnerable to too.
spells, defends the realm from holding's power, you should to play allies unless they have you make the random draw. effects that harm both. It can This spell is effective only
harmful cleric spells. attach it to a strong realm, one high bonuses or avenging In the best case, however you be eliminated by a Dispel against a realm that has no
The realm's third power is which gives its defender some powers, like The Assassins could add a +9 bonus to all of Magic (346/lst or 358/lst), holding (Disintegrate can
one that is easily overlooked bonus — but not to a realm that (252/lst). your low-level defending but also swallowed by a Brine affect any realm). This is only
by a casual reading: The prevents attacks by certain allies. Dragon (45/DL). a slight disadvantage; chances
attached realm is immune to types of champions. Yulash is a perpetual war zone. If you play plenty of allies, are good your opponent will
harmful events. Thus, Cata- If you successfully defend Forces from Zlientil Keep, Hillsfar, The Tower of Ashaba is also you may prefer to use the have a vulnerable realm. In
clysm! (W/lst) and other sim- the realm to which Pook's and all the Daks fight over its rich called "The Twisted Tower" Aerial Servant to give a cham- any event, you can include
ilar events are ineffective Palace is attached — that is, you treasures — or at least those which because of the peculiar, spiralling pion and its allies the ability cards that destroy holdings —
against Moonwell. This power defeat the attacking champion remain after years of plunder. ramp that crawls up its walls. In to fly. Used on Ochimo such as the Crime Lord hero
alone makes Moonwell a wor- in battle — you draw two cards But the real danger of Yulash fact, this strange ramp serves as (95/FR), this spell is particu- (55 / 1st) or the Shadow
thy addition to a deck that as spoils of victory. As with lies below, in the lairs of the mon- a landing platform for the rare larly effective, since the cham- Engines spell (35/FR)— in the
uses realms from the regular spoils of victory, these sters who have made the place hut valuable flying allies of Shad- pion can attack twice, and the same deck as Creeping Doom.
FORGOTTEN REALMS setting. cards can be played immedi- their home. Rumor has it that the owdale. In time of siege, unex- spell lasts through the entire Creeping Doom only razes
Young Robyn (87/FR) gains ately or placed in your hand- last physical incarnation ofMonn- pected reinforcements have no turn. a realm; it doesn't discard it as
5 levels when defending a In a deck with plenty of der, god of corruption and decay, trouble winning past enemy does Disintegrate.
realm with an attached Moon- realms, this can be a terrific crept up from the bowels of lines.
well. benefit. Yulash.

FORC;OTTI;N Rr, \uvis 332 333 FORGOTTEN REALMS


Common Common Common Uncommon Rare Rare
Den Beauvais John and Laura Lakey Jeff Easley Larry Elmore Den Beauvais Keith Parkinson

This is a very powerful spell. In This card's effects are great, This is one of the spells to This spell is most effective This spell helps you choose This card does not require
fact, it's probably a more pow- but they last only a short time. include in your deck if you when used with powerful the right champion at the you to discard a champion to
erful spell than you want to When you cast this spell, it want to use low-level champi- allies that you would like to right time, but at the cost of a activate it — as Reincarnate
use. Unless conditions are just becomes a holding; attach it to ons. Note that this spell must be use often, like the Loup- champion of the same or does. As a side effect of this,
right, you will be hurt as well. one of your realms, one with- played in phase 3, so it is effec- Garou (79/RL). With Succor higher level. When you need there is no level limit for the
II you play this card during out a holding. It lasts as a tive against you as well as your and other cards, like Dr. Mor- a champion with a particular resurrected champion.
combat, all cards in battle — holding u n t i l the beginning of opponent(s). This spell's power denheim(97/RL), which special power, this can be a Second, Resurrection can be
including the casting champion your next turn. As a holding, affects champions of self- allow you to retrieve a dis- terrific advantage. cast in phase 3, 4, or 5; it can
unless that champion is the Illusory Fortification has defending realms as well, such carded ally, you can overcome For instance, if you are be used before battle, during
immune to cleric spells or no particular world — so it asGulg(225/lst). the limit of two of the same attacked by a monster cham- battle, or after battle. One
offensive spells— -are discarded. cannot count as a DARK SUN If your opponent depends on card in a tournament deck. pion — and you know you sneaky use for Resurrection is
Whenever you play this realm for victory conditions high-level champions, this spell If you cast Succor in phase have the Lovely Colleen to let a champion be defeated
card, every player must raze under the City-States rule can even the balance by neutral- 4, you return an ally to your (22/Chase) in your draw and discarded; then play a
one of his own realms — his (30/RL). While Illusory Forti- ising his pool champions and hand, so you can play that pile — then it may be worth- cleric, and during the round
choice — or discard one of the fication is in play, it adds 7 allow you to raze a realm unop- ally into battle. If you play while to discard a level 7 or of battle in which the cleric is
holdings he has in play — again, levels to any champion that posed. Used in conjunction Succor in phase 5, you return higher champion to gain the involved, cast Resurrection to
his choice. This includes you. defends the attached realm. with the Time of Troubles an ally to your hand for us3 in automatic victory — especially bring back the champion who
Unless you have no unrazed This spell can be cast in (9SJ/FR), this spell makes your a later turn. if you are close to winning had just been defeated. Then
realms, you have to raze one or phase 3 or phase 4. Casting it low-level FORGOTTEN REALMS Note that the ally you / and want a spoils of victory. plav the resurrected cham-
discard a holding. in phase 3 is a questionable champions very dangerous. retrieve from your draw pile This spell can also be useful pion again; that champion can
The best time to cast this practice — unless you are Note that some champions must be an ally that was dis- for its secondary effect: be used to attack or defend, as
spell is when your opponent ready to win on your next are unaffected by this spell and carded in a round of battle reshuffling your draw pile-. if the champion had not yet
has played many cards in the turn, and all your realms can still be played normally. conducted in the turn you are been used in that battle.
battle, doesn't have any hold- except one have a holding, These champions include currently taking. Third, Resurrection can be
ings, and you have a holding and you want to intimidate Elminster (44/lsr) and Gib used to retrieve an ally from
you don't mind discarding. If your opponent to prevent an Htimsen (13/lst Chase), who the discard pile. You'll seldom
you cast Illusory Fortification attack on the realm. are immune to offensive spells. want to use the spell for ,in
(30/FR) just before Earthquake, If this isn't the case, cast the A good way around this prob- ally, but it might come in
you can sacrifice the temporary spell only during battle, so lem is to play Tablets of Fate handy.
holding. you know which of your (100/FR) before casting this
realms is under attack. spell.

FORGOTTEN REALMS 335 FORGOTTEN REALMS


334
Common Uncommon Common Common Common Common
Den Beauvais Den Beauvais Den Beauvais Den Beauvais Clyde Caldwdl Valerie Valusek

Thus far, there are no hold- When defending, cast this This card has the same name This spell is as risky to you as This is a good vengeance In many ways, this spell is
ings immune to spells, though spell as soon as possible to as the RAVfcNLOFr card of the it is to your opponents, unless spell. Play it when your low- like a magical item, since it
to destroy Tantras (32/lst), end the battle before you same number (37), but its you play it at the right time. A level wizard is facing a very remains attached to the cham-
you'll have to cast Shadow expend any allies or other power is quite different. good time to play Zone of powerful champion whom pion, providing a bonus as
Engines in phase 3. spells. When you cast this spell as Truth is when you have few you'd rather see discarded. long as that champion
Shadow Engines is very You might also want to play a defender, your opponent cards in your hand, but your This ploy is especially effec- remains active. However,
useful against certain hold- this spell as an attacker; if so, can still continue the battle, opponents have many. An tive if the +2 bonus of the card Find Familiar is better than a
ings that are unpleasant to save it until the end of the simply by using a new cham- even better time to play it is isn't enough to beat your magical item, because it can-
oppose, such as Silver Spring battle, when you are sure pion. The champion you just when you have a small hand opponent's level. not be affected by those cards
(244/lst), Lost Oasis you're going to lose. This way, used in battle cannot be used that includes Good Fortune This spell is subject to Dis- that usually negate magical
(242/lst), or Geneva Conclave you'll save your champion for again — unless it is able to (100/lst), which you intend to pel Magic (346/ 1 st or items or those who possess
(Promo 2). another round of battle. defend twice, as is Drv/.zt play right after your next 358/lst), but not SpelH ii ru- them. The spell is not subject
If you have a cleric in your This spell is a little better (45/Ist) and Ochimo (95/FR), turn. That way you can see ing (398/lst). to Dispel Magic (346/lst and
pool, but you don't want to than most wall spells. While a When you cast the spell as everyone's cards, but they Note that an opponent dis- 358/lst); it has a specific
use that champion to attack — wall spell generally has a an attacker, the champions don't get to see your next five. carded by this spell is not con- i m m u n i t y to spelk.
and if you know what realm bonus and the Symbol of involved return to their pools, This spell can create a great sidered defeated in battle. If Once Find Familiar is msl,
you want to attack — use Hopelessness does not, the allies and spells are discarded, advantage for you. Since it is an attacker loses a champion it is treated as an ally — but
Shadow Engines in phase 3 of Symbol of Hopelessness is a and you can continue the cast in phase 3, before battle, to this spell, the attacker can as stated on the card, it can-
your turn. Otherwise, save it surer way to end a battle — attack with another cham- it allows you to look over continue to attack with not be forced to switch sides,
for phase 4, when you are walls can be bypassed by fly- pion. This is not a bad strat- your opponents' hands before another champion. nor can it be discarded due to
sure you can use it against the ers, after all. egy, to play out an attack and choosing a target for an an event, magical item, spell,
holding of the realm you're You should consider using get your opponent to waste attack. By casting Zone of or ally.
attacking. Remember, Tanlras this spell in a deck with sev- spells and allies — then bring Truth, you can choose some- Find Familiar can be dis-
must be attacked with this eral cleric spells, to help the up more powerful champions one with a weak hand as your carded if affected by another
spell in phase 3, because the defense of your realms. to continue the attack against next victim. type of card than those listed.
presence of Tantras prevents a weakened opponent. For example, if the attached
the casting of spells in com- champion attacks Urik
bat. A (223/lst)— which prc-venls
allies from attacking — the
familiar is discarded.

FORGOTTEN REALMS 336 337 FORGOTTEN REALMS


Common Common Uncommon Uncommon Common Rare
Den Beauvais Fred Fields Keith Parkinson Den Beauvais Den Beauvais Robh Ruppel

This spell not only provides a This spell is subject both to This spell is a great defense Time Stop allows you to play Water Breathing is a good This is a great, versatile spell. I t
bonus for your attacking cards that affect spells and against opponents who use the spell you want when you spell, especially if you want doesn't directly attack your
champion but also forces your also to cards that affect hold- powerful events to their need it most. It's most useful swimming champions. There opponent's realms, like a Cata-
opponent to discard a card — ings, like Shadow Engines advantage. It can be cast at when you have more than a are no swimming champions clysm (99/1 st) or a Disinte-
possibly a realm or powerful (35/FR). Otherwise, the spell any time — even during an few useful spells in your deck; available among the cards pub- grate (393/lst), but Wish can
event card. This hitler effect is remains in play until the opponent's turn — but you otherwise, it's only a little bet- lished in 1994, and Water eliminate any other opposing
often more beneficial than the attached holding is razed or must have a wizard in your ter than a duplicate of a spell Breathing is one of the few card that threatens your
numerical bonus, though discarded. Hallucinatory Ter- pool, or some other way to you like to use. ways to make a champion a realms.
even that bonus can be a con- rain remains in play even if cast spells, such as Geneva If the spell you pick from the swimmer. In addition, all allies This spell can be cast at any
siderable one. the holding it duplicates is Conclave (Promo 2). draw deck cannot be played of the affected champion also time, provided you have a wiz-
In a multiplayer game, you discarded. Limited Wish can cancel the immediately, you keep the card become swimmers. ard in your pool or some other
may draw and discard a card The spell duplicates the effects of any event; no event in your hand. Swimming gives you access means of casting a wizard
from an opponent with whom power of any holding, but is is immune to this spell, except Generally speaking, you to several realms that might spell, such as the Geneva Con-
you are not in combat. This not itself restricted to realms for an event that prevents the should use Time Stop to draw otherwise be invulnerable to clave (Promo 2).
strategy allows you to harm of a particular trademark. easting of wizard spells, such a spell you can play immedi- your attacks; among these Wish cannot be used to can-
two opponents at once — but Thus, you can duplicate the as Dead Magic Zone (7/FR). ately, because there are several realms is the Coral Kingdom cel an event, unless that event
can earn you reprisals from effects of Mulmaster (33/lst) To cancel an event, Limited ways for someone else to dis- (11 /FR), which can be attacked remains in play after it is first
both! even on a DRAGONLANCE hold- Wish must be played immedi- card the spell if you hang on to only by swimmers. Opponents played, as does Bronze
ing. Hallucinatory Terrain is ately after the event is played. it for too long. who rely on realms that can be Dragons (97/DL). Likewise, it
The great shout spell has been not considered to belong to It is considered courteous to Lastly, this spell depletes attacked only by swimmers cannot remove a spell that
used to blast down barred doors, any particular world — so if pause for a moment after your draw pile a bit faster, may get a nasty surprise if you does not remain in play. Note
crumble castle walls, and deafen played on n DARK SUN realm, playing an event, thus giving meaning you might end the include this card, the Gauntlets that Wish is subject to Dispel
those too close to the wizard who it does not count as a DARK players the opportunity to game sooner. of Swimming (51 / FR), and the Magic (346/lst or 358/lst). If a
casts it. But it can also steal the SUN holding for purposes of play Limited Wish. Helm of Water Breathing (52) Spell Turning is used against
caster's voice, or even deafen him the City States rule (30/RL). Note that if an event is Only the most powerful of wiz- in your deck. Other useful Wish, the champion (or other
permanently. Only the most fool- negated, any player who ards have gained control of time. cards for this strategy include card) that originally cast the
ish or most daring use this spell played Calm {400/1 st) or Even they, however, can hold onto the Brine Dragon (45/DL), Wish is immediately discarded.
in battle. Delscnora (10/lst Chase) U> those stolen moments only briefly. Dimernesti Elves (47 /DL), The best use for Wish is to
stop the event can retrieve But sometimes, even a little time Inflatable Flotilla (59/DL), Kuo eliminate an event or a rule
their card (the event never is enough to consider a battle and Toa (67/FR), Locathah (68/FR), card, or any otherwise
occurred). clioose the best spell to cast. and Sahuagin (76/FK). unpleasant card.

FORGOTTEN REALMS 338 339 FORGOTTEN REALMS


Rare Defensive Rare Sword, Offensive Kiin.1 Sword, Offensive Rare Sword, Offensive Common Offensive Common Offensive
John SLak'ina Larry Elmore Fred Fields Clyde Caldwell Den Beauvais Den Beauvais

This is a good item in a speed This is a decent magical item. In addition to its bonus, the In addition to its normal This magical item is good if This is one of the small hand-
deck: Every time the attached It has a moderate bonus at +4. Flametongue has the power to bonus, the Frostbrand has the you want to be able to use ful of items that can make a
champion attacks, you draw Its other power is more become a +6 magical item. power to become a +7 magical swimmers. Since there are no champion into a swimmer.
another card. The problem is important. Unless you know Unfortunately, this increased item. Unforlunately, this s w i m m i n g champions among Like the Gauntlets of Swim-
that you may have to discard that an opponent plays with ability lasts for only one increased ability lasts for only the cards published in 1994, ming (51 /FR), this item
a useful card if you can't play several dragon champions, round of battle, after which one round of battle, after you'll want to include the affects only the champion, not
i! when you draw it. For however, it may be a waste to the Flametongue must be dis- which the weapon must be Water Breathing (45 /FR) spell any of the champion's allies.
example, any event or cham- pul Ihe Dmgonslayer in your carded. discarded. and the Helm of Water This is a weak magical item
pion you draw with the Deck deck, since dragons are rela- You are probably better off You are probably better off Breathing (52) in any deck otherwise, since it provides a
must be immediately dis- tively rare. using a magical item that has using a magical item that has that uses swimming allies. bonus of only +1 to the
carded. You can manipulate The Dragonslayer is consid- a high numerical bonus all the a high numerical bonus all the The item's +2 bonus is rela- attached champion. Unless
the odds a little, by stacking ered a sword for the purpose time, instead of just for one time, instead of just for one tively low, but can help a you want to be able to have a
your deck with spells, allies, of cards that affect swords. round of battle. round of battle. little; it might make certain few swimming champions,
magical items, and artifacts, This card is missing [lie This card is missing the This card is missing the lower-level champions you should choose another
and with champions that can (Off) notation, but it is an (Off) notation, but it is an (Off) notation, but it is an immune to such spells as the magical item in the place of
use those cards. offensive magical item. offensive magical item. offensive magical item. Death Spell (292/ Isl) or Fin- this one.
Attach the Deck of Many ger of Death (291 / IsO. If you do want swimmers,
Things to a powerful cham- What hero zvoitld dare to face the The Flametongue is one of the More powerful thnn even Ihe A swimming champion can you should add one or even
pion, so it can be used several terrific power of a dragon with- most legendary of magical mighty Flametongue, this lead an attack on a realm thai- two of this card to your deck.
times. out a magical weapon? Even swords. Wl'i He there are many sword of elemental cold wns shows coastline, regardless of Choose other spells and items
This card is missing the with the most powerful of blades, flaming swords in the Realm*, forged in distant, wintery planes that realm's position in the first; the Gauntlets of Swim-
(Def) notation, but it is a a fighter must be strong, quick, some have unique powers and to oppose the most dangerous of opponent's formation. There ming provide a better bonus,
defensive magical item. and — above all — clever when even uncanny sentience intelli- fire-breathing monsters, or crea- are several swimming allies while the spell Water Breath-
dealing with these most powerful gence. tures from the Elemental Plane of that can help, and unless there ing (45/FR) allows allies as
in She AD&D Game, the deck of monsters. Dragons are notori- The wieider of the Flame- fire. Wliite wielding the Frost- are other restrictions — such as well as the champion to
of many things is one of the ously crafty, and the swordsman tongue can resist the bone-shiv- brand, a warrior need not fear for the Coral Kingdom become swimmers.
most feared and sought-after of who stops to parley with !!i<: ering effects of cold-based spells the effects of fire-based spells or (11 /FR) — flyers can help in This card is missing the
magical items. A single draw great creatures may find himself and even the frosty breath of a even the fieri/ breath of a red the attack as well. (Off) notation, but it is an
from tin.' deck can bring the recip- eaten before his sword can be of white dragon. dragon. This card is missing the offensive magical item.
ient awesome bent-fits — or ter- any use. (Oil) notation, but it is an
rible woe. offensive magical item.

FORGOTTEN REALMS 340 341 I ' O K C O r i l ' K K l ' A l NN


Uncommon Offensive Common Offensive Common Offensive Rare Sword, Offensive Rare Offensive Rare
Den Beauvais Clyde Caldwell Carol Heyer Fred Fields Fred Fields Larry Elmorc

If you play this item against The Ring of Jumping has a This is one of the less desir- The item's +3 bonus isn't great, This is another magical item As artifacts go, this one is not
someone especially fond of low bonus compared to mo.st able magical items available. but respectable. It is the special best used if you want to add too bad, especially if you play
using holdings, this is a very other magical items. How- It has a low bonus compared power of the Vorpal Blade that caprice to your game. It is not a deck with several allies and
good magical item to add to ever, many items that provide to other magical items. makes it worthwhile. When a reliable item, though it can are interested in using those
your deck. special powers provide no If the Slippers of Spider you use it in combat, your be fun. allies for numerical superiority
When you use the attached numerical bonus at all, so the Climbing had a better power, opponent must draw and dis- When you use this item in over your opponent.
champion to attack a realm, Ring's +2 bonus should not be the bonus wouldn't matter so card a card from his own draw battle — as soon as you put an If you do play with allies,
the holding of that realm — if dismissed too quickly. much. However, the Slippers pile. If you attack with a cham- attached champion forward each time you attach an ally to
any — is discarded as soon as The item's power is useful are effective only against pion with the Vorpal Blade into a round of battle, or as the champion with this artifact,
you announce the attack and in rare instances. It is effective walls of stone or iron — that is, attached, your opponent soon as you play the Wand of you gain a +2 bonus, in addi-
name the attached champion only against any of the vari- against Wall of Stone draws the card as soon as he Wonder during battle— draw tion to any bonus provided by
as the attacker. If you ous wall spells, and while the (337/lst) and Wall of Iron chooses a defending champion and discard a card from your the ally itself.
announce the attack with a wall spells can potentially (336/lst). While these spells (unless the champion has a own draw deck, noting the In addition, this is a card that
champion without the Horn stop a number of attacks, your are decent, there are other, special power that ends the last digit of the card's number. allows you to keep tabs on the
of Blasting attached, then opponent may not use many better, walls to choose from, round immediately). Drawing the card will get you hand of an opponent. At the
attach the item during the of them, or even any. such as Wall of Force The draw of the card to the bottom of your draw beginning of your turn, before
course of battle, the holding is Unless you know you'll be (338/]st). The chances of you removes it from play without pile a little faster, but might you draw cards, you can look
destroyed when the item is playing someone very fond of using this item against one of the card being usable; further, remove a valuable card, such ill another player's hand.
played. using wall spells, and you the appropriate walls are if the last digit of the card's as the Caravan (3197 1st), While you can't do anything to
This card is missing the know you'll be entering battle pretty slim. number is 3 or less, the oppo- from play before you can gain that hand, you can at least
(Off) notation, but it is an against that opponent, don't This card is missing the nent's champion is immedi- its benefit. make an informed decision
offensive magical item. bother with the Ring of Jump- (Off) notation, but it is an ately beheaded by the Vorpal about that player, such as
ing. Even then, you may want offensive magical item. Blade and is discarded. whether you want to attack
to consider one of the spells If the opposing champion is later in your turn.
that allows flying, such as provided by a realm or hold- It's easy to forget to use a
Flight (211/lst), instead. ing, and the draw card's last power at the beginning of your
This card is missing the digit is a 3 or less, the realm is turn, so you may want to place
(Off) notation, but it is an razed immediately. the attached champion and this
offensive magical item. This card is missing the (Off) artifact face up on your draw
notation, but it is an offensive pile so that you'll notice them
magical item. before drawing your cards.

FOKCiOTTHN REALMS 342 343 FORGOTTEN REALMS


• .
Rare Rare Rare Rare Sword Common Rare
Robin Raab Fred Fields Valerie Valusek Jeff Easley Keith Parkinson Jim Holloway

This is a good artifact, one of This is another good artifact, This is a very good artifact, This artifact is very much like This is a pretty good ally, at This ally has a decent bonus
the best available for the one of the best available as far one you should consider the Hammer of Tyr (60/FR): least numerically; there are at +4, but there are plenty of
FORGOTTEN REALMS setting. as numerical bonus. The +6 adding to your deck — if for Like that artifact, the Sword of very few allies with a bonus allies with better numerical
First, the item has a great bonus provided by the Ham- no other reason than self- Cymrych Hugh has a very that is equal or better. How- bonuses.
bonus; +5 is about the best mer of Tyr is quite good, espe- defense. nice numerical bonus; a +6 ever, unless you want to con- Dragonclaw's special
you'll find among the artifacts cially for an artifact; it's one of The power of the Ring of bonus is high for an artifact. centrate on numerically power, gaining an additional
of any world. It's enough of a the highest available for an arti- Winter is formidable: It In addition, the Sword of powerful allies, you can +4 when defending Kozakura
bonus to make a weak cham- fact of any world. restricts all other players from Cymrych Hugh, like the choose allies with good spe- (13/FR)orShouLung
pion viable in battle, or to Further, when this item is drawing the normal number Hammer of Tyr, destroys all cial powers instead. (18/FR) is pretty good, but
make <i higher-level champion used in battle, any undead in of cards; each must draw one undead in battle; this occurs There are a lot of allies with you'll have trouble using it
almost invulnerable to the battle are discarded. For fewer than normal at the when the attached champion special powers, but this isn't given the vagaries of card
numerical attacks. example, if someone attacks beginning of his turn (to a is brought into battle or when one of them. It is undead, but draw. In addition, there are
In addition, if the attached you with Strahd Von Zarovich minimum of one card). This the artifact is added to a this is almost always a disad- probably better choices than
champion is defeated in (IOO/RL) and you respond with does not affect cards drawn champion already in battle. vantage rather than an advan- Shou Lung and Kozakura for
battle, Guenhwyvar is passed another champion and an for any reason except the Not only that, but all giants in tage; there are a lot of cards your deck, so you might not
on to another champion from attached Hammer of Tyr, beginning of a turn, and it the battle are destroyed at the that discard or reduce the be able to take advantage of
the FORGOTTEN REALMS setting. Strahd is discarded — regardless does not negate the ability of same time (a giant is any effectiveness of undead cham- the card's special power at all.
If the attached champion is of his special power to come artifacts, holdings, realms, or champion or a l l y that is pions and allies. Finally, the card has a dis-
discarded for any reason back if defeated. other cards from increasing a named a giant in the title or in advantage: It can't be attached
other than losing a round of However, unless you are sure player's draw. its text). The art for this piece is from the to a champion that already
battle, Guenhwyvar is dis- your opponent uses undead, This is a good power, espe- There are very few giants original edition of the has the ally Mad Monkey
carded as well. you should use the artifact for cially if you can put cards in available among the cards FORGOTTEN REALMS campaign (69/FR) attached. This is from
its bonus alone. And compared play that allow you to draw published in 1994, but there set. Though not the first pub- the background of the
In She FORGOTTEN REALMS, to certain other artifacts and extra cards. are several undead. Still, lished material for that setting, FORGOTTEN REALMS world; the
Cnenhwyvnr is a magical fig- magical items, a +6 bonus While this is a good artifact, unless you are sure your the campaign set was the first two characters, Mad Monkey
urine of wondrous power. She might not be enough to justify one you'll probably want to opponent plays with undead place where the world was and Dragonclaw, are bitter
/s also tltc constant COffip&niOtt of placing it in your deck. take advantage of, you'll also and giants, don't select the described in am/ detail. The set is enemies.
Drizzt Dv'Unlcii. want to consider adding it to artifact for its power — use it now out of print, having been
your deck for self-defense: If lor its bonus instead. replaced by an updated campaign
you can put it in play, nobody set with ei'cn more information.
else can use it against you.

FORGOTTEN REALMS 344 345 FORGOTTEN' REALMS


Uncommon Uncommon Common Common Rare Uncommon
Doug Chaffee Den Beauvais Tony DiTerlizzi Tony DiTerlizzi Den Beauvais Clyde Caldwell

This is a great ally — but a risky This ally has a good power, This is a decent ally. If you The Locathah is an ally that is Mad Monkey's special power, The Ninjas have a low-level
one. The Flaming Fist has a but not a great one. When you play in a deck based on cham- exactly the same as the Kuo gaining an additional +4 bonus, but they make up for it
very high numerical bonus; +9 play Halfling, Inc. into a pions and allies with special Toa (67/lst). Like the Kuo when defending Kozakura with their special power. The
is the best base bonus for any round of battle, the champion movement capabilities, you'll Toa, the Locathah has a pretty (13/FR)orShouLung ability to draw from your
ally available. In addition, the your opponent is using in the want to add the Kuo Toa to good bonus; not many allies 08'/FR) is pretty good, but it's opponent's hand is always
Flaming Fist punishes your battle loses one artifact or your deck— otherwise, you have better than the +5 bonus unlikely you'll be able to use valuable, bul being able to
opponent — provided you win magical item (your choice). If might want to think twice granted by the Locathah. it to defend either of those play the card you draw
when using the ally. If you win, you play against someone about it. However, except for the fact realms. against him is even better. If
your opponent must discard a who uses a lot of artifacts and The ally's bonus is good; that the Locathah can swim, you draw a realm or an event,
magical item or artifact from magical items, this is a good not many allies have better it's not that special. Unless Mail Monkey is the name of a you've at least deprived your
his pool or his hand; if this is power — but you might be bet- than the +5 bonus granted by you specifically want a swim- peculiar martial arts style. Its opponent of a useful card. But
not possible, your opponent ter off using an event that the Kuo Toa. However, except mer, there are better +5 smilingly drunken stances and if you happen to draw a good
must raze one of his own destroys all magical items and for the fact that the Kuo Toa allies — like the Flesh Golf m deceptive tinginata attacks have combat card, like a Loup-
realms (his choice). artifacts in play. can swim, it's not that special. (73/RL). lead more than one overconfident Garou ally (79/RL), then your
If you don't win the combat Keep in mind, though, that There are better +5 allies If you play a deck based on samurai to underestimate those opponent is suddenly threat-
after putting the Flaming Fist there are some good targets unless you specifically want a champions and allies with who practice it, appearing to be ened by his own cards!
into play, it punishes you for this card— like the Ring of swimmer. special movement capabili- "mad monkeys." You should play the Ninjas
instead of your opponent, and Winter (61 /FR). ties, you'll want to add the Mad Monkey Fit is taught early in battle, so you have
you have to discard an artifact Unfortunately, your oppo- The kuo toa is a creature found Locathah to your deck — oth- only by an elusive and mystical the best selection of cards
or magical item, or rai:e one of nent is unlikely to risk losing on several different worlds. They erwise, you might want to figure known as Hu Sen. In real- from which to draw.
your own realms. such an item by attacking arc aquatic creatures that live in think twice about it. ity, Hu Sen is the divine Mon-
Note that this punishment- w i t h ihe champion who holds dark subterranean areas. They key, a capricious but good In Kozakura, no shogitn fears his
happens to the loser of the it. hate humans, who drove them Locathah are peaceful aiuiatic demigod. opponent's samurai as much as
battle, regardless of how the There are cards that help underground in the distant past. nomads, found in tropical and When Hu Sen finds heroes he fears the ninjas his enemies
battle was lost. halfiings, but not many. subtropical waters near coast- ivorthy of his attention, he might employ. Subtle and clever,
lines. They never voluntarily teaches them Mad Monkey Fit. the secret assassins often find a
Tim Flaming Fist is the largest leave the water and are almost With their newfound skill, these way to use their target's own
mercenary corps in Faentn, with helpless on land; this, plus their heroes scour the world for agents resources against him.
more than 1,000 members and relatively peaceful nature, miikc* of the Dragondaw, who employ
plenty of magical support. llu'iu quite unlike kuo toa or their own wickedly curved
sahiingin. swords in their evil schemes.

FORGOTTEN REALMS 346 347 FORGOTTEN REALMS


Uncommon Common Common Common Common Common
Clyde Caldwell Doug Chaff ee Larry Elmore Clyde Caldwell Den Beauvais Tony DiTerli//i

This ally is a little too limited to One of two "ore" cards avail- This is one of two "ore" cards Though this ally has a pretty This is a good ally in a deck This ally is useful in a deck
be a great choice for most able in the cards printed in available in the cards printed low bonus — there are a lot of with a lot of wizard spells, and designed to foil realms, like
decks. If you face an opponent 1994, this card is powerful in 1994. If allied to a cham- allies with bonuses of +3 or a few champions that can't The Coral Kingdom (11/FR),
who relies heavily on magical only in a special circumstance. pion with another ore card, better — it stays with the normally cast such spells. which can be attacked only by
items or artifacts, however, she If allied to a champion with they gain an additional +2 attached champion until the The Red Wizards have a swimmers. Like the Kuo Toa
am be very useful. another ore card, they gain an bonus. So if you ally two Ores champion is discarded. It is pretty good bonus at +5; there (67/FR) and the Locathah
Olive is ineffectual against additional +2 bonus. So if you of the Savage Frontier cards to also discarded if used against a are few allies with better (68/FR), the Sahuagin is of
magical items and artifacts that ally two Ores of Dragonspear the same champion, each is realm or holding that prevents numerical bonuses. Still, there very specialized value. If you
work only outside of combal; cards to the same champion, worth +5. If an Ores of Drag- allies from being played are probably some better allies want a deck with swimmers or
her power doesn't extend pasl each is worth +4. If an Ores of onspear card (72/FR) is allied against it, such as Urik available. with a variety of special move-
the end of a battle, nor can it be the Savage Frontier card too, each of the Ores of the (223/lst). The power of this ally is ment abilities, you should defi-
used before she is put in play (73/FR) is allied as well, each Savage Frontier counts as +7, The pseudodragon never helpful — but there are a couple nitely use the Sahuagin;
Note that Olive Ruskettle's of the Ores of Drngonspear and the Ores of Dragonspear switches sides or gets dis- of cautions. First, if you're otherwise, use a more power-
power doesn't cause magical counts as +6, and the Ores of as +6. The bonuses accumu- carded because of any event, using a lot of wizard spells in ful ally.
items or artifacts to be dis- the Savage Frontier as +7. The late fast. magical item, spell, or ally's your deck, you should also be
carded; their powers and bonuses accumulate fast. The problem is that you can ability. The ally is thus immune using a lot of wizards as well Sahungin are aggressive aquatic
bonuses simply do not count. The problem is that you can have only two of each card in to such cards as the Brine as other champions that can creatures known to raid coastal
have only two of each card in your deck, for a total of four Dragon (45/DL). The Pseudo- cast wizard spells. Thus, the communities for prey. Because
Friend to Alias of the Azure your deck, for a total of four ore cards, which means you'll dragon is much like a magical likelihood of you needing the they can also move and attack out-
Bonds and Dragonbaii the Saurisl ore cards, which means you'll draw one about every four item, since it stays with the Red Wizards to enable your side of water, they are a threat to
jxiliiiiin, Oltoe portrays herself (1$ draw one about every four turns. It's unlikely you'll be champion, but it's unaffected champion to cast wi/ard spells ships and coastal
a great bard of the Realms. In turns. It's unlikely you'll be able to get them in play by those things that adversely is pretty low. villages. Little is more frightening
actual fact, she won the name able to get them in play together — and there are allies affect magical items. Note, however, that the to a peaceful fishing town than the
"Olav Ruskettle" from the origi- together — and there are allies that provide higher bonuses. power granted by this ally is sight of these scaled horrors
nal bard and tries her best to use that provide higher bonuses. A pseitdodrngan is a diminutive separate from the champion's marching out of the surf with their
the fame associated with his name dragonet with a stinger on its tail. type. For example, a wizard, war-tridents raised higii.
for her own benefit — though she Generally somewhat friendly (if who might be restricted from Tliesc wicked creatures often
has had to develop her own musi- shy), a pseitdodragon sometimes casting spells because of Mid- work with sharks, making a deadly
cal ttilcnt. Fortunately for Oliiv, develops an affection for a particu- night (46/lst), would be able alliance with which to attack mer-
fhe can be very, very convincing. lar person, becoming much like a to cast spells anyway with Ihe folk and other peaceful races of the
wizard's familiar. Red Wizards. Si'd.

FORGOTTEN REALMS 348 349 FORGOTTEN REALMS


Common Common Common Common Common Common
Clyde Caldwell Den Beauvais Painted by Dave Hoppack Painted by Dave Hoppack Painted by Dave Hoppack Painted by Dave Hoppack

The Samurai's level bonus is This champion's low level may The Firbolg has a respectable The Iron Golem has a good This champion has a good The Stone Giant has a good
among the better ones in the keep you from choosing it, but level and power, but it is also level, but his special ability is level, but his power is some- level and a highly useful spe-
SPELLFUL game. if you plan to use the Time of vulnerable to the Sword of of questionable value. Dis- wlinl limited. It's relatively cial power. His power is one
The Samurai's .special Troubles rule card (99/FR) or Cymrych Hugh (62/FR) and carding a level 7 champion in easy, however, to manipulate of the few — like those of
power is good — if you can the Quest spell (31/FR), you the special power of Prince order to eliminate a wall is a the situation to make the Marco Volo (50/lst) or
ever use it. Unfortunately, may wish to include it in a Tristan (96/FR). costly ability. Use it only in Storm Giant more powerful. Hettman Tsurin (172/1 st)—
since it is invoked only when FORGOTTEN REALMS deck. The Firbolg's ability to the rare instance in which you For example, if you have a you have to work at remem-
the Samurai is used to defend The Darkenbcast is a flyer, eliminate (discard) the first really want to win a round of realm that can be attacked bering in order to use it
Kozakura (13/FR) or Shou which can be good unless it opposing ally of level 4 or less combat and your opponent only by flyers — or a realm effectively. Put the Stone
lAing (18/FR), it will rarely comes up against a Noble can be useful. But your oppo- stops one of your other cham- with Border Forts (198/lst) Giant in a prominent spot so
come into play. If you enjoy Djinni(184/lst). nent, seeing the Firbolg, will pions with a wall. attached — you simply use the he'll get your attention.
constructing [hcme decks, The power of the Darken- save the most devastating The Iron Golem's imnumiiv Storm Giant to defend that While you are involved in a
however, and want to build beast — to discard all familiars allies to play second. Other to walls is a better ability but realm; the Storm Giant pre- battle — and the Stone Giant is
one with Kozakura, Shou in play — can affect only two cards that eliminate allies, like there are plenty of other ways vents opposing champions in your pool and has not been
Lung, Mad Monkey (69/FR) cards so far: Find Familiar the Airship (90/1 st), can make to stop an attacking champion and allies from attacking, used in this battle — the Stone
and Dragonclaw (64/FR), you (40/FR) and the Pseudodragon the Firbolg more effective without using a wall. If you making it impossible for your Giant can destroy one ally of
have a good base on which to (74/FR). It's unlikely the power against opponents who rely know your opponent plays opponent to continue an level 4 or less, once per round
create an oriental SPELLFIRE will help you, but the Darken- on allies. with a lot of wall spells in his attack on the realm in ques- of the battle. The Stone Giant
deck. beast is one of the few ways in deck, consider using the Iron tion. can even use this power dur-
which those familiars can be firbolgs have long been the mor- Golem. The Storm Giant is vulnera- ing a battle between two play-
The tradition of the samurai is eliminated easily. tal enemies of the /folk, those If vou can avoid it, never ble to the Sword of Cymrych ers other than the one with
not limited to the feudal nation of humans who live on the Moon- attach the Ring of Jumping Hugh (62/FR) and Prince the Stone Giant.
Kozakura. These loyal warriors Foiled of wicked necromantic sliae islands. They are powerful (54/FR) or the Slippers of Tristan(%/FR). The Stone Giant has a slight
exist throughout the nations of spells, the Darkenbeast is an abom- warriors, but often dull enough Spider Climbing (55/FR) to vulnerability because he is a
Kara-Tur in the eastern lands of ination. The dark wizard who to be outsmarted by a weaker the Iron Golem, as they give Storm giants are the noblest of giant, but it's negligible.
the FORGOTTEN REALMS. They wishes to wake such a creature opponent. Only the mightiest of powers this champion already their kin, good where many of the
nun/ be known by different names finds his raw material among the human heroes can defeat a firbolg has. other giants are evil They are
in I'licir different countries, but pets ami other domestic animals of in physical combat. masters of the elements, often
their action* and thoughts are the nearby villagers. Woe to he who conjuring a powerful storm to
ruled b\j similarly strict codes of makes n Durkenbeast of a powerful herald their arrival.
honor. wizard's fainilhir!

FoKt.OT'lVN Rl'Al.MS 350 351 FORGOTTEN REALMS


Uncommon Common Common Common Common Uncommon
Greg Hildebrandl Jeff Easley Fred Fields Den Beauvais Keith Parkinson Den Beauvais

This is a good avenging While this card has a fairly This card is a fairly good This is a good champion. Young Robyn is a fair cham- Ambassador Carrague is an
champion. The Werewolf has low level, Adon is still one of champion, but Erixitl's special Fzoul Chembryl is one of the pion. As a cleric, she's pretty interesting champion. He's
a low level, so is unlikely to the higher level clerics avail- power is very rarely effective, higher level clerics available, good; her level of 6 places her got a decent level, which pro-
win a round of battle — but able. And if Midnight (46/1 st) since the odds of her being but is otherwise relatively high in the ranks of clerics. tects him from a few spells
that's not the purpose of the is in play — and she's likely to able to defend Maztica weak. He can cast some of the However, that's all you can and events. Unfortunately,
Werewolf. This champion is be, somewhere — Adon gains (15/FR) are slim at best. really nice cleric spells, but count on with Young Robyn. he's limited to defensive com-
mi'ant to lose a round of battle an additional 5 levels. Note the correlation that probably isn't enough to Her special ability is nice, bat; he can't be used to attack,
so that his special power can Adon has a great special between Erixitl and Maztica: give you a reason to add him but very limited. She gains an nor can he be used to aid an
be activated. power, and it works all the During the first turn that to your deck. There arc some additional 5 levels when she attack in any way.
The player whose cham- time, not just when he is in Maztica is in piay, no hero of better clerics — and other is used to defend a realm with His power is peculiar:
pion defeats the Werewolf battle. Thus, even with a level 6 or higher can attack or champions able to cast cleric an attached Moonwell When you use him in combat,
must not only draw and dis- Death Fog (391 /1st) cast into defend. This restriction does spells — available. (23/FR). Moonwell is a decent you draw the top card of your
card a card, but may lose the his pool, Adon is unharmed. not include Erixitl, since she is F/oul gains an additional holding, one of the better ones draw pile. If you can legally
victorious champion as well. When Adon is in battle, his a cleric. +4 levels when Cyric (92/FR) available for the FORGOTTEN use it in the current round of
opponent can cast no offen- is in play anywhere in the REALMS setting; if you play battle, you must do so. If the
Those few warriors brave enough sive spells against Adon or Erixitl is a pluninwenver, one of game. Considering that Cyric with FORGOTTEN REALMS set- card is not usable, it must be
hi face the zoerewolfdo not fear any of his allies. Magical the magic-users of the lush conti- is an excellent champion, this ting realms and holdings, you discarded. You can continue
death so much as they fear items, artifacts, and magical nent of Maztica. Those who work is not unlikely; this makes should have a Moonwell — or iinlil the end of the combat
becoming like the beast they items already attached to the the magic ofphtma do not. recite Fzoul Chembryl effectively perhaps even two — in your round, or until Ambassador
fight. One who is wounded by a opposing champion have no spells learned from hours of [he highest level cleric avail- deck. Carrague has discarded three
werewolf, but not killed, may effect during the battle. study amid dusty tomes. Rather, able, higher than Cyric him- However, given the ran- cards.
become the unwilling recipient of they fashion the colorful feathers self. domness of card draws, you Note that this might help
h/canthropy , the dread curse of Once devoted to Sitne, goddess of of the jungle birds into fanciful You could do worse than to are unlikely to be able to play you reach the bottom of your
the wemvolf. Wlten next the love and beauty, Adon became patterns. The objects made In/ add Fzoul to your deck, but if Young Robyn in defense of a draw pile quicker, but it could
moon grows full in Hie night s/o/, the first cleric of the new god- these phimaweavers are invested you do, make sure to add realm with an attached Moon- cause you to discard some
the victim's flesh crawls with far, dess, Midnight. Remembering with powerful dweomcrs — not so Cyric as well. well. You can count on her for very useful cards that simply
his nails and teeth become daws her old friend, Midnight watches potent as to rival the sorcery of her base of 6 levels, but don't can't be used during com-
ami fangs, and soon he runs sav- over him. wizards from Fnertin, but strong count on more. bat — such as The Caravan
agely though the night, himself enough to fight the terrible pnic- i (3ILJ/lsO.
t rti informed into the beast he titioners ofhisna magic.
once fought.

FORGOTTEN REALMS 352 353 FORGOTTEN: REALMS


Uncommon Rare Common Rare Common Common
Den Beauvais Fred Fields Doug Chaffee Brom Clyde CaldweD Fred Fields

Helm is one of the champions This champion has a high This card has an interesting spe- Cyric is a powerful champion. Dragonbait's power can be very Khelben has a high level, but
thai all players should consider level, but her special power is cial power, one that may not He can cast wizard and cleric useful when used with other his special power is so limited
adding to their decks. very limited, since it works seem especially powerful, but spells (the reference on the card low-level champions or allies. as to be no power at all. Still,
While his level is good and against only two cards that can give you an edge when to "priest" spells means cleric Rescued champions return to as one of the most powerful
his power to cast both wizard printed in 1994. The Simbul is you are choosing your tactics. spells), but is not subject to the the pool; rescued allies return to wizards in the Sl'ELLFlKE game,
and cleric spells is excellent, useful in decks that require When you defend with vulnerabilities of wizards or the player's hand. A rescued he is not to be overlooked.
Helm's greatest use is to cancel high level wizards, but other Wmgerdahast, your opponent clerics. champion cannot be used again
an event — even one that is not wizards have better special must reveal the cards in his Cyric's power to turn all your in the same battle, but a rescued Among /In- heroic wizards of the
directly harmful to you. powers. hand to you. While you pool cards face-down does not ally can. If you are forced to Realms, only Elminster and the
Helm must be in your pool cannot discard any of those exempt them from the Rule of defend several times, save Seven Sisters rival Khelben
to cancel an event. He cannot The Simbiil is one of the Seven cards, you can decide whether the Cosmos. Cards attached to Dragonbait until the end, to get Arunsun in power and fame.
cancel an event if played from Sisters, legendary siblings whose to use many of your cards in champions in your pool must the best use from him. Generally presumed to be one of
your hand or if in battle. Once wizardly might dwarfs thai of defense, or to let Vangerdahasl remain attached to the same Using Dragonbait to rescue the masked Lords of Waterdeep,
he has cancelled an event, almost any other wizard in Site be defeated. More importantly, champions. certain allies can be devastating. Khelhen is perpetually busy keep-
Helm is discarded, so some Realms. Among her other friends you can see whether a card you As soon as one of your cham- For instance, if Dragonbait res- ing the City of Splendors safe
players may put two Helm and allies is Elnrinstcr, Sage of have will be effective in the pions enters battle, it is turned cues the Loup Garou (79/RL), from threats ranging from inhu-
cards in their decks. ShiJiiowdale, upcoming battle. For instance, if face up. If your opponent is you may play the ally in the man crime lords to the scheming
Helm is the best of all the The Simbul's own awesome you see that your opponent has able to choose which of your next battle, and your opponent Zhcnl'tii-iin.
cards that cancel events. Calm magical prowess and seemingly no magical items in his hand, cards he wishes to attack, he may not have another magical Many ofFaenm's legendary
(400/lst}andDelsenora endless array of magical items you know that he can't defend must choose without looking at item for his next champion. wizards once studied with Khel-
(10/lst Chase) can cancel only are sometimes all that stand against a Loup Garou (79/RL). the card. If he uses a power thai Dragonbait is uot a dragon. ben. His greatest student is
event effects harmful to their between her country and the affects only one kind of cham- Literal Silverhand, who won not
player, and Limited Wish depredations of the Red Wizards As advisor to the king of Cormyr, pion, however, you must sepa- Close companion to the simu- only Khelben's respect, but also
(43/FR) is subject to a Dispel ofThay, That the tyrannical Vnngerdahast always has Hie most rate those champions from the lacrum Alias, Dragonbait is a saur- his heart. While Laeml's con-
Magic (346/lst or 358/lst). Wizards have never subjugated recent intelligence on the couutn/'s rest before he picks. For inl paladin — a holy warrior from a cerns are with preserving the
their nearest neighbor is mute enemies. It is for this sort of advice instance, when Agis (261 /1st) world dominated not by humans, world from dark forces, Khelben's
During the TIIIIL' of Troubles, when testimony to the Simbul's power. as much as for his magical might attacks, he can destroy one but by reptilian humanoids. Pure greatest concerns are always for
the gods were cast dawn to Ton'/, that King Azonu values his court monster in an opponent's pool. of heart, Dragonbait has the power the city he loves.
Ili-lin was the guardian of the wizard. You must set all your monster to lay on hands, healing his allies of
Celestial Stninvays. None of the champions aside, face down, othenvise mortal wounds.
gods mere able to win past him. for your opponent to pick one.

FORGOTTEN REALMS 354 355 FORGOTTEN REALMS


Common Common Common Common Uncommon Rare
jclT Easley Keilh Parkinson Larry Elmore Jeff Easley
Ochimo is a useful champion. Prince Tristan has a good Princess Alusair is an okay This card has a good power if When a neither rule card is put When another rule card is put
Though he is only level 4, and level, but his special powers
champion. Though her level is you use a lot of allies and try to into play, this card must be dis- into play, this card must be
thus vulnerable to many will rarely come into effect. low, she has a nice power. win by numerical superiority. carded. Rule cards must be discarded. Rule cards must be
events and spells, he has a Only if your opponent uses all If there is another When you have Randal Morn played before cards are drawn played before cards are drawn
very good special power. the giant champions will Tris- FORGOTTEN REALMS champion in play, in battle or in your nl ihe beginning of a player's at the beginning of a player's
Ochimo actually has two tan get a chance to shine. in any pool, Alusair can use pool, all your allies gain 1 turn. I urn.
special powers, but his bonus Even then, only a very few her power to call that cham- additional level. The effect is As rule cards go, this is one of This is a good rule card if
levels for defending Kozakura giants appeared in 1994.
pion as an ally. The allying negligible if you play with only the best. When the Time of you play with plenty of
03/FR) is only rarely useful. Prince Tristan also has the champion's abilities and spe- a few allies, but can mount up Troubles rule goes into effect, FORCOTTHN REALMS champi-
Ochimo's second power is special power of gaining 5 cial powers (if any) do noi if you play with several. champions of level 7 or higher ons, or if you don't use many
m u c h better: He must be additional levels when ho count, and while an allv, the When you enter battle and (counting only the base level champions with immunities —
defeated twice before being defends the Moonshae Isles champion is vulnerable to are forced to use several cham- printed on the card's icon) can- and your opponents do.
discarded. It is similar to the (7/ 1st) (abbreviated as the those things that harm pions, save Randal Morn for not be used in combat at all. For purposes of this rule
powers of Drizzt Do'Urden "Moonshaes" on Tristan's allies — such as the Brine late in the battle, giving your Such champions can still have card, "immunity" refers to
(45/1 st) and Rikus (258/lst). card). The chances of him Dragon (45/DL). All attached other champions the benefit of all.iched cards and can cast conditions that use the word
Unlike the other heroes, defending the Moonshae Isles cards come with the cham- his power before endangering spells (if normally able to) in "immune," as in a card
Ochimo must be defeated are slim. pion, but only their levels him. phase 3 and phase 5 of the turn. "immune to offensive spells."
twice whether he is attacking count — not any special Since many players use The condition "can be
or defending. Before he became the High King abilities. Randal Morn is the hero around mostly high-level champions, attacked only by swimmers"
After being defeated twice, of the Moonshaes, Tristan was You should use Alusair's n 'I torn the freedom figh ters of Dag- this can be devastating, possi- is not an immunity.
Ochimo can be rescued by prince of Cornell, on the i^/nii,l power to borrow a champion gerdale rally, from their forest bly forcing opponents to enter Champions, realms, hold-
Dragonbail CJ3/ Isl), making ofGwynneth. On his path to from another player's pool if camps, Randall's allies make light- UHlle with a weakling like ings, and artifacts with the
him all the more powerful. kingship, he faced terrible foes — possible. If you win, the ning strike? against the oppress- Marco Volo(50/lst). FORGOTTEN REALMS logo do
iiniinling Kazgoroth the Beast. champion returns to its pool; ing forces ofZhentil Keep, then In addition, FOKCOTIHN
OcliiiHo is I In- ittinie given to //«• not lose their immunities.
But he also won loyal allies, otherwise, it is discarded. You slip away just as quickly. Loved In/ REALMS champions gain 1 level; This rule card is the bane of
nn/*ii'rioux y>irit -nwnorwho tinning them the reclusive may choose to fight a battle the people they defend, the rebels this is an adjustment, and does GibHtimsen(13/lstCh,is ( >).
Inninlt'il /hr Akuri inlands in Llewi/rr elves and his fanner ene- you expect to lose, if cmlv to must still remain hidden against not change the base levels of the
Kara-Tin: In fm'l, jour different mies, the northmen. His greatest discard your opponent's the powerful army that would champions.
Ochimo existed, cm-it serving the alii/ always was his steadfast champion after Princess A l u - destroy them. But they are ready This mle card is a good rea-
same wricked master of the Black f»tui>intivn Roln/n, who eventu- sair has called him as an ally
Leopard Cult. whenever Randall Morn calls. son to carry Wish (46/FR) or a
ally became Iris queen. and losl. Rile card of your own.
FORGOTTEN REALMS 356 357 FORGOTTEN REALMS
Very Rare Very Rare Harmful Very Rare Helpful Very Kare
Charles Kohl Charles Kohl Charles Kohl Charles K o h l

This is a great card for any This is a great card to play right This is a great event for decks This is the perfect spell for attack-
deck with a reasonable number after your opponent draws his that have a couple of choice ing those realms that arc immurn. 1
of heroes. Of course, the deck cards at the beginning of his low level champions. It should to flyers, such as Meimiberran-
will have to have a few cham- (urn. Alternately it is good to not be played until after the zan (2/lst). When the spell is Gist
pions capable of casting cleric use right after he has played opponent has selected his before combat, a flying champion
spells, preferably hero champi- Good Fortune (100/lst),The champion. Otherwise he too can now invade the realm.
ons .such as The Harpers Temple of Elemental Evil will pick a low level cham- If cast during combat, the spdl
(51/1st), Adventurers! (53/1st), (124/lst), or any other card that pion. Make sure that you have affects champions on both sides
and The Outcast (323/1 si). allows him In draw extra cards. a couple of allies handy to of the battle. However, only the
The hero Tithian (301 /1st) The player can negate this lower your total. opponent loses two levels. If the
automatically razes the realm if event with a Calm (401V 1st), The player can negate this attacking champion used his
he wins a round of combat. Delsenora (10/1st Chase), event with a Calm (400/lsO, powers of flight to attack ,111
Casting the Thrice Hearty Cup Helm (S9/FR), or Limited Wish Delsenora (10/lst Chase), unexposed realm, he automati-
of Balder the Red on him is t in (43/FR). Limited Wish (43/lst), Helm cally loses the battle and must
unstoppable combination. (89/ER),orWish(46/FR). return to his pool.
A Dispel Magic (346 & Calamity is indeed a cold cup. 'Tin- A Dispel Magic (346 &
358/lst) will prevent this spell moment your opponent realizes the The vessel of vaporous stones 358/lst) will force this spell to bo
as long as it is cast before a true scope of his danger is indeed a could bring the plane of negative discarded, making the cham-
defender is chosen. Once a dialing one. Few ever wish to magic into conjunction with the pion(s) a flyer again. If the flying
defender is presented to face ill-ink from the colt! cup of prime material plane. Magic and champion is attacking a realm
the attacker, the battle is over. calamity. magical items work backwards. and then is suddenly faced with
If two heroes with this spell There is an ancient legend about Spells that burned and destroyed a wall spell, he is immediately
face off, the attacker wins, a king that ruled the land from the now healed and bolstered. defeated and must return to his
because he was activated first. western shore to the eastern shore. The champion with the vessel pool.
The effects of this spell can His court jester was jealous of the became filled with negative magic
remain with a champion for king's love for his queen. He bar- energy. Each blow of his opponent Tlie vapors given off by this nmg
many turns, if he doesn't fight gained with the goddess of merely made him stronger. Tn fling If the wings of any airborne
a battle. You can either lay 'he Calamity, who gave him a jet black defeat the holder of the vessel, i! cmilni;; tlrii'ing i! I" the earth. For
spell card on the champion, or cup. Shortly after tricking the king was neavsiin/ todcstroyallofhi? unknown jvrtri(»js, eivn those crea-
turn him sideways to indicate into drinking from it, the nation minions and then flee until the f/m's Unit fly In/ iiuwn oilier Hum
his status. was divided by civil war. effects of the vessel wore off. wings arc also grounded.

359 FoKt:oTn;N Ri'Ai.MS CHASE CARDS


Very Rare Very Rare 1 lelpl'ul Very Rare Very Rare Very Rare Very Rare Harmful
Ovaries Koh) Charles Kohl Charles Kohl Charles Kohl Charles Kohl Charles Kohl

The special powers, artifacts, This event allows a champion Before using, or facing, a cham- Tlnis is a very powerful card. Obviously this is a card better This is a great event for a deck
and magical items of both to attack unexposed realms. pion with this item, make sure The odds are that your oppo- used on champions designed that has no or few wizards. It is
champions are active. The dif- However, it does not eliminate that you have the answer lo nent will not have an artifact in for defense, such as Drizzt best to wait and play it when
ference between them is that a realm's immunity. For every card in your own hand. his hand. Even an artifact heavy Do'Urden (45/lst), or Lord you are defending against a wiz-
with the grail, both champi- example, Men/oberranzan is After all, your opponent will be deck is allowed only five. On Gunthar, Solamnic Knight ard. That way you can get spoils
ons are considered to be the i m m u n e to flyers. A flying playing with it! A champion the average, every eleventh (24/DL). While the champion of victory.
champion. Neither can be champion that uses the vessel with this card is best used in card will be an artifact. Most is in the pool, he uses the In a multiplayer game, this
used again in this battle. The of misty passage to attack is defense when you are down to players attach them to champi- defending +10 benefits of the event can also be played as a
second champion is not still a flyer. Menzoberranzan is your last cards. That way, when ons as soon as possible. How- magical item. spoiler. A player not involved in
brought into combat until the therefore still immune to him. you win with your opponent's ever, if he doesn't have a If the hero champion is the combat can play the event to
pl.iyer is losing and allowed The player can negate this cards, the entire battle is over. champion from the right world, changed into some other sort prevent a particular player from
to play another card. event with a Cairn (400/lst), Attacking with the teapot is he may have been forced to of champion, he gets no level winning. If both champions are
If the opponent uses card Delsenom CIO/ 1st Chase), riskier. If your hand is bad hold onto the artifact. Even if he bonus from the chalice. For wizards, the round ends with no
play to discard the champion, Helm (89/FR), Limited Wish enough to make your opponent has an artifact, at least you got example, Sir Hiregaard victor. Neither side collects spoils
he must pick which one. The (43/FR), orWish(4(VFR). lose, you probably won't be to look at his cards. (92/RL) turns into a level ft of victory and the attacker is not
other champion remains and able to win the next round The opposing player may monster if defending. allowed to continue combat.
continues the battle. All of the The vessel of misty passage cre- against his next champion. play an event such as Good This item should have been The player can negate this
attached cards of the dis- ates a short cut passage through Magical items and artifacts Fortune (100/lst) to try and get marked (Def). It is a defensive event with a Calm (400/lst),
carded champion remain and the ethereal plane. It appear* as a played by both sides must be an artifact. However, he must magical item. Delsenora (10/lst Chase), Helm
can be used by the remaining mist shrouded tunnel with a discarded at the end of Un- do so before letting you look (89/FR), or Limited Wish
champion. Of course he can- golden light nl the far end. The round. Thus, there's no reason through his hand. You may not The chalice is a holy item pro- (4.VFR).
not use any artifacts that do wielder of the vessel chooses his not to attach every magical play any cards from your hand tected by a powerful temple and
not match his world. If there destination. No matter how far item you have to your attack- until after you hand him back its clerics. They will only allow a hi a long forgotten age the mighty
are two artifacts, he can the distance, it only takes an ing champion after using the his cards. true paladin to drink from the wizard Mijdraw insulted the gods.
choose which one to discard. hour to walk though the misty Teapot; it will simplv deprive Amarill (77/1 st) is a particu- chalice. Even then the paladin Nivek, god of vengeance, decided to
Spells that affect a cham- passage. The passage remains for your opponent of them. larly bad champion lor this arti- must prove that !iis cause- is wor- teach the upstart a lesson. Mijdraw
pion, such as Blink (3747 1st) three days. Legend has il Hint Likewise, it is perfectly fair — fact. Ochimo CJ5/FR) is a th!/. zvas so pmverful, that Nivek was
affect only one of the two anyone walking into the mists if cruel-— to play all of your wonderful champion for the The chalice wards and protects forced to s/m/ rill wizards just to
champions bound by ihe that form the walls of the pas- opponent's legal events, even if cup. If by some chance your the paladin from harm. If the pal- exile Mi jd raw. The wizards of the
1 lawksflight Grail. sage emit up in 11 land of eternal they don't do anything in that opponent has an artifact, you adin is protecting others. Hie iuit> ngccnll Ihi* '/'/;<• naif That Will
horror. situation, don't lose Ochimo or the cup. powers of the chalice are doubled. Live in Infainif.

FORGOTTEN REALMS CI-IASI: CARD 360 361 I ORtlO'lTliN REALMS OlASE CARDS
Very Rare 1 lnrmh.il Very Rare 1 larmful Very Rare Very Rare Very Rare Very Rare
Charles Kohl Charles Kohl Charles Kohl Charles Kohl Charles Kohl Charles Kohl

This card can be used in two dif- For the longest duration, play This spell is useful in anv This is a superior version of This spell exacts a stiff price. This is a powerful magical
ferent ways, flayed on a Good this card at the beginning of deck that is heavy on magical such spells as Blink (374 ,/ 1st) Discarding magical items is a item. It forces your opponent
Fortune (100/lst) event, it is your turn. It will then last items. Magical items that. 'do and Darkness (359/lst). In lot to ask for the chance to to play cards he would rather
considered a counter-effect card, through two of your turns. not provide any level bonus most other spells of this draw new cards. However, not. Some of his realms, hold-
like Calm (400/lst). Played You must pick which type of now have a +2 bonus. nature, the battle ends incon- since a player could conceiv- ings, champions and events
upon another event card, it is champion (cleric, hero, mon- This is certainly not the clusively, and all allies and ably have ten magical items in are certain to be revealed.
n u t ii counter-effect card. ster, or wi/ard) when you most powerful spell in the spells are discarded. With his pool, by discarding them all Only allies, spells, magical
Par example, if your oppo- play the event. game. It will generally add Feather Flight, the champion he could draw ten new cards! items, and artifacts are con-
nent plays Transformation Obviously your pool and between +2 and +6 levels to a keeps his allies with him in "1 he player cannot discard an sidered combat cards. A l l
(201/'lst), you may not plav hand should have at least one given champion, if he has any the pool. They must be used artifact to get a magical item. other types of cards, even
Unusually Good Fortune from of the champion type that you magical items. It is best used in his next combat. He cannot There are no magical items events that affect combat, are
your hand. The Transformation declare. Equally obviously when you have several cham- choose to not use them. that do anything special when returned to the player's h a n d .
event forces all players to dis- your opponent should i d e a l l y pions with magical items. The Myrmidons (61 /1st) discarded. Otherwise they . Obviously artifacts that do
card their hands. Even though have none of this type of Each of these champions ally does not get to use its would work well with this not match the champion's
Transformation is an event, its champion in their pools. Nol would gain bonus levels as a special power u n t i l it is dis- spell. The best way to make world are returned, as are any
effects must be completed so obvious is that this card result. Even magical items carded. However, cards such this spell work for you, is to spells that he is incapable of
before any other card (except can be used to protect you played after the casting of the as Mogadisho's Horde make sure that Tasslehoff Bur- casting.
counter-effect cards such as from your opponents. If there spell gain the bonus. (251 /1st), Assassins (252/lst), rfoot (39/DL) is in your pool. This magical item can be
Calm) can be played. However, is one type of champion that A Dispel Magic (346 & Vistani (78/RL), Kapak Dra- He has the ability to retrieve used withAnnulus (411 / 1st),
if there an Unusually Good For- nobody has in their pool, 358/lst) will cancel this spell, conians (49/DL), and Aurak one magical item from your the Soul Searcher Medallion
tune in the five new cards that playing this event forces effec- but Spell Turning (39K/ 1st) Draconians (50/DL) all get to discard pile each turn. (62/RL), Dr. Rudolph Van
Transformation makes you tively prohibits any form of does nothing. use their power. Each is trig- Dispel Magic (346 & 358/lst) Richten (86/RL), High Master
d r,iw, it can be played on the combat. This is quite riskv gered by defeat, not by being can stop this spell, but Spell I l l i l h i d (96/RL), or any other
Transformation. though, because you do not This spell causes nil magical discarded. Turning (398/lst) does nothing. card that allows you to look at
The player can negate this know what is in the other ilcnv.' in the area of effect to glow A Dispel Magic (346 & opponent's hand. However,
event with a Calm (400/lst) or player's hand. with ci golden radiance. The light 358/lst) will cancel this spell, Am/ treasure hunter hns Hie the opponent can pick up his
Delsenora UO/lst Chase) if it is The player can negate this is actually bright enough to sec but Spell Turning (39S/ 1st) option to sell the magical items lie hand and s h u f f l e itbefore let-
used on a Good Fortunes. event with a Calm (400 / 1st), by. For a short time, the quality does nothing. finds. Magic is a rare cominodit\/, ting you draw.
Otherwise, only Helm (89/FR), Delsenora ( I 0 / l s t Chase), of the enchantments is enhanced. mill items of powers are rarer still.
or 1 .imited Wish (43/FR) can 1 Mm (S9/R-;), Limited Wish They always fetch a good price on
stop il. (43/FR), or Wish (46/FR). theopt'ii market.
r
FORGOTTEN REALMS Ci IASU CARD > 362 363 uRt;uTTiii\ I\I;AI vis CHASE CARDS
Very Rare Very Rare Very Rare Very Rare Very Rare 1 larmful Very Rare
Charles Kohl Charles Kohl Charles Kohl Charles Kohl Charles Kohl Charles Kohl

Earth wal king is a powerful This is a must-have magical When used, each card played This spell should have been While the champion is asleep, This card provides relative
a b i l i t y that allows an attacker item for any deck. You can use against you loses two levels- marked (Def/4). It was also it cannot cast spells or use its immunity to spells. Few baffles
to choose which realm he is it to imitate The Caravan Spells, magical items, and intended that it could be cast magical items and artifacts. have more than two spells cast
attacking. It can be anywhere (319/lst), Good Fortune artifacts with no stated level to continue combat after a Even passive items, such as the against an opponent. The Spell-
in the opponent's formation. (100/lst), or Bronze Dragons are not reduced to a -2 level, wall spell had ended a round Codex of I n f i n i t e 1 'lanes, are blades do not prevent defensive
This magical item can grant (97/DL). It can even imitate a but remain at 0. This effect of battle. U n f o r t u n a t e l y it inert. However, the champion spells such as Blink (374 / 1st)
that ability to such powerful Calm (400/lsO if an opponent ignores spells cast in step 3 wasn't marked that way. If is still in play. According to the and Darkness (359/lst), which
champions as Gib Htimsen uses one to ward off a deadly that may affect combat. you play with the optional Rule of the Cosmos, his pres- are defensive spells.
( 13/lst) or Tithian (301/lst), event. If the cards are in con- Events played to affect com- rule that Dispel Magic (346 & ence prevents another player If by some quirk, the Spell-
and grant them a +5 bonus. flict, such as The Caravan, bat do not subtract two more 358/1 st) and Spell Turning from using that same card. blades end up attached to a
then the Bell of Might is levels. (398/lst) can be cast at any Unless you are desperate to cleric or wizard, they provide
The wyrm is a dull, silvery stat- played second. If this ally is stolen by a time, then this spell can also get back the champion, don't no level bonus and confer no
ut-llt' of a dragon. When acti- If Ancient Curse (399/lst) Shield of Wickedness be cast as it was meant to be use draw cards to recover it. spell immunity to that cham-
vated, those touching it become or Takhisis Mirror of Life (31 6/ 1 st) or the Amulet of the used. Otherwise it must be Wait until you can use a Calm pion.
only an inch tail. The miniature Trapping (14/DL Chase) is Beast (64/RL), it may end up cast before your opponent (400/lst),Delsenora(10/Isl This magical item should
champions can then mount tin- played against the champion with other allies. In that case casts his wall spell. Chase), Helm (89/FR), Limited have been marked (Def).
statuette. The metal figurine will with the Bell, it cannot be imi- the skull is completely neu- This spell is Wish (43/FR), or Wish (46/FR)
transport them through the ele- tated. Since the champion tralized. It gives the player no effective against Wall of to recover the champion. It can Each of these blades is enchanted
mental plane of earth to their with the Bell uses the Ancient level bonus, and its special Thorns (363/lst), be rather costly to be flipping to absorb a spell. The spell
destination. Distance and obsta- Curse or Mirror second, he is power is ignored. Wall of Fire (364/ 1 si), cards. If you flip an event card, remains with the blade until a rit-
cles are of not consequence In the discarded before getting a Wall of Fog (371 / 1st), it is gone forever. ual of cleansing can be performed,.
Wynn of Earthwalking. chance to duplicate the event. Mitragh Brilstagg was a master Wall of Stone (337/ 1st), The ritual safely discharges the
Legend has it that only it The duplicated event can- thief in life. Now all that remains Wall of Force (338/lsl), Wall Once upon a time, a notable king absorbed spell and makes the blade
greater Djinn from the elemental not be imitated a second time is his skull. Some undead can of Iron (336/1 st), and W.ili of found himself unable to slesp. rend i/ to protect Us wiehlcr from
jiliine of air can destroy the by another player with a Bell drain life levels with n touch. Fire(335/lst). After a year of sleepless nights, he i/i'/ another s]>fll.
wyrm. All other attempts merely of Might, though more than Mitragh drains it with his mere A Dispel Magic will cancel implored the goddess of the night The spellblades were forged by n
drive it to the elemental plane of one Bell of Might can imitate presence. Fortunately for his ene- this spell, but Spell Turning for help. She let him drink from long dead wizard far his body-
earth, where it waits far a new a single event. If you cancel mies, they regain their lost vital- does nothing. the wine of eternity. This potent guard. Sadly, the bodyguard grew
master. an event, you cannot then imi- ity within a few hours. brew would allow a deity a single envious of the wizard's longevity
t.He il. night of sleep. The king drank too mid slew him with the very same
deeply and slept for 111 years. weapons.

FOKCOTTI'.N RfiAI.MS Cl IASIE CARDS 364 365 FORGOTTEN REALMS CHASE CARDS
Realms by World 024/1. st Narfell FR
Number Name World 025/lsl Dragonspear Castle FR
001/DL Vlithas DL 026/1 st Daggerdale FR
002/DL Nordmaar DL 027/1 st Darkhold FR
003/DL Silvanesti DL 028/1 si Haunted Hall Evening FR
004/DL Goodland DL 02y/ls[ Evermeet FR
005/DL Khur DL 030/1 st Trollmoors, The FR
006/DL Solamnia DL OII/FR Coral Kingdom, The FR
007/DL Sancrisl DL 012/FR Halruaa I'R
008/DL Cristyne DL 013/FR Kozakura FR
009/DL Northern Ergoth DL DI4/FR Luircn FR
010/DL Southern Ergoth DL Ol.s/TR Ma/ticn FR
011/DL Plains of Dust DL 016/FR Mulhur.uul FR
012/DL Spine of Taladas DL 017/FR Raurin FR
Very Rare Very Rare Very Rare 013/DL IsleofSelasia DL 01S/FR Shou Lung FR
Charles Kohl Charles Kohl Charles Kohl 014/DL Thorin DL 23/FR Chase Netheril FR
015/DL Reorxcrown Mountains DL 111 / 1st Free Gty/Greyhawk GH
This is the ultimate realm for This is a very punishing rule This is a, good card for any 221 / 1st Draj DS I12/ 1st Lands of lux, flu- Cl 1
a deck built around wizards. card. Imagine.1 a deck filled with FORGOTTEN REALMS deck. 2227 1st Raam DS 113/lst Pomarj GH
Since each type of card that nothing but FORGOTTEN REALMS However, remember that your 223/lst Urik DS 114/lst 1 [old o/t Sea Prints GH
can be doubled is listed, it is monsters for champions. Any- opponent also gets to draw a 224/lst Tyr DS 115/lst Yeomanry GH
assumed that they are time one of your champions is card for his FORGOTTEN 225/lst Gulg DS 116/lst niackmoor GH
doubled individually. The discarded, for any reason, REALMS realms that are razed. 226/lst Nibenay DS 117/ 1st Horned Society GH
default rule on doubling is somebody pays. The only 227/lst Balk DS 11 8/1 si Wolf N o m a d s ' GH
that it happens at the moment defense is for your opponents The evil Zhentarim are infamous 405/lst Slave Realm of Tunck DS 11 9/1 si Sterieh GH
the card is played and affects to have nothing but monsters far their plots. Invariably these 001 /isl Waterdeep I'R 120/lst Nyrund GH
all cards equally. However, for in their decks. In all cases, your plots involve deceit and double 002/lst Menzoberranzan I'R 121/lst Veluna GH
Netheril, only those types of opponent picks which of his crosses. For this reason, ntosl 003/lst Zhentil Keep FR 122/lst Furyondy GH
cards listed are doubled. The champions must be discarded. Zhentarim agents keep their alle- 004/lst Shadowdale 1:R 12V 1st Great Kingdom, The GH
level seven wizard that This card docs require a cer- giance a seen1/. 005 /1st Cormyr- FR 124/lst Temple Elemental Evil GH
Netheril can provide lo tain degree of honesty among Although their best known 006/1 st Sembia I-'R 125/lst Greyhawk Ruins GH
defend itself is also doubled, the players. The other player is strongholds are in Zhentil Keep 007/lst Moonshae Isles FR 126/lst IVrrenland GH
making itself the most power- not obligated to reveal his and Darkhold, their reach 008/lst Thay I'R 127/lst Keoland GH
ful wizard in the SPELLFIRE cards to prove that he does not extends far beyond that. Thei/ 009/lst Calimshan FR 128/lst Celene GH
game.. have any qualifying champions have been known to sway events 010/lst Pirate Isles FR 129/1 st Bright Desert GH
If B e r c h i s k O l / l s t ) , Hillsfar in il. even in distant Waterdeep. OH /1st Ravens B l u f f FR 130/ 1st Theocracy of the Pale GH
(34/lst), Fortifications (37 & The Zhentarim are an evil 012/lst Great Rift, The FR 131 / 1 st Bone March GH
38/lst), or Blackstaff Tower Undermountain if the most group based in Zhentil Keep. 013/lst Myth Drannor FR 132/ 1 si Duchy of Urnst GH
(19/FR) is attached to famous of nil dungeons. Its true They have other outposts uml 014/lst Vaasa FR 133/lst Sea Barons GH
Netheril, the defending wiz- origins are lost in the mists of places of power, the most notable 015/lst Jungles of Chult FR 134/lst Bissel GH
ard gains his bonus levels Hint'. The most likch/ hypothesis if being Darkhold. While most 016/lst High Forest FR 135/1 st Scarlet Brotherhood GH
after being doubled. Tantras that no single person, group, or Zhentarim are physically power- Ol7/1st Sword Coast FR 136/lst Irongate GH
(32/lst) is not a good holding civilization created them. Rather, Inl. Hie lend lo rely upon devious 018/lst Anauroch I'R 137/lst Principality of Ulek GH
for Netheril, since it prevents they are the work of millennia of plots and intrigue to achieve 019/lst Impilliir FR 138/Ist County of Sunndi GH
spcllcasting. Arabel {36 /1st) is undergrotrnd creatures and race?. their goals. 020/lst Icewind Dale FR 139/1 si Duchy of Tenh GH
not a good holding for this One thing if for sure, Under- 021 /1st High Moor FR 140/lst Burneal Forest GH
realm. iiioiinltiiii /s filled with dangerous 022/lst Rashemen FR 001 /RL Barovia RL
monsters that delight in easy prey. 023/1 st Damara I'R 002/RL Darkon RL

367 AlTINDlV t'AKU I.KIS


FoRGO'i 1 1'.\ KhAiAis Ci i,w; CAKPS 366
003 / R L Lamordia RL 034/ 1 st Hillsfar FR DARK SUN Clerics FORGOTTEN REALMS Wizards
004/RL Mordent RL 035/lst Suzail FR Number Name LVL Number Name LVL
005/RL Kartakass RL 036/lst Arabel FR 270/lst Shayira 3 044/lst Elminster the Mage 9
006/RL Keening RL 037/lst Fortifications FR 321 /1st Elemental Cleric 2 094/FR Khelben Arunsun 8
007/RL Tepest RL 038 /I si Fortifications FR 268/1 st Baqual 2 090/FR Simbul of Aglarond 8
008/ RL Verbrek RL 039 / 1 st Selune FR 088/FR Ambassador Carrague 7
009/RL Invidia RL 040/lst Peasant Militia FR FORGOTTEN REALMS Clerics 046/lst Midnight, Goddess 7
OIO/RL Nova Vaasa RL 019/FR Blackstaff Tower FR Number Name LVL 091 /FR Vangerdahast 6
011/RL Demcntlieu RL 020/FR Candlekeep FR 085/FR Erixitl 6 071 /1st DrowMatron 5
012/RL Valachan RL 021/FR 1 ligh Horn FR 086/FR Fzoul Chembryl 6 075/lst Gryhpt the Saurial 4
013/RL Har'Akir RL 022/FR Mithril Hall FR 087/FR Young Robyn 6 062/lst Magister, The 4
014/RL Souragne RL 023/FR Moonwell FR 084/FR Adon 5 043/lst Maligor the Red 3
015/RL Sri Raji RL 024/FR Pook's Palace FR 069 /1st Cleric of Torm 5
025/FR Yulash FR 070/lst Cleric of Mask 4 GREYHAWK Wizards
Holdings by World 026/FR Tower^f Ashaba FR 068/lst Cleric of Gond 4 Number Name LVL
Number Name World 141 /I st Castle Hart GH 063/lst Karlott the Shaman 4 165/lst Mika the Wolf Nomad 7
02 / Promo Geneva Conclave AD&D 142/1 st Arms of Hprned Society GH 089/lst Cleric of Malar 4 162/lst Mordenkainen 7
U16/DL Tower of Wayreth DL 143/lst Arms of luz GH 077/lst Amarill 3 164/lst Otto 6
017/DL Lost Citadel, The DL 144/lst Arms of Greyhawk GH 163/lst TysilnSan 5
018/DL Shoikan Grove DL 145/1 st Arms of Great Kingdm GH GREYHAWK Clerics
019/DL Inn of the Last Home DL 146/1 st Arms of Furyondy GH Number Name LVL RAVENLOFT Wizards
020/DL Altar of Mishakal DL 147/1 st Armsof Nyrond GH 187/lst Nenioc 5 Number Name LVL
228/lst Mud Palace, The DS 148/lst Skull Keep GH 189/lst Archdruid 4 161 /1st Rary the Traitor 4
229/lst North Ledopolus DS 149/lst Fortification GH 170/lst Sysania 4 093/RL Giibrielle Aderre 3
230/lst South Ledopolus DS 198/lst Border Forts GH
231 / 1 st Altaruk DS 209/ 1 st Arms of Veluna GH AD&D Wizards AD&D Heroes
232/1 st Salt View DS 216/lst Arms of Shield Lands GH Number Name LVL Number Name LVL
233/lst Ogo DS 016/RL Castle Ravenloft RL 18/lst Chase Alicia 8 07/lst Chase Fejyelsae 10
234/1 st Makla DS 017/RL Azalin's Graveyard RL 03/lst Chase Gloriana 6 22/lst Chase Lovely Colleen 7
235/lst Kalidnay DS 018/RL Kargat Mausoleum RL 12/lst Chase Dori the Barbarian 6
236/1 st Arkhold DS 019/RL Paridon RL DRAGONLANCE Wizards 14/lst Chase Darbee 6
237/1 st Salt View DS 020/RL Pharaoh's Rest RL Number Name LVL 01 /1st Chase Sakornia 6
238/lst W.werly DS 032/DL Fizban the Fabulous 9 04/lst Chase Gib Ekim 5/7
239/lst Bodach DS Champions by World 031 /DL Raistlin Majere 7
240/lst Giustenal DS AD&D Clerics 034 /DL Par-Salian 6 DRAGONLANCE Heroes
241 /1st Yaramuke DS Number Name LVL 029/DL Justinian 4 Number Name LVL
242/lst Lost Oasis DS 24/lst Chase Andra the Wise 8 028/DL Ladonna 3 038/DL Caramon Majere 7
243/lst Grak's Pool DS 10/lst Chase Delsenora 7 036/DL Tanis Half-Elven 6
244/lst Silver Spring DS 16/lst Chase Halcyon 7 DARK SUN Wizards 06/DL Chase Knights of the Rose 6
245/lst Bitter Well DS Number Name LVL 024/DL Lord Gunthar, Solamnic 5
246/1 st Black Waters DS DRAGONLANCE Clerics 303/lst Defiler 6 023/DL Tika Waylan Majere 5
247/lst FortMelidor DS Number Name LVL 306/lst Preserver 6 05/DL Chase Knights of the Sword 4
248/lst Dungeon of Gulg DS 026/DL Crysania 6 263/lst Vaerhirmana 4 04/DL Chase Knights of the Crown 3
249/1 st Ziggurat DS 022/DL Governor E. Flowston 5 260/lst Sadira 4 039/DL Tasslehoff Burrfoot 3
250/lst Temple DS 027/DL Maquesta Kar-Thon 3
031 /1st Berdusk FR 037/DL Flint Fireforge 3
032/lst Tantras FR 040/DL Phudge, Great Highbulp 2
033/lst Mulmaster FR

APPENDIX: CARD LISTS 368 369 APPENDIX: CARD LISTS


DARK SUN Heroes GREYHAWK Heroes FORGOTTEN REALMS Monsters 24/FR Chase Lure of Undermountain 1;R
Number Name LVL Number Name LVL Number Name LVL 042/RL Night of the Eye DL
299/1 st Captain Kazhal 9 185/lst Thorvid 5 417/lst Mind Flayer Lord 8 029/RL Spell Book / Drawmij GH
259/1 st Neeva 7 176/lst Tyrinon 5 080/FR Iron Golem 7 100/FR Tablets of Fate FR
258/1 st Rikus 6 060/lst Tergoz Tenhammer 5 048/lst Pereghost, The 7 099/FR Time of Troubles FR
323/lst Outcast, The 5 178/lst Seragrimm the Just 5 081 /FR Storm Giant 7 19/DL Chase Tower of High Sorcery DL
261 /1st Agis 5 181/lst Wolf Nomads 4 072/lst Dracolich 6 25/FR Chase Zhentarim Intrigue FR
301 /1st Tithinn 5 196/1 st Rangers of Hornwood 4 079/FR Firbolg 6
327/lst Desert Warrior 4 172/lst Hettman Tsurin 2 082 /FR Stone Giant 6 Events
266/lst Azhul 4 171 /1st Kiara 2 067/lst Greater Feyr 5 Number Name
264/lst Herminard 4 RAVENLOFT Heroes 080/lst Black Courser, The 4 090/lst Airship
326/lst Desert Warrior 3 Nurnber Name LVL 078/FR Darkenbeast 4 025/RL All Hallow's Eve
265/lst T'kkyl 3 Q98/RL Sergei Von Zarovich 6 083/FR Werewolf 4 399/1 si Ancient Curse
300/lst Dlasva 3 081 / RL Mysterious Stranger 3 408/lst Living Scroll 0 12/FR Chase Apple of His Eye, The
325/lst Desert Warrior 2 086/RL Dr. R; Van Richten 3 20/lst Chase Avatar
262/lst Anavias 2 Q85/RL Ireena Kolyana 3 GREYHAWK Monsters 091 / 1 st Bad Omens
267/lst Chividal 2 092/RL Sir Hiregaard 2 Number Name LVL 213/lst Barbarian Raiders
097/RL Dr. Mordenheim 1 166/lst Lolth, Spider Queen 9 180/lst Berserk Fury!
FORGOTTEN REALMS Heroes 167/lst luz the Evil 8 002/FR Black Bess
Number Name LVL AD&D Monsters 194/lst Winged Horror 7 204/lst Bribery!
092/FR Cyric 9 Number Name LVL 177/lst Quagmiela the Dragon 5 097/DL Bronze Dragons
045/lst Drizzt Do'Urden 8 25/lst Chase Karm, Black Dragon 10 155/lst Skeletal Horde 5 003/FR Caer Allison
055/1 st Crime Lord 7 13/lstChase Gib Htimsen 9 188/lst Young Gold Dragon 4 01 /DL Chase CalltoArms!
042/lst KingAzounlV 7 23/lst Chase Ember, Red Dragon 9 191 /1st Griffon 4 400/lst Cairn
041/lst Alias the Sell-Sword 6 19/lst Chase Red Zeb 9 319/lst Caravan
n l s t Chase Gib Evets 8
051 /1st Harpers, The 6 / RAVENLOFT Monsters 099/lst Cataclysm!
047/lst TorgMacCei 6 06/lst Chase Dagaronzie, Green Dr 8 Number Name LVL 205/lst Charge!
089/FR Helm 6 21/lst Chase Smolder, Red Dragon 8 100/RL Strahd Von Zarovich 9 02/FR Chase Cold Cup of Calamity
096/FR Prince Tristan 6 17/lst Chase Stryck 096/RL High Master Illithid 8 08/DL Chase Crossed Blades
15/lst Chase
076/lst Worden Ironfist 5 Aurum, Gold Dragon 7 082/RL Azalin 8 004/FR . Curse of Azure Bonds
073/lst Vasos Flameslayer 5 05/lst Chase Neirgral, Green Drag 083/RL Adam 7 005/FR Cyrinishad
074/lst Allisa of the Mists 5 02/lst Chase Edomira, Red Dragon 084/RL Ankhtepot 7 022/RL Dark Powers
064/lst KingHalvorll 5 09/lst Chase Shalbaal, Red Dragon 6 099/RL Lord Soth 7 006/FR Darkwalker War
049/lst Bruenor Battlehammer 5 DRAGONLANCE Monsters 089/RL Arijani 6 10/FR Chase Day that will Live in Infamy
056/lst Adventurers 4 Number Name LVL 091 /RL Tiyet 5 007/FR Dead Magic Zone
057/lst Jotunslayers, The 4 033/DL Takhisis, Queen Dark H 087/RL Harkon Lukas 5 401 /1st Discovery of Spellfire
052/1 st Gnomes of Samek 4 030/DL Dargent, Silver Drag 8 094/RL HagsofTepest 4 027/RL Disrupted Magic
093/FR Dragonbait 4 418/lst Aurak Draconian Lord 8 090/RL Wilfred Godefroy 4 08/lst Chase Dragon Rage
095/FR Ochimo 4 035/DL Pyrite, Gold Dragon 7 088/RL Headless Horseman 4 202/1 st Enslaved!
097/FR I'rincessAlusair 4 17/DLChase Takhisis Mirror/ Abyss 6 095/RL Sir Edmund Bloods. 2 186/lst Fairy Madness
Q98/I<K Randal Morn 4 021 /DL Skie, Blue Dragon 6 387/lst Faithful Hound
085 / 1 st Hubadai 4 025/DL Kaz, the Minotaur 4 Rule Cards by World 210/lst Fast Talking!
082/lst Dagrande 4 305/lst Borys 9 Number Name World 092/lst Fortunate Omens
078/1 st Joliet the Rash 4 304/lst Dragon King 8 21 /DL Chase Age of Dreams DL 100/lst Good Fortune
053/lst Adventurers! 3 284/lst Mul Savage 6 20/DL Chase Blessing of the Gods DL 023/RL Grand Conjunction
087/lst Shandrill 3 298/lst Stef'fa Naf'ski 5 030/RL City States DS 092/DL Habbakuk Interferes
050/lst Marco Volo 3 330/lst Tembo 3 22/DL Chase Golden Age, The DL 024/RL Harvest Moon
079/lst Dwarf of Earthfast 2 282/lst Cistern Fiend 2 031 /RL Islands of Terror RL 008/FR Horde

APPENDIX: CARD LISTS 370 371 APPENDIX: CARD LISTS


380/lst Ice Storm AD&D Artifact
Magical Items 206/lst Magic Sword
049 /DL Kiri-Jolith Arrives Number Name
Number Name 315/lst Shield of Devastation
108/1 st Labor of Legend 01 /Promo Legendary Artifact
064/RL Amulet of the Beast 047/FR Deck of Many Things
009/FR Lady Luck DRAGONLANCE Artifacts
056/DL Blamblower 049/FR Flametongue
413/lst Map of Life Number Name
060/RL Blood Coin 051/FR Gauntlets of Swimming
091 /DL Mishakal Intervenes 051 /DL Dragonlance
060/DL Brooch of Imog 054/FR Ring of Jumping
175/lst Mist Wolf 055/DL Hammer of Kharas
062/DL Dalamar's Ring Healing 050/FR Frostbrand
021 /RL Mists 25/DL Chase Medallion of Faith
419/lst Ego Coin 053/FR Horn of Blasting
099/DL Moon Lunitari Waxes 054/DL Nightjewel, The \
064/DL Flute Wind Dancing 056/FR Vorpal Blade
100/DL Moon Nuitari Waxes 10/DL Chase Skull of Fistandantilus
219/lst Helm of Teleportation 03/DL Chase Sword of Friendship
098/DL Moon Solinari Waxes 053/DL Shield of Huma
059/DL inflatable Flotilla 07/DL Chase Shield of Huma
095/DL Morgian Strikes 052/DL Staff of the Magius
057/DL Irongnome 095/lst Staff of Striking
168/lst Mutiny! 12/DL Chase Takhisis Mirror/Sword
402/lst Magical Champion 098/lst Figurine of Power
416/lst Pit Trap! DARK SUN Artifacts
320/lst Necklace 094/lst Dwarven Hammer
028/RL Power of the Land Number Name
217/lst Net of Entrapment 317/lst Shield of Gore
026/RL Quirk of Fate 411 /1st Annulus
310/lst Orb of Power 109/lst Wand of Light
094/DL Reorx Walks the Land 318/lst Heartwood Spear
058/RL Ring of Regeneration 208/lst Ring of Shooting Stars
107/lst Safe Harbor 409/lst Ren's Bell of Death
063/RL Ring of Reversion 048/FR Dragonslayer
203 /'1st Siege FORGOTTEN REALMS Artifacts
311/lst Rings of All Seeing 22/FR Chase Spellblades
150/lst Siege! Number Name
316/lst Shield of Wickedness 17/lst Chase Wyrm of Earthwalking
277/1 st Silver Hands 404/lst Chaos Shield
061 /DL Solamnic Armor 105/lst Staff of Conjuring
278 /1st Sky Singers 058/FR Dragon Throne
062/RL Soul Searcher Medal 420/lst Chest of Many Things
382/lst Solid Fog 08/FR Chase Ebony Cup of Fate
061 /DL Staff of Mimicry 153/1 st Crystal, Ebon Flame
288/lst Spirit of the Land 059/FR Guenhwyvar
18/DLChase Takhisis's Helmet of Power 215/lst Potion/Fire Breathing
09/DL Chase Spirit of the Que-Shu 410/lst Labyrinth Map of Shuuc
16/DL Chase Takhisis Mirror /Revenge 412/lst Scroll of 7 Leagues
414/1 st Supernatural Chill 060/FR Hammer of Tyr
056/RL Tarokka Deck 058/DL Bupu's Emerald
101 /1st Surprise Raid 05/FR Chase Hawksflight Grail
057/RL Timepiece of Knorr 09FR Chase Hero's Chalice
14/DL Chase Takhisis Mirror/Life 093/lst Rod of Shapechange
103/lst Viperhand 057FR Wand of Wonder
001/FR Tarrasque 061 /FR Ring of Winter
063/DL Wand of Telekinesis 065/RL Cat of Felkovic
403/lst Traitor 062/FR Sword of Cymrych Hugh
16/FR Chase Dagger of Deception
201 /1st Transformation GREYHAWK Artifacts
18/ FR Chase Bell of Might, The Wizard Spells
312/lst Treasure Number Name
07/FR Chase Teapot of Golden Tempest Number Name
214/lst Treasure Fleet 158/lst Baba Yaga's Hut
052/FR Helm Water Breathing 383/lst Animate Dead
11 /FR Chase Unusually Good Fortune 159/lst Chariot of Lyrx
055/FR Slippers of Spider Climbing 345/lst Anti-Magic Shell
06/FRChase Vessel of Misty Pass 152/lst Codex of the Infinite Planes
313/lst Shield of Destruction 068/DL Antimagic Barrier
03/FR Chase Vessel Vaporous Stones 160/lst Cupof Al-Akb<nr
151 /1st War Banner 051 /RL Augment Undead
276/lst Water Hunters 156/1 st Eye & Hand of Vecna
102/lst Banner of 1-eyed God 395/lst Banishment
010/FR Wild Magic Surge 218/lst Johydee's Mask
24/DL Chase Flute Wind Dancing 378/lst Black Tentacles
275/lst Wind Dancers 157/lst Orb of Dragonkind
197/lst Magical Barding 374/lst Blink
377/1 st Wind of Disenchantment 199/lst Ren's Crystal Ball
1 73 / 1 st Griffon 390 / 1 s t Chain Lightning
21/FRChase Wine of Eternity 220/lst Rod of Dispel Magic
059/RL Sun Sword 357/lst Charm
096/DL Zeboim Enraged RAVENLOFT Artifacts
065/FR Dagger of Night 376/lst Charm Monster
Number Name
02/DL Chase Axe of Brotherhood 076/DL Charm Monster
066/RL Apparatus
104/lst Orb of Doom 055/RL Chill Touch
067/RL Crown of Souls
200/lst Falcon Figurine 384/1 st Cloudkil!
070/RL Fang of the Nosferatu
097/lst Flameblade 340/lst Cone of Cold
068/RL Holy Symbol of Ravenkind
11/DLChase Takhisis Mirror/Staff 396/lst Control Undead
069/RL Tapestry of Dark Souls
314/lst Shield of Annihilation 344/lst Crushing Fist
APPENDIX: CARD LISTS 372 373 APPENDIX; CARD LISTS
391 /1st Death Fog 341 /1st Sleep 038/KL Glyph of Warding Allies by Level
039/FR Death Link 106/lst Spell of Formless Horror 088/DL Hazy Image 287/lst Cha'thrang +1
392/lst Death Spell 398/lst Spell Turning 045/RI, Heal 074/RL Ghost Ship +1
050/RL Detect Magic 071 /DL Steel 365/lst Holy Word 308/lst Gith +1
393/1 st Disintegrate 078/DL Stone Water 030/FR Illusory Fortification 253/lst Halfling Mercenaries +1
346/lst Dispel Magic 052/RL Strahd's Malefic Meld 042/RL Imbue w/ Spell Ability 086/lst Intellect Devourer +1
207/lst Enlarge 070/DL Strength 043/KL Insect Plague 251 /1st Mogadisho's Horde +1
348/lst Fear 073/DL Switch 370/lst Invisibility to Undead 070/FR Ninjas +1
14/FR Chase Feather Right 13/DL Chase Takhisis's Abyssal Gateway 033/RL Living Ward 072/FR Orcs of Dragonspear +1
385/lst Feebleminded 075/DL Tenser's Transformation 080/DL Mishakal's Insistence 294/lst Powell +1
040/FR Find Familiar 067/DL Time Shift: Day /Night 089/DL Peace 269/lst Rowan +1
397/lst Finger of Death 066/DL Time Shift: Night/Day 044/RL Plane Shift 329/lst Shaqat Beetles +1
072/DL Fire Rain 044/FR Time Stop 040/RL Prayer 179/lst Skulk +1
379/1 st Fire Shield 069/DL Unnerving Aura \ 368/lst Prot. from Lightning 283/lst Sloth +1
331 /Isi Fireball 048/K1, Vampiric Touch 360 / 1 s t Protection 1 93 / 1 s Skeleton +1
211/lst Flight 335/lst Wall of Fire 079/DL Protection from Draconians 324/lst Thugs +1
343/lst Fly 371 /1st Wall of Fog 031 /FR Quest 309/lst Tij-t-r +1
372/lst Forget 338/lst Wall of Force 366/lst Raise Dead 078/RL Vistani +1
394/lst Geas 336/1 st Wall of Iron 366/lst Raise Dead 293/1 st Zurn +1
15/FR Chase Golden Barter 337/1 st Wall of Stone 083/DL Reflection 271 /1st Ashathra +2
13/FR Chase Golden Touch, The 045/FR Water Breathing 033/FR Reincarnate 252/lst Assassins +2
041/FR Great Shout 373/lst Web 034/FR Resurrection 274/lst Galek +2
042/FR Hallucinatory Terrain 046/FR Wish 087/DL Return 041 /DL Gully Dwarves +2
23/DL Chase Haste Spell 354/ 1 s t Sanctuary 285/1 st Inhuman +2
049/RL Hold Person Clerical Spells 035/FR Shadow Engines 079/RL Loup-garou +2
375/lst Hold Undead Number Name 369/lst Silence 183/lst Miles +2
096/lst Horrors of the Abyss 027/FR Aerial Servant 351 /1st Sticks to Snakes 280/lst Night Runners +2
347/lst Impr. Phantas. Force 036/RL Animate Rock 082/DL Summon Griffon 256/lst Nomad Mercenaries +2
339/lst Invisibility 356/lst Bark Skin 362/1 st Sunray 073/FR Orcs, Savage Frontier +2
332/lst Lightning Bolt 034/RL Binding Curse 036/FR Symbol Hopelessness 065/lst Pteranadon +2
043/FR LimitedWish 352/lst BladeBarrier 01 /FR Chase Thrice Hearty Cup of Balder 272/1 st Stug +2
386/lst Magic Jar 353/lst Bless 041 /RL Turn Undead 15/DL Chase Takhisis Mirror/ Undead +2
334/lst Magic Missile 085/DL Borrow 364/lst Wall of Fire 184/lst Trystan +2
053/RL Misty Summons 039/RL Call Lightning 363/lst Wall of Thorns 302/lst Verrasi +2
072/DL Moonlight Madness 361 /1st Chariot of Sustarre 355 /1st Wind Walk 296/lst Wachter +2
04/FR Chase Mug of the Earthbound 035/RL Conjure Grave Elemental 037/FR Word of Recall 290/lst Wijon +2
054/RI. Neverending Nightmare 028 /FR Creeping Doom 037/RL Word of Recall 182/lst Zadoc +2
333/lst Paralyze 349/ 1 st Cure Light Wounds 038/FR Zone of Truth 295/lst Baber +3
388/1 st Passwall 350/lst Cure Serious Wounds 047/DL Dimernesti Elves +3
381 /1st Phantasmal Killer 359/lst Darkness 110/lst Elf Galleon +3
20/FR Chase Phase Door 086/DL Despair 322/lst Elven Archer +3
406/lst Phorbes's Scrolls 358/lst Dispel Magic 297/lst Foucault +3
074/DL Recall 081 /DL Divine Intervention 192/lst Giant Skeleton +3
389/lst Rock to Mud 090/DL Double Trouble 066/lst Gorgosaurus +3
047/RL Shades 084/DL Earth-Walking 066/FR HalBing, Inc. +3
046/RL Shadow Magic 029/FR Earthquake 081 /1st Hornhead Sauri.il +3
212/lst Shapechange 032/RL Eyes of the Undead 059/lst Iron Legion, The +3
342/lst Shield 367/lst Flame Strike 273/lst Ka'Cha +3

APPENDIX; CARD LISTS 374 375 AITENDIX: CARD LISTS


043/DL Krynn Minotaurs +3 065/FR Flaming Fist +9 Augment Undead 051/RL Bruenor Battlehammer 049/lst
328/lst Marauder +3 257/lst Gladiators +9 Aurak Draconian Lord 418/lst Bupu's Emerald 058/DL
291 /1st Mikor +3 Aurak Draconians 050/DL Burneal Forest 140/lst
083/1 st Mind Flayer +3 Alphabetical Card Listing Aurum, Gold Dragon 15/ 1st Chase CaerAllison 003/FR
071 /FR Olive Ruskettle +3 Adam 083/ RL Avatar 20/lst Chase Calimshan 009/1 st
074/FR Pseudodragon +3 Adon 084/FR Axe of the Brotherhood 02/DL Chase Call Lightning 039/RL
307/1 st Punisher +3 Adventurers 056/lst Aznlin 082/RL Call to Arms! 01 /DL Chase
286/lst Pyreen +3 Adventurers! 053/lst Azalin's Graveyard 017/RL Calm 400/lst
292/lst Salicia +3 Aerial Servant 027/FR Azhul 266/1 st Candlekeep 020/FR
279/lst Silt Stalkers +3 Age of Dreams 21 /DL Chase Baba Yaga's Hut 158/lst Captain Kazhal 299/lst
281 /1st So-ut +3 Agis 261/lst Baber 295/lst Caramon Majere 038/DL
044/DL Solamnic Knights +3 Airship 090/lst Bad Omens 091/lst Caravan 319/lst
289/lst Thri-kreen +3 Alias the Sell-Swore^ 041 /1st Balic 227/lst Castle Hart 141/lst
088/lst Triceratops +3 Alicia 18/lstChase Banishment 395/lst Castle Ravenloft 016/RL
254/1 st War Band +3 All Hallow's Eve 025/RL Banner of the One-Eyed God 102/lst Cat of Felkovic 065/RL
080/RI, Werebat +3 Allisa of the Mists 074/lst Baqual 268/lst Cataclysm! 099/lst
058/lst Armies of Bloodstone +4 Altar of Mishakal 020/DL Barbarian Raiders 213/lst Celene 128/lst
050/DL Aurak Draconians +4 Altaruk 231 /1st Bark Skin 356/lst Cha'thrang 287/lst
064/FR Dragonclaw +4 Amarill 077/lst Barovia 001/RL Chain Lightning 390/lst
049/DL Kapak Draconians +4 Ambassador Carrague 088/FR Bell of Might, The 18/FR Chase Chaos Shield 404/lst
069/FR Mad Monkey +4 Amulet of the Beast 064/RL Berdusk 031 /1st Charge! 205/lst
061 / 1st Myrmidons +4 Anauroch 018/lst Berserk Fury! 180/lst Chariot of Lyrx 159/lst
084/ 1 st Noble Djinni +4 Anavias 262/1 st Binding Curse 034/RL Chariot of Sustarre 361 /1st
076/FR Sahuagin +4 Ancient Curse 399/1 st Bissel 134/lst Charm 357/lst
174/lst Sea Zombie +4 Andra the Wise 24/lst Chase Bitter Well 245/lst Charm Monster 376/lst
048/DL Sivak Draconians +4 Animate Dead 383/lst Black Bess 002/FR Charm Monster 076/DL
077/RL Spectre +4 Animate Rock 036/RL Black Courser, The 080/lst Chest of Many Things 420/lst
075/RL Strahd Zombies +4 Ankhtepot 084/RL Black Tentacles 378/lst Chill Touch 055/RL
1 69/ 1 st Sword wraith +4 Annulus 411 / 1 st Black Waters 246/lst Chividal 267/lst
054/1 st War Party +4 Anti-Magic Shell 345/lst Blackmoor 116/lst Cistern Fiend 282/lst
072/RI, WolfPack +4 Antimagic Barrier 068/DL Blackstaff Tower 019/FR City States 030/RL
073/RL Flesh Golem +5 Apparatus 066/RL Blade Barrier 352/lst Cleric of Gond 068/lst
Wist Hell Hound +5 Apple of His Eye, The 12/FR Chase Blamblower 056/DL Cleric of Malar 089/lst
154/lst Hordes Castle Greyhawk +5 Arabel 036/lst Bless 353/lst Cleric of Mask 070/lst
046/DL Kagonesti Elves +5 Archdruid 189/lst Blessing of the Gods 20/DL Chase Cleric of Torm 069/lst
071/RL Kargat Vampire +5 Arijani 089/RL Blink 374/lst Cloudkill 384/lst
067/FR Kuo Toa +5 Arkhold 236/1 st Blood Coin 060/RL Codex of the Infinite Planes 152/lst
068/FR Locathah +5 Armies of Bloodstone 058/lst Bloodriders 063/FR Cold Cup of Calamity 02/FR Chase
075/FR Red Wizards +5 Arms of Furyondy 146/lst Bodach 239/lst Cone of Cold 340/lst
077/FR Samurai +5 Arms of Greyhawk 144/lst Bone March 131/lst Conjure Grave Elemental 035/RL
195/lst Treants of Grand wood +5 Arms of luz 143/lst Border Forts 198/lst Control Undead 396/lst
045/DL Brine Dragon +6 Arms of Nyrond 147/lst Borrow 085/DL Coral Kingdom, The Oil /FR
076/RL Fiend +6 Arms of Shield Lands 216/lst Borys 305/lst Cormyr 005/lst
255/lst Kank Lancers +6 Arms of the Great Kingdom 145/lst Bribery! 204/lst County of Sunndi 138/lst
'I9/FRChase Muragh Brilstagg +6 Arms of the Horned Society 142/lst Bright Desert, The 129/lst Creeping Doom 028/FR
063/FR Bloodriders +7 ArmsofVeluna 209/lst Brine Dragon 045/DL Crime Lord 055/lst
415/1 st Map to Merc. Army +8 Ashathra 271/lst Bronze Dragons 097/DL Cristyne 008/DL
407/lst Mercenary Gold +8 Assassins, The 252/lst Brooch of Imog 060/DL Crossed Blades 08/DL Chase

APPENDIX: CARD LISTS 376 377 APPENDIX: CARD LISTS


Crown of Souls 067/RL Dori the Barbarian 1 2/lst Chase Find Familiar 040/FR Goodland 004/DL
Crushing Fist 344/lst Double Trouble 090/DL Finger of Death 397/lst Gorgosaurus 066/lst
Crysania 026/DL Dr. Mordenheim 097/RL Firbolg 079/FR Governor Erann Flowstone 022/DL
Crystal of the Ebon Flame 153/Ist Dr. R. Van Richten 086/RL Fire Rain 072 /DL Grak's Pool 243 /1st
Cup of Al-Akba r 160/1 st Dracolich 072 / 1 st Fire Shield 379/lst Grand Conjunction 023/RL
Cure Light Wounds 349/1 st Dragon King 304/lst Fireball 331/lst Great Kingdom, The 123/lst
Cure Serious Wounds 350/lst Dragon Rage 08/lst Chase Fizban the Fabulous 032/DL Great Rift, The 012/lst
Curse of Azure Bonds 004/FR Dragon Throne 058/FR Flame Strike 367/lst Great Shout 041 /FR
Cyric 092/FR Dragonbait 093/FR Flameblade 097/lst Greater Feyr 067/lst
Cyrinishad 005/FR Dragonclaw 064/FR Flametongue 049/FR Greyhawk Ruins 125/lst
Dagaronzie, Green Dr 06 /1st Chase Dragonlance 051/DL Flaming Fist 065/FR Griffon 191/lst
Dagger of Deception 16/FR Chase Dragonslayer 048/FR Flesh Golem 073/RL Griffon 173/lst
Dagger of Night 065/FR Dragonspear Castle 025/lst Flight 21 1 / 1 st Gryhpt the Saurial 075 /1st
Daggerdalt: 026/lst Draj 221 /Ist Flint Fireforge 037/DL Guenhwyvar 059/FR
Dagrande 082/lst Drizzt Do'Urden 045/lst Flute of Wind Dancing 064/DL Gulg 225/lst
Dalamar's Ring of Healing 062/DL Drow Matron 071 /1st Flute of Wind Dancing 24/DLChase GuIlyDwarves 041/DL
Damara 023/lst Duchy of Tenh 139/lst Fly 343/lst Habbakuk Interferes 092/DL
Darbee 14/lst Chase Duchy of Urnst 132/lst Forget 372/lst Hags of Tepest 094/RL
Dargent, Silver Drag 030/DL Dungeon of Gulg 248/lst Fort Melidor 247/lst Halcyon 16/lst Chase
Dark Powers 022/RL Dwarf of Earthfast 079/lst Fortification 149 / 1 st Halfling Mercenaries 253 / 1 st
Darkenbeast 078/FR Dwarven Hammer 094/1 st Fortifications 037/lst Halfling, Inc. 066/FR
Darkhold 027/ 1 st Earth-Walking 084/ DL Fortifications 038/lst Hallucinatory Terrain 042/FR
Darkness 359/lst Earthquake 029/FR Fortunate Omens 092/lst Halruaa 012/FR
Darken 002/RL Ebony Cup of Fate 08/FR Chase Foucault 297/lst Hammer of Kharas 055/DL
Darkwalker War 006/FR Edomira, Red Dragon 02/lst Chase Free City of Greyhawk, The 111/lst HammerofTyr 060/FR
Day That Will Live in Infamy, The 10/FR Ego Coin 419/lst Frostbrand 050/FR Har'Akir 013/RL
Chase Elemental Cleric 32T /I st Furyondy 122/lst HarkonLukas 087/RL
Dead Magic Zone 007/FR Elf Galleon 110/lst Fzoul Chembryl 086/FR Harpers, The 051 /1st
Death Fog 391/lst Elminster the Mage 044/lst Gabrielle Aderre 093/RL Harvest Moon 024/RL
Death Link 039/FR Elven Archer 322/lst Galek 274/lst Haste Spell 23/DL Chase
Death Spell 392/lst Ember, Red Dragon 23/lst Chase Gauntlets of Swimming 051 /FR Haunted Hall of E veningstar 028 / 1 st
Deck of Many Things 047/FR Enlarge 207/lst Geas 394/lst Hawksflight Grail 05/FR Chase
Defiler 303/lst Enslaved! 202/lst Geneva Conclave 02/Promo Hazy Image 088/DL
Delsenora 10/ 1st Chase Erixitl 085/FR tost Ship 074/RL Headless Horseman 088/RL
Dementlieu 011/RL Evermeet 029/1 st tnt Skeleton 192/lst Heal 045/RL
Desert Warrior 327/lst Eye & Hand of Vecna 156/lst GibEkim 04/lst Chase Heartwood Spear, The 318/lst
Desert Warrior 326/lst Eyes of the Undead 032/RL Gib Evets 11 / 1st Chase Hell Hound 1 90 / 1 st
Desert Warrior 325 /1st Fairy Madness 186/lst Gib Htimsen 13/lst Chase Helm 089/FR
Despair OH6/DL Faithful Hound 387/lst Gith 308/lst Helm of Teleportation 219/lst
Detect Magic 050/RL Falcon Figurine 200/lst Giustenal 240/lst Helm of Water Breathing 052/FR
Dimernesti Elves 047/DL Fang of the Nosferatu 070/RL Gladiators 257/lst Herminard 264/lst
Discovery of Spellfire 401 /1st Fast Talking! 210/lst Gloriana 03/lst Chase Hero's Chalice 09FR Chast
Disintegrate 393/lst Fear 348/lst Glyph of Warding 038/RL Hettman Tsurin 172/lst
Dispel Magic 346/lst Feather Flight 14/FR Chase Gnomes of Samek 052/1 st High Forest 01 6 / 1 sf
Dispel Magic 358/1 st Feebleminded 385 / 1 s t Golden Age, The 22/ DL Chase High Horn 021 /FR
Disrupted Magic 027/RL Fejyelsae 07/lst Chase Golden Barter 15/FR Chase High Master Illithid 096/RL
Divine Intervention 081 /DL Fiend 076/RL Golden Touch, The 1 3/FR Chase High Moor, The 021 /1st
Dlasva 300/lst Figurine of Wondrous Power 098/lst Good Fortune 100/lst Hillsfar 034/lst

APPENDIX; CARD LISTS 378 379 APPENDIX: CARD LIST


Maquesta Kar-Thon 027/DL Nibenay 226/lst
Hold of the Sea Princes 114/lst Kartakass 005/RL
Marauder 328/lst Night of the Eye 042/RL
Hold Person 049/RL Kaz, the Minotaur 025/DL
Marco Volo 050/lst Night Runners 280/lst
Hold Undead 375/lst Keening 006/RL
Maztica 015/FR Nightjewel, The 054/DL
Holy Symbol of Ravenkind 068/RL Keoland 127/lst
Medallion of Faith 25/DL Chase Ninjas 070/FR
Holy Word 365/lst Khelben "Blackstaff" Arunsun 094/FR
Menzoberranzan 002/lst Noble Djinni 084/lst
Horde 008/FR Khur 005/DL
Mercenary Gold 407/lst Nomad Mercenaries 256/lst
Hordes of Castle Greyhawk 154/lst Kiara 171/lst
Midnight, Goddess of Magic 046/lst Nordmaar 002/DL
Horn of Blasting 053/FR King Azoun IV 042/lst
Mika the Wolf Nomad 165/lst North Ledopolus 229/lst
Horned Society, The 117/lst KingHalvorll 064/lst Mikor 291/lst Northern Ergoth 009/DL
Hornhead Saurial 081 /1st Kiri-Jolith Arrives 049/DL Miles 183/lst Nova Vaasa 010/RL
Horrors of the Abyss 096/lst Knights of the Crown 04/DL Chase Mind Flayer 083/lst Nyrond 120/lst
Hubadai 085/lst Knights of the Rose 06/DL Chase
Mind Flayer Lord 417/lst Ochimo 095/FR
Ice Storm 380/lst Knights of the Sword 05/DL Chase
Mishakal Intervenes 091/DL Ogo 233/lst
Icewind Dale 020/lst Kozakura 013/FR
Mishakal's Insistence (180/DL Olive Ruskettle 071/FR
Illusory Fortification 030/FR Krynn Minotaurs 043/DL
Mist Wolf 175/lst Orb of Doom 104/lst
Imbue w/ Spell Ability 042/RL Kuo Toa 067/FR
Mists 021/RL Orb of Dragonkind 157/lst
Impiltur 019/lst Labor of Legend 108/lst Misty Summons 053/RL Orb of Power 310/lst
Impr. Phantas. Force 347/lst Labyrinth Map of Shuuc 410/lst
Mithas 001 /DL Orcs of Dragonspear 072/FR
Inflatable Flotilla 059/DL Ladonna 028/DL
Mithril Hall 022/FR Orcs of the Savage Frontier 073/FR
Inhuman 285/lst Lady Luck 009/FR
Mogadisho's Horde 251 /1st Otto 164/lst
Inn of the Last Home 019/DL Lamordia 003/RL
Moon Lunitari Waxes 099/DL Outcast, The 323/lst
Insect Plague 043/RL Lands of luz, The 112/lst Moon Nuitari Waxes 100/DL Par-Salian 034/DL
Intellect Devourer 086 /1st Legendary Artifact 01 / Promo
Moon Solinari Waxes 098/DL Paralyze 333/lst
Invidia 009/RL Lightning Bolt 332/lst
Moonlight Madness 072/DL Paridon 019/RL
Invisibility 339/lst Limited Wish 043/FR
Moonshae Isles 007/lst Passwall 388/lst
Invisibility to Undead 370/lst Living Scroll 408/lst Moonwell 023/FR Peace 089/DL
Ireena Kolyana 085/RL Living Ward 033/RL Mordenkainen 162/lst Peasant Militia 040/lst
Iron Golem 080/FR Locathah 068/FR
Mordent 004/RL Pereghost, The 048/lst
Iron Legion, The 059/lst Lolth, the Spider Queen 166/lst Morgian Strikes 095/DL Perrenland 126/lst
Irongate 136/lst Lord Gunthar, Solamnic Knight 024/DL
Mud Palace, The 228/lst Phantasmal Killer 381 /1st
Irongnome 057/DL Lord Soth 099/RL
Mug of the Earthbound 04/FR Chase Pharaoh's Rest 020/RL
Islands of Terror 031 /RL Lost Citadel, The 01 7/DL Mul Savage 284/lst Phase Door 20/FR Chase
Isle of Selasia 013/DL Lost Oasis 242/1 st
Mulhorand 016/FR Phorbes's Scrolls 406/1 st
luz the Evil 167/lst Loup-Garou 079 /RL Mulmaster 033/lst Phudge, the Great Highbulp 040/DL
Johydee's Mask 218/lst Lovely Colleen 22/lst Chase
Muragh Brilstagg 19/FR Chase Pirate Isles 010/lst
Joliet the Rash 078/lst Luiren 014/FR
Mutiny! 168/lst Pit Trap! 416/lst
Jolunslayers, The 057/lst Lure of Undermountain 24/FR Chase
Myrmidons 061 /1st Plains of Dust 011/DL
Jungles of Chult 015/lst Mad Monkey 069/FR
Mysterious Stranger 081/RL Plane Shift 044/RL
Justinian 029/DL Magicjar 386/1 st
Myth Drannor 013/lst Pomarj, The 113/lst
Ka'Cha 273/lst Magic Missile 334/lst Narfell 024/1 st Pook's Palace 024/FR
Kagonesti Elves 046/DL Magic Sword 206/lst Necklace 320/lst Potion of Fire Breathing 215/lst
Kalidnay 235/lst Magical Barding 197/lst Neeva 259/lst Powell 294/lst
Kank Lancers 255/lst Magical Champion 402/lst Neirgral, Green Drag 05/lst Chase Power of the Land 028/RL
Kapak Draconians 049/DL Magister, The 062/lst Nenioc 1 87/ 1 st Prayer 040/RL
Kargat Mausoleum 018/RL Makla 234/lst Net of Entrapment 217/lst Preserver 306/lst
Kargat Vampire 071 /RL Maligor the Red 043 /1st Netheril 23/FR Chase Prince Tristan 096/FR
Karlott the Shaman 063/lst Map of Life 413/lst Neverending Nightmare 054/RL Princess Alusair 097/FR
Karm, Black Dragon 25/lst Chase Map to Merc. Army 415/lst
381 APPENDIX: CARD LISTS
APPENDIX: CARD LISTS 380
L
Principality of Ulek 137/lst Salt View 232/lst Skull of Fistandantilus 10/DL Chase Switch 073/DL
Prot. from Lightning 368/lst Salt View 237/lst Sky Singers 278/lst Sword Coast 017/lst
Protection 360 / 1 st Samurai 077/FR Slave Realm of Tunek 405/lst Sword of Cymrych Hugh 062/FR
Protection from Draconians 079/DL Sancrist 007/DL Sleep 341 /1st Sword of Friendship 03/DL Chase
Pseudodragon 074/FR Sanctuary 354/lst Slippers of Spider Climbing 055/FR Swordwraith 169/lst
rU'mnadon 065/lst Scarlet Brotherhood, The 135/lst Sloth 283/lst Symbol of Hopelessness 036/FR
Punisher 307/lst Scroll of 7 Leagues 412/lst Smolder, Red Dragon 21 /1st Chase Sysania 170/lst
Pyreen 286/1 st Sea Barons 133/1 st So-ut 281 /1st T'kkyl 265/lst
Pyrite, Gold Dragon 035/DL Sea Zombie 174/lst Solamnia 006/DL Tablets of Fate IOO/FR
Quagmiela the Dragon 177/lst Selune 039/1 st Solamnic Armor 061 /DL Takhisis's Abyssal Gateway 13/DL Chase
Quest 031 /FR Sembia 006/1 st Solamnic Knights 044/DL Takhisis's Mirror and Staff 11 /DL Chase
QuirkofFate 026/RL Seragrimm the Just 178/lst Solid Fog 382/lst Takhisis's Mirror and Sword 12/DL Chase
Raam 222/lst Sergei Von Zarovich 098/RL Soul Searcher Medallion 062/RL Takhisis's Mirror/Life Trap. 14/DL Chase
RiiiseDead 366/lst Shades 047/RL Souragne 014/RL Takhisis's Mirror of Revenue I h / D L Chase
Raistlin Majere 031 /DL Shadow Engines 035/FR South Ledopolus 230/lst Takhisis's Mirror /Abyssal 17/DL Chase
Randal Morn 098/FR Shadow Magic 046/RL Southern Ergoth 010/DL Takhisis's /Underworld Min. 15/DLChase
Rangers of Hornwood 196/lst Shadowdale 004/lst Spectre 077/RL Takhisis's Helmet of Power 18/DL Chase
Rary the Traitor 161 /1st Shalbaal, Red Dragon 09/lst Chase Spell Book of Drawmij 029/RL Takhisis, Queen Dark 033/DL
Rashemen 022/lst Shandrill 087/1 st Spell of Formless Horror 106/lst Tanis Half-Elven 036/DL
Raurin 017/FR Shapechange 212/lst Spell Turning . 398/lst Tantras 032/lst
Ravens Bluff Oil /1st Shaqat Beetles 329/1 st Spellblades 22/FR Chase Tapestry of Dark Souls 069/RL
Recall 074/DL Shayira 270/lst Spine of Taladas 012/DL Tarokka Deck 056/RL
Red Wizards 075/FR Shield 342/1 st Spirit of the Land 288/ 1st Tarrasque 001 /FR
RedZeb 19/lst Chase Shield of Annihilation 314/lst Spirit of the Que-Shu 09/DL Chase Tasslehoff Burrfoot 039/ DL
Reflection 083/DL Shield of Destruction 313/lst Sri Raji 015/RL Teapot of the Golden Tempest 07/FR Chase
Reincarnate 033/FR Shield of Devastation 315/lst Staff of Conjuring 105/lst Tembo 330/ 1 si
Ren's Bell of Death 409/lst Shield of Gore 317/1 st Staff of Mimicry 061/DL Temple 250/lst
Ren's Crystal Ball 199/lst Shield of Huma 053/DL Staff of Striking 095/lst Temple of Elemental Evil 124/lst
Reorx Walks the Land 094/DL Shield of Huma 07/DL Chase Staff of the Magius 052/DL Tenser's Transformation 075/DL
Reorxcrown Mountains 015/DL Shield of Wickedness 316/lst Steel 071 /DL Tepest 007/RL
Resurrection 034/FR Shoikan Grove 018/DL Stef 'fa Naf 'ski 298/lst Tergoz Tenhammer 060/lst
Return 087/DL Shou Lung 018/FR Stench 119/lst Thay 008/1 st
Rikus 258/lst Siege 203/lst Sticks to Snakes 351/lst Theocracy of the Pale 130/lst
Ring of Jumping 054/FR Siege! 150/lst Stone Giant 082/FR Thorin 014/DL
Ring of Regeneration 058/RL Silence 369/lst Stone Water 078/DL Thorvid 185/lst
Ring of Reversion 063/RL Silt Stalkers 279/lst Storm Giant 081 /FR Thri-kreen 289/lst
King of Shooting Stars 208/lst Silvanesti 003/DL Strahd Von Zarovich 100/RL Thrice Hearty Cup of Balder 01 /FR Chase
Ring of Winter 061 /FR Silver Hands 277/ 1 st Strahd Zombies 075/RL Thugs 324/ 1 st
Rings of All Seeing 311/lst SilverSpring 244/lst Strand's Malefic Meld 052/RL Tiger 309/1 st
Rock to Mud 389/lst Simbul of Aglarond 090/FR Strength 070/DL Tika Waylan Majere 023/DL
Rod of Dispel Magic 220/lst Sir Edmund Bloodsworth 095/RL Stryck 1 7/lst Chase Time of Troubles 099/FR
Rod of Shapechange 093/lst SirHiregaard 092/RL Stug 272/lst Time Shift: Day/Night 067/DL
Rowan 269/lst Sivak Draconians 048/DL Summon Griffon 082/DL Time Shift: Night/Day 066/DL
Sadira 260/lst Skeletal Horde 155/lst Sun Sword 059/RL Time Stop 044/FR
Safe Harbor 107/1 st Skeleton 193/ls Sunray 362/lst Timepiece of Knorr 057/RL
Sahuagin 076 /FR Skie, Blue Dragon 021 /DL Supernatural Chill 414/lst Tithian 301 /1st
Sakornia 01 /1st Chase Skulk 179/lst Surprise Raid 101 /1st Tiyet 091/RL
Salicia 292/1 st Skull Keep 148/lst Suzail 035/lst TorgMacCei 047/1 st

APPENDIX: CARD LISTS 382 383 Airi-NDIx: CARD LISTS


r
Tower of Ashaba 026/FR Waterdeep 001 /1st
Tower of High Sorcery 19/DL Chase Waverly 238/1 si
Tower of Wayreth 016/DL Web 373/1 st
Traitor 403/1 st Werebat 080/RL
Transformation! 201 /1st Werewolf 083/FR
Treants of Grandwood 195/lst Wijon 290/1 st
Treasure 312/lst 1 Wild Magic Surge 010/FR
Treasure Fleet 214/lst Wilfred Godefroy 090/KL
Triceratops 088/lst Wind Dancers 275/lst
Trollmoors, The 030/lst Wind of Disenchantment 377/1 st
Trystan 184/lst Wind Walk 355/ 1st
Turn Undead 041 /RL Wine of Eternity 21 /FR Chase
Tyr 224/lst Winged Horror 194/1 st
Tyrinon 176/lst Wish 046/FR
Tysiln San 163/lst Wolf Nomads 1 1 8/1 st
Unnerving Aura 069/DL WolfNomads 181/lst
Unusually Good Fortune 11/FRChase WolfPack 072/RL
Urik 223/lst Word of Recall 037/FR
Vaasa 014/lst Word of Recall 037/RL
Vaerhirmana 263/lst 1 Worden Ironfist 076/lst
Valachan 012/RL Wyrm of Earthwalking 17/lst Chase
Vampiric Touch 048/RL Yaramuke 241 /1st
Vangerdahast 091/FR Yeomanry 115/lst
Vasos Flameslayer 073/lst Young Gold Dragon 188/lst
Vduna 1 2 1 / 1 st Young Robyn 087/FR
Verbrek 008/RL Yulash 025/FR
Verrasi 302/lst Zadoc 182/lst
Vessel of Misty Passage 06/FR Chase Zeboim Enraged 096/DL
Vessel of Vaporous Stones 03/FR Chase Zhentarim Intrigue 25/FR Chase
Viperhand 103/lst Zhentil Keep 003/1 st
Vistani 078/RL Ziggurat 249/lst
Vorpal Blade 056/FR Zone of Truth 038/FR
Wachter 296/lst Zurn 293/lst
Wall of Fire 335/1 st
Wall of Fire 364/1 st
Wall of Fog 371 /1st
Wall of Force 338/lst
Wall of Iron 336/lst
Wall of Stone 337/lst
Wall of Thorns 363/1 st
Wand of Light 109/lst
Wand of Telekinesis 063/DL
Wand of Wonder 057FR
W.ir Band 254/lst
War Banner 151/lst
War Party 054/1 st
Water Breathing 045/FR
Water Hunters 276/1 st

APPENDIX: CARD LISTS 384

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